6 #include "player-move.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "player-skill.h"
10 #include "player-race.h"
11 #include "player-class.h"
12 #include "player-personality.h"
14 #include "floor-events.h"
19 #include "spells-status.h"
21 #include "object-hook.h"
23 #include "monster-status.h"
24 #include "monsterrace-hook.h"
27 #include "realm-hex.h"
29 #include "cmd-spell.h"
31 #include "objectkind.h"
32 #include "monsterrace.h"
39 * @brief 能力値テーブル / Abbreviations of healthy stats
41 const concptr stat_names[6] =
44 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
46 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
52 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
54 const concptr stat_names_reduced[6] =
57 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
59 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
66 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
68 static concptr horror_desc[MAX_SAN_HORROR] =
124 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
126 static concptr funny_desc[MAX_SAN_FUNNY] =
187 * @var funny_comments
188 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
190 static concptr funny_comments[MAX_SAN_COMMENT] =
211 * @brief 基本必要経験値テーブル /
212 * Base experience levels, may be adjusted up for race and/or class
214 const s32b player_exp[PY_MAX_LEVEL] =
270 * @brief 基本必要強化値テーブル(アンドロイド専用)
272 const s32b player_exp_a[PY_MAX_LEVEL] =
328 * Return alignment title
330 concptr your_alignment(void)
332 if (p_ptr->align > 150) return _("大善", "Lawful");
333 else if (p_ptr->align > 50) return _("中善", "Good");
334 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
335 else if (p_ptr->align > -11) return _("中立", "Neutral");
336 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
337 else if (p_ptr->align > -151) return _("中悪", "Evil");
338 else return _("大悪", "Chaotic");
343 * Return proficiency level of weapons and misc. skills (except riding)
345 int weapon_exp_level(int weapon_exp)
347 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
348 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
349 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
350 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
351 else return EXP_LEVEL_MASTER;
356 * Return proficiency level of riding
358 int riding_exp_level(int riding_exp)
360 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
361 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
362 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
363 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
364 else return EXP_LEVEL_MASTER;
369 * Return proficiency level of spells
371 int spell_exp_level(int spell_exp)
373 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
374 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
375 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
376 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
377 else return EXP_LEVEL_MASTER;
381 * @brief プレイヤーの全ステータスを更新する /
382 * Calculate the players current "state", taking into account
383 * not only race/class intrinsics, but also objects being worn
384 * and temporary spell effects.
388 * See also calc_mana() and calc_hitpoints().
390 * Take note of the new "speed code", in particular, a very strong
391 * player will start slowing down as soon as he reaches 150 pounds,
392 * but not until he reaches 450 pounds will he be half as fast as
393 * a normal kobold. This both hurts and helps the player, hurts
394 * because in the old days a player could just avoid 300 pounds,
395 * and helps because now carrying 300 pounds is not very painful.
397 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
398 * damage, since that would affect non-combat things. These values
399 * are actually added in later, at the appropriate place.
401 * This function induces various "status" messages.
404 void calc_bonuses(void)
408 int default_hand = 0;
409 int empty_hands_status = empty_hands(TRUE);
412 BIT_FLAGS flgs[TR_FLAG_SIZE];
414 bool yoiyami = FALSE;
415 bool down_saving = FALSE;
418 bool have_dd_s = FALSE, have_dd_t = FALSE;
420 bool have_sw = FALSE, have_kabe = FALSE;
421 bool easy_2weapon = FALSE;
422 bool riding_levitation = FALSE;
423 OBJECT_IDX this_o_idx, next_o_idx = 0;
424 const player_race *tmp_rp_ptr;
426 /* Save the old vision stuff */
427 bool old_telepathy = p_ptr->telepathy;
428 bool old_esp_animal = p_ptr->esp_animal;
429 bool old_esp_undead = p_ptr->esp_undead;
430 bool old_esp_demon = p_ptr->esp_demon;
431 bool old_esp_orc = p_ptr->esp_orc;
432 bool old_esp_troll = p_ptr->esp_troll;
433 bool old_esp_giant = p_ptr->esp_giant;
434 bool old_esp_dragon = p_ptr->esp_dragon;
435 bool old_esp_human = p_ptr->esp_human;
436 bool old_esp_evil = p_ptr->esp_evil;
437 bool old_esp_good = p_ptr->esp_good;
438 bool old_esp_nonliving = p_ptr->esp_nonliving;
439 bool old_esp_unique = p_ptr->esp_unique;
440 bool old_see_inv = p_ptr->see_inv;
441 bool old_mighty_throw = p_ptr->mighty_throw;
443 /* Current feature under player. */
444 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
446 /* Save the old armor class */
447 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
448 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
451 /* Clear extra blows/shots */
452 extra_blows[0] = extra_blows[1] = 0;
454 /* Clear the stat modifiers */
455 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
458 /* Clear the Displayed/Real armor class */
459 p_ptr->dis_ac = p_ptr->ac = 0;
461 /* Clear the Displayed/Real Bonuses */
462 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
463 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
464 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
465 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
466 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
467 p_ptr->dis_to_a = p_ptr->to_a = 0;
471 p_ptr->to_m_chance = 0;
473 /* Clear the Extra Dice Bonuses */
474 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
475 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
477 /* Start with "normal" speed */
480 /* Start with a single blow per current_world_ptr->game_turn */
481 p_ptr->num_blow[0] = 1;
482 p_ptr->num_blow[1] = 1;
484 /* Start with a single shot per current_world_ptr->game_turn */
485 p_ptr->num_fire = 100;
487 /* Reset the "xtra" tval */
488 p_ptr->tval_xtra = 0;
490 /* Reset the "ammo" tval */
491 p_ptr->tval_ammo = 0;
493 /* Clear all the flags */
495 p_ptr->bless_blade = FALSE;
496 p_ptr->xtra_might = FALSE;
497 p_ptr->impact[0] = FALSE;
498 p_ptr->impact[1] = FALSE;
499 p_ptr->pass_wall = FALSE;
500 p_ptr->kill_wall = FALSE;
501 p_ptr->dec_mana = FALSE;
502 p_ptr->easy_spell = FALSE;
503 p_ptr->heavy_spell = FALSE;
504 p_ptr->see_inv = FALSE;
505 p_ptr->free_act = FALSE;
506 p_ptr->slow_digest = FALSE;
507 p_ptr->regenerate = FALSE;
508 p_ptr->can_swim = FALSE;
509 p_ptr->levitation = FALSE;
510 p_ptr->hold_exp = FALSE;
511 p_ptr->telepathy = FALSE;
512 p_ptr->esp_animal = FALSE;
513 p_ptr->esp_undead = FALSE;
514 p_ptr->esp_demon = FALSE;
515 p_ptr->esp_orc = FALSE;
516 p_ptr->esp_troll = FALSE;
517 p_ptr->esp_giant = FALSE;
518 p_ptr->esp_dragon = FALSE;
519 p_ptr->esp_human = FALSE;
520 p_ptr->esp_evil = FALSE;
521 p_ptr->esp_good = FALSE;
522 p_ptr->esp_nonliving = FALSE;
523 p_ptr->esp_unique = FALSE;
525 p_ptr->sustain_str = FALSE;
526 p_ptr->sustain_int = FALSE;
527 p_ptr->sustain_wis = FALSE;
528 p_ptr->sustain_con = FALSE;
529 p_ptr->sustain_dex = FALSE;
530 p_ptr->sustain_chr = FALSE;
531 p_ptr->resist_acid = FALSE;
532 p_ptr->resist_elec = FALSE;
533 p_ptr->resist_fire = FALSE;
534 p_ptr->resist_cold = FALSE;
535 p_ptr->resist_pois = FALSE;
536 p_ptr->resist_conf = FALSE;
537 p_ptr->resist_sound = FALSE;
538 p_ptr->resist_lite = FALSE;
539 p_ptr->resist_dark = FALSE;
540 p_ptr->resist_chaos = FALSE;
541 p_ptr->resist_disen = FALSE;
542 p_ptr->resist_shard = FALSE;
543 p_ptr->resist_nexus = FALSE;
544 p_ptr->resist_blind = FALSE;
545 p_ptr->resist_neth = FALSE;
546 p_ptr->resist_time = FALSE;
547 p_ptr->resist_water = FALSE;
548 p_ptr->resist_fear = FALSE;
549 p_ptr->reflect = FALSE;
550 p_ptr->sh_fire = FALSE;
551 p_ptr->sh_elec = FALSE;
552 p_ptr->sh_cold = FALSE;
553 p_ptr->anti_magic = FALSE;
554 p_ptr->anti_tele = FALSE;
555 p_ptr->warning = FALSE;
556 p_ptr->mighty_throw = FALSE;
557 p_ptr->see_nocto = FALSE;
559 p_ptr->immune_acid = FALSE;
560 p_ptr->immune_elec = FALSE;
561 p_ptr->immune_fire = FALSE;
562 p_ptr->immune_cold = FALSE;
564 p_ptr->ryoute = FALSE;
565 p_ptr->migite = FALSE;
566 p_ptr->hidarite = FALSE;
567 p_ptr->no_flowed = FALSE;
569 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
570 else tmp_rp_ptr = &race_info[p_ptr->prace];
572 /* Base infravision (purely racial) */
573 p_ptr->see_infra = tmp_rp_ptr->infra;
575 /* Base skill -- disarming */
576 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
578 /* Base skill -- magic devices */
579 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
581 /* Base skill -- saving throw */
582 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
584 /* Base skill -- stealth */
585 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
587 /* Base skill -- searching ability */
588 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
590 /* Base skill -- searching frequency */
591 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
593 /* Base skill -- combat (normal) */
594 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
596 /* Base skill -- combat (shooting) */
597 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
599 /* Base skill -- combat (throwing) */
600 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
602 /* Base skill -- digging */
603 p_ptr->skill_dig = 0;
605 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
606 if (has_melee_weapon(INVEN_LARM))
608 p_ptr->hidarite = TRUE;
609 if (!p_ptr->migite) default_hand = 1;
612 if (CAN_TWO_HANDS_WIELDING())
614 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
615 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
617 p_ptr->ryoute = TRUE;
619 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
620 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
622 p_ptr->ryoute = TRUE;
626 switch (p_ptr->pclass)
629 case CLASS_FORCETRAINER:
630 case CLASS_BERSERKER:
631 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
633 p_ptr->migite = TRUE;
634 p_ptr->ryoute = TRUE;
641 if (!p_ptr->migite && !p_ptr->hidarite)
643 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
644 else if (empty_hands_status == EMPTY_HAND_LARM)
646 p_ptr->hidarite = TRUE;
651 if (p_ptr->special_defense & KAMAE_MASK)
653 if (!(empty_hands_status & EMPTY_HAND_RARM))
655 set_action(ACTION_NONE);
659 switch (p_ptr->pclass)
662 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
663 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
666 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
668 case CLASS_CHAOS_WARRIOR:
669 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
670 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
672 case CLASS_MINDCRAFTER:
673 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
674 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
675 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
676 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
679 case CLASS_FORCETRAINER:
680 /* Unencumbered Monks become faster every 10 levels */
681 if (!(heavy_armor()))
683 if (!(prace_is_(RACE_KLACKON) ||
684 prace_is_(RACE_SPRITE) ||
685 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
686 new_speed += (p_ptr->lev) / 10;
688 /* Free action if unencumbered at level 25 */
690 p_ptr->free_act = TRUE;
695 p_ptr->dis_to_a -= 50;
698 p_ptr->resist_sound = TRUE;
701 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
703 case CLASS_BERSERKER:
705 p_ptr->sustain_str = TRUE;
706 p_ptr->sustain_dex = TRUE;
707 p_ptr->sustain_con = TRUE;
708 p_ptr->regenerate = TRUE;
709 p_ptr->free_act = TRUE;
711 if (p_ptr->lev > 29) new_speed++;
712 if (p_ptr->lev > 39) new_speed++;
713 if (p_ptr->lev > 44) new_speed++;
714 if (p_ptr->lev > 49) new_speed++;
715 p_ptr->to_a += 10 + p_ptr->lev / 2;
716 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
717 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
718 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
719 p_ptr->redraw |= PR_STATUS;
721 case CLASS_MIRROR_MASTER:
722 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
725 /* Unencumbered Ninjas become faster every 10 levels */
728 new_speed -= (p_ptr->lev) / 10;
729 p_ptr->skill_stl -= (p_ptr->lev) / 10;
731 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
732 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
735 if (!(prace_is_(RACE_KLACKON) ||
736 prace_is_(RACE_SPRITE) ||
737 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
738 new_speed += (p_ptr->lev) / 10;
739 p_ptr->skill_stl += (p_ptr->lev) / 10;
741 /* Free action if unencumbered at level 25 */
743 p_ptr->free_act = TRUE;
745 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
746 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
748 p_ptr->to_a += p_ptr->lev / 2 + 5;
749 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
751 p_ptr->slow_digest = TRUE;
752 p_ptr->resist_fear = TRUE;
753 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
