2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monsterrace-hook.h"
12 /* Hack, monk armour */
13 static bool monk_armour_aux;
14 static bool monk_notify_aux;
17 * Return alignment title
19 concptr your_alignment(void)
21 if (p_ptr->align > 150) return _("大善", "Lawful");
22 else if (p_ptr->align > 50) return _("中善", "Good");
23 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
24 else if (p_ptr->align > -11) return _("中立", "Neutral");
25 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
26 else if (p_ptr->align > -151) return _("中悪", "Evil");
27 else return _("大悪", "Chaotic");
32 * Return proficiency level of weapons and misc. skills (except riding)
34 int weapon_exp_level(int weapon_exp)
36 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
37 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
38 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
39 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
40 else return EXP_LEVEL_MASTER;
45 * Return proficiency level of riding
47 int riding_exp_level(int riding_exp)
49 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
50 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
51 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
52 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
53 else return EXP_LEVEL_MASTER;
58 * Return proficiency level of spells
60 int spell_exp_level(int spell_exp)
62 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
63 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
64 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
65 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
66 else return EXP_LEVEL_MASTER;
70 * @brief プレイヤーの全ステータスを更新する /
71 * Calculate the players current "state", taking into account
72 * not only race/class intrinsics, but also objects being worn
73 * and temporary spell effects.
77 * See also calc_mana() and calc_hitpoints().
79 * Take note of the new "speed code", in particular, a very strong
80 * player will start slowing down as soon as he reaches 150 pounds,
81 * but not until he reaches 450 pounds will he be half as fast as
82 * a normal kobold. This both hurts and helps the player, hurts
83 * because in the old days a player could just avoid 300 pounds,
84 * and helps because now carrying 300 pounds is not very painful.
86 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
87 * damage, since that would affect non-combat things. These values
88 * are actually added in later, at the appropriate place.
90 * This function induces various "status" messages.
93 void calc_bonuses(void)
95 int i, j, hold, neutral[2];
98 int empty_hands_status = empty_hands(TRUE);
102 BIT_FLAGS flgs[TR_FLAG_SIZE];
104 bool yoiyami = FALSE;
105 bool down_saving = FALSE;
107 bool have_dd_s = FALSE, have_dd_t = FALSE;
109 bool have_sw = FALSE, have_kabe = FALSE;
110 bool easy_2weapon = FALSE;
111 bool riding_levitation = FALSE;
112 OBJECT_IDX this_o_idx, next_o_idx = 0;
113 const player_race *tmp_rp_ptr;
115 /* Save the old vision stuff */
116 bool old_telepathy = p_ptr->telepathy;
117 bool old_esp_animal = p_ptr->esp_animal;
118 bool old_esp_undead = p_ptr->esp_undead;
119 bool old_esp_demon = p_ptr->esp_demon;
120 bool old_esp_orc = p_ptr->esp_orc;
121 bool old_esp_troll = p_ptr->esp_troll;
122 bool old_esp_giant = p_ptr->esp_giant;
123 bool old_esp_dragon = p_ptr->esp_dragon;
124 bool old_esp_human = p_ptr->esp_human;
125 bool old_esp_evil = p_ptr->esp_evil;
126 bool old_esp_good = p_ptr->esp_good;
127 bool old_esp_nonliving = p_ptr->esp_nonliving;
128 bool old_esp_unique = p_ptr->esp_unique;
129 bool old_see_inv = p_ptr->see_inv;
130 bool old_mighty_throw = p_ptr->mighty_throw;
132 /* Current feature under player. */
133 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
135 /* Save the old armor class */
136 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
137 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
140 /* Clear extra blows/shots */
141 extra_blows[0] = extra_blows[1] = 0;
143 /* Clear the stat modifiers */
144 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
147 /* Clear the Displayed/Real armor class */
148 p_ptr->dis_ac = p_ptr->ac = 0;
150 /* Clear the Displayed/Real Bonuses */
151 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
152 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
153 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
154 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
155 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
156 p_ptr->dis_to_a = p_ptr->to_a = 0;
160 p_ptr->to_m_chance = 0;
162 /* Clear the Extra Dice Bonuses */
163 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
164 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
166 /* Start with "normal" speed */
169 /* Start with a single blow per current_world_ptr->game_turn */
170 p_ptr->num_blow[0] = 1;
171 p_ptr->num_blow[1] = 1;
173 /* Start with a single shot per current_world_ptr->game_turn */
174 p_ptr->num_fire = 100;
176 /* Reset the "xtra" tval */
177 p_ptr->tval_xtra = 0;
179 /* Reset the "ammo" tval */
180 p_ptr->tval_ammo = 0;
182 /* Clear all the flags */
184 p_ptr->bless_blade = FALSE;
185 p_ptr->xtra_might = FALSE;
186 p_ptr->impact[0] = FALSE;
187 p_ptr->impact[1] = FALSE;
188 p_ptr->pass_wall = FALSE;
189 p_ptr->kill_wall = FALSE;
190 p_ptr->dec_mana = FALSE;
191 p_ptr->easy_spell = FALSE;
192 p_ptr->heavy_spell = FALSE;
193 p_ptr->see_inv = FALSE;
194 p_ptr->free_act = FALSE;
195 p_ptr->slow_digest = FALSE;
196 p_ptr->regenerate = FALSE;
197 p_ptr->can_swim = FALSE;
198 p_ptr->levitation = FALSE;
199 p_ptr->hold_exp = FALSE;
200 p_ptr->telepathy = FALSE;
201 p_ptr->esp_animal = FALSE;
202 p_ptr->esp_undead = FALSE;
203 p_ptr->esp_demon = FALSE;
204 p_ptr->esp_orc = FALSE;
205 p_ptr->esp_troll = FALSE;
206 p_ptr->esp_giant = FALSE;
207 p_ptr->esp_dragon = FALSE;
208 p_ptr->esp_human = FALSE;
209 p_ptr->esp_evil = FALSE;
210 p_ptr->esp_good = FALSE;
211 p_ptr->esp_nonliving = FALSE;
212 p_ptr->esp_unique = FALSE;
214 p_ptr->sustain_str = FALSE;
215 p_ptr->sustain_int = FALSE;
216 p_ptr->sustain_wis = FALSE;
217 p_ptr->sustain_con = FALSE;
218 p_ptr->sustain_dex = FALSE;
219 p_ptr->sustain_chr = FALSE;
220 p_ptr->resist_acid = FALSE;
221 p_ptr->resist_elec = FALSE;
222 p_ptr->resist_fire = FALSE;
223 p_ptr->resist_cold = FALSE;
224 p_ptr->resist_pois = FALSE;
225 p_ptr->resist_conf = FALSE;
226 p_ptr->resist_sound = FALSE;
227 p_ptr->resist_lite = FALSE;
228 p_ptr->resist_dark = FALSE;
229 p_ptr->resist_chaos = FALSE;
230 p_ptr->resist_disen = FALSE;
231 p_ptr->resist_shard = FALSE;
232 p_ptr->resist_nexus = FALSE;
233 p_ptr->resist_blind = FALSE;
234 p_ptr->resist_neth = FALSE;
235 p_ptr->resist_time = FALSE;
236 p_ptr->resist_water = FALSE;
237 p_ptr->resist_fear = FALSE;
238 p_ptr->reflect = FALSE;
239 p_ptr->sh_fire = FALSE;
240 p_ptr->sh_elec = FALSE;
241 p_ptr->sh_cold = FALSE;
242 p_ptr->anti_magic = FALSE;
243 p_ptr->anti_tele = FALSE;
244 p_ptr->warning = FALSE;
245 p_ptr->mighty_throw = FALSE;
246 p_ptr->see_nocto = FALSE;
248 p_ptr->immune_acid = FALSE;
249 p_ptr->immune_elec = FALSE;
250 p_ptr->immune_fire = FALSE;
251 p_ptr->immune_cold = FALSE;
253 p_ptr->ryoute = FALSE;
254 p_ptr->migite = FALSE;
255 p_ptr->hidarite = FALSE;
256 p_ptr->no_flowed = FALSE;
260 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
264 m_ptr = ¤t_floor_ptr->m_list[m_idx];
265 if (!monster_is_valid(m_ptr)) continue;
266 r_ptr = &r_info[m_ptr->r_idx];
270 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
271 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
275 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
276 else tmp_rp_ptr = &race_info[p_ptr->prace];
278 /* Base infravision (purely racial) */
279 p_ptr->see_infra = tmp_rp_ptr->infra;
281 /* Base skill -- disarming */
282 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
284 /* Base skill -- magic devices */
285 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
287 /* Base skill -- saving throw */
288 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
290 /* Base skill -- stealth */
291 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
293 /* Base skill -- searching ability */
294 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
296 /* Base skill -- searching frequency */
297 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
299 /* Base skill -- combat (normal) */
300 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
302 /* Base skill -- combat (shooting) */
303 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
305 /* Base skill -- combat (throwing) */
306 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
308 /* Base skill -- digging */
309 p_ptr->skill_dig = 0;
311 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
312 if (has_melee_weapon(INVEN_LARM))
314 p_ptr->hidarite = TRUE;
315 if (!p_ptr->migite) default_hand = 1;
318 if (CAN_TWO_HANDS_WIELDING())
320 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
321 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
323 p_ptr->ryoute = TRUE;
325 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
326 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
328 p_ptr->ryoute = TRUE;
332 switch (p_ptr->pclass)
335 case CLASS_FORCETRAINER:
336 case CLASS_BERSERKER:
337 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
339 p_ptr->migite = TRUE;
340 p_ptr->ryoute = TRUE;
347 if (!p_ptr->migite && !p_ptr->hidarite)
349 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
350 else if (empty_hands_status == EMPTY_HAND_LARM)
352 p_ptr->hidarite = TRUE;
357 if (p_ptr->special_defense & KAMAE_MASK)
359 if (!(empty_hands_status & EMPTY_HAND_RARM))
361 set_action(ACTION_NONE);
365 switch (p_ptr->pclass)
368 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
369 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
372 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
374 case CLASS_CHAOS_WARRIOR:
375 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
376 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
378 case CLASS_MINDCRAFTER:
379 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
380 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
381 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
382 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
385 case CLASS_FORCETRAINER:
386 /* Unencumbered Monks become faster every 10 levels */
387 if (!(heavy_armor()))
389 if (!(prace_is_(RACE_KLACKON) ||
390 prace_is_(RACE_SPRITE) ||
391 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
392 new_speed += (p_ptr->lev) / 10;
394 /* Free action if unencumbered at level 25 */
396 p_ptr->free_act = TRUE;
401 p_ptr->dis_to_a -= 50;
404 p_ptr->resist_sound = TRUE;
407 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
409 case CLASS_BERSERKER:
411 p_ptr->sustain_str = TRUE;
412 p_ptr->sustain_dex = TRUE;
413 p_ptr->sustain_con = TRUE;
414 p_ptr->regenerate = TRUE;
415 p_ptr->free_act = TRUE;
417 if (p_ptr->lev > 29) new_speed++;
418 if (p_ptr->lev > 39) new_speed++;
419 if (p_ptr->lev > 44) new_speed++;
420 if (p_ptr->lev > 49) new_speed++;
421 p_ptr->to_a += 10 + p_ptr->lev / 2;
422 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
423 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
424 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
425 p_ptr->redraw |= PR_STATUS;
427 case CLASS_MIRROR_MASTER:
428 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
431 /* Unencumbered Ninjas become faster every 10 levels */
434 new_speed -= (p_ptr->lev) / 10;
435 p_ptr->skill_stl -= (p_ptr->lev) / 10;
437 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
438 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
441 if (!(prace_is_(RACE_KLACKON) ||
442 prace_is_(RACE_SPRITE) ||
443 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
444 new_speed += (p_ptr->lev) / 10;
445 p_ptr->skill_stl += (p_ptr->lev) / 10;
447 /* Free action if unencumbered at level 25 */
449 p_ptr->free_act = TRUE;
451 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
452 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
454 p_ptr->to_a += p_ptr->lev / 2 + 5;
455 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
457 p_ptr->slow_digest = TRUE;
458 p_ptr->resist_fear = TRUE;
459 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
460 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
461 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
464 p_ptr->oppose_pois = 1;
465 p_ptr->redraw |= PR_STATUS;
467 p_ptr->see_nocto = TRUE;
472 if (p_ptr->mimic_form)
474 switch (p_ptr->mimic_form)
477 p_ptr->hold_exp = TRUE;
478 p_ptr->resist_chaos = TRUE;
479 p_ptr->resist_neth = TRUE;
480 p_ptr->resist_fire = TRUE;
481 p_ptr->oppose_fire = 1;
482 p_ptr->see_inv = TRUE;
484 p_ptr->redraw |= PR_STATUS;
486 p_ptr->dis_to_a += 10;
489 case MIMIC_DEMON_LORD:
490 p_ptr->hold_exp = TRUE;
491 p_ptr->resist_chaos = TRUE;
