2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monsterrace-hook.h"
10 /* Hack, monk armour */
11 static bool monk_armour_aux;
12 static bool monk_notify_aux;
15 * Return alignment title
17 concptr your_alignment(void)
19 if (p_ptr->align > 150) return _("大善", "Lawful");
20 else if (p_ptr->align > 50) return _("中善", "Good");
21 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
22 else if (p_ptr->align > -11) return _("中立", "Neutral");
23 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
24 else if (p_ptr->align > -151) return _("中悪", "Evil");
25 else return _("大悪", "Chaotic");
30 * Return proficiency level of weapons and misc. skills (except riding)
32 int weapon_exp_level(int weapon_exp)
34 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
35 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
36 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
37 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
38 else return EXP_LEVEL_MASTER;
43 * Return proficiency level of riding
45 int riding_exp_level(int riding_exp)
47 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
48 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
49 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
50 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
51 else return EXP_LEVEL_MASTER;
56 * Return proficiency level of spells
58 int spell_exp_level(int spell_exp)
60 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
61 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
62 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
63 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
64 else return EXP_LEVEL_MASTER;
68 * @brief プレイヤーの全ステータスを更新する /
69 * Calculate the players current "state", taking into account
70 * not only race/class intrinsics, but also objects being worn
71 * and temporary spell effects.
75 * See also calc_mana() and calc_hitpoints().
77 * Take note of the new "speed code", in particular, a very strong
78 * player will start slowing down as soon as he reaches 150 pounds,
79 * but not until he reaches 450 pounds will he be half as fast as
80 * a normal kobold. This both hurts and helps the player, hurts
81 * because in the old days a player could just avoid 300 pounds,
82 * and helps because now carrying 300 pounds is not very painful.
84 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
85 * damage, since that would affect non-combat things. These values
86 * are actually added in later, at the appropriate place.
88 * This function induces various "status" messages.
91 void calc_bonuses(void)
93 int i, j, hold, neutral[2];
96 int empty_hands_status = empty_hands(TRUE);
99 BIT_FLAGS flgs[TR_FLAG_SIZE];
101 bool yoiyami = FALSE;
102 bool down_saving = FALSE;
104 bool have_dd_s = FALSE, have_dd_t = FALSE;
106 bool have_sw = FALSE, have_kabe = FALSE;
107 bool easy_2weapon = FALSE;
108 bool riding_levitation = FALSE;
109 OBJECT_IDX this_o_idx, next_o_idx = 0;
110 const player_race *tmp_rp_ptr;
112 /* Save the old vision stuff */
113 bool old_telepathy = p_ptr->telepathy;
114 bool old_esp_animal = p_ptr->esp_animal;
115 bool old_esp_undead = p_ptr->esp_undead;
116 bool old_esp_demon = p_ptr->esp_demon;
117 bool old_esp_orc = p_ptr->esp_orc;
118 bool old_esp_troll = p_ptr->esp_troll;
119 bool old_esp_giant = p_ptr->esp_giant;
120 bool old_esp_dragon = p_ptr->esp_dragon;
121 bool old_esp_human = p_ptr->esp_human;
122 bool old_esp_evil = p_ptr->esp_evil;
123 bool old_esp_good = p_ptr->esp_good;
124 bool old_esp_nonliving = p_ptr->esp_nonliving;
125 bool old_esp_unique = p_ptr->esp_unique;
126 bool old_see_inv = p_ptr->see_inv;
127 bool old_mighty_throw = p_ptr->mighty_throw;
129 /* Current feature under player. */
130 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
132 /* Save the old armor class */
133 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
134 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
137 /* Clear extra blows/shots */
138 extra_blows[0] = extra_blows[1] = 0;
140 /* Clear the stat modifiers */
141 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
144 /* Clear the Displayed/Real armor class */
145 p_ptr->dis_ac = p_ptr->ac = 0;
147 /* Clear the Displayed/Real Bonuses */