754 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
755 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
758 p_ptr->oppose_pois = 1;
759 p_ptr->redraw |= PR_STATUS;
761 p_ptr->see_nocto = TRUE;
766 if (p_ptr->mimic_form)
768 switch (p_ptr->mimic_form)
771 p_ptr->hold_exp = TRUE;
772 p_ptr->resist_chaos = TRUE;
773 p_ptr->resist_neth = TRUE;
774 p_ptr->resist_fire = TRUE;
775 p_ptr->oppose_fire = 1;
776 p_ptr->see_inv = TRUE;
778 p_ptr->redraw |= PR_STATUS;
780 p_ptr->dis_to_a += 10;
782 case MIMIC_DEMON_LORD:
783 p_ptr->hold_exp = TRUE;
784 p_ptr->resist_chaos = TRUE;
785 p_ptr->resist_neth = TRUE;
786 p_ptr->immune_fire = TRUE;
787 p_ptr->resist_acid = TRUE;
788 p_ptr->resist_fire = TRUE;
789 p_ptr->resist_cold = TRUE;
790 p_ptr->resist_elec = TRUE;
791 p_ptr->resist_pois = TRUE;
792 p_ptr->resist_conf = TRUE;
793 p_ptr->resist_disen = TRUE;
794 p_ptr->resist_nexus = TRUE;
795 p_ptr->resist_fear = TRUE;
796 p_ptr->sh_fire = TRUE;
797 p_ptr->see_inv = TRUE;
798 p_ptr->telepathy = TRUE;
799 p_ptr->levitation = TRUE;
800 p_ptr->kill_wall = TRUE;
803 p_ptr->dis_to_a += 20;
806 p_ptr->resist_dark = TRUE;
807 p_ptr->hold_exp = TRUE;
808 p_ptr->resist_neth = TRUE;
809 p_ptr->resist_cold = TRUE;
810 p_ptr->resist_pois = TRUE;
811 p_ptr->see_inv = TRUE;
814 p_ptr->dis_to_a += 10;
815 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
821 switch (p_ptr->prace)
824 p_ptr->resist_lite = TRUE;
827 p_ptr->hold_exp = TRUE;
830 p_ptr->free_act = TRUE;
833 p_ptr->resist_blind = TRUE;
836 p_ptr->resist_dark = TRUE;
838 case RACE_HALF_TROLL:
839 p_ptr->sustain_str = TRUE;
843 /* High level trolls heal fast... */
844 p_ptr->regenerate = TRUE;
846 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
848 p_ptr->slow_digest = TRUE;
849 /* Let's not make Regeneration
850 * a disadvantage for the poor warriors who can
851 * never learn a spell that satisfies hunger (actually
852 * neither can rogues, but half-trolls are not
853 * supposed to play rogues) */
858 p_ptr->sustain_con = TRUE;
859 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
862 p_ptr->resist_lite = TRUE;
863 p_ptr->see_inv = TRUE;
866 p_ptr->resist_fear = TRUE;
869 p_ptr->resist_dark = TRUE;
870 p_ptr->sustain_str = TRUE;
872 case RACE_HALF_GIANT:
873 p_ptr->sustain_str = TRUE;
874 p_ptr->resist_shard = TRUE;
876 case RACE_HALF_TITAN:
877 p_ptr->resist_chaos = TRUE;
880 p_ptr->resist_sound = TRUE;
883 p_ptr->resist_acid = TRUE;
884 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
887 p_ptr->resist_conf = TRUE;
888 p_ptr->resist_acid = TRUE;
890 /* Klackons become faster */
891 new_speed += (p_ptr->lev) / 10;
894 p_ptr->resist_pois = TRUE;
897 p_ptr->resist_disen = TRUE;
898 p_ptr->resist_dark = TRUE;
901 p_ptr->resist_dark = TRUE;
902 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
905 p_ptr->levitation = TRUE;
906 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
907 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
908 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
909 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
910 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
912 case RACE_MIND_FLAYER:
913 p_ptr->sustain_int = TRUE;
914 p_ptr->sustain_wis = TRUE;
915 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
916 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
919 p_ptr->resist_fire = TRUE;
920 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
923 p_ptr->slow_digest = TRUE;
924 p_ptr->free_act = TRUE;
925 p_ptr->see_inv = TRUE;
926 p_ptr->resist_pois = TRUE;
927 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
930 p_ptr->resist_shard = TRUE;
931 p_ptr->hold_exp = TRUE;
932 p_ptr->see_inv = TRUE;
933 p_ptr->resist_pois = TRUE;
934 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
937 p_ptr->resist_neth = TRUE;
938 p_ptr->hold_exp = TRUE;
939 p_ptr->see_inv = TRUE;
940 p_ptr->resist_pois = TRUE;
941 p_ptr->slow_digest = TRUE;
942 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
945 p_ptr->resist_dark = TRUE;
946 p_ptr->hold_exp = TRUE;
947 p_ptr->resist_neth = TRUE;
948 p_ptr->resist_cold = TRUE;
949 p_ptr->resist_pois = TRUE;
950 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
953 p_ptr->levitation = TRUE;
954 p_ptr->free_act = TRUE;
955 p_ptr->resist_neth = TRUE;
956 p_ptr->hold_exp = TRUE;
957 p_ptr->see_inv = TRUE;
958 p_ptr->resist_pois = TRUE;
959 p_ptr->slow_digest = TRUE;
960 p_ptr->resist_cold = TRUE;
961 p_ptr->pass_wall = TRUE;
962 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
965 p_ptr->levitation = TRUE;
966 p_ptr->resist_lite = TRUE;
968 /* Sprites become faster */
969 new_speed += (p_ptr->lev) / 10;
972 p_ptr->resist_conf = TRUE;
973 p_ptr->resist_sound = TRUE;
976 /* Ents dig like maniacs, but only with their hands. */
977 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
978 p_ptr->skill_dig += p_ptr->lev * 10;
979 /* Ents get tougher and stronger as they age, but lose dexterity. */
980 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
981 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
982 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
984 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
985 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
986 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
988 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
989 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
990 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
993 p_ptr->levitation = TRUE;
994 p_ptr->see_inv = TRUE;
997 p_ptr->resist_fire = TRUE;
998 p_ptr->resist_neth = TRUE;
999 p_ptr->hold_exp = TRUE;
1000 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1001 if (p_ptr->lev > 44)
1003 p_ptr->oppose_fire = 1;
1004 p_ptr->redraw |= PR_STATUS;
1008 p_ptr->sustain_con = TRUE;
1011 p_ptr->levitation = TRUE;
1014 p_ptr->resist_conf = TRUE;
1017 p_ptr->slow_digest = TRUE;
1018 p_ptr->free_act = TRUE;
1019 p_ptr->resist_pois = TRUE;
1020 p_ptr->hold_exp = TRUE;
1023 p_ptr->resist_water = TRUE;
1031 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1033 p_ptr->see_inv = TRUE;
1034 p_ptr->free_act = TRUE;
1035 p_ptr->slow_digest = TRUE;
1036 p_ptr->regenerate = TRUE;
1037 p_ptr->levitation = TRUE;
1038 p_ptr->hold_exp = TRUE;
1039 p_ptr->telepathy = TRUE;
1041 p_ptr->sustain_str = TRUE;
1042 p_ptr->sustain_int = TRUE;
1043 p_ptr->sustain_wis = TRUE;
1044 p_ptr->sustain_con = TRUE;
1045 p_ptr->sustain_dex = TRUE;
1046 p_ptr->sustain_chr = TRUE;
1047 p_ptr->resist_acid = TRUE;
1048 p_ptr->resist_elec = TRUE;
1049 p_ptr->resist_fire = TRUE;
1050 p_ptr->resist_cold = TRUE;
1051 p_ptr->resist_pois = TRUE;
1052 p_ptr->resist_conf = TRUE;
1053 p_ptr->resist_sound = TRUE;
1054 p_ptr->resist_lite = TRUE;
1055 p_ptr->resist_dark = TRUE;
1056 p_ptr->resist_chaos = TRUE;
1057 p_ptr->resist_disen = TRUE;
1058 p_ptr->resist_shard = TRUE;
1059 p_ptr->resist_nexus = TRUE;
1060 p_ptr->resist_blind = TRUE;
1061 p_ptr->resist_neth = TRUE;
1062 p_ptr->resist_fear = TRUE;
1063 p_ptr->reflect = TRUE;
1064 p_ptr->sh_fire = TRUE;
1065 p_ptr->sh_elec = TRUE;
1066 p_ptr->sh_cold = TRUE;
1068 p_ptr->dis_to_a += 100;
1070 /* Temporary shield */
1071 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1074 p_ptr->dis_to_a += 50;
1077 if (p_ptr->tim_res_nether)
1079 p_ptr->resist_neth = TRUE;
1081 if (p_ptr->tim_sh_fire)
1083 p_ptr->sh_fire = TRUE;
1085 if (p_ptr->tim_res_time)
1087 p_ptr->resist_time = TRUE;
1091 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1093 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1094 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1095 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1097 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1099 p_ptr->to_m_chance += 5;
1100 p_ptr->resist_conf = TRUE;
1104 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1106 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1108 p_ptr->resist_blind = TRUE;
1109 p_ptr->resist_conf = TRUE;
1110 p_ptr->hold_exp = TRUE;
1111 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1113 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1114 /* Munchkin become faster */
1115 new_speed += (p_ptr->lev) / 10 + 5;
1118 if (music_singing(MUSIC_WALL))
1120 p_ptr->kill_wall = TRUE;
1123 /* Hack -- apply racial/class stat maxes */
1124 /* Apply the racial modifiers */
1125 for (i = 0; i < A_MAX; i++)
1127 /* Modify the stats for "race" */
1128 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1132 /* I'm adding the mutations here for the lack of a better place... */
1135 /* Hyper Strength */
1136 if (p_ptr->muta3 & MUT3_HYPER_STR)
1138 p_ptr->stat_add[A_STR] += 4;
1142 if (p_ptr->muta3 & MUT3_PUNY)
1144 p_ptr->stat_add[A_STR] -= 4;
1147 /* Living computer */
1148 if (p_ptr->muta3 & MUT3_HYPER_INT)
1150 p_ptr->stat_add[A_INT] += 4;
1151 p_ptr->stat_add[A_WIS] += 4;
1155 if (p_ptr->muta3 & MUT3_MORONIC)
1157 p_ptr->stat_add[A_INT] -= 4;
1158 p_ptr->stat_add[A_WIS] -= 4;
1161 if (p_ptr->muta3 & MUT3_RESILIENT)
1163 p_ptr->stat_add[A_CON] += 4;
1166 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1168 p_ptr->stat_add[A_CON] += 2;
1172 if (p_ptr->muta3 & MUT3_ALBINO)
1174 p_ptr->stat_add[A_CON] -= 4;
1177 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1179 p_ptr->stat_add[A_CON] -= 2;
1180 p_ptr->stat_add[A_CHR] -= 1;
1181 p_ptr->regenerate = FALSE;
1182 /* Cancel innate regeneration */
1185 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1187 p_ptr->stat_add[A_CHR] -= 4;
1190 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1192 p_ptr->stat_add[A_CHR] -= 1;
1195 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1197 p_ptr->skill_fos += 15;
1198 p_ptr->skill_srh += 15;
1201 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1203 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1206 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1208 p_ptr->skill_stl -= 3;
1211 if (p_ptr->muta3 & MUT3_INFRAVIS)
1213 p_ptr->see_infra += 3;
1216 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1221 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1226 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1228 p_ptr->sh_elec = TRUE;
1231 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1233 p_ptr->sh_fire = TRUE;
1237 if (p_ptr->muta3 & MUT3_WART_SKIN)
1239 p_ptr->stat_add[A_CHR] -= 2;
1241 p_ptr->dis_to_a += 5;
1244 if (p_ptr->muta3 & MUT3_SCALES)
1246 p_ptr->stat_add[A_CHR] -= 1;
1248 p_ptr->dis_to_a += 10;
1251 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1253 p_ptr->stat_add[A_DEX] -= 1;
1255 p_ptr->dis_to_a += 25;
1258 if (p_ptr->muta3 & MUT3_WINGS)
1260 p_ptr->levitation = TRUE;
1263 if (p_ptr->muta3 & MUT3_FEARLESS)
1265 p_ptr->resist_fear = TRUE;
1268 if (p_ptr->muta3 & MUT3_REGEN)
1270 p_ptr->regenerate = TRUE;
1273 if (p_ptr->muta3 & MUT3_ESP)
1275 p_ptr->telepathy = TRUE;
1278 if (p_ptr->muta3 & MUT3_LIMBER)
1280 p_ptr->stat_add[A_DEX] += 3;
1283 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1285 p_ptr->stat_add[A_DEX] -= 3;
1288 if (p_ptr->muta3 & MUT3_MOTION)
1290 p_ptr->free_act = TRUE;
1291 p_ptr->skill_stl += 1;
1294 if (p_ptr->muta3 & MUT3_ILL_NORM)
1296 p_ptr->stat_add[A_CHR] = 0;
1300 if (p_ptr->tsuyoshi)
1302 p_ptr->stat_add[A_STR] += 4;
1303 p_ptr->stat_add[A_CON] += 4;
1306 /* Scan the usable p_ptr->inventory_list */
1307 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1309 int bonus_to_h, bonus_to_d;
1310 o_ptr = &p_ptr->inventory_list[i];
1311 if (!o_ptr->k_idx) continue;
1313 object_flags(o_ptr, flgs);
1315 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1316 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1319 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1320 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1321 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1322 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1323 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1324 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1326 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1328 /* Affect stealth */
1329 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1331 /* Affect searching ability (factor of five) */
1332 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1334 /* Affect searching frequency (factor of five) */
1335 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1337 /* Affect infravision */
1338 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1340 /* Affect digging (factor of 20) */
1341 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1344 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1347 if (have_flag(flgs, TR_BLOWS))
1349 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1350 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1351 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1354 /* Hack -- cause earthquakes */