492 p_ptr->resist_neth = TRUE;
493 p_ptr->immune_fire = TRUE;
494 p_ptr->resist_acid = TRUE;
495 p_ptr->resist_fire = TRUE;
496 p_ptr->resist_cold = TRUE;
497 p_ptr->resist_elec = TRUE;
498 p_ptr->resist_pois = TRUE;
499 p_ptr->resist_conf = TRUE;
500 p_ptr->resist_disen = TRUE;
501 p_ptr->resist_nexus = TRUE;
502 p_ptr->resist_fear = TRUE;
503 p_ptr->sh_fire = TRUE;
504 p_ptr->see_inv = TRUE;
505 p_ptr->telepathy = TRUE;
506 p_ptr->levitation = TRUE;
507 p_ptr->kill_wall = TRUE;
510 p_ptr->dis_to_a += 20;
514 p_ptr->resist_dark = TRUE;
515 p_ptr->hold_exp = TRUE;
516 p_ptr->resist_neth = TRUE;
517 p_ptr->resist_cold = TRUE;
518 p_ptr->resist_pois = TRUE;
519 p_ptr->see_inv = TRUE;
522 p_ptr->dis_to_a += 10;
523 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
529 switch (p_ptr->prace)
532 p_ptr->resist_lite = TRUE;
535 p_ptr->hold_exp = TRUE;
538 p_ptr->free_act = TRUE;
541 p_ptr->resist_blind = TRUE;
544 p_ptr->resist_dark = TRUE;
546 case RACE_HALF_TROLL:
547 p_ptr->sustain_str = TRUE;
551 /* High level trolls heal fast... */
552 p_ptr->regenerate = TRUE;
554 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
556 p_ptr->slow_digest = TRUE;
557 /* Let's not make Regeneration
558 * a disadvantage for the poor warriors who can
559 * never learn a spell that satisfies hunger (actually
560 * neither can rogues, but half-trolls are not
561 * supposed to play rogues) */
566 p_ptr->sustain_con = TRUE;
567 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
570 p_ptr->resist_lite = TRUE;
571 p_ptr->see_inv = TRUE;
574 p_ptr->resist_fear = TRUE;
577 p_ptr->resist_dark = TRUE;
578 p_ptr->sustain_str = TRUE;
580 case RACE_HALF_GIANT:
581 p_ptr->sustain_str = TRUE;
582 p_ptr->resist_shard = TRUE;
584 case RACE_HALF_TITAN:
585 p_ptr->resist_chaos = TRUE;
588 p_ptr->resist_sound = TRUE;
591 p_ptr->resist_acid = TRUE;
592 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
595 p_ptr->resist_conf = TRUE;
596 p_ptr->resist_acid = TRUE;
598 /* Klackons become faster */
599 new_speed += (p_ptr->lev) / 10;
602 p_ptr->resist_pois = TRUE;
605 p_ptr->resist_disen = TRUE;
606 p_ptr->resist_dark = TRUE;
609 p_ptr->resist_dark = TRUE;
610 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
613 p_ptr->levitation = TRUE;
614 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
615 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
616 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
617 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
618 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
620 case RACE_MIND_FLAYER:
621 p_ptr->sustain_int = TRUE;
622 p_ptr->sustain_wis = TRUE;
623 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
624 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
627 p_ptr->resist_fire = TRUE;
628 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
631 p_ptr->slow_digest = TRUE;
632 p_ptr->free_act = TRUE;
633 p_ptr->see_inv = TRUE;
634 p_ptr->resist_pois = TRUE;
635 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
638 p_ptr->resist_shard = TRUE;
639 p_ptr->hold_exp = TRUE;
640 p_ptr->see_inv = TRUE;
641 p_ptr->resist_pois = TRUE;
642 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
645 p_ptr->resist_neth = TRUE;
646 p_ptr->hold_exp = TRUE;
647 p_ptr->see_inv = TRUE;
648 p_ptr->resist_pois = TRUE;
649 p_ptr->slow_digest = TRUE;
650 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
653 p_ptr->resist_dark = TRUE;
654 p_ptr->hold_exp = TRUE;
655 p_ptr->resist_neth = TRUE;
656 p_ptr->resist_cold = TRUE;
657 p_ptr->resist_pois = TRUE;
658 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
661 p_ptr->levitation = TRUE;
662 p_ptr->free_act = TRUE;
663 p_ptr->resist_neth = TRUE;
664 p_ptr->hold_exp = TRUE;
665 p_ptr->see_inv = TRUE;
666 p_ptr->resist_pois = TRUE;
667 p_ptr->slow_digest = TRUE;
668 p_ptr->resist_cold = TRUE;
669 p_ptr->pass_wall = TRUE;
670 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
673 p_ptr->levitation = TRUE;
674 p_ptr->resist_lite = TRUE;
676 /* Sprites become faster */
677 new_speed += (p_ptr->lev) / 10;
680 p_ptr->resist_conf = TRUE;
681 p_ptr->resist_sound = TRUE;
684 /* Ents dig like maniacs, but only with their hands. */
685 if (!inventory[INVEN_RARM].k_idx)
686 p_ptr->skill_dig += p_ptr->lev * 10;
687 /* Ents get tougher and stronger as they age, but lose dexterity. */
688 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
689 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
690 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
692 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
693 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
694 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
696 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
697 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
698 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
701 p_ptr->levitation = TRUE;
702 p_ptr->see_inv = TRUE;
706 p_ptr->resist_fire = TRUE;
707 p_ptr->resist_neth = TRUE;
708 p_ptr->hold_exp = TRUE;
709 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
712 p_ptr->oppose_fire = 1;
713 p_ptr->redraw |= PR_STATUS;
718 p_ptr->sustain_con = TRUE;
721 p_ptr->levitation = TRUE;
724 p_ptr->resist_conf = TRUE;
727 p_ptr->slow_digest = TRUE;
728 p_ptr->free_act = TRUE;
729 p_ptr->resist_pois = TRUE;
730 p_ptr->hold_exp = TRUE;
733 p_ptr->resist_water = TRUE;
741 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
743 p_ptr->see_inv = TRUE;
744 p_ptr->free_act = TRUE;
745 p_ptr->slow_digest = TRUE;
746 p_ptr->regenerate = TRUE;
747 p_ptr->levitation = TRUE;
748 p_ptr->hold_exp = TRUE;
749 p_ptr->telepathy = TRUE;
751 p_ptr->sustain_str = TRUE;
752 p_ptr->sustain_int = TRUE;
753 p_ptr->sustain_wis = TRUE;
754 p_ptr->sustain_con = TRUE;
755 p_ptr->sustain_dex = TRUE;
756 p_ptr->sustain_chr = TRUE;
757 p_ptr->resist_acid = TRUE;
758 p_ptr->resist_elec = TRUE;
759 p_ptr->resist_fire = TRUE;
760 p_ptr->resist_cold = TRUE;
761 p_ptr->resist_pois = TRUE;
762 p_ptr->resist_conf = TRUE;
763 p_ptr->resist_sound = TRUE;
764 p_ptr->resist_lite = TRUE;
765 p_ptr->resist_dark = TRUE;
766 p_ptr->resist_chaos = TRUE;
767 p_ptr->resist_disen = TRUE;
768 p_ptr->resist_shard = TRUE;
769 p_ptr->resist_nexus = TRUE;
770 p_ptr->resist_blind = TRUE;
771 p_ptr->resist_neth = TRUE;
772 p_ptr->resist_fear = TRUE;
773 p_ptr->reflect = TRUE;
774 p_ptr->sh_fire = TRUE;
775 p_ptr->sh_elec = TRUE;
776 p_ptr->sh_cold = TRUE;
778 p_ptr->dis_to_a += 100;
780 /* Temporary shield */
781 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
784 p_ptr->dis_to_a += 50;
787 if (p_ptr->tim_res_nether)
789 p_ptr->resist_neth = TRUE;
791 if (p_ptr->tim_sh_fire)
793 p_ptr->sh_fire = TRUE;
795 if (p_ptr->tim_res_time)
797 p_ptr->resist_time = TRUE;
801 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
803 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
804 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
805 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
807 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
809 p_ptr->to_m_chance += 5;
810 p_ptr->resist_conf = TRUE;
814 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
816 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
818 p_ptr->resist_blind = TRUE;
819 p_ptr->resist_conf = TRUE;
820 p_ptr->hold_exp = TRUE;
821 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
823 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
824 /* Munchkin become faster */
825 new_speed += (p_ptr->lev) / 10 + 5;
828 if (music_singing(MUSIC_WALL))
830 p_ptr->kill_wall = TRUE;
833 /* Hack -- apply racial/class stat maxes */
834 /* Apply the racial modifiers */
835 for (i = 0; i < A_MAX; i++)
837 /* Modify the stats for "race" */
838 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
842 /* I'm adding the mutations here for the lack of a better place... */
846 if (p_ptr->muta3 & MUT3_HYPER_STR)
848 p_ptr->stat_add[A_STR] += 4;
852 if (p_ptr->muta3 & MUT3_PUNY)
854 p_ptr->stat_add[A_STR] -= 4;
857 /* Living computer */
858 if (p_ptr->muta3 & MUT3_HYPER_INT)
860 p_ptr->stat_add[A_INT] += 4;
861 p_ptr->stat_add[A_WIS] += 4;
865 if (p_ptr->muta3 & MUT3_MORONIC)
867 p_ptr->stat_add[A_INT] -= 4;
868 p_ptr->stat_add[A_WIS] -= 4;
871 if (p_ptr->muta3 & MUT3_RESILIENT)
873 p_ptr->stat_add[A_CON] += 4;
876 if (p_ptr->muta3 & MUT3_XTRA_FAT)
878 p_ptr->stat_add[A_CON] += 2;
882 if (p_ptr->muta3 & MUT3_ALBINO)
884 p_ptr->stat_add[A_CON] -= 4;
887 if (p_ptr->muta3 & MUT3_FLESH_ROT)
889 p_ptr->stat_add[A_CON] -= 2;
890 p_ptr->stat_add[A_CHR] -= 1;
891 p_ptr->regenerate = FALSE;
892 /* Cancel innate regeneration */
895 if (p_ptr->muta3 & MUT3_SILLY_VOI)
897 p_ptr->stat_add[A_CHR] -= 4;
900 if (p_ptr->muta3 & MUT3_BLANK_FAC)
902 p_ptr->stat_add[A_CHR] -= 1;
905 if (p_ptr->muta3 & MUT3_XTRA_EYES)
907 p_ptr->skill_fos += 15;
908 p_ptr->skill_srh += 15;
911 if (p_ptr->muta3 & MUT3_MAGIC_RES)
913 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
916 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
918 p_ptr->skill_stl -= 3;
921 if (p_ptr->muta3 & MUT3_INFRAVIS)
923 p_ptr->see_infra += 3;
926 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
931 if (p_ptr->muta3 & MUT3_SHORT_LEG)
936 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
938 p_ptr->sh_elec = TRUE;
941 if (p_ptr->muta3 & MUT3_FIRE_BODY)
943 p_ptr->sh_fire = TRUE;
947 if (p_ptr->muta3 & MUT3_WART_SKIN)
949 p_ptr->stat_add[A_CHR] -= 2;
951 p_ptr->dis_to_a += 5;
954 if (p_ptr->muta3 & MUT3_SCALES)
956 p_ptr->stat_add[A_CHR] -= 1;
958 p_ptr->dis_to_a += 10;
961 if (p_ptr->muta3 & MUT3_IRON_SKIN)
963 p_ptr->stat_add[A_DEX] -= 1;
965 p_ptr->dis_to_a += 25;
968 if (p_ptr->muta3 & MUT3_WINGS)
970 p_ptr->levitation = TRUE;
973 if (p_ptr->muta3 & MUT3_FEARLESS)
975 p_ptr->resist_fear = TRUE;
978 if (p_ptr->muta3 & MUT3_REGEN)
980 p_ptr->regenerate = TRUE;
983 if (p_ptr->muta3 & MUT3_ESP)
985 p_ptr->telepathy = TRUE;
988 if (p_ptr->muta3 & MUT3_LIMBER)
990 p_ptr->stat_add[A_DEX] += 3;
993 if (p_ptr->muta3 & MUT3_ARTHRITIS)
995 p_ptr->stat_add[A_DEX] -= 3;
998 if (p_ptr->muta3 & MUT3_MOTION)
1000 p_ptr->free_act = TRUE;
1001 p_ptr->skill_stl += 1;
1004 if (p_ptr->muta3 & MUT3_ILL_NORM)
1006 p_ptr->stat_add[A_CHR] = 0;
1010 if (p_ptr->tsuyoshi)
1012 p_ptr->stat_add[A_STR] += 4;
1013 p_ptr->stat_add[A_CON] += 4;
1016 /* Scan the usable inventory */
1017 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1019 int bonus_to_h, bonus_to_d;
1020 o_ptr = &inventory[i];
1022 /* Skip non-objects */
1023 if (!o_ptr->k_idx) continue;
1025 /* Extract the item flags */
1026 object_flags(o_ptr, flgs);
1028 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1029 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1032 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1033 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1034 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1035 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1036 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1037 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1039 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1041 /* Affect stealth */
1042 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1044 /* Affect searching ability (factor of five) */
1045 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1047 /* Affect searching frequency (factor of five) */
1048 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1050 /* Affect infravision */
1051 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1053 /* Affect digging (factor of 20) */
1054 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1057 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1060 if (have_flag(flgs, TR_BLOWS))
1062 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1063 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1064 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1067 /* Hack -- cause earthquakes */