148 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
149 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
150 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
151 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
152 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
153 p_ptr->dis_to_a = p_ptr->to_a = 0;
157 p_ptr->to_m_chance = 0;
159 /* Clear the Extra Dice Bonuses */
160 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
161 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
163 /* Start with "normal" speed */
166 /* Start with a single blow per current_world_ptr->game_turn */
167 p_ptr->num_blow[0] = 1;
168 p_ptr->num_blow[1] = 1;
170 /* Start with a single shot per current_world_ptr->game_turn */
171 p_ptr->num_fire = 100;
173 /* Reset the "xtra" tval */
174 p_ptr->tval_xtra = 0;
176 /* Reset the "ammo" tval */
177 p_ptr->tval_ammo = 0;
179 /* Clear all the flags */
181 p_ptr->bless_blade = FALSE;
182 p_ptr->xtra_might = FALSE;
183 p_ptr->impact[0] = FALSE;
184 p_ptr->impact[1] = FALSE;
185 p_ptr->pass_wall = FALSE;
186 p_ptr->kill_wall = FALSE;
187 p_ptr->dec_mana = FALSE;
188 p_ptr->easy_spell = FALSE;
189 p_ptr->heavy_spell = FALSE;
190 p_ptr->see_inv = FALSE;
191 p_ptr->free_act = FALSE;
192 p_ptr->slow_digest = FALSE;
193 p_ptr->regenerate = FALSE;
194 p_ptr->can_swim = FALSE;
195 p_ptr->levitation = FALSE;
196 p_ptr->hold_exp = FALSE;
197 p_ptr->telepathy = FALSE;
198 p_ptr->esp_animal = FALSE;
199 p_ptr->esp_undead = FALSE;
200 p_ptr->esp_demon = FALSE;
201 p_ptr->esp_orc = FALSE;
202 p_ptr->esp_troll = FALSE;
203 p_ptr->esp_giant = FALSE;
204 p_ptr->esp_dragon = FALSE;
205 p_ptr->esp_human = FALSE;
206 p_ptr->esp_evil = FALSE;
207 p_ptr->esp_good = FALSE;
208 p_ptr->esp_nonliving = FALSE;
209 p_ptr->esp_unique = FALSE;
211 p_ptr->sustain_str = FALSE;
212 p_ptr->sustain_int = FALSE;
213 p_ptr->sustain_wis = FALSE;
214 p_ptr->sustain_con = FALSE;
215 p_ptr->sustain_dex = FALSE;
216 p_ptr->sustain_chr = FALSE;
217 p_ptr->resist_acid = FALSE;
218 p_ptr->resist_elec = FALSE;
219 p_ptr->resist_fire = FALSE;
220 p_ptr->resist_cold = FALSE;
221 p_ptr->resist_pois = FALSE;
222 p_ptr->resist_conf = FALSE;
223 p_ptr->resist_sound = FALSE;
224 p_ptr->resist_lite = FALSE;
225 p_ptr->resist_dark = FALSE;
226 p_ptr->resist_chaos = FALSE;
227 p_ptr->resist_disen = FALSE;
228 p_ptr->resist_shard = FALSE;
229 p_ptr->resist_nexus = FALSE;
230 p_ptr->resist_blind = FALSE;
231 p_ptr->resist_neth = FALSE;
232 p_ptr->resist_time = FALSE;
233 p_ptr->resist_water = FALSE;
234 p_ptr->resist_fear = FALSE;
235 p_ptr->reflect = FALSE;
236 p_ptr->sh_fire = FALSE;
237 p_ptr->sh_elec = FALSE;
238 p_ptr->sh_cold = FALSE;
239 p_ptr->anti_magic = FALSE;
240 p_ptr->anti_tele = FALSE;
241 p_ptr->warning = FALSE;
242 p_ptr->mighty_throw = FALSE;
243 p_ptr->see_nocto = FALSE;
245 p_ptr->immune_acid = FALSE;
246 p_ptr->immune_elec = FALSE;
247 p_ptr->immune_fire = FALSE;
248 p_ptr->immune_cold = FALSE;
250 p_ptr->ryoute = FALSE;
251 p_ptr->migite = FALSE;
252 p_ptr->hidarite = FALSE;
253 p_ptr->no_flowed = FALSE;
255 p_ptr->align = friend_align;
257 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
258 else tmp_rp_ptr = &race_info[p_ptr->prace];
260 /* Base infravision (purely racial) */
261 p_ptr->see_infra = tmp_rp_ptr->infra;
263 /* Base skill -- disarming */
264 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
266 /* Base skill -- magic devices */
267 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
269 /* Base skill -- saving throw */
270 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
272 /* Base skill -- stealth */
273 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
275 /* Base skill -- searching ability */
276 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
278 /* Base skill -- searching frequency */
279 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
281 /* Base skill -- combat (normal) */
282 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
284 /* Base skill -- combat (shooting) */
285 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
287 /* Base skill -- combat (throwing) */
288 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