1355 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1358 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1359 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1360 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1361 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1362 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1363 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1364 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1365 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1366 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1367 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1368 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1369 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1370 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1371 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1372 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1373 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1374 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1375 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1376 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1377 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1378 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1379 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1380 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1381 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1382 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1383 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1384 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1385 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1386 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1387 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1388 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1389 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1390 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1391 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1392 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1394 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1395 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1396 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1397 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1398 if (have_flag(flgs, TR_WARNING)) {
1399 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1400 p_ptr->warning = TRUE;
1403 if (have_flag(flgs, TR_TELEPORT))
1405 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1408 concptr insc = quark_str(o_ptr->inscription);
1410 if (o_ptr->inscription && my_strchr(insc, '.'))
1413 * {.} will stop random teleportation.
1418 /* Controlled random teleportation */
1419 p_ptr->cursed |= TRC_TELEPORT_SELF;
1424 /* Immunity flags */
1425 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1426 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1427 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1428 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1430 /* Resistance flags */
1431 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1432 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1433 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1434 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1435 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1436 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1437 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1438 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1439 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1440 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1441 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1442 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1443 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1444 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1445 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1446 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1448 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1449 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1450 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1451 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1452 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1453 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1456 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1457 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1458 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1459 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1460 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1461 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1463 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1464 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1465 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1466 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1467 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1468 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1469 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1471 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1473 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1475 p_ptr->to_m_chance += 10;
1479 p_ptr->to_m_chance += 3;
1483 if (o_ptr->tval == TV_CAPTURE) continue;
1485 /* Modify the base armor class */
1486 p_ptr->ac += o_ptr->ac;
1488 /* The base armor class is always known */
1489 p_ptr->dis_ac += o_ptr->ac;
1491 /* Apply the bonuses to armor class */
1492 p_ptr->to_a += o_ptr->to_a;
1494 /* Apply the mental bonuses to armor class, if known */
1495 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1497 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1499 int slot = i - INVEN_RARM;
1502 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1504 p_ptr->to_h[slot] -= 15;
1505 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1509 p_ptr->to_h[slot] -= 5;
1510 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1515 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1517 p_ptr->to_h_b -= 15;
1518 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1523 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1528 if (o_ptr->curse_flags & TRC_LOW_AC)
1530 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1533 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1538 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1542 /* Hack -- do not apply "weapon" bonuses */
1543 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1544 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1546 /* Hack -- do not apply "bow" bonuses */
1547 if (i == INVEN_BOW) continue;
1549 bonus_to_h = o_ptr->to_h;
1550 bonus_to_d = o_ptr->to_d;
1552 if (p_ptr->pclass == CLASS_NINJA)
1554 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1555 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1558 /* To Bow and Natural attack */
1560 /* Apply the bonuses to hit/damage */
1561 p_ptr->to_h_b += (s16b)bonus_to_h;
1562 p_ptr->to_h_m += (s16b)bonus_to_h;
1563 p_ptr->to_d_m += (s16b)bonus_to_d;
1565 /* Apply the mental bonuses tp hit/damage, if known */
1566 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1569 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1571 /* Apply the bonuses to hit/damage */
1572 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1573 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1575 /* Apply the mental bonuses tp hit/damage, if known */
1576 if (object_is_known(o_ptr))
1578 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1579 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1582 else if (p_ptr->migite && p_ptr->hidarite)
1584 /* Apply the bonuses to hit/damage */
1585 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1586 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1587 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1588 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1590 /* Apply the mental bonuses tp hit/damage, if known */
1591 if (object_is_known(o_ptr))
1593 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1594 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1595 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1596 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1601 /* Apply the bonuses to hit/damage */
1602 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1603 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1605 /* Apply the mental bonuses to hit/damage, if known */
1606 if (object_is_known(o_ptr))
1608 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1609 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1614 /* Shield skill bonus */
1615 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1617 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1618 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1621 if (old_mighty_throw != p_ptr->mighty_throw)
1623 /* Redraw average damege display of Shuriken */
1624 p_ptr->window |= PW_INVEN;
1627 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1629 /* Monks get extra ac for armour _not worn_ */
1630 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1632 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1634 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1635 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1637 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1639 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1640 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1642 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1644 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1645 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1647 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1649 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1650 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1652 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1654 p_ptr->to_a += (p_ptr->lev / 2);
1655 p_ptr->dis_to_a += (p_ptr->lev / 2);
1657 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1659 p_ptr->to_a += (p_ptr->lev / 3);
1660 p_ptr->dis_to_a += (p_ptr->lev / 3);
1662 if (p_ptr->special_defense & KAMAE_BYAKKO)
1664 p_ptr->stat_add[A_STR] += 2;
1665 p_ptr->stat_add[A_DEX] += 2;
1666 p_ptr->stat_add[A_CON] -= 3;
1668 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1671 else if (p_ptr->special_defense & KAMAE_GENBU)
1673 p_ptr->stat_add[A_INT] -= 1;
1674 p_ptr->stat_add[A_WIS] -= 1;
1675 p_ptr->stat_add[A_DEX] -= 2;
1676 p_ptr->stat_add[A_CON] += 3;
1678 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1680 p_ptr->stat_add[A_STR] -= 2;
1681 p_ptr->stat_add[A_INT] += 1;
1682 p_ptr->stat_add[A_WIS] += 1;
1683 p_ptr->stat_add[A_DEX] += 2;
1684 p_ptr->stat_add[A_CON] -= 2;
1688 if (p_ptr->special_defense & KATA_KOUKIJIN)
1690 for (i = 0; i < A_MAX; i++)
1691 p_ptr->stat_add[i] += 5;
1693 p_ptr->dis_to_a -= 50;
1696 /* Hack -- aura of fire also provides light */
1697 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1699 /* Golems also get an intrinsic AC bonus */
1700 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1702 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1703 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1707 if (p_ptr->realm1 == REALM_HEX)
1709 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1710 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1711 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1712 if (hex_spelling(HEX_BUILDING))
1714 p_ptr->stat_add[A_STR] += 4;
1715 p_ptr->stat_add[A_DEX] += 4;
1716 p_ptr->stat_add[A_CON] += 4;
1718 if (hex_spelling(HEX_DEMON_AURA))
1720 p_ptr->sh_fire = TRUE;
1721 p_ptr->regenerate = TRUE;
1723 if (hex_spelling(HEX_ICE_ARMOR))
1725 p_ptr->sh_cold = TRUE;
1727 p_ptr->dis_to_a += 30;
1729 if (hex_spelling(HEX_SHOCK_CLOAK))
1731 p_ptr->sh_elec = TRUE;
1734 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1736 ARMOUR_CLASS ac = 0;
1737 o_ptr = &p_ptr->inventory_list[i];
1738 if (!o_ptr->k_idx) continue;
1739 if (!object_is_armour(o_ptr)) continue;
1740 if (!object_is_cursed(o_ptr)) continue;
1742 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1743 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1744 p_ptr->to_a += (s16b)ac;
1745 p_ptr->dis_to_a += (s16b)ac;
1749 /* Calculate stats */
1750 for (i = 0; i < A_MAX; i++)
1754 /* Extract the new "stat_use" value for the stat */
1755 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1757 /* Notice changes */
1758 if (p_ptr->stat_top[i] != top)
1760 /* Save the new value */
1761 p_ptr->stat_top[i] = (s16b)top;
1762 p_ptr->redraw |= (PR_STATS);
1763 p_ptr->window |= (PW_PLAYER);
1767 /* Extract the new "stat_use" value for the stat */
1768 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1770 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1772 /* 10 to 18/90 charisma, guaranteed, based on level */
1773 if (use < 8 + 2 * p_ptr->lev)
1775 use = 8 + 2 * p_ptr->lev;
1779 /* Notice changes */
1780 if (p_ptr->stat_use[i] != use)
1782 /* Save the new value */
1783 p_ptr->stat_use[i] = (s16b)use;
1784 p_ptr->redraw |= (PR_STATS);
1785 p_ptr->window |= (PW_PLAYER);
1789 /* Values: 3, 4, ..., 17 */
1790 if (use <= 18) ind = (use - 3);
1792 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1793 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1795 /* Range: 18/220+ */
1798 /* Notice changes */
1799 if (p_ptr->stat_ind[i] != ind)
1801 /* Save the new index */
1802 p_ptr->stat_ind[i] = (s16b)ind;
1804 /* Change in CON affects Hitpoints */
1807 p_ptr->update |= (PU_HP);
1810 /* Change in INT may affect Mana/Spells */
1811 else if (i == A_INT)
1813 if (mp_ptr->spell_stat == A_INT)
1815 p_ptr->update |= (PU_MANA | PU_SPELLS);
1819 /* Change in WIS may affect Mana/Spells */
1820 else if (i == A_WIS)