1068 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1071 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1072 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1073 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1074 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1075 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1076 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1077 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1078 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1079 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1080 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1081 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1082 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1083 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1084 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1085 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1086 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1087 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1088 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1089 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1090 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1091 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1092 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1093 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1094 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1095 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1096 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1097 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1098 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1099 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1100 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1101 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1102 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1103 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1104 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1105 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1107 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1108 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1109 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1110 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1111 if (have_flag(flgs, TR_WARNING)) {
1112 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1113 p_ptr->warning = TRUE;
1116 if (have_flag(flgs, TR_TELEPORT))
1118 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1121 concptr insc = quark_str(o_ptr->inscription);
1123 if (o_ptr->inscription && my_strchr(insc, '.'))
1126 * {.} will stop random teleportation.
1131 /* Controlled random teleportation */
1132 p_ptr->cursed |= TRC_TELEPORT_SELF;
1137 /* Immunity flags */
1138 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1139 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1140 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1141 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1143 /* Resistance flags */
1144 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1145 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1146 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1147 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1148 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1149 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1150 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1151 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1152 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1153 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1154 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1155 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1156 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1157 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1158 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1159 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1161 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1162 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1163 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1164 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1165 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1166 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1169 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1170 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1171 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1172 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1173 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1174 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1176 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1177 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1178 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1179 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1180 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1181 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1182 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1184 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1186 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1188 p_ptr->to_m_chance += 10;
1192 p_ptr->to_m_chance += 3;
1196 if (o_ptr->tval == TV_CAPTURE) continue;
1198 /* Modify the base armor class */
1199 p_ptr->ac += o_ptr->ac;
1201 /* The base armor class is always known */
1202 p_ptr->dis_ac += o_ptr->ac;
1204 /* Apply the bonuses to armor class */
1205 p_ptr->to_a += o_ptr->to_a;
1207 /* Apply the mental bonuses to armor class, if known */
1208 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1210 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1212 int slot = i - INVEN_RARM;
1215 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1217 p_ptr->to_h[slot] -= 15;
1218 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1222 p_ptr->to_h[slot] -= 5;
1223 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1228 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1230 p_ptr->to_h_b -= 15;
1231 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1236 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1241 if (o_ptr->curse_flags & TRC_LOW_AC)
1243 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1246 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1251 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1255 /* Hack -- do not apply "weapon" bonuses */
1256 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1257 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1259 /* Hack -- do not apply "bow" bonuses */
1260 if (i == INVEN_BOW) continue;
1262 bonus_to_h = o_ptr->to_h;
1263 bonus_to_d = o_ptr->to_d;
1265 if (p_ptr->pclass == CLASS_NINJA)
1267 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1268 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1271 /* To Bow and Natural attack */
1273 /* Apply the bonuses to hit/damage */
1274 p_ptr->to_h_b += (s16b)bonus_to_h;
1275 p_ptr->to_h_m += (s16b)bonus_to_h;
1276 p_ptr->to_d_m += (s16b)bonus_to_d;
1278 /* Apply the mental bonuses tp hit/damage, if known */
1279 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1282 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1284 /* Apply the bonuses to hit/damage */
1285 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1286 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1288 /* Apply the mental bonuses tp hit/damage, if known */
1289 if (object_is_known(o_ptr))
1291 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1292 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1295 else if (p_ptr->migite && p_ptr->hidarite)
1297 /* Apply the bonuses to hit/damage */
1298 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1299 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1300 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1301 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1303 /* Apply the mental bonuses tp hit/damage, if known */
1304 if (object_is_known(o_ptr))
1306 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1307 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1308 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1309 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1314 /* Apply the bonuses to hit/damage */
1315 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1316 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1318 /* Apply the mental bonuses to hit/damage, if known */
1319 if (object_is_known(o_ptr))
1321 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1322 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1327 /* Shield skill bonus */
1328 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1330 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1331 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1334 if (old_mighty_throw != p_ptr->mighty_throw)
1336 /* Redraw average damege display of Shuriken */
1337 p_ptr->window |= PW_INVEN;
1340 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1342 /* Monks get extra ac for armour _not worn_ */
1343 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1345 if (!(inventory[INVEN_BODY].k_idx))
1347 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1348 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1350 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1352 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1353 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1355 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1357 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1358 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1360 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1362 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1363 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1365 if (!(inventory[INVEN_HANDS].k_idx))
1367 p_ptr->to_a += (p_ptr->lev / 2);
1368 p_ptr->dis_to_a += (p_ptr->lev / 2);
1370 if (!(inventory[INVEN_FEET].k_idx))
1372 p_ptr->to_a += (p_ptr->lev / 3);
1373 p_ptr->dis_to_a += (p_ptr->lev / 3);
1375 if (p_ptr->special_defense & KAMAE_BYAKKO)
1377 p_ptr->stat_add[A_STR] += 2;
1378 p_ptr->stat_add[A_DEX] += 2;
1379 p_ptr->stat_add[A_CON] -= 3;
1381 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1384 else if (p_ptr->special_defense & KAMAE_GENBU)
1386 p_ptr->stat_add[A_INT] -= 1;
1387 p_ptr->stat_add[A_WIS] -= 1;
1388 p_ptr->stat_add[A_DEX] -= 2;
1389 p_ptr->stat_add[A_CON] += 3;
1391 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1393 p_ptr->stat_add[A_STR] -= 2;
1394 p_ptr->stat_add[A_INT] += 1;
1395 p_ptr->stat_add[A_WIS] += 1;
1396 p_ptr->stat_add[A_DEX] += 2;
1397 p_ptr->stat_add[A_CON] -= 2;
1401 if (p_ptr->special_defense & KATA_KOUKIJIN)
1403 for (i = 0; i < A_MAX; i++)
1404 p_ptr->stat_add[i] += 5;
1406 p_ptr->dis_to_a -= 50;
1409 /* Hack -- aura of fire also provides light */
1410 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1412 /* Golems also get an intrinsic AC bonus */
1413 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1415 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1416 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1420 if (p_ptr->realm1 == REALM_HEX)
1422 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1423 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1424 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1425 if (hex_spelling(HEX_BUILDING))
1427 p_ptr->stat_add[A_STR] += 4;
1428 p_ptr->stat_add[A_DEX] += 4;
1429 p_ptr->stat_add[A_CON] += 4;
1431 if (hex_spelling(HEX_DEMON_AURA))
1433 p_ptr->sh_fire = TRUE;
1434 p_ptr->regenerate = TRUE;
1436 if (hex_spelling(HEX_ICE_ARMOR))
1438 p_ptr->sh_cold = TRUE;
1440 p_ptr->dis_to_a += 30;
1442 if (hex_spelling(HEX_SHOCK_CLOAK))
1444 p_ptr->sh_elec = TRUE;
1447 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1449 ARMOUR_CLASS ac = 0;
1450 o_ptr = &inventory[i];
1451 if (!o_ptr->k_idx) continue;
1452 if (!object_is_armour(o_ptr)) continue;
1453 if (!object_is_cursed(o_ptr)) continue;
1455 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1456 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1457 p_ptr->to_a += (s16b)ac;
1458 p_ptr->dis_to_a += (s16b)ac;
1462 /* Calculate stats */
1463 for (i = 0; i < A_MAX; i++)
1467 /* Extract the new "stat_use" value for the stat */
1468 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1470 /* Notice changes */
1471 if (p_ptr->stat_top[i] != top)
1473 /* Save the new value */
1474 p_ptr->stat_top[i] = (s16b)top;
1475 p_ptr->redraw |= (PR_STATS);
1476 p_ptr->window |= (PW_PLAYER);
1480 /* Extract the new "stat_use" value for the stat */
1481 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1483 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1485 /* 10 to 18/90 charisma, guaranteed, based on level */
1486 if (use < 8 + 2 * p_ptr->lev)
1488 use = 8 + 2 * p_ptr->lev;
1492 /* Notice changes */
1493 if (p_ptr->stat_use[i] != use)
1495 /* Save the new value */
1496 p_ptr->stat_use[i] = (s16b)use;
1497 p_ptr->redraw |= (PR_STATS);
1498 p_ptr->window |= (PW_PLAYER);
1502 /* Values: 3, 4, ..., 17 */
1503 if (use <= 18) ind = (use - 3);
1505 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1506 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1508 /* Range: 18/220+ */
1511 /* Notice changes */
1512 if (p_ptr->stat_ind[i] != ind)
1514 /* Save the new index */
1515 p_ptr->stat_ind[i] = (s16b)ind;
1517 /* Change in CON affects Hitpoints */
1520 p_ptr->update |= (PU_HP);
1523 /* Change in INT may affect Mana/Spells */
1524 else if (i == A_INT)
1526 if (mp_ptr->spell_stat == A_INT)
1528 p_ptr->update |= (PU_MANA | PU_SPELLS);
1532 /* Change in WIS may affect Mana/Spells */
1533 else if (i == A_WIS)
1535 if (mp_ptr->spell_stat == A_WIS)
1537 p_ptr->update |= (PU_MANA | PU_SPELLS);
1541 /* Change in WIS may affect Mana/Spells */
1542 else if (i == A_CHR)
1544 if (mp_ptr->spell_stat == A_CHR)