290 /* Base skill -- digging */
291 p_ptr->skill_dig = 0;
293 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
294 if (has_melee_weapon(INVEN_LARM))
296 p_ptr->hidarite = TRUE;
297 if (!p_ptr->migite) default_hand = 1;
300 if (CAN_TWO_HANDS_WIELDING())
302 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
303 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
305 p_ptr->ryoute = TRUE;
307 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
308 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
310 p_ptr->ryoute = TRUE;
314 switch (p_ptr->pclass)
317 case CLASS_FORCETRAINER:
318 case CLASS_BERSERKER:
319 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
321 p_ptr->migite = TRUE;
322 p_ptr->ryoute = TRUE;
329 if (!p_ptr->migite && !p_ptr->hidarite)
331 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
332 else if (empty_hands_status == EMPTY_HAND_LARM)
334 p_ptr->hidarite = TRUE;
339 if (p_ptr->special_defense & KAMAE_MASK)
341 if (!(empty_hands_status & EMPTY_HAND_RARM))
343 set_action(ACTION_NONE);
347 switch (p_ptr->pclass)
350 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
351 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
354 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
356 case CLASS_CHAOS_WARRIOR:
357 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
358 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
360 case CLASS_MINDCRAFTER:
361 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
362 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
363 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
364 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
367 case CLASS_FORCETRAINER:
368 /* Unencumbered Monks become faster every 10 levels */
369 if (!(heavy_armor()))
371 if (!(prace_is_(RACE_KLACKON) ||
372 prace_is_(RACE_SPRITE) ||
373 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
374 new_speed += (p_ptr->lev) / 10;
376 /* Free action if unencumbered at level 25 */
378 p_ptr->free_act = TRUE;
383 p_ptr->dis_to_a -= 50;
386 p_ptr->resist_sound = TRUE;
389 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
391 case CLASS_BERSERKER:
393 p_ptr->sustain_str = TRUE;
394 p_ptr->sustain_dex = TRUE;
395 p_ptr->sustain_con = TRUE;
396 p_ptr->regenerate = TRUE;
397 p_ptr->free_act = TRUE;
399 if (p_ptr->lev > 29) new_speed++;
400 if (p_ptr->lev > 39) new_speed++;
401 if (p_ptr->lev > 44) new_speed++;
402 if (p_ptr->lev > 49) new_speed++;
403 p_ptr->to_a += 10 + p_ptr->lev / 2;
404 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
405 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
406 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
407 p_ptr->redraw |= PR_STATUS;
409 case CLASS_MIRROR_MASTER:
410 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
413 /* Unencumbered Ninjas become faster every 10 levels */
416 new_speed -= (p_ptr->lev) / 10;
417 p_ptr->skill_stl -= (p_ptr->lev) / 10;
419 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
420 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
423 if (!(prace_is_(RACE_KLACKON) ||
424 prace_is_(RACE_SPRITE) ||
425 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
426 new_speed += (p_ptr->lev) / 10;
427 p_ptr->skill_stl += (p_ptr->lev) / 10;
429 /* Free action if unencumbered at level 25 */
431 p_ptr->free_act = TRUE;
433 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
434 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
436 p_ptr->to_a += p_ptr->lev / 2 + 5;
437 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
439 p_ptr->slow_digest = TRUE;
440 p_ptr->resist_fear = TRUE;
441 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
442 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
443 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
446 p_ptr->oppose_pois = 1;
447 p_ptr->redraw |= PR_STATUS;
449 p_ptr->see_nocto = TRUE;
454 if (p_ptr->mimic_form)
456 switch (p_ptr->mimic_form)
459 p_ptr->hold_exp = TRUE;
460 p_ptr->resist_chaos = TRUE;
461 p_ptr->resist_neth = TRUE;
462 p_ptr->resist_fire = TRUE;
463 p_ptr->oppose_fire = 1;
464 p_ptr->see_inv = TRUE;
466 p_ptr->redraw |= PR_STATUS;
468 p_ptr->dis_to_a += 10;
471 case MIMIC_DEMON_LORD:
472 p_ptr