1822 if (mp_ptr->spell_stat == A_WIS)
1824 p_ptr->update |= (PU_MANA | PU_SPELLS);
1828 /* Change in WIS may affect Mana/Spells */
1829 else if (i == A_CHR)
1831 if (mp_ptr->spell_stat == A_CHR)
1833 p_ptr->update |= (PU_MANA | PU_SPELLS);
1837 p_ptr->window |= (PW_PLAYER);
1842 /* Apply temporary "stun" */
1843 if (p_ptr->stun > 50)
1845 p_ptr->to_h[0] -= 20;
1846 p_ptr->to_h[1] -= 20;
1847 p_ptr->to_h_b -= 20;
1848 p_ptr->to_h_m -= 20;
1849 p_ptr->dis_to_h[0] -= 20;
1850 p_ptr->dis_to_h[1] -= 20;
1851 p_ptr->dis_to_h_b -= 20;
1852 p_ptr->to_d[0] -= 20;
1853 p_ptr->to_d[1] -= 20;
1854 p_ptr->to_d_m -= 20;
1855 p_ptr->dis_to_d[0] -= 20;
1856 p_ptr->dis_to_d[1] -= 20;
1858 else if (p_ptr->stun)
1860 p_ptr->to_h[0] -= 5;
1861 p_ptr->to_h[1] -= 5;
1864 p_ptr->dis_to_h[0] -= 5;
1865 p_ptr->dis_to_h[1] -= 5;
1866 p_ptr->dis_to_h_b -= 5;
1867 p_ptr->to_d[0] -= 5;
1868 p_ptr->to_d[1] -= 5;
1870 p_ptr->dis_to_d[0] -= 5;
1871 p_ptr->dis_to_d[1] -= 5;
1875 if (p_ptr->wraith_form)
1877 p_ptr->reflect = TRUE;
1878 p_ptr->pass_wall = TRUE;
1881 if (p_ptr->kabenuke)
1883 p_ptr->pass_wall = TRUE;
1886 /* Temporary blessing */
1890 p_ptr->dis_to_a += 5;
1891 p_ptr->to_h[0] += 10;
1892 p_ptr->to_h[1] += 10;
1893 p_ptr->to_h_b += 10;
1894 p_ptr->to_h_m += 10;
1895 p_ptr->dis_to_h[0] += 10;
1896 p_ptr->dis_to_h[1] += 10;
1897 p_ptr->dis_to_h_b += 10;
1900 if (p_ptr->magicdef)
1902 p_ptr->resist_blind = TRUE;
1903 p_ptr->resist_conf = TRUE;
1904 p_ptr->reflect = TRUE;
1905 p_ptr->free_act = TRUE;
1906 p_ptr->levitation = TRUE;
1909 /* Temporary "Hero" */
1912 p_ptr->to_h[0] += 12;
1913 p_ptr->to_h[1] += 12;
1914 p_ptr->to_h_b += 12;
1915 p_ptr->to_h_m += 12;
1916 p_ptr->dis_to_h[0] += 12;
1917 p_ptr->dis_to_h[1] += 12;
1918 p_ptr->dis_to_h_b += 12;
1921 /* Temporary "Beserk" */
1924 p_ptr->to_h[0] += 12;
1925 p_ptr->to_h[1] += 12;
1926 p_ptr->to_h_b -= 12;
1927 p_ptr->to_h_m += 12;
1928 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1929 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1930 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1931 p_ptr->dis_to_h[0] += 12;
1932 p_ptr->dis_to_h[1] += 12;
1933 p_ptr->dis_to_h_b -= 12;
1934 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1935 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1937 p_ptr->dis_to_a -= 10;
1938 p_ptr->skill_stl -= 7;
1939 p_ptr->skill_dev -= 20;
1940 p_ptr->skill_sav -= 30;
1941 p_ptr->skill_srh -= 15;
1942 p_ptr->skill_fos -= 15;
1943 p_ptr->skill_tht -= 20;
1944 p_ptr->skill_dig += 30;
1947 /* Temporary "fast" */
1953 /* Temporary "slow" */
1959 /* Temporary "telepathy" */
1962 p_ptr->telepathy = TRUE;
1965 if (p_ptr->ele_immune)
1967 if (p_ptr->special_defense & DEFENSE_ACID)
1968 p_ptr->immune_acid = TRUE;
1969 else if (p_ptr->special_defense & DEFENSE_ELEC)
1970 p_ptr->immune_elec = TRUE;
1971 else if (p_ptr->special_defense & DEFENSE_FIRE)
1972 p_ptr->immune_fire = TRUE;
1973 else if (p_ptr->special_defense & DEFENSE_COLD)
1974 p_ptr->immune_cold = TRUE;
1977 /* Temporary see invisible */
1978 if (p_ptr->tim_invis)
1980 p_ptr->see_inv = TRUE;
1983 /* Temporary infravision boost */
1984 if (p_ptr->tim_infra)
1986 p_ptr->see_infra += 3;
1989 /* Temporary regeneration boost */
1990 if (p_ptr->tim_regen)
1992 p_ptr->regenerate = TRUE;
1995 /* Temporary levitation */
1996 if (p_ptr->tim_levitation)
1998 p_ptr->levitation = TRUE;
2001 /* Temporary reflection */
2002 if (p_ptr->tim_reflect)
2004 p_ptr->reflect = TRUE;
2007 /* Hack -- Hero/Shero -> Res fear */
2008 if (IS_HERO() || p_ptr->shero)
2010 p_ptr->resist_fear = TRUE;
2014 /* Hack -- Telepathy Change */
2015 if (p_ptr->telepathy != old_telepathy)
2017 p_ptr->update |= (PU_MONSTERS);
2020 if ((p_ptr->esp_animal != old_esp_animal) ||
2021 (p_ptr->esp_undead != old_esp_undead) ||
2022 (p_ptr->esp_demon != old_esp_demon) ||
2023 (p_ptr->esp_orc != old_esp_orc) ||
2024 (p_ptr->esp_troll != old_esp_troll) ||
2025 (p_ptr->esp_giant != old_esp_giant) ||
2026 (p_ptr->esp_dragon != old_esp_dragon) ||
2027 (p_ptr->esp_human != old_esp_human) ||
2028 (p_ptr->esp_evil != old_esp_evil) ||
2029 (p_ptr->esp_good != old_esp_good) ||
2030 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2031 (p_ptr->esp_unique != old_esp_unique))
2033 p_ptr->update |= (PU_MONSTERS);
2036 /* Hack -- See Invis Change */
2037 if (p_ptr->see_inv != old_see_inv)
2039 p_ptr->update |= (PU_MONSTERS);
2042 /* Bloating slows the player down (a little) */
2043 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2045 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2047 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2048 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2050 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2051 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2054 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2056 int penalty1, penalty2;
2057 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2058 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2059 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2061 penalty1 = penalty1 / 2 - 5;
2062 penalty2 = penalty2 / 2 - 5;
2065 p_ptr->dis_to_a += 10;
2069 if (penalty1 > 0) penalty1 /= 2;
2070 if (penalty2 > 0) penalty2 /= 2;
2072 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2074 penalty1 = MAX(0, penalty1 - 10);
2075 penalty2 = MAX(0, penalty2 - 10);
2077 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2079 penalty1 = MIN(0, penalty1);
2080 penalty2 = MIN(0, penalty2);
2082 p_ptr->dis_to_a += 10;
2086 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2088 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2091 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2092 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2093 p_ptr->to_h[0] -= (s16b)penalty1;
2094 p_ptr->to_h[1] -= (s16b)penalty2;
2095 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2096 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2099 /* Extract the current weight (in tenth pounds) */
2100 j = p_ptr->total_weight;
2104 /* Extract the "weight limit" (in tenth pounds) */
2105 i = (int)weight_limit();
2109 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2110 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2111 SPEED speed = riding_m_ptr->mspeed;
2113 if (riding_m_ptr->mspeed > 110)
2115 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2116 if (new_speed < 110) new_speed = 110;
2122 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2123 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2124 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2125 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2126 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2128 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2129 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2131 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;
2133 /* Extract the "weight limit" */
2134 i = 1500 + riding_r_ptr->level * 25;
2137 /* Apply "encumbrance" from weight */
2138 if (j > i) new_speed -= ((j - i) / (i / 5));
2140 /* Searching slows the player down */
2141 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2144 if (p_ptr->prace == RACE_MERFOLK)
2146 if (have_flag(f_ptr->flags, FF_WATER))
2148 new_speed += (2 + p_ptr->lev / 10);
2150 else if (!p_ptr->levitation)
2157 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2158 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2159 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2160 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2161 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2162 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2163 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2164 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2165 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2166 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2167 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2168 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2169 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2171 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2172 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2173 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2174 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2175 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2176 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2177 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2178 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2179 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2180 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2183 /* Obtain the "hold" value */
2184 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2187 /* Examine the "current bow" */
2188 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2190 /* It is hard to carholdry a heavy bow */
2191 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2192 if (p_ptr->heavy_shoot)
2194 /* Hard to wield a heavy bow */
2195 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2196 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2199 /* Compute "extra shots" if needed */
2202 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2204 /* Apply special flags */
2205 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2208 p_ptr->num_fire = calc_num_fire(o_ptr);
2210 /* Snipers love Cross bows */
2211 if ((p_ptr->pclass == CLASS_SNIPER) &&
2212 (p_ptr->tval_ammo == TV_BOLT))
2214 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2215 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2220 if (p_ptr->ryoute) hold *= 2;
2222 for (i = 0; i < 2; i++)
2224 /* Examine the "main weapon" */
2225 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2227 object_flags(o_ptr, flgs);
2229 /* Assume not heavy */
2230 p_ptr->heavy_wield[i] = FALSE;
2231 p_ptr->icky_wield[i] = FALSE;
2232 p_ptr->riding_wield[i] = FALSE;
2234 if (!has_melee_weapon(INVEN_RARM + i))
2236 p_ptr->num_blow[i] = 1;
2239 /* It is hard to hold a heavy weapon */
2240 if (hold < o_ptr->weight / 10)
2242 /* Hard to wield a heavy weapon */
2243 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2244 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2247 p_ptr->heavy_wield[i] = TRUE;
2249 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2251 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2254 p_ptr->dis_to_a += 5;
2257 /* Normal weapons */
2258 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2260 int str_index, dex_index;
2262 int num = 0, wgt = 0, mul = 0, div = 0;
2264 /* Analyze the class */
2265 switch (p_ptr->pclass)
2268 num = 6; wgt = 70; mul = 5; break;
2270 case CLASS_BERSERKER:
2271 num = 6; wgt = 70; mul = 7; break;
2274 case CLASS_HIGH_MAGE:
2275 case CLASS_BLUE_MAGE:
2276 num = 3; wgt = 100; mul = 2; break;
2279 case CLASS_MAGIC_EATER:
2280 case CLASS_MINDCRAFTER:
2281 num = 5; wgt = 100; mul = 3; break;
2284 num = 5; wgt = 40; mul = 3; break;
2287 num = 5; wgt = 70; mul = 4; break;
2291 num = 5; wgt = 70; mul = 4; break;
2294 num = 5; wgt = 150; mul = 5; break;
2296 case CLASS_WARRIOR_MAGE:
2297 case CLASS_RED_MAGE:
2298 num = 5; wgt = 70; mul = 3; break;
2300 case CLASS_CHAOS_WARRIOR:
2301 num = 5; wgt = 70; mul = 4; break;
2304 num = 5; wgt = 60; mul = 3; break;
2307 num = 4; wgt = 100; mul = 3; break;
2309 case CLASS_IMITATOR:
2310 num = 5; wgt = 70; mul = 4; break;
2312 case CLASS_BEASTMASTER:
2313 num = 5; wgt = 70; mul = 3; break;
2316 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2317 else { num = 5; wgt = 100; mul = 3; }
2320 case CLASS_SORCERER:
2321 num = 1; wgt = 1; mul = 1; break;
2326 num = 4; wgt = 70; mul = 2; break;
2328 case CLASS_FORCETRAINER:
2329 num = 4; wgt = 60; mul = 2; break;
2331 case CLASS_MIRROR_MASTER:
2332 num = 3; wgt = 100; mul = 3; break;
2335 num = 4; wgt = 20; mul = 1; break;
2338 /* Hex - extra mights gives +1 bonus to max blows */
2339 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2341 /* Enforce a minimum "weight" (tenth pounds) */
2342 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2344 /* Access the strength vs weight */
2345 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2347 if (p_ptr->ryoute && !omoi) str_index++;
2348 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2351 if (str_index > 11) str_index = 11;
2353 /* Index by dexterity */
2354 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2357 if (dex_index > 11) dex_index = 11;
2359 /* Use the blows table */
2360 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2363 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2365 /* Add in the "bonus blows" */
2366 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2369 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2370 else if (p_ptr->pclass == CLASS_BERSERKER)
2372 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2374 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2376 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2378 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2381 /* Require at least one blow */
2382 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2384 /* Boost digging skill by weapon weight */
2385 p_ptr->skill_dig += (o_ptr->weight / 10);
2389 /* Priest weapon penalty for non-blessed edged weapons */