1546 p_ptr->update |= (PU_MANA | PU_SPELLS);
1550 p_ptr->window |= (PW_PLAYER);
1555 /* Apply temporary "stun" */
1556 if (p_ptr->stun > 50)
1558 p_ptr->to_h[0] -= 20;
1559 p_ptr->to_h[1] -= 20;
1560 p_ptr->to_h_b -= 20;
1561 p_ptr->to_h_m -= 20;
1562 p_ptr->dis_to_h[0] -= 20;
1563 p_ptr->dis_to_h[1] -= 20;
1564 p_ptr->dis_to_h_b -= 20;
1565 p_ptr->to_d[0] -= 20;
1566 p_ptr->to_d[1] -= 20;
1567 p_ptr->to_d_m -= 20;
1568 p_ptr->dis_to_d[0] -= 20;
1569 p_ptr->dis_to_d[1] -= 20;
1571 else if (p_ptr->stun)
1573 p_ptr->to_h[0] -= 5;
1574 p_ptr->to_h[1] -= 5;
1577 p_ptr->dis_to_h[0] -= 5;
1578 p_ptr->dis_to_h[1] -= 5;
1579 p_ptr->dis_to_h_b -= 5;
1580 p_ptr->to_d[0] -= 5;
1581 p_ptr->to_d[1] -= 5;
1583 p_ptr->dis_to_d[0] -= 5;
1584 p_ptr->dis_to_d[1] -= 5;
1588 if (p_ptr->wraith_form)
1590 p_ptr->reflect = TRUE;
1591 p_ptr->pass_wall = TRUE;
1594 if (p_ptr->kabenuke)
1596 p_ptr->pass_wall = TRUE;
1599 /* Temporary blessing */
1603 p_ptr->dis_to_a += 5;
1604 p_ptr->to_h[0] += 10;
1605 p_ptr->to_h[1] += 10;
1606 p_ptr->to_h_b += 10;
1607 p_ptr->to_h_m += 10;
1608 p_ptr->dis_to_h[0] += 10;
1609 p_ptr->dis_to_h[1] += 10;
1610 p_ptr->dis_to_h_b += 10;
1613 if (p_ptr->magicdef)
1615 p_ptr->resist_blind = TRUE;
1616 p_ptr->resist_conf = TRUE;
1617 p_ptr->reflect = TRUE;
1618 p_ptr->free_act = TRUE;
1619 p_ptr->levitation = TRUE;
1622 /* Temporary "Hero" */
1625 p_ptr->to_h[0] += 12;
1626 p_ptr->to_h[1] += 12;
1627 p_ptr->to_h_b += 12;
1628 p_ptr->to_h_m += 12;
1629 p_ptr->dis_to_h[0] += 12;
1630 p_ptr->dis_to_h[1] += 12;
1631 p_ptr->dis_to_h_b += 12;
1634 /* Temporary "Beserk" */
1637 p_ptr->to_h[0] += 12;
1638 p_ptr->to_h[1] += 12;
1639 p_ptr->to_h_b -= 12;
1640 p_ptr->to_h_m += 12;
1641 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1642 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1643 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1644 p_ptr->dis_to_h[0] += 12;
1645 p_ptr->dis_to_h[1] += 12;
1646 p_ptr->dis_to_h_b -= 12;
1647 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1648 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1650 p_ptr->dis_to_a -= 10;
1651 p_ptr->skill_stl -= 7;
1652 p_ptr->skill_dev -= 20;
1653 p_ptr->skill_sav -= 30;
1654 p_ptr->skill_srh -= 15;
1655 p_ptr->skill_fos -= 15;
1656 p_ptr->skill_tht -= 20;
1657 p_ptr->skill_dig += 30;
1660 /* Temporary "fast" */
1666 /* Temporary "slow" */
1672 /* Temporary "telepathy" */
1675 p_ptr->telepathy = TRUE;
1678 if (p_ptr->ele_immune)
1680 if (p_ptr->special_defense & DEFENSE_ACID)
1681 p_ptr->immune_acid = TRUE;
1682 else if (p_ptr->special_defense & DEFENSE_ELEC)
1683 p_ptr->immune_elec = TRUE;
1684 else if (p_ptr->special_defense & DEFENSE_FIRE)
1685 p_ptr->immune_fire = TRUE;
1686 else if (p_ptr->special_defense & DEFENSE_COLD)
1687 p_ptr->immune_cold = TRUE;
1690 /* Temporary see invisible */
1691 if (p_ptr->tim_invis)
1693 p_ptr->see_inv = TRUE;
1696 /* Temporary infravision boost */
1697 if (p_ptr->tim_infra)
1699 p_ptr->see_infra += 3;
1702 /* Temporary regeneration boost */
1703 if (p_ptr->tim_regen)
1705 p_ptr->regenerate = TRUE;
1708 /* Temporary levitation */
1709 if (p_ptr->tim_levitation)
1711 p_ptr->levitation = TRUE;
1714 /* Temporary reflection */
1715 if (p_ptr->tim_reflect)
1717 p_ptr->reflect = TRUE;
1720 /* Hack -- Hero/Shero -> Res fear */
1721 if (IS_HERO() || p_ptr->shero)
1723 p_ptr->resist_fear = TRUE;
1727 /* Hack -- Telepathy Change */
1728 if (p_ptr->telepathy != old_telepathy)
1730 p_ptr->update |= (PU_MONSTERS);
1733 if ((p_ptr->esp_animal != old_esp_animal) ||
1734 (p_ptr->esp_undead != old_esp_undead) ||
1735 (p_ptr->esp_demon != old_esp_demon) ||
1736 (p_ptr->esp_orc != old_esp_orc) ||
1737 (p_ptr->esp_troll != old_esp_troll) ||
1738 (p_ptr->esp_giant != old_esp_giant) ||
1739 (p_ptr->esp_dragon != old_esp_dragon) ||
1740 (p_ptr->esp_human != old_esp_human) ||
1741 (p_ptr->esp_evil != old_esp_evil) ||
1742 (p_ptr->esp_good != old_esp_good) ||
1743 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1744 (p_ptr->esp_unique != old_esp_unique))
1746 p_ptr->update |= (PU_MONSTERS);
1749 /* Hack -- See Invis Change */
1750 if (p_ptr->see_inv != old_see_inv)
1752 p_ptr->update |= (PU_MONSTERS);
1755 /* Bloating slows the player down (a little) */
1756 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1758 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1760 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1761 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1763 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1764 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1767 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1769 int penalty1, penalty2;
1770 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1771 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1772 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1774 penalty1 = penalty1 / 2 - 5;
1775 penalty2 = penalty2 / 2 - 5;
1778 p_ptr->dis_to_a += 10;
1782 if (penalty1 > 0) penalty1 /= 2;
1783 if (penalty2 > 0) penalty2 /= 2;
1785 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1787 penalty1 = MAX(0, penalty1 - 10);
1788 penalty2 = MAX(0, penalty2 - 10);
1790 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1792 penalty1 = MIN(0, penalty1);
1793 penalty2 = MIN(0, penalty2);
1795 p_ptr->dis_to_a += 10;
1799 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1801 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1804 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1805 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1806 p_ptr->to_h[0] -= (s16b)penalty1;
1807 p_ptr->to_h[1] -= (s16b)penalty2;
1808 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1809 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1812 /* Extract the current weight (in tenth pounds) */
1813 j = p_ptr->total_weight;
1817 /* Extract the "weight limit" (in tenth pounds) */
1818 i = (int)weight_limit();
1822 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1823 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1824 SPEED speed = riding_m_ptr->mspeed;
1826 if (riding_m_ptr->mspeed > 110)
1828 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1829 if (new_speed < 110) new_speed = 110;
1835 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1836 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1837 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1838 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1839 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1841 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1842 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1844 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;
1846 /* Extract the "weight limit" */
1847 i = 1500 + riding_r_ptr->level * 25;
1850 /* Apply "encumbrance" from weight */
1851 if (j > i) new_speed -= ((j - i) / (i / 5));
1853 /* Searching slows the player down */
1854 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1857 if (p_ptr->prace == RACE_MERFOLK)
1859 if (have_flag(f_ptr->flags, FF_WATER))
1861 new_speed += (2 + p_ptr->lev / 10);
1863 else if (!p_ptr->levitation)
1870 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1871 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1872 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1873 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1874 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1875 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1876 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1877 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1878 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1879 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1880 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1881 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1882 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1884 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1885 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1886 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1887 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1888 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1889 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1890 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1891 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1892 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1893 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1896 /* Obtain the "hold" value */
1897 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1900 /* Examine the "current bow" */
1901 o_ptr = &inventory[INVEN_BOW];
1903 /* It is hard to carholdry a heavy bow */
1904 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1905 if (p_ptr->heavy_shoot)
1907 /* Hard to wield a heavy bow */
1908 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1909 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1912 /* Compute "extra shots" if needed */
1915 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1917 /* Apply special flags */
1918 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1921 p_ptr->num_fire = calc_num_fire(o_ptr);
1923 /* Snipers love Cross bows */
1924 if ((p_ptr->pclass == CLASS_SNIPER) &&
1925 (p_ptr->tval_ammo == TV_BOLT))
1927 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1928 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1933 if (p_ptr->ryoute) hold *= 2;
1935 for (i = 0; i < 2; i++)
1937 /* Examine the "main weapon" */
1938 o_ptr = &inventory[INVEN_RARM + i];
1940 object_flags(o_ptr, flgs);
1942 /* Assume not heavy */
1943 p_ptr->heavy_wield[i] = FALSE;
1944 p_ptr->icky_wield[i] = FALSE;
1945 p_ptr->riding_wield[i] = FALSE;
1947 if (!has_melee_weapon(INVEN_RARM + i))
1949 p_ptr->num_blow[i] = 1;
1952 /* It is hard to hold a heavy weapon */
1953 if (hold < o_ptr->weight / 10)
1955 /* Hard to wield a heavy weapon */
1956 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1957 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1960 p_ptr->heavy_wield[i] = TRUE;
1962 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1964 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1967 p_ptr->dis_to_a += 5;
1970 /* Normal weapons */
1971 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1973 int str_index, dex_index;
1975 int num = 0, wgt = 0, mul = 0, div = 0;
1977 /* Analyze the class */
1978 switch (p_ptr->pclass)
1981 num = 6; wgt = 70; mul = 5; break;
1983 case CLASS_BERSERKER:
1984 num = 6; wgt = 70; mul = 7; break;
1987 case CLASS_HIGH_MAGE:
1988 case CLASS_BLUE_MAGE:
1989 num = 3; wgt = 100; mul = 2; break;
1992 case CLASS_MAGIC_EATER:
1993 case CLASS_MINDCRAFTER:
1994 num = 5; wgt = 100; mul = 3; break;
1997 num = 5; wgt = 40; mul = 3; break;
2000 num = 5; wgt = 70; mul = 4; break;
2004 num = 5; wgt = 70; mul = 4; break;
2007 num = 5; wgt = 150; mul = 5; break;
2009 case CLASS_WARRIOR_MAGE:
2010 case CLASS_RED_MAGE:
2011 num = 5; wgt = 70; mul = 3; break;
2013 case CLASS_CHAOS_WARRIOR:
2014 num = 5; wgt = 70; mul = 4; break;
2017 num = 5; wgt = 60; mul = 3; break;
2020 num = 4; wgt = 100; mul = 3; break;
2022 case CLASS_IMITATOR:
2023 num = 5; wgt = 70; mul = 4; break;
2025 case CLASS_BEASTMASTER:
2026 num = 5; wgt = 70; mul = 3; break;
2029 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2030 else { num = 5; wgt = 100; mul = 3; }
2033 case CLASS_SORCERER:
2034 num = 1; wgt = 1; mul = 1; break;
2039 num = 4; wgt = 70; mul = 2; break;
2041 case CLASS_FORCETRAINER:
2042 num = 4; wgt = 60; mul = 2; break;
2044 case CLASS_MIRROR_MASTER:
2045 num = 3; wgt = 100; mul = 3; break;
2048 num = 4; wgt = 20; mul = 1; break;
2051 /* Hex - extra mights gives +1 bonus to max blows */
2052 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2054 /* Enforce a minimum "weight" (tenth pounds) */
2055 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2057 /* Access the strength vs weight */
2058 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2060 if (p_ptr->ryoute && !omoi) str_index++;
2061 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2064 if (str_index > 11) str_index = 11;
2066 /* Index by dexterity */
2067 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2070 if (dex_index > 11) dex_index = 11;
2072 /* Use the blows table */
2073 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2076 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2078 /* Add in the "bonus blows" */
2079 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2082 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2083 else if (p_ptr->pclass == CLASS_BERSERKER)
2085 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2087 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2089 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2091 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2094 /* Require at least one blow */
2095 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2097 /* Boost digging skill by weapon weight */
2098 p_ptr->skill_dig += (o_ptr->weight / 10);
2102 /* Priest weapon penalty for non-blessed edged weapons */
2103 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2104 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2106 /* Reduce the real bonuses */
2107 p_ptr->to_h[i] -= 2;
2108 p_ptr->to_d[i] -= 2;
2110 /* Reduce the mental bonuses */
2111 p_ptr->dis_to_h[i] -= 2;
2112 p_ptr->dis_to_d[i] -= 2;
2115 p_ptr->icky_wield[i] = TRUE;
2117 else if (p_ptr->pclass == CLASS_BERSERKER)
2119 p_ptr->to_h[i] += p_ptr->lev / 5;
2120 p_ptr->to_d[i] += p_ptr->lev / 6;
2121 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2122 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2123 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2125 p_ptr->to_h[i] += p_ptr->lev / 5;
2126 p_ptr->to_d[i] += p_ptr->lev / 6;
2127 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2128 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2131 else if (p_ptr->pclass == CLASS_SORCERER)
2133 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2135 /* Reduce the real bonuses */
2136 p_ptr->to_h[i] -= 200;
2137 p_ptr->to_d[i] -= 200;
2139 /* Reduce the mental bonuses */
2140 p_ptr->dis_to_h[i] -= 200;
2141 p_ptr->dis_to_d[i] -= 200;
2144 p_ptr->icky_wield[i] = TRUE;
2148 /* Reduce the real bonuses */
2149 p_ptr->to_h[i] -= 30;
2150 p_ptr->to_d[i] -= 10;
2152 /* Reduce the mental bonuses */
2153 p_ptr->dis_to_h[i] -= 30;
2154 p_ptr->dis_to_d[i] -= 10;
2158 if (p_ptr->realm1 == REALM_HEX)
2160 if (object_is_cursed(o_ptr))
2162 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2163 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2164 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2165 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2166 if (hex_spelling(HEX_RUNESWORD))
2168 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2169 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2170 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2176 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2178 p_ptr->to_h[i] += 15;
2179 p_ptr->dis_to_h[i] += 15;
2180 p_ptr->to_dd[i] += 2;
2182 else if (!(have_flag(flgs, TR_RIDING)))
2185 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2191 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2193 if (penalty < 30) penalty = 30;
2195 p_ptr->to_h[i] -= (s16b)penalty;
2196 p_ptr->dis_to_h[i] -= (s16b)penalty;
2199 p_ptr->riding_wield[i] = TRUE;
2208 p_ptr->riding_ryoute = FALSE;
2210 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2211 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2213 switch (p_ptr->pclass)
2216 case CLASS_FORCETRAINER:
2217 case CLASS_BERSERKER:
2218 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2219 p_ptr->riding_ryoute = TRUE;
2224 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2226 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2230 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2232 if (penalty < 30) penalty = 30;
2234 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2235 p_ptr->to_h_b -= (s16b)penalty;
2236 p_ptr->dis_to_h_b -= (s16b)penalty;
2239 /* Different calculation for monks with empty hands */
2240 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2241 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2243 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2244 p_ptr->num_blow[0] = 0;
2246 if (p_ptr->pclass == CLASS_FORCETRAINER)
2248 if (blow_base > 18) p_ptr->num_blow[0]++;
2249 if (blow_base > 31) p_ptr->num_blow[0]++;
2250 if (blow_base > 44) p_ptr->num_blow[0]++;
2251 if (blow_base > 58) p_ptr->num_blow[0]++;
2254 p_ptr->to_d[0] += P_PTR_KI / 5;
2255 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2260 if (blow_base > 12) p_ptr->num_blow[0]++;
2261 if (blow_base > 22) p_ptr->num_blow[0]++;
2262 if (blow_base > 31) p_ptr->num_blow[0]++;
2263 if (blow_base > 39) p_ptr->num_blow[0]++;
2264 if (blow_base > 46) p_ptr->num_blow[0]++;
2265 if (blow_base > 53) p_ptr->num_blow[0]++;
2266 if (blow_base > 59) p_ptr->num_blow[0]++;
2269 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2270 p_ptr->num_blow[0] /= 2;
2273 p_ptr->to_h[0] += (p_ptr->lev / 3);
2274 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2276 p_ptr->to_d[0] += (p_ptr->lev / 6);
2277 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2280 if (p_ptr->special_defense & KAMAE_BYAKKO)
2283 p_ptr->dis_to_a -= 40;
2286 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2289 p_ptr->dis_to_a -= 50;
2290 p_ptr->resist_acid = TRUE;
2291 p_ptr->resist_fire = TRUE;
2292 p_ptr->resist_elec = TRUE;
2293 p_ptr->resist_cold = TRUE;
2294 p_ptr->resist_pois = TRUE;
2295 p_ptr->sh_fire = TRUE;
2296 p_ptr->sh_elec = TRUE;
2297 p_ptr->sh_cold = TRUE;
2298 p_ptr->levitation = TRUE;
2300 else if (p_ptr->special_defense & KAMAE_GENBU)
2302 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2303 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2304 p_ptr->reflect = TRUE;
2305 p_ptr->num_blow[0] -= 2;
2306 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2307 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2309 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2311 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2312 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2314 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2315 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2316 p_ptr->num_blow[0] /= 2;
2317 p_ptr->levitation = TRUE;
2320 p_ptr->num_blow[0] += 1 + extra_blows[0];
2323 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2325 monk_armour_aux = FALSE;
2329 monk_armour_aux = TRUE;
2332 for (i = 0; i < 2; i++)
2334 if (has_melee_weapon(INVEN_RARM + i))
2336 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2337 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2339 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2340 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2341 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2343 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2345 p_ptr->to_h[i] -= 40;
2346 p_ptr->dis_to_h[i] -= 40;
2347 p_ptr->icky_wield[i] = TRUE;
2350 else if (p_ptr->pclass == CLASS_NINJA)
2352 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2354 p_ptr->to_h[i] -= 40;
2355 p_ptr->dis_to_h[i] -= 40;
2356 p_ptr->icky_wield[i] = TRUE;
2357 p_ptr->num_blow[i] /= 2;
2358 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2362 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2366 /* Maximum speed is (+99). (internally it's 110 + 99) */
2367 /* Temporary lightspeed forces to be maximum speed */
2368 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2373 /* Minimum speed is (-99). (internally it's 110 - 99) */
2374 if (new_speed < 11) new_speed = 11;
2376 /* Display the speed (if needed) */
2377 if (p_ptr->pspeed != (byte)new_speed)
2379 p_ptr->pspeed = (byte)new_speed;
2380 p_ptr->redraw |= (PR_SPEED);
2385 if (p_ptr->to_a > (0 - p_ptr->ac))
2386 p_ptr->to_a = 0 - p_ptr->ac;
2387 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2388 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2391 /* Redraw armor (if needed) */
2392 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2394 p_ptr->redraw |= (PR_ARMOR);
2395 p_ptr->window |= (PW_PLAYER);
2398 if (p_ptr->ryoute && !omoi)
2400 int bonus_to_h = 0, bonus_to_d = 0;
2401 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2402 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);
2404 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2405 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2406 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2407 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2410 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;
2412 /* Affect Skill -- stealth (bonus one) */
2413 p_ptr->skill_stl += 1;
2415 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2417 /* Affect Skill -- disarming (DEX and INT) */
2418 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2419 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2421 /* Affect Skill -- magic devices (INT) */
2422 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2424 /* Affect Skill -- saving throw (WIS) */
2425 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2427 /* Affect Skill -- digging (STR) */
2428 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2430 /* Affect Skill -- disarming (Level, by Class) */
2431 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2433 /* Affect Skill -- magic devices (Level, by Class) */
2434 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2436 /* Affect Skill -- saving throw (Level, by Class) */
2437 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2439 /* Affect Skill -- stealth (Level, by Class) */
2440 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2442 /* Affect Skill -- search ability (Level, by Class) */
2443 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2445 /* Affect Skill -- search frequency (Level, by Class) */
2446 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2448 /* Affect Skill -- combat (normal) (Level, by Class) */
2449 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2451 /* Affect Skill -- combat (shooting) (Level, by Class) */
2452 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2454 /* Affect Skill -- combat (throwing) (Level, by Class) */
2455 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2458 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2460 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2461 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2464 /* Limit Skill -- stealth from 0 to 30 */
2465 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2466 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2468 /* Limit Skill -- digging from 1 up */
2469 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2471 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2473 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2475 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;
2477 if (down_saving) p_ptr->skill_sav /= 2;
2479 /* Hack -- Each elemental immunity includes resistance */
2480 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2481 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2482 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2483 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2485 /* Determine player alignment */
2486 for (i = 0, j = 0; i < 8; i++)
2488 switch (p_ptr->vir_types[i])
2491 p_ptr->align += p_ptr->virtues[i] * 2;
2501 p_ptr->align -= p_ptr->virtues[i];
2504 p_ptr->align += p_ptr->virtues[i];
2509 for (i = 0; i < j; i++)
2511 if (p_ptr->align > 0)
2513 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2514 if (p_ptr->align < 0) p_ptr->align = 0;
2516 else if (p_ptr->align < 0)
2518 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2519 if (p_ptr->align > 0) p_ptr->align = 0;
2523 /* Hack -- handle "xtra" mode */
2524 if (character_xtra) return;
2526 /* Take note when "heavy bow" changes */
2527 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2529 if (p_ptr->heavy_shoot)
2531 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."));
2533 else if (inventory[INVEN_BOW].k_idx)
2535 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."));
2539 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."));
2543 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2546 for (i = 0; i < 2; i++)
2548 /* Take note when "heavy weapon" changes */
2549 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2551 if (p_ptr->heavy_wield[i])
2553 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."));
2555 else if (has_melee_weapon(INVEN_RARM + i))
2557 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2559 else if (p_ptr->heavy_wield[1 - i])
2561 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2565 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."));
2569 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2572 /* Take note when "heavy weapon" changes */
2573 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2575 if (p_ptr->riding_wield[i])
2577 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."));
2579 else if (!p_ptr->riding)
2581 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2583 else if (has_melee_weapon(INVEN_RARM + i))
2585 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2588 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2591 /* Take note when "illegal weapon" changes */
2592 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2594 if (p_ptr->icky_wield[i])
2596 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."));
2599 chg_virtue(V_FAITH, -1);
2602 else if (has_melee_weapon(INVEN_RARM + i))
2604 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."));
2608 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."));