2390 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2391 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2393 /* Reduce the real bonuses */
2394 p_ptr->to_h[i] -= 2;
2395 p_ptr->to_d[i] -= 2;
2397 /* Reduce the mental bonuses */
2398 p_ptr->dis_to_h[i] -= 2;
2399 p_ptr->dis_to_d[i] -= 2;
2402 p_ptr->icky_wield[i] = TRUE;
2404 else if (p_ptr->pclass == CLASS_BERSERKER)
2406 p_ptr->to_h[i] += p_ptr->lev / 5;
2407 p_ptr->to_d[i] += p_ptr->lev / 6;
2408 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2409 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2410 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2412 p_ptr->to_h[i] += p_ptr->lev / 5;
2413 p_ptr->to_d[i] += p_ptr->lev / 6;
2414 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2415 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2418 else if (p_ptr->pclass == CLASS_SORCERER)
2420 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2422 /* Reduce the real bonuses */
2423 p_ptr->to_h[i] -= 200;
2424 p_ptr->to_d[i] -= 200;
2426 /* Reduce the mental bonuses */
2427 p_ptr->dis_to_h[i] -= 200;
2428 p_ptr->dis_to_d[i] -= 200;
2431 p_ptr->icky_wield[i] = TRUE;
2435 /* Reduce the real bonuses */
2436 p_ptr->to_h[i] -= 30;
2437 p_ptr->to_d[i] -= 10;
2439 /* Reduce the mental bonuses */
2440 p_ptr->dis_to_h[i] -= 30;
2441 p_ptr->dis_to_d[i] -= 10;
2445 if (p_ptr->realm1 == REALM_HEX)
2447 if (object_is_cursed(o_ptr))
2449 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2450 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2451 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2452 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2453 if (hex_spelling(HEX_RUNESWORD))
2455 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2456 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2457 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2463 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2465 p_ptr->to_h[i] += 15;
2466 p_ptr->dis_to_h[i] += 15;
2467 p_ptr->to_dd[i] += 2;
2469 else if (!(have_flag(flgs, TR_RIDING)))
2472 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2478 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2480 if (penalty < 30) penalty = 30;
2482 p_ptr->to_h[i] -= (s16b)penalty;
2483 p_ptr->dis_to_h[i] -= (s16b)penalty;
2486 p_ptr->riding_wield[i] = TRUE;
2495 p_ptr->riding_ryoute = FALSE;
2497 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2498 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2500 switch (p_ptr->pclass)
2503 case CLASS_FORCETRAINER:
2504 case CLASS_BERSERKER:
2505 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2506 p_ptr->riding_ryoute = TRUE;
2511 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2513 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2517 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2519 if (penalty < 30) penalty = 30;
2521 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2522 p_ptr->to_h_b -= (s16b)penalty;
2523 p_ptr->dis_to_h_b -= (s16b)penalty;
2526 /* Different calculation for monks with empty hands */
2527 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2528 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2530 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2531 p_ptr->num_blow[0] = 0;
2533 if (p_ptr->pclass == CLASS_FORCETRAINER)
2535 if (blow_base > 18) p_ptr->num_blow[0]++;
2536 if (blow_base > 31) p_ptr->num_blow[0]++;
2537 if (blow_base > 44) p_ptr->num_blow[0]++;
2538 if (blow_base > 58) p_ptr->num_blow[0]++;
2541 p_ptr->to_d[0] += P_PTR_KI / 5;
2542 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2547 if (blow_base > 12) p_ptr->num_blow[0]++;
2548 if (blow_base > 22) p_ptr->num_blow[0]++;
2549 if (blow_base > 31) p_ptr->num_blow[0]++;
2550 if (blow_base > 39) p_ptr->num_blow[0]++;
2551 if (blow_base > 46) p_ptr->num_blow[0]++;
2552 if (blow_base > 53) p_ptr->num_blow[0]++;
2553 if (blow_base > 59) p_ptr->num_blow[0]++;
2556 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2557 p_ptr->num_blow[0] /= 2;
2560 p_ptr->to_h[0] += (p_ptr->lev / 3);
2561 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2563 p_ptr->to_d[0] += (p_ptr->lev / 6);
2564 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2567 if (p_ptr->special_defense & KAMAE_BYAKKO)
2570 p_ptr->dis_to_a -= 40;
2573 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2576 p_ptr->dis_to_a -= 50;
2577 p_ptr->resist_acid = TRUE;
2578 p_ptr->resist_fire = TRUE;
2579 p_ptr->resist_elec = TRUE;
2580 p_ptr->resist_cold = TRUE;
2581 p_ptr->resist_pois = TRUE;
2582 p_ptr->sh_fire = TRUE;
2583 p_ptr->sh_elec = TRUE;
2584 p_ptr->sh_cold = TRUE;
2585 p_ptr->levitation = TRUE;
2587 else if (p_ptr->special_defense & KAMAE_GENBU)
2589 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2590 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2591 p_ptr->reflect = TRUE;
2592 p_ptr->num_blow[0] -= 2;
2593 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2594 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2596 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2598 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2599 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2601 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2602 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2603 p_ptr->num_blow[0] /= 2;
2604 p_ptr->levitation = TRUE;
2607 p_ptr->num_blow[0] += 1 + extra_blows[0];
2610 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2612 p_ptr->monk_armour_aux = FALSE;
2616 p_ptr->monk_armour_aux = TRUE;
2619 for (i = 0; i < 2; i++)
2621 if (has_melee_weapon(INVEN_RARM + i))
2623 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2624 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2626 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2627 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2628 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2630 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2632 p_ptr->to_h[i] -= 40;
2633 p_ptr->dis_to_h[i] -= 40;
2634 p_ptr->icky_wield[i] = TRUE;
2637 else if (p_ptr->pclass == CLASS_NINJA)
2639 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2641 p_ptr->to_h[i] -= 40;
2642 p_ptr->dis_to_h[i] -= 40;
2643 p_ptr->icky_wield[i] = TRUE;
2644 p_ptr->num_blow[i] /= 2;
2645 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2651 /* Maximum speed is (+99). (internally it's 110 + 99) */
2652 /* Temporary lightspeed forces to be maximum speed */
2653 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2658 /* Minimum speed is (-99). (internally it's 110 - 99) */
2659 if (new_speed < 11) new_speed = 11;
2661 /* Display the speed (if needed) */
2662 if (p_ptr->pspeed != (byte)new_speed)
2664 p_ptr->pspeed = (byte)new_speed;
2665 p_ptr->redraw |= (PR_SPEED);
2670 if (p_ptr->to_a > (0 - p_ptr->ac))
2671 p_ptr->to_a = 0 - p_ptr->ac;
2672 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2673 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2676 /* Redraw armor (if needed) */
2677 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2679 p_ptr->redraw |= (PR_ARMOR);
2680 p_ptr->window |= (PW_PLAYER);
2683 if (p_ptr->ryoute && !omoi)
2685 int bonus_to_h = 0, bonus_to_d = 0;
2686 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2687 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);
2689 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2690 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2691 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2692 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2695 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;
2697 /* Affect Skill -- stealth (bonus one) */
2698 p_ptr->skill_stl += 1;
2700 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2702 /* Affect Skill -- disarming (DEX and INT) */
2703 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2704 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2706 /* Affect Skill -- magic devices (INT) */
2707 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2709 /* Affect Skill -- saving throw (WIS) */
2710 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2712 /* Affect Skill -- digging (STR) */
2713 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2715 /* Affect Skill -- disarming (Level, by Class) */
2716 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2718 /* Affect Skill -- magic devices (Level, by Class) */
2719 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2721 /* Affect Skill -- saving throw (Level, by Class) */
2722 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2724 /* Affect Skill -- stealth (Level, by Class) */
2725 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2727 /* Affect Skill -- search ability (Level, by Class) */
2728 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2730 /* Affect Skill -- search frequency (Level, by Class) */
2731 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2733 /* Affect Skill -- combat (normal) (Level, by Class) */
2734 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2736 /* Affect Skill -- combat (shooting) (Level, by Class) */
2737 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2739 /* Affect Skill -- combat (throwing) (Level, by Class) */
2740 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2743 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2745 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2746 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2749 /* Limit Skill -- stealth from 0 to 30 */
2750 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2751 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2753 /* Limit Skill -- digging from 1 up */
2754 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2756 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2758 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2760 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;
2762 if (down_saving) p_ptr->skill_sav /= 2;
2764 /* Hack -- Each elemental immunity includes resistance */
2765 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2766 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2767 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2768 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2771 /* Hack -- handle "xtra" mode */
2772 if (current_world_ptr->character_xtra) return;
2774 /* Take note when "heavy bow" changes */
2775 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2777 if (p_ptr->heavy_shoot)
2779 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."));
2781 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2783 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."));
2787 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."));
2791 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2794 for (i = 0; i < 2; i++)
2796 /* Take note when "heavy weapon" changes */
2797 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2799 if (p_ptr->heavy_wield[i])
2801 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."));
2803 else if (has_melee_weapon(INVEN_RARM + i))
2805 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2807 else if (p_ptr->heavy_wield[1 - i])
2809 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2813 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."));
2817 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2820 /* Take note when "heavy weapon" changes */
2821 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2823 if (p_ptr->riding_wield[i])
2825 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."));
2827 else if (!p_ptr->riding)
2829 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2831 else if (has_melee_weapon(INVEN_RARM + i))
2833 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2836 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2839 /* Take note when "illegal weapon" changes */
2840 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2842 if (p_ptr->icky_wield[i])
2844 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."));
2845 if (current_world_ptr->is_loading_now)
2847 chg_virtue(V_FAITH, -1);
2850 else if (has_melee_weapon(INVEN_RARM + i))
2852 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."));
2856 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."));
2860 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2864 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2866 if (p_ptr->riding_ryoute)
2869 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" : "");
2871 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2877 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" : "");
2879 msg_print("You began to control riding pet with one hand.");
2883 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2886 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2890 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."));
2891 if (current_world_ptr->is_loading_now)
2893 chg_virtue(V_HARMONY, -1);
2898 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2901 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2904 for (i = 0; i < INVEN_PACK; i++)
2907 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2908 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2910 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2911 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2914 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)
2916 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2917 next_o_idx = o_ptr->next_o_idx;
2920 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2921 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2923 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2924 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2927 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2929 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2931 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2932 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2935 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)))
2937 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2938 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2941 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2943 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2944 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2947 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2949 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2950 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2955 static void calc_alignment(void)
2959 int i, j, neutral[2];
2961 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2963 monster_type *m_ptr;
2964 monster_race *r_ptr;
2965 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2966 if (!monster_is_valid(m_ptr)) continue;
2967 r_ptr = &r_info[m_ptr->r_idx];
2971 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2972 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2976 if (p_ptr->mimic_form)
2978 switch (p_ptr->mimic_form)
2981 p_ptr->align -= 200;
2983 case MIMIC_DEMON_LORD:
2984 p_ptr->align -= 200;
2990 switch (p_ptr->prace)
2993 p_ptr->align += 200;
2996 p_ptr->align -= 200;
3001 for (i = 0; i < 2; i++)
3003 if (has_melee_weapon(INVEN_RARM + i))
3005 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3009 /* Determine player alignment */
3010 for (i = 0, j = 0; i < 8; i++)
3012 switch (p_ptr->vir_types[i])
3015 p_ptr->align += p_ptr->virtues[i] * 2;
3025 p_ptr->align -= p_ptr->virtues[i];
3028 p_ptr->align += p_ptr->virtues[i];
3033 for (i = 0; i < j; i++)
3035 if (p_ptr->align > 0)
3037 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3038 if (p_ptr->align < 0) p_ptr->align = 0;
3040 else if (p_ptr->align < 0)
3042 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3043 if (p_ptr->align > 0) p_ptr->align = 0;
3049 * @brief プレイヤーの最大HPを計算する /
3050 * Calculate the players (maximal) hit points
3051 * Adjust current hitpoints if necessary
3055 static void calc_hitpoints(void)
3060 /* Un-inflate "half-hitpoint bonus per level" value */
3061 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3063 /* Calculate hitpoints */
3064 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3066 if (p_ptr->mimic_form)
3068 if (p_ptr->pclass == CLASS_SORCERER)
3069 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3071 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3072 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3075 if (p_ptr->pclass == CLASS_SORCERER)
3077 if (p_ptr->lev < 30)
3078 mhp = (mhp * (45 + p_ptr->lev) / 100);
3080 mhp = (mhp * 75 / 100);
3081 bonus = (bonus * 65 / 100);
3086 if (p_ptr->pclass == CLASS_BERSERKER)
3088 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3091 /* Always have at least one hitpoint per level */
3092 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3094 /* Factor in the hero / superhero settings */
3095 if (IS_HERO()) mhp += 10;
3096 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3097 if (p_ptr->tsuyoshi) mhp += 50;
3099 /* Factor in the hex spell settings */
3100 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3101 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3103 /* New maximum hitpoints */
3104 if (p_ptr->mhp != mhp)
3106 /* Enforce maximum */
3107 if (p_ptr->chp >= mhp)
3110 p_ptr->chp_frac = 0;
3114 /* レベルアップの時は上昇量を表示する */
3115 if (p_ptr->level_up_message && (mhp > p_ptr->mhp))
3117 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3120 /* Save the new max-hitpoints */
3123 /* Display hitpoints (later) */
3124 p_ptr->redraw |= (PR_HP);
3125 p_ptr->window |= (PW_PLAYER);
3130 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3133 * SWD: Experimental modification: multiple light sources have additive effect.
3135 static void calc_torch(void)
3140 BIT_FLAGS flgs[TR_FLAG_SIZE];
3142 /* Assume no light */
3143 p_ptr->cur_lite = 0;
3145 /* Loop through all wielded items */
3146 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3148 o_ptr = &p_ptr->inventory_list[i];
3149 /* Skip empty slots */
3150 if (!o_ptr->k_idx) continue;
3152 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3155 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3157 if (o_ptr->tval == TV_LITE)
3159 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3160 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3163 object_flags(o_ptr, flgs);
3165 /* calc the lite_radius */
3168 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3169 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3170 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3171 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3172 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3173 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3174 p_ptr->cur_lite += rad;
3177 /* max radius is 14 (was 5) without rewriting other code -- */
3178 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3179 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3180 p_ptr->cur_lite = 1;
3183 * check if the player doesn't have light radius,
3184 * but does weakly glow as an intrinsic.
3186 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3188 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3189 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3191 /* end experimental mods */
3193 /* Notice changes in the "lite radius" */
3194 if (p_ptr->old_lite != p_ptr->cur_lite)
3196 /* Hack -- PU_MON_LITE for monsters' darkness */
3197 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3199 /* Remember the old lite */
3200 p_ptr->old_lite = p_ptr->cur_lite;
3202 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3203 set_superstealth(FALSE);
3208 * @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。 /
3209 * Calculate number of spells player should have, and forget,
3210 * or remember, spells until that number is properly reflected.
3213 * Note that this function induces various "status" messages,
3214 * which must be bypasses until the character is created.
3216 static void calc_spells(void)
3218 int i, j, k, levels;
3220 int num_boukyaku = 0;
3222 const magic_type *s_ptr;
3228 /* Hack -- must be literate */
3229 if (!mp_ptr->spell_book) return;
3231 /* Hack -- wait for creation */
3232 if (!current_world_ptr->character_generated) return;
3234 /* Hack -- handle "xtra" mode */
3235 if (current_world_ptr->character_xtra) return;
3237 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3239 p_ptr->new_spells = 0;
3243 p = spell_category_name(mp_ptr->spell_book);
3245 /* Determine the number of spells allowed */
3246 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3248 /* Hack -- no negative spells */
3249 if (levels < 0) levels = 0;
3251 /* Extract total allowed spells */
3252 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3254 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3258 if (p_ptr->pclass == CLASS_SAMURAI)
3262 else if (p_ptr->realm2 == REALM_NONE)
3264 num_allowed = (num_allowed + 1) / 2;
3265 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3267 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3269 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3273 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3276 /* Count the number of spells we know */
3277 for (j = 0; j < 64; j++)
3279 /* Count known spells */
3281 (p_ptr->spell_forgotten1 & (1L << j)) :
3282 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3288 /* See how many spells we must forget or may learn */
3289 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3291 /* Forget spells which are too hard */
3292 for (i = 63; i >= 0; i--)
3294 /* Efficiency -- all done */
3295 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3297 /* Access the spell */
3298 j = p_ptr->spell_order[i];
3300 /* Skip non-spells */
3301 if (j >= 99) continue;
3305 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3308 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3310 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3313 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3315 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3317 /* Skip spells we are allowed to know */
3318 if (s_ptr->slevel <= p_ptr->lev) continue;
3322 (p_ptr->spell_learned1 & (1L << j)) :
3323 (p_ptr->spell_learned2 & (1L << (j - 32))))
3325 /* Mark as forgotten */
3328 p_ptr->spell_forgotten1 |= (1L << j);
3329 which = p_ptr->realm1;
3333 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3334 which = p_ptr->realm2;
3337 /* No longer known */
3340 p_ptr->spell_learned1 &= ~(1L << j);
3341 which = p_ptr->realm1;
3345 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3346 which = p_ptr->realm2;
3350 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3352 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3356 /* One more can be learned */
3357 p_ptr->new_spells++;
3362 /* Forget spells if we know too many spells */
3363 for (i = 63; i >= 0; i--)
3365 /* Stop when possible */
3366 if (p_ptr->new_spells >= 0) break;
3368 /* Efficiency -- all done */
3369 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3371 /* Get the (i+1)th spell learned */
3372 j = p_ptr->spell_order[i];
3374 /* Skip unknown spells */
3375 if (j >= 99) continue;
3377 /* Forget it (if learned) */
3379 (p_ptr->spell_learned1 & (1L << j)) :
3380 (p_ptr->spell_learned2 & (1L << (j - 32))))
3382 /* Mark as forgotten */
3385 p_ptr->spell_forgotten1 |= (1L << j);
3386 which = p_ptr->realm1;
3390 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3391 which = p_ptr->realm2;
3394 /* No longer known */
3397 p_ptr->spell_learned1 &= ~(1L << j);
3398 which = p_ptr->realm1;
3402 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3403 which = p_ptr->realm2;
3407 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3409 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3413 /* One more can be learned */
3414 p_ptr->new_spells++;
3419 /* Check for spells to remember */
3420 for (i = 0; i < 64; i++)
3422 /* None left to remember */
3423 if (p_ptr->new_spells <= 0) break;
3425 /* Efficiency -- all done */
3426 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3428 /* Get the next spell we learned */
3429 j = p_ptr->spell_order[i];
3431 /* Skip unknown spells */
3434 /* Access the spell */
3435 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3438 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3440 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3443 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3445 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3447 /* Skip spells we cannot remember */
3448 if (s_ptr->slevel > p_ptr->lev) continue;
3450 /* First set of spells */
3452 (p_ptr->spell_forgotten1 & (1L << j)) :
3453 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3455 /* No longer forgotten */
3458 p_ptr->spell_forgotten1 &= ~(1L << j);
3459 which = p_ptr->realm1;
3463 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3464 which = p_ptr->realm2;
3467 /* Known once more */
3470 p_ptr->spell_learned1 |= (1L << j);
3471 which = p_ptr->realm1;
3475 p_ptr->spell_learned2 |= (1L << (j - 32));
3476 which = p_ptr->realm2;
3480 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3482 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3486 /* One less can be learned */
3487 p_ptr->new_spells--;
3493 if (p_ptr->realm2 == REALM_NONE)
3495 /* Count spells that can be learned */
3496 for (j = 0; j < 32; j++)
3498 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3499 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3501 /* Skip spells we cannot remember */
3502 if (s_ptr->slevel > p_ptr->lev) continue;
3504 /* Skip spells we already know */
3505 if (p_ptr->spell_learned1 & (1L << j))
3514 if ((p_ptr->new_spells > k) &&
3515 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3517 p_ptr->new_spells = (s16b)k;
3521 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3523 /* Spell count changed */
3524 if (p_ptr->old_spells != p_ptr->new_spells)
3526 /* Message if needed */
3527 if (p_ptr->new_spells)
3530 if (p_ptr->new_spells < 10) {
3531 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3534 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3537 msg_format("You can learn %d more %s%s.",
3538 p_ptr->new_spells, p,
3539 (p_ptr->new_spells != 1) ? "s" : "");
3544 /* Save the new_spells value */
3545 p_ptr->old_spells = p_ptr->new_spells;
3547 /* Redraw Study Status */
3548 p_ptr->redraw |= (PR_STUDY);
3550 /* Redraw object recall */
3551 p_ptr->window |= (PW_OBJECT);
3556 * @brief プレイヤーの最大MPを計算する /
3557 * Calculate maximum mana. You do not need to know any spells.
3558 * Note that mana is lowered by heavy (or inappropriate) armor.
3561 * This function induces status messages.
3563 static void calc_mana(void)
3565 int msp, levels, cur_wgt, max_wgt;
3570 /* Hack -- Must be literate */
3571 if (!mp_ptr->spell_book) return;
3573 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3574 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3575 (p_ptr->pclass == CLASS_BLUE_MAGE))
3577 levels = p_ptr->lev;
3581 if (mp_ptr->spell_first > p_ptr->lev)
3586 /* Display mana later */
3587 p_ptr->redraw |= (PR_MANA);
3591 /* Extract "effective" player level */
3592 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3595 if (p_ptr->pclass == CLASS_SAMURAI)
3597 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3598 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3602 /* Extract total mana */
3603 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3605 /* Hack -- usually add one mana */
3608 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3610 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3612 /* Hack: High mages have a 25% mana bonus */
3613 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3615 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3618 /* Only mages are affected */
3619 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3621 BIT_FLAGS flgs[TR_FLAG_SIZE];
3623 /* Assume player is not encumbered by gloves */
3624 p_ptr->cumber_glove = FALSE;
3626 /* Get the gloves */
3627 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3629 /* Examine the gloves */
3630 object_flags(o_ptr, flgs);
3632 /* Normal gloves hurt mage-type spells */
3634 !(have_flag(flgs, TR_FREE_ACT)) &&
3635 !(have_flag(flgs, TR_DEC_MANA)) &&
3636 !(have_flag(flgs, TR_EASY_SPELL)) &&
3637 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3638 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3641 p_ptr->cumber_glove = TRUE;
3644 msp = (3 * msp) / 4;
3649 /* Assume player not encumbered by armor */
3650 p_ptr->cumber_armor = FALSE;
3652 /* Weigh the armor */
3654 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3655 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3656 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3657 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3658 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3659 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3660 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3662 /* Subtract a percentage of maximum mana. */
3663 switch (p_ptr->pclass)
3665 /* For these classes, mana is halved if armour
3666 * is 30 pounds over their weight limit. */
3668 case CLASS_HIGH_MAGE:
3669 case CLASS_BLUE_MAGE:
3671 case CLASS_FORCETRAINER:
3672 case CLASS_SORCERER:
3674 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3675 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3679 /* Mana halved if armour is 40 pounds over weight limit. */
3684 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3685 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3689 case CLASS_MINDCRAFTER:
3690 case CLASS_BEASTMASTER:
3691 case CLASS_MIRROR_MASTER:
3693 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3694 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3698 /* Mana halved if armour is 50 pounds over weight limit. */
3701 case CLASS_RED_MAGE:
3702 case CLASS_WARRIOR_MAGE:
3704 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3705 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3709 /* Mana halved if armour is 60 pounds over weight limit. */
3711 case CLASS_CHAOS_WARRIOR:
3713 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3714 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3718 /* For new classes created, but not yet added to this formula. */
3725 /* Determine the weight allowance */
3726 max_wgt = mp_ptr->spell_weight;
3728 /* Heavy armor penalizes mana by a percentage. -LM- */
3729 if ((cur_wgt - max_wgt) > 0)
3732 p_ptr->cumber_armor = TRUE;
3734 /* Subtract a percentage of maximum mana. */
3735 switch (p_ptr->pclass)
3737 /* For these classes, mana is halved if armour
3738 * is 30 pounds over their weight limit. */
3740 case CLASS_HIGH_MAGE:
3741 case CLASS_BLUE_MAGE:
3743 msp -= msp * (cur_wgt - max_wgt) / 600;
3747 /* Mana halved if armour is 40 pounds over weight limit. */
3749 case CLASS_MINDCRAFTER:
3750 case CLASS_BEASTMASTER:
3752 case CLASS_FORCETRAINER:
3754 case CLASS_MIRROR_MASTER:
3756 msp -= msp * (cur_wgt - max_wgt) / 800;
3760 case CLASS_SORCERER:
3762 msp -= msp * (cur_wgt - max_wgt) / 900;
3766 /* Mana halved if armour is 50 pounds over weight limit. */
3770 case CLASS_RED_MAGE:
3772 msp -= msp * (cur_wgt - max_wgt) / 1000;
3776 /* Mana halved if armour is 60 pounds over weight limit. */
3778 case CLASS_CHAOS_WARRIOR:
3779 case CLASS_WARRIOR_MAGE:
3781 msp -= msp * (cur_wgt - max_wgt) / 1200;
3787 p_ptr->cumber_armor = FALSE;
3791 /* For new classes created, but not yet added to this formula. */
3794 msp -= msp * (cur_wgt - max_wgt) / 800;
3800 /* Mana can never be negative */
3801 if (msp < 0) msp = 0;
3804 /* Maximum mana has changed */
3805 if (p_ptr->msp != msp)
3807 /* Enforce maximum */
3808 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3811 p_ptr->csp_frac = 0;
3815 /* レベルアップの時は上昇量を表示する */
3816 if (p_ptr->level_up_message && (msp > p_ptr->msp))
3818 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3824 /* Display mana later */
3825 p_ptr->redraw |= (PR_MANA);
3826 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3830 /* Hack -- handle "xtra" mode */
3831 if (current_world_ptr->character_xtra) return;
3833 /* Take note when "glove state" changes */
3834 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3836 if (p_ptr->cumber_glove)
3838 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."));
3842 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."));
3846 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3850 /* Take note when "armor state" changes */
3851 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3853 if (p_ptr->cumber_armor)
3855 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."));
3859 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."));
3863 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3868 * @brief 装備中の射撃武器の威力倍率を返す /
3869 * calcurate the fire rate of target object
3870 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3871 * @return 射撃倍率の値(100で1.00倍)
3873 s16b calc_num_fire(object_type *o_ptr)
3875 int extra_shots = 0;
3878 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3880 BIT_FLAGS flgs[TR_FLAG_SIZE];
3882 /* Scan the usable p_ptr->inventory_list */
3883 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3885 q_ptr = &p_ptr->inventory_list[i];
3886 if (!q_ptr->k_idx) continue;
3888 /* Do not apply current equip */
3889 if (i == INVEN_BOW) continue;
3891 object_flags(q_ptr, flgs);
3894 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3897 object_flags(o_ptr, flgs);
3898 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3900 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3904 num += (extra_shots * 100);
3906 /* Hack -- Rangers love Bows */
3907 if ((p_ptr->pclass == CLASS_RANGER) &&
3908 (tval_ammo == TV_ARROW))
3910 num += (p_ptr->lev * 4);
3913 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3914 (tval_ammo == TV_ARROW))
3916 num += (p_ptr->lev * 3);
3919 if (p_ptr->pclass == CLASS_ARCHER)
3921 if (tval_ammo == TV_ARROW)
3922 num += ((p_ptr->lev * 5) + 50);
3923 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3924 num += (p_ptr->lev * 4);
3928 * Addendum -- also "Reward" high level warriors,
3929 * with _any_ missile weapon -- TY
3931 if (p_ptr->pclass == CLASS_WARRIOR &&
3932 (tval_ammo <= TV_BOLT) &&
3933 (tval_ammo >= TV_SHOT))
3935 num += (p_ptr->lev * 2);
3937 if ((p_ptr->pclass == CLASS_ROGUE) &&
3938 (tval_ammo == TV_SHOT))
3940 num += (p_ptr->lev * 4);
3947 * @brief プレイヤーの所持重量制限を計算する /
3948 * Computes current weight limit.
3951 WEIGHT weight_limit(void)
3955 /* Weight limit based only on strength */
3956 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3957 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3959 /* Return the result */
3964 * @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 /
3965 * @param i 判定する手のID(右手:0 左手:1)
3966 * @return 持っているならばTRUE
3968 bool has_melee_weapon(int i)
3970 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3974 * @brief プレイヤーの現在開いている手の状態を返す
3975 * @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。
3976 * @return 開いている手のビットフラグ
3978 BIT_FLAGS16 empty_hands(bool riding_control)
3980 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3982 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3983 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3985 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3987 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3988 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3996 * @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。
3997 * @return ペナルティが適用されるならばTRUE。
3999 bool heavy_armor(void)
4001 WEIGHT monk_arm_wgt = 0;
4003 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
4005 /* Weight the armor */
4006 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
4007 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
4008 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
4009 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
4010 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
4011 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
4012 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
4014 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
4018 * @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"
4020 * @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。
4022 void update_creature(player_type *creature_ptr)
4024 if (!creature_ptr->update) return;
4026 /* Actually do auto-destroy */
4027 if (creature_ptr->update & (PU_AUTODESTROY))
4029 creature_ptr->update &= ~(PU_AUTODESTROY);
4030 autopick_delayed_alter();
4032 if (creature_ptr->update & (PU_COMBINE))
4034 creature_ptr->update &= ~(PU_COMBINE);
4038 /* Reorder the pack */
4039 if (creature_ptr->update & (PU_REORDER))
4041 creature_ptr->update &= ~(PU_REORDER);
4045 if (creature_ptr->update & (PU_BONUS))
4047 creature_ptr->update &= ~(PU_BONUS);
4052 if (creature_ptr->update & (PU_TORCH))
4054 creature_ptr->update &= ~(PU_TORCH);
4058 if (creature_ptr->update & (PU_HP))
4060 creature_ptr->update &= ~(PU_HP);
4064 if (creature_ptr->update & (PU_MANA))
4066 creature_ptr->update &= ~(PU_MANA);
4070 if (creature_ptr->update & (PU_SPELLS))
4072 creature_ptr->update &= ~(PU_SPELLS);
4076 /* Character is not ready yet, no screen updates */
4077 if (!current_world_ptr->character_generated) return;
4079 /* Character is in "icky" mode, no screen updates */
4080 if (current_world_ptr->character_icky) return;
4082 if (creature_ptr->update & (PU_UN_LITE))
4084 creature_ptr->update &= ~(PU_UN_LITE);
4088 if (creature_ptr->update & (PU_UN_VIEW))
4090 creature_ptr->update &= ~(PU_UN_VIEW);
4094 if (creature_ptr->update & (PU_VIEW))
4096 creature_ptr->update &= ~(PU_VIEW);
4100 if (creature_ptr->update & (PU_LITE))
4102 creature_ptr->update &= ~(PU_LITE);
4107 if (creature_ptr->update & (PU_FLOW))
4109 creature_ptr->update &= ~(PU_FLOW);
4113 if (creature_ptr->update & (PU_DISTANCE))
4115 creature_ptr->update &= ~(PU_DISTANCE);
4117 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4118 /* creature_ptr->update &= ~(PU_MONSTERS); */
4120 update_monsters(TRUE);
4123 if (creature_ptr->update & (PU_MON_LITE))
4125 creature_ptr->update &= ~(PU_MON_LITE);
4130 * Mega-Hack -- Delayed visual update
4131 * Only used if update_view(), update_lite() or update_mon_lite() was called
4133 if (creature_ptr->update & (PU_DELAY_VIS))
4135 creature_ptr->update &= ~(PU_DELAY_VIS);
4136 delayed_visual_update();
4139 if (creature_ptr->update & (PU_MONSTERS))
4141 creature_ptr->update &= ~(PU_MONSTERS);
4142 update_monsters(FALSE);
4147 * @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
4148 * @return 魔道書を一冊も持っていないならTRUEを返す
4150 bool player_has_no_spellbooks(void)
4155 for (i = 0; i < INVEN_PACK; i++)
4157 o_ptr = &p_ptr->inventory_list[i];
4158 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4161 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4163 o_ptr = ¤t_floor_ptr->o_list[i];
4164 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4170 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4172 creature_ptr->energy_use = (ENERGY)need_cost;
4175 void free_turn(player_type *creature_ptr)
4177 creature_ptr->energy_use = 0;
4181 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4184 * @return 配置に成功したらTRUE
4186 bool player_place(POSITION y, POSITION x)
4188 /* Paranoia XXX XXX */
4189 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4191 /* Save player location */
4200 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
4203 void wreck_the_pattern(void)
4207 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4209 if (pattern_type == PATTERN_TILE_WRECKED)
4211 /* Ruined already */
4215 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4216 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4218 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4219 to_ruin = randint1(45) + 35;
4223 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4225 if (pattern_tile(r_y, r_x) &&
4226 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4228 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4232 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4237 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4238 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4239 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
4242 void sanity_blast(monster_type *m_ptr, bool necro)
4246 if (p_ptr->inside_battle || !current_world_ptr->character_dungeon) return;
4248 if (!necro && m_ptr)
4250 GAME_TEXT m_name[MAX_NLEN];
4251 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4253 power = r_ptr->level / 2;
4255 monster_desc(m_name, m_ptr, 0);
4257 if (!(r_ptr->flags1 & RF1_UNIQUE))
4259 if (r_ptr->flags1 & RF1_FRIENDS)
4264 if (!current_world_ptr->is_loading_now)
4265 return; /* No effect yet, just loaded... */
4268 return; /* Cannot see it for some reason */
4270 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4274 return; /* Pet eldritch horrors are safe most of the time */
4276 if (randint1(100) > power) return;
4278 if (saving_throw(p_ptr->skill_sav - power))
4280 return; /* Save, no adverse effects */
4285 /* Something silly happens... */
4286 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4287 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4291 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4292 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4295 return; /* Never mind; we can't see it clearly enough */
4298 /* Something frightening happens... */
4299 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4300 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4302 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4304 /* Demon characters are unaffected */
4305 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4306 if (p_ptr->wizard) return;
4308 /* Undead characters are 50% likely to be unaffected */
4309 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4310 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4311 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4313 if (saving_throw(25 + p_ptr->lev)) return;
4318 monster_race *r_ptr;
4319 GAME_TEXT m_name[MAX_NLEN];
4322 get_mon_num_prep(get_nightmare, NULL);
4324 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4325 power = r_ptr->level + 10;
4326 desc = r_name + r_ptr->name;
4328 get_mon_num_prep(NULL, NULL);
4331 if (!(r_ptr->flags1 & RF1_UNIQUE))
4332 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4335 sprintf(m_name, "%s", desc);
4337 if (!(r_ptr->flags1 & RF1_UNIQUE))
4339 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4343 if (saving_throw(p_ptr->skill_sav * 100 / power))
4345 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4352 /* Something silly happens... */
4353 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4354 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4358 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4359 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4362 /* Never mind; we can't see it clearly enough */
4366 /* Something frightening happens... */
4367 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4368 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4370 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4372 if (!p_ptr->mimic_form)
4374 switch (p_ptr->prace)
4376 /* Demons may make a saving throw */
4379 if (saving_throw(20 + p_ptr->lev)) return;
4381 /* Undead may make a saving throw */
4386 if (saving_throw(10 + p_ptr->lev)) return;
4392 /* Demons may make a saving throw */
4393 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4395 if (saving_throw(20 + p_ptr->lev)) return;
4397 /* Undead may make a saving throw */
4398 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4400 if (saving_throw(10 + p_ptr->lev)) return;
4406 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4409 if (saving_throw(p_ptr->skill_sav - power))
4415 (void)do_dec_stat(A_INT);
4416 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4419 (void)do_dec_stat(A_WIS);
4420 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4422 switch (randint1(21))
4425 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4427 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4429 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4433 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4436 if (p_ptr->muta3 & MUT3_HYPER_INT)
4438 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4439 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4441 p_ptr->muta3 |= MUT3_MORONIC;
4447 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4449 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4451 /* Duh, the following should never happen, but anyway... */
4452 if (p_ptr->muta3 & MUT3_FEARLESS)
4454 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4455 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4458 p_ptr->muta2 |= MUT2_COWARDICE;
4464 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4466 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4467 p_ptr->muta2 |= MUT2_HALLU;
4473 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4475 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4476 p_ptr->muta2 |= MUT2_BERS_RAGE;
4486 if (!p_ptr->resist_conf)
4488 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4490 if (!p_ptr->free_act)
4492 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4494 if (!p_ptr->resist_chaos)
4496 (void)set_image(p_ptr->image + randint0(250) + 150);
4505 if (lose_all_info())
4506 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4510 p_ptr->update |= PU_BONUS;
4516 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4517 * Advance experience levels and print experience
4520 void check_experience(void)
4522 bool level_reward = FALSE;
4523 bool level_mutation = FALSE;
4524 bool level_inc_stat = FALSE;
4525 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4526 PLAYER_LEVEL old_lev = p_ptr->lev;
4528 /* Hack -- lower limit */
4529 if (p_ptr->exp < 0) p_ptr->exp = 0;
4530 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4531 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4533 /* Hack -- upper limit */
4534 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4535 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4536 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4538 /* Hack -- maintain "max" experience */
4539 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4541 /* Hack -- maintain "max max" experience */
4542 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4544 /* Redraw experience */
4545 p_ptr->redraw |= (PR_EXP);
4549 /* Lose levels while possible */
4550 while ((p_ptr->lev > 1) &&
4551 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4555 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4556 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4557 p_ptr->window |= (PW_PLAYER);
4562 /* Gain levels while possible */
4563 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4564 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4569 /* Save the highest level */
4570 if (p_ptr->lev > p_ptr->max_plv)
4572 p_ptr->max_plv = p_ptr->lev;
4574 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4575 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4577 level_reward = TRUE;
4579 if (p_ptr->prace == RACE_BEASTMAN)
4581 if (one_in_(5)) level_mutation = TRUE;
4583 level_inc_stat = TRUE;
4585 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4590 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4592 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4593 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4594 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4597 p_ptr->level_up_message = TRUE;
4600 p_ptr->level_up_message = FALSE;
4604 if (!(p_ptr->max_plv % 10))
4613 cnv_stat(p_ptr->stat_max[0], tmp);
4614 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4615 cnv_stat(p_ptr->stat_max[1], tmp);
4616 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4617 cnv_stat(p_ptr->stat_max[2], tmp);
4618 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4619 cnv_stat(p_ptr->stat_max[3], tmp);
4620 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4621 cnv_stat(p_ptr->stat_max[4], tmp);
4622 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4623 cnv_stat(p_ptr->stat_max[5], tmp);
4624 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4627 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4632 if ((choice >= 'a') && (choice <= 'f')) break;
4634 for (n = 0; n < A_MAX; n++)
4635 if (n != choice - 'a')
4637 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4639 do_inc_stat(choice - 'a');
4642 else if (!(p_ptr->max_plv % 2))
4643 do_inc_stat(randint0(6));
4648 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4649 (void)gain_mutation(p_ptr, 0);
4650 level_mutation = FALSE;
4654 * 報酬でレベルが上ると再帰的に check_experience() が
4659 gain_level_reward(0);
4660 level_reward = FALSE;
4663 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4664 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4665 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4669 /* Load an autopick preference file */
4670 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4674 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
4676 * @param out_val 出力先文字列ポインタ
4679 void cnv_stat(int val, char *out_val)
4684 int bonus = (val - 18);
4688 sprintf(out_val, "18/%3s", "***");
4690 else if (bonus >= 100)
4692 sprintf(out_val, "18/%03d", bonus);
4696 sprintf(out_val, " 18/%02d", bonus);
4703 sprintf(out_val, " %2d", val);
4708 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
4709 * Modify a stat value by a "modifier", return new value
4711 * @param amount 加減算値
4715 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4716 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4717 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4718 * Or even: 18/13, 18/03, 18, 17, ..., 3
4721 s16b modify_stat_value(int value, int amount)
4728 /* Apply each point */
4729 for (i = 0; i < amount; i++)
4731 /* One point at a time */
4732 if (value < 18) value++;
4734 /* Ten "points" at a time */
4740 else if (amount < 0)
4742 /* Apply each point */
4743 for (i = 0; i < (0 - amount); i++)
4745 /* Ten points at a time */
4746 if (value >= 18 + 10) value -= 10;
4748 /* Hack -- prevent weirdness */
4749 else if (value > 18) value = 18;
4751 /* One point at a time */
4752 else if (value > 3) value--;
4756 /* Return new value */
4757 return (s16b)(value);
4763 * Hack -- Calculates the total number of points earned -JWT-
4767 long calc_score(void)
4771 u32b point, point_h, point_l;
4772 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4774 if (!preserve_mode) mult += 10;
4775 if (!autoroller) mult += 10;
4776 if (!smart_learn) mult -= 20;
4777 if (smart_cheat) mult += 30;
4778 if (ironman_shops) mult += 50;
4779 if (ironman_small_levels) mult += 10;
4780 if (ironman_empty_levels) mult += 20;
4781 if (!powerup_home) mult += 50;
4782 if (ironman_rooms) mult += 100;
4783 if (ironman_nightmare) mult += 100;
4785 if (mult < 5) mult = 5;
4787 for (i = 0; i < max_d_idx; i++)
4788 if (max_dlv[i] > max_dl)
4789 max_dl = max_dlv[i];
4791 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4792 point_h = point_l / 0x10000L;
4793 point_l = point_l % 0x10000L;
4796 point_h += point_l / 0x10000L;
4797 point_l %= 0x10000L;
4799 point_l += ((point_h % 100) << 16);
4803 point = (point_h << 16) + (point_l);
4804 if (p_ptr->arena_number >= 0)
4805 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4807 if (ironman_downward) point *= 2;
4808 if (p_ptr->pclass == CLASS_BERSERKER)
4810 if (p_ptr->prace == RACE_SPECTRE)
4814 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4817 if (p_ptr->total_winner) point = 2;
4819 if (easy_band) point = (0 - point);
4825 void cheat_death(player_type *creature_ptr)
4827 /* Mark social class, reset age, if needed */
4828 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
4831 creature_ptr->age++;
4834 creature_ptr->noscore |= 0x0001;
4836 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
4839 (void)life_stream(FALSE, FALSE);
4841 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4844 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
4846 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
4848 for (; magic_idx < EATER_EXT * 3; magic_idx++)
4850 creature_ptr->magic_num1[magic_idx] = 0;
4854 /* Restore spell points */
4855 creature_ptr->csp = creature_ptr->msp;
4856 creature_ptr->csp_frac = 0;
4858 /* Hack -- cancel recall */
4859 if (creature_ptr->word_recall)
4861 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
4864 /* Hack -- Prevent recall */
4865 creature_ptr->word_recall = 0;
4866 creature_ptr->redraw |= (PR_STATUS);
4869 /* Hack -- cancel alter */
4870 if (creature_ptr->alter_reality)
4872 /* Hack -- Prevent alter */
4873 creature_ptr->alter_reality = 0;
4874 creature_ptr->redraw |= (PR_STATUS);
4877 /* Note cause of death */
4878 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
4881 creature_ptr->is_dead = FALSE;
4883 /* Hack -- Prevent starvation */
4884 (void)set_food(PY_FOOD_MAX - 1);
4886 current_floor_ptr->dun_level = 0;
4887 creature_ptr->inside_arena = FALSE;
4888 creature_ptr->inside_battle = FALSE;
4890 creature_ptr->inside_quest = 0;
4891 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
4892 p_ptr->dungeon_idx = 0;
4893 if (lite_town || vanilla_town)
4895 creature_ptr->wilderness_y = 1;
4896 creature_ptr->wilderness_x = 1;
4899 creature_ptr->oldpy = 10;
4900 creature_ptr->oldpx = 34;
4904 creature_ptr->oldpy = 33;
4905 creature_ptr->oldpx = 131;
4910 creature_ptr->wilderness_y = 48;
4911 creature_ptr->wilderness_x = 5;
4912 creature_ptr->oldpy = 33;
4913 creature_ptr->oldpx = 131;
4915 creature_ptr->wild_mode = FALSE;
4916 creature_ptr->leaving = TRUE;
4918 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
4922 /* Prepare next floor */