2612 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2616 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2618 if (p_ptr->riding_ryoute)
2621 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" : "");
2623 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2629 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" : "");
2631 msg_print("You began to control riding pet with one hand.");
2635 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2638 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2642 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."));
2645 chg_virtue(V_HARMONY, -1);
2650 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2653 monk_notify_aux = monk_armour_aux;
2656 for (i = 0; i < INVEN_PACK; i++)
2659 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2660 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2662 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2663 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2666 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)
2668 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2669 next_o_idx = o_ptr->next_o_idx;
2672 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2673 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2675 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2676 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2679 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2681 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2683 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2684 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2687 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)))
2689 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2690 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2693 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2695 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2696 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2699 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2701 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2702 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2708 * @brief プレイヤーの最大HPを計算する /
2709 * Calculate the players (maximal) hit points
2710 * Adjust current hitpoints if necessary
2714 static void calc_hitpoints(void)
2719 /* Un-inflate "half-hitpoint bonus per level" value */
2720 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2722 /* Calculate hitpoints */
2723 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2725 if (p_ptr->mimic_form)
2727 if (p_ptr->pclass == CLASS_SORCERER)
2728 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2730 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2731 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2734 if (p_ptr->pclass == CLASS_SORCERER)
2736 if (p_ptr->lev < 30)
2737 mhp = (mhp * (45 + p_ptr->lev) / 100);
2739 mhp = (mhp * 75 / 100);
2740 bonus = (bonus * 65 / 100);
2745 if (p_ptr->pclass == CLASS_BERSERKER)
2747 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2750 /* Always have at least one hitpoint per level */
2751 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2753 /* Factor in the hero / superhero settings */
2754 if (IS_HERO()) mhp += 10;
2755 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2756 if (p_ptr->tsuyoshi) mhp += 50;
2758 /* Factor in the hex spell settings */
2759 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2760 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2762 /* New maximum hitpoints */
2763 if (p_ptr->mhp != mhp)
2765 /* Enforce maximum */
2766 if (p_ptr->chp >= mhp)
2769 p_ptr->chp_frac = 0;
2773 /* レベルアップの時は上昇量を表示する */
2774 if ((level_up == 1) && (mhp > p_ptr->mhp))
2776 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2779 /* Save the new max-hitpoints */
2782 /* Display hitpoints (later) */
2783 p_ptr->redraw |= (PR_HP);
2785 p_ptr->window |= (PW_PLAYER);
2790 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2793 * SWD: Experimental modification: multiple light sources have additive effect.
2795 static void calc_torch(void)
2799 BIT_FLAGS flgs[TR_FLAG_SIZE];
2801 /* Assume no light */
2802 p_ptr->cur_lite = 0;
2804 /* Loop through all wielded items */
2805 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2807 o_ptr = &inventory[i];
2808 /* Skip empty slots */
2809 if (!o_ptr->k_idx) continue;
2811 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2814 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2816 if (o_ptr->tval == TV_LITE)
2818 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2819 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2822 object_flags(o_ptr, flgs);
2824 /* calc the lite_radius */
2827 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2828 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2829 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2830 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2831 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2832 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2833 p_ptr->cur_lite += (s16b)rad;
2836 /* max radius is 14 (was 5) without rewriting other code -- */
2837 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2838 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2839 p_ptr->cur_lite = 1;
2842 * check if the player doesn't have light radius,
2843 * but does weakly glow as an intrinsic.
2845 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2847 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2848 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2850 /* end experimental mods */
2852 /* Notice changes in the "lite radius" */
2853 if (p_ptr->old_lite != p_ptr->cur_lite)
2855 /* Hack -- PU_MON_LITE for monsters' darkness */
2856 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2858 /* Remember the old lite */
2859 p_ptr->old_lite = p_ptr->cur_lite;
2861 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2862 set_superstealth(FALSE);
2867 * @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。 /
2868 * Calculate number of spells player should have, and forget,
2869 * or remember, spells until that number is properly reflected.
2872 * Note that this function induces various "status" messages,
2873 * which must be bypasses until the character is created.
2875 static void calc_spells(void)
2877 int i, j, k, levels;
2879 int num_boukyaku = 0;
2881 const magic_type *s_ptr;
2888 /* Hack -- must be literate */
2889 if (!mp_ptr->spell_book) return;
2891 /* Hack -- wait for creation */
2892 if (!character_generated) return;
2894 /* Hack -- handle "xtra" mode */
2895 if (character_xtra) return;
2897 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2899 p_ptr->new_spells = 0;
2903 p = spell_category_name(mp_ptr->spell_book);
2905 /* Determine the number of spells allowed */
2906 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2908 /* Hack -- no negative spells */
2909 if (levels < 0) levels = 0;
2911 /* Extract total allowed spells */
2912 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2914 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2918 if (p_ptr->pclass == CLASS_SAMURAI)
2922 else if (p_ptr->realm2 == REALM_NONE)
2924 num_allowed = (num_allowed + 1) / 2;
2925 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2927 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2929 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2933 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2936 /* Count the number of spells we know */
2937 for (j = 0; j < 64; j++)
2939 /* Count known spells */
2941 (p_ptr->spell_forgotten1 & (1L << j)) :
2942 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2948 /* See how many spells we must forget or may learn */
2949 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2951 /* Forget spells which are too hard */
2952 for (i = 63; i >= 0; i--)
2954 /* Efficiency -- all done */
2955 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2957 /* Access the spell */
2958 j = p_ptr->spell_order[i];
2960 /* Skip non-spells */
2961 if (j >= 99) continue;
2965 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2968 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2970 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2973 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2975 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2977 /* Skip spells we are allowed to know */
2978 if (s_ptr->slevel <= p_ptr->lev) continue;
2982 (p_ptr->spell_learned1 & (1L << j)) :
2983 (p_ptr->spell_learned2 & (1L << (j - 32))))
2985 /* Mark as forgotten */
2988 p_ptr->spell_forgotten1 |= (1L << j);
2989 which = p_ptr->realm1;
2993 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2994 which = p_ptr->realm2;
2997 /* No longer known */
3000 p_ptr->spell_learned1 &= ~(1L << j);
3001 which = p_ptr->realm1;
3005 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3006 which = p_ptr->realm2;
3010 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3012 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3016 /* One more can be learned */
3017 p_ptr->new_spells++;
3022 /* Forget spells if we know too many spells */
3023 for (i = 63; i >= 0; i--)
3025 /* Stop when possible */
3026 if (p_ptr->new_spells >= 0) break;
3028 /* Efficiency -- all done */
3029 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3031 /* Get the (i+1)th spell learned */
3032 j = p_ptr->spell_order[i];
3034 /* Skip unknown spells */
3035 if (j >= 99) continue;
3037 /* Forget it (if learned) */
3039 (p_ptr->spell_learned1 & (1L << j)) :
3040 (p_ptr->spell_learned2 & (1L << (j - 32))))
3042 /* Mark as forgotten */
3045 p_ptr->spell_forgotten1 |= (1L << j);
3046 which = p_ptr->realm1;
3050 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3051 which = p_ptr->realm2;
3054 /* No longer known */
3057 p_ptr->spell_learned1 &= ~(1L << j);
3058 which = p_ptr->realm1;
3062 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3063 which = p_ptr->realm2;
3067 msg_format("%sの%sを忘れてしまった。",
3068 do_spell(which, j % 32, SPELL_NAME), p);
3070 msg_format("You have forgotten the %s of %s.", p,
3071 do_spell(which, j % 32, SPELL_NAME));
3075 /* One more can be learned */
3076 p_ptr->new_spells++;
3081 /* Check for spells to remember */
3082 for (i = 0; i < 64; i++)
3084 /* None left to remember */
3085 if (p_ptr->new_spells <= 0) break;
3087 /* Efficiency -- all done */
3088 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3090 /* Get the next spell we learned */
3091 j = p_ptr->spell_order[i];
3093 /* Skip unknown spells */
3096 /* Access the spell */
3097 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3100 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3102 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3105 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3107 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3109 /* Skip spells we cannot remember */
3110 if (s_ptr->slevel > p_ptr->lev) continue;
3112 /* First set of spells */
3114 (p_ptr->spell_forgotten1 & (1L << j)) :
3115 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3117 /* No longer forgotten */
3120 p_ptr->spell_forgotten1 &= ~(1L << j);
3121 which = p_ptr->realm1;
3125 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3126 which = p_ptr->realm2;
3129 /* Known once more */
3132 p_ptr->spell_learned1 |= (1L << j);
3133 which = p_ptr->realm1;
3137 p_ptr->spell_learned2 |= (1L << (j - 32));
3138 which = p_ptr->realm2;
3142 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3144 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3148 /* One less can be learned */
3149 p_ptr->new_spells--;
3155 if (p_ptr->realm2 == REALM_NONE)
3157 /* Count spells that can be learned */
3158 for (j = 0; j < 32; j++)
3160 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3161 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3163 /* Skip spells we cannot remember */
3164 if (s_ptr->slevel > p_ptr->lev) continue;
3166 /* Skip spells we already know */
3167 if (p_ptr->spell_learned1 & (1L << j))
3176 if ((p_ptr->new_spells > k) &&
3177 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3179 p_ptr->new_spells = (s16b)k;
3183 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3185 /* Spell count changed */
3186 if (p_ptr->old_spells != p_ptr->new_spells)
3188 /* Message if needed */
3189 if (p_ptr->new_spells)
3192 if (p_ptr->new_spells < 10) {
3193 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3196 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3199 msg_format("You can learn %d more %s%s.",
3200 p_ptr->new_spells, p,
3201 (p_ptr->new_spells != 1) ? "s" : "");
3206 /* Save the new_spells value */
3207 p_ptr->old_spells = p_ptr->new_spells;
3209 /* Redraw Study Status */
3210 p_ptr->redraw |= (PR_STUDY);
3212 /* Redraw object recall */
3213 p_ptr->window |= (PW_OBJECT);
3218 * @brief プレイヤーの最大MPを計算する /
3219 * Calculate maximum mana. You do not need to know any spells.
3220 * Note that mana is lowered by heavy (or inappropriate) armor.
3223 * This function induces status messages.
3225 static void calc_mana(void)
3227 int msp, levels, cur_wgt, max_wgt;
3232 /* Hack -- Must be literate */
3233 if (!mp_ptr->spell_book) return;
3235 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3236 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3237 (p_ptr->pclass == CLASS_BLUE_MAGE))
3239 levels = p_ptr->lev;
3243 if (mp_ptr->spell_first > p_ptr->lev)
3248 /* Display mana later */
3249 p_ptr->redraw |= (PR_MANA);
3253 /* Extract "effective" player level */
3254 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3257 if (p_ptr->pclass == CLASS_SAMURAI)
3259 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3260 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3264 /* Extract total mana */
3265 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3267 /* Hack -- usually add one mana */
3270 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3272 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3274 /* Hack: High mages have a 25% mana bonus */
3275 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3277 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3280 /* Only mages are affected */
3281 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3283 BIT_FLAGS flgs[TR_FLAG_SIZE];
3285 /* Assume player is not encumbered by gloves */
3286 p_ptr->cumber_glove = FALSE;
3288 /* Get the gloves */
3289 o_ptr = &inventory[INVEN_HANDS];
3291 /* Examine the gloves */
3292 object_flags(o_ptr, flgs);
3294 /* Normal gloves hurt mage-type spells */
3296 !(have_flag(flgs, TR_FREE_ACT)) &&
3297 !(have_flag(flgs, TR_DEC_MANA)) &&
3298 !(have_flag(flgs, TR_EASY_SPELL)) &&
3299 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3300 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3303 p_ptr->cumber_glove = TRUE;
3306 msp = (3 * msp) / 4;
3311 /* Assume player not encumbered by armor */
3312 p_ptr->cumber_armor = FALSE;
3314 /* Weigh the armor */
3316 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3317 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3318 cur_wgt += inventory[INVEN_BODY].weight;
3319 cur_wgt += inventory[INVEN_HEAD].weight;
3320 cur_wgt += inventory[INVEN_OUTER].weight;
3321 cur_wgt += inventory[INVEN_HANDS].weight;
3322 cur_wgt += inventory[INVEN_FEET].weight;
3324 /* Subtract a percentage of maximum mana. */
3325 switch (p_ptr->pclass)
3327 /* For these classes, mana is halved if armour
3328 * is 30 pounds over their weight limit. */
3330 case CLASS_HIGH_MAGE:
3331 case CLASS_BLUE_MAGE:
3333 case CLASS_FORCETRAINER:
3334 case CLASS_SORCERER:
3336 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3337 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3341 /* Mana halved if armour is 40 pounds over weight limit. */
3346 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3347 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3351 case CLASS_MINDCRAFTER:
3352 case CLASS_BEASTMASTER:
3353 case CLASS_MIRROR_MASTER:
3355 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3356 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3360 /* Mana halved if armour is 50 pounds over weight limit. */
3363 case CLASS_RED_MAGE:
3364 case CLASS_WARRIOR_MAGE:
3366 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3367 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3371 /* Mana halved if armour is 60 pounds over weight limit. */
3373 case CLASS_CHAOS_WARRIOR:
3375 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3376 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3380 /* For new classes created, but not yet added to this formula. */
3387 /* Determine the weight allowance */
3388 max_wgt = mp_ptr->spell_weight;
3390 /* Heavy armor penalizes mana by a percentage. -LM- */
3391 if ((cur_wgt - max_wgt) > 0)
3394 p_ptr->cumber_armor = TRUE;
3396 /* Subtract a percentage of maximum mana. */
3397 switch (p_ptr->pclass)
3399 /* For these classes, mana is halved if armour
3400 * is 30 pounds over their weight limit. */
3402 case CLASS_HIGH_MAGE:
3403 case CLASS_BLUE_MAGE:
3405 msp -= msp * (cur_wgt - max_wgt) / 600;
3409 /* Mana halved if armour is 40 pounds over weight limit. */
3411 case CLASS_MINDCRAFTER:
3412 case CLASS_BEASTMASTER:
3414 case CLASS_FORCETRAINER:
3416 case CLASS_MIRROR_MASTER:
3418 msp -= msp * (cur_wgt - max_wgt) / 800;
3422 case CLASS_SORCERER:
3424 msp -= msp * (cur_wgt - max_wgt) / 900;
3428 /* Mana halved if armour is 50 pounds over weight limit. */
3432 case CLASS_RED_MAGE:
3434 msp -= msp * (cur_wgt - max_wgt) / 1000;
3438 /* Mana halved if armour is 60 pounds over weight limit. */
3440 case CLASS_CHAOS_WARRIOR:
3441 case CLASS_WARRIOR_MAGE:
3443 msp -= msp * (cur_wgt - max_wgt) / 1200;
3449 p_ptr->cumber_armor = FALSE;
3453 /* For new classes created, but not yet added to this formula. */
3456 msp -= msp * (cur_wgt - max_wgt) / 800;
3462 /* Mana can never be negative */
3463 if (msp < 0) msp = 0;
3466 /* Maximum mana has changed */
3467 if (p_ptr->msp != msp)
3469 /* Enforce maximum */
3470 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3473 p_ptr->csp_frac = 0;
3477 /* レベルアップの時は上昇量を表示する */
3478 if ((level_up == 1) && (msp > p_ptr->msp))
3480 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3486 /* Display mana later */
3487 p_ptr->redraw |= (PR_MANA);
3489 p_ptr->window |= (PW_PLAYER);
3490 p_ptr->window |= (PW_SPELL);
3494 /* Hack -- handle "xtra" mode */
3495 if (character_xtra) return;
3497 /* Take note when "glove state" changes */
3498 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3500 if (p_ptr->cumber_glove)
3502 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."));
3506 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."));
3510 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3514 /* Take note when "armor state" changes */
3515 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3517 if (p_ptr->cumber_armor)
3519 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."));
3523 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."));
3527 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3532 * @brief 装備中の射撃武器の威力倍率を返す /
3533 * calcurate the fire rate of target object
3534 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3535 * @return 射撃倍率の値(100で1.00倍)
3537 s16b calc_num_fire(object_type *o_ptr)
3539 int extra_shots = 0;
3542 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3544 BIT_FLAGS flgs[TR_FLAG_SIZE];
3546 /* Scan the usable inventory */
3547 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3549 q_ptr = &inventory[i];
3551 /* Skip non-objects */
3552 if (!q_ptr->k_idx) continue;
3554 /* Do not apply current equip */
3555 if (i == INVEN_BOW) continue;
3557 /* Extract the item flags */
3558 object_flags(q_ptr, flgs);
3561 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3564 object_flags(o_ptr, flgs);
3565 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3567 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3571 num += (extra_shots * 100);
3573 /* Hack -- Rangers love Bows */
3574 if ((p_ptr->pclass == CLASS_RANGER) &&
3575 (tval_ammo == TV_ARROW))
3577 num += (p_ptr->lev * 4);
3580 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3581 (tval_ammo == TV_ARROW))
3583 num += (p_ptr->lev * 3);
3586 if (p_ptr->pclass == CLASS_ARCHER)
3588 if (tval_ammo == TV_ARROW)
3589 num += ((p_ptr->lev * 5) + 50);
3590 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3591 num += (p_ptr->lev * 4);
3595 * Addendum -- also "Reward" high level warriors,
3596 * with _any_ missile weapon -- TY
3598 if (p_ptr->pclass == CLASS_WARRIOR &&
3599 (tval_ammo <= TV_BOLT) &&
3600 (tval_ammo >= TV_SHOT))
3602 num += (p_ptr->lev * 2);
3604 if ((p_ptr->pclass == CLASS_ROGUE) &&
3605 (tval_ammo == TV_SHOT))
3607 num += (p_ptr->lev * 4);
3614 * @brief プレイヤーの所持重量制限を計算する /
3615 * Computes current weight limit.
3618 WEIGHT weight_limit(void)
3622 /* Weight limit based only on strength */
3623 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3624 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3626 /* Return the result */
3631 * @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 /
3632 * @param i 判定する手のID(右手:0 左手:1)
3633 * @return 持っているならばTRUE
3635 bool has_melee_weapon(int i)
3637 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3641 * @brief プレイヤーの現在開いている手の状態を返す
3642 * @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。
3643 * @return 開いている手のビットフラグ
3645 BIT_FLAGS16 empty_hands(bool riding_control)
3647 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3649 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3650 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3652 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3654 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3655 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3663 * @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。
3664 * @return ペナルティが適用されるならばTRUE。
3666 bool heavy_armor(void)
3668 WEIGHT monk_arm_wgt = 0;
3670 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3672 /* Weight the armor */
3673 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3674 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3675 monk_arm_wgt += inventory[INVEN_BODY].weight;
3676 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3677 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3678 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3679 monk_arm_wgt += inventory[INVEN_FEET].weight;
3681 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3685 * @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"
3687 * @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。
3689 void update_creature(player_type *creature_ptr)
3691 if (!creature_ptr->update) return;
3693 /* Actually do auto-destroy */
3694 if (creature_ptr->update & (PU_AUTODESTROY))
3696 creature_ptr->update &= ~(PU_AUTODESTROY);
3697 autopick_delayed_alter();
3699 if (creature_ptr->update & (PU_COMBINE))
3701 creature_ptr->update &= ~(PU_COMBINE);
3705 /* Reorder the pack */
3706 if (creature_ptr->update & (PU_REORDER))
3708 creature_ptr->update &= ~(PU_REORDER);
3712 if (creature_ptr->update & (PU_BONUS))
3714 creature_ptr->update &= ~(PU_BONUS);
3718 if (creature_ptr->update & (PU_TORCH))
3720 creature_ptr->update &= ~(PU_TORCH);
3724 if (creature_ptr->update & (PU_HP))
3726 creature_ptr->update &= ~(PU_HP);
3730 if (creature_ptr->update & (PU_MANA))
3732 creature_ptr->update &= ~(PU_MANA);
3736 if (creature_ptr->update & (PU_SPELLS))
3738 creature_ptr->update &= ~(PU_SPELLS);
3742 /* Character is not ready yet, no screen updates */
3743 if (!character_generated) return;
3745 /* Character is in "icky" mode, no screen updates */
3746 if (character_icky) return;
3748 if (creature_ptr->update & (PU_UN_LITE))
3750 creature_ptr->update &= ~(PU_UN_LITE);
3754 if (creature_ptr->update & (PU_UN_VIEW))
3756 creature_ptr->update &= ~(PU_UN_VIEW);
3760 if (creature_ptr->update & (PU_VIEW))
3762 creature_ptr->update &= ~(PU_VIEW);
3766 if (creature_ptr->update & (PU_LITE))
3768 creature_ptr->update &= ~(PU_LITE);
3773 if (creature_ptr->update & (PU_FLOW))
3775 creature_ptr->update &= ~(PU_FLOW);
3779 if (creature_ptr->update & (PU_DISTANCE))
3781 creature_ptr->update &= ~(PU_DISTANCE);
3783 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3784 /* creature_ptr->update &= ~(PU_MONSTERS); */
3786 update_monsters(TRUE);
3789 if (creature_ptr->update & (PU_MON_LITE))
3791 creature_ptr->update &= ~(PU_MON_LITE);
3796 * Mega-Hack -- Delayed visual update
3797 * Only used if update_view(), update_lite() or update_mon_lite() was called
3799 if (creature_ptr->update & (PU_DELAY_VIS))
3801 creature_ptr->update &= ~(PU_DELAY_VIS);
3802 delayed_visual_update();
3805 if (creature_ptr->update & (PU_MONSTERS))
3807 creature_ptr->update &= ~(PU_MONSTERS);
3808 update_monsters(FALSE);
3813 * @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
3814 * @return 魔道書を一冊も持っていないならTRUEを返す
3816 bool player_has_no_spellbooks(void)
3821 for (i = 0; i < INVEN_PACK; i++)
3823 o_ptr = &inventory[i];
3824 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3827 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3829 o_ptr = ¤t_floor_ptr->o_list[i];
3830 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3836 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3838 creature_ptr->energy_use = (ENERGY)need_cost;
3841 void free_turn(player_type *creature_ptr)
3843 creature_ptr->energy_use = 0;
3847 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3850 * @return 配置に成功したらTRUE
3852 bool player_place(POSITION y, POSITION x)
3854 /* Paranoia XXX XXX */
3855 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3857 /* Save player location */
3866 * @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
3869 void wreck_the_pattern(void)
3873 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3875 if (pattern_type == PATTERN_TILE_WRECKED)
3877 /* Ruined already */
3881 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3882 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3884 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3885 to_ruin = randint1(45) + 35;
3889 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3891 if (pattern_tile(r_y, r_x) &&
3892 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3894 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3898 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3903 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3904 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3905 * @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
3908 void sanity_blast(monster_type *m_ptr, bool necro)
3912 if (p_ptr->inside_battle || !character_dungeon) return;
3914 if (!necro && m_ptr)
3916 GAME_TEXT m_name[MAX_NLEN];
3917 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3919 power = r_ptr->level / 2;
3921 monster_desc(m_name, m_ptr, 0);
3923 if (!(r_ptr->flags1 & RF1_UNIQUE))
3925 if (r_ptr->flags1 & RF1_FRIENDS)
3930 if (!is_loading_now)
3931 return; /* No effect yet, just loaded... */
3934 return; /* Cannot see it for some reason */
3936 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3940 return; /* Pet eldritch horrors are safe most of the time */
3942 if (randint1(100) > power) return;
3944 if (saving_throw(p_ptr->skill_sav - power))
3946 return; /* Save, no adverse effects */
3951 /* Something silly happens... */
3952 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3953 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3957 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3958 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3961 return; /* Never mind; we can't see it clearly enough */
3964 /* Something frightening happens... */
3965 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3966 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3968 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3970 /* Demon characters are unaffected */
3971 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3972 if (p_ptr->wizard) return;
3974 /* Undead characters are 50% likely to be unaffected */
3975 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3976 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3977 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3979 if (saving_throw(25 + p_ptr->lev)) return;
3984 monster_race *r_ptr;
3985 GAME_TEXT m_name[MAX_NLEN];
3988 get_mon_num_prep(get_nightmare, NULL);
3990 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3991 power = r_ptr->level + 10;
3992 desc = r_name + r_ptr->name;
3994 get_mon_num_prep(NULL, NULL);
3997 if (!(r_ptr->flags1 & RF1_UNIQUE))
3998 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4001 sprintf(m_name, "%s", desc);
4003 if (!(r_ptr->flags1 & RF1_UNIQUE))
4005 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4009 if (saving_throw(p_ptr->skill_sav * 100 / power))
4011 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4018 /* Something silly happens... */
4019 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4020 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4024 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4025 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4028 /* Never mind; we can't see it clearly enough */
4032 /* Something frightening happens... */
4033 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4034 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4036 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4038 if (!p_ptr->mimic_form)
4040 switch (p_ptr->prace)
4042 /* Demons may make a saving throw */
4045 if (saving_throw(20 + p_ptr->lev)) return;
4047 /* Undead may make a saving throw */
4052 if (saving_throw(10 + p_ptr->lev)) return;
4058 /* Demons may make a saving throw */
4059 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4061 if (saving_throw(20 + p_ptr->lev)) return;
4063 /* Undead may make a saving throw */
4064 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4066 if (saving_throw(10 + p_ptr->lev)) return;
4072 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!"));
4075 if (saving_throw(p_ptr->skill_sav - power))
4081 (void)do_dec_stat(A_INT);
4082 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4085 (void)do_dec_stat(A_WIS);
4086 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4088 switch (randint1(21))
4091 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4093 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4095 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!"));
4099 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!"));
4102 if (p_ptr->muta3 & MUT3_HYPER_INT)
4104 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."));
4105 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4107 p_ptr->muta3 |= MUT3_MORONIC;
4113 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4115 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4117 /* Duh, the following should never happen, but anyway... */
4118 if (p_ptr->muta3 & MUT3_FEARLESS)
4120 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."));
4121 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4124 p_ptr->muta2 |= MUT2_COWARDICE;
4130 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4132 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!"));
4133 p_ptr->muta2 |= MUT2_HALLU;
4139 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4141 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!"));
4142 p_ptr->muta2 |= MUT2_BERS_RAGE;
4152 if (!p_ptr->resist_conf)
4154 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4156 if (!p_ptr->free_act)
4158 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4160 if (!p_ptr->resist_chaos)
4162 (void)set_image(p_ptr->image + randint0(250) + 150);
4171 if (lose_all_info())
4172 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!"));
4176 p_ptr->update |= PU_BONUS;
4182 * @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 /
4183 * Advance experience levels and print experience
4186 void check_experience(void)
4188 bool level_reward = FALSE;
4189 bool level_mutation = FALSE;
4190 bool level_inc_stat = FALSE;
4191 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4192 PLAYER_LEVEL old_lev = p_ptr->lev;
4194 /* Hack -- lower limit */
4195 if (p_ptr->exp < 0) p_ptr->exp = 0;
4196 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4197 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4199 /* Hack -- upper limit */
4200 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4201 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4202 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4204 /* Hack -- maintain "max" experience */
4205 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4207 /* Hack -- maintain "max max" experience */
4208 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4210 /* Redraw experience */
4211 p_ptr->redraw |= (PR_EXP);
4215 /* Lose levels while possible */
4216 while ((p_ptr->lev > 1) &&
4217 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4221 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4222 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4223 p_ptr->window |= (PW_PLAYER);
4228 /* Gain levels while possible */
4229 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4230 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4235 /* Save the highest level */
4236 if (p_ptr->lev > p_ptr->max_plv)
4238 p_ptr->max_plv = p_ptr->lev;
4240 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4241 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4243 level_reward = TRUE;
4245 if (p_ptr->prace == RACE_BEASTMAN)
4247 if (one_in_(5)) level_mutation = TRUE;
4249 level_inc_stat = TRUE;
4251 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4256 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4258 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4259 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4260 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4270 if (!(p_ptr->max_plv % 10))
4279 cnv_stat(p_ptr->stat_max[0], tmp);
4280 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4281 cnv_stat(p_ptr->stat_max[1], tmp);
4282 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4283 cnv_stat(p_ptr->stat_max[2], tmp);
4284 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4285 cnv_stat(p_ptr->stat_max[3], tmp);
4286 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4287 cnv_stat(p_ptr->stat_max[4], tmp);
4288 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4289 cnv_stat(p_ptr->stat_max[5], tmp);
4290 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4293 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4298 if ((choice >= 'a') && (choice <= 'f')) break;
4300 for (n = 0; n < A_MAX; n++)
4301 if (n != choice - 'a')
4303 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4305 do_inc_stat(choice - 'a');
4308 else if (!(p_ptr->max_plv % 2))
4309 do_inc_stat(randint0(6));
4314 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4315 (void)gain_mutation(p_ptr, 0);
4316 level_mutation = FALSE;
4320 * 報酬でレベルが上ると再帰的に check_experience() が
4325 gain_level_reward(0);
4326 level_reward = FALSE;
4329 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4330 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4331 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4335 /* Load an autopick preference file */
4336 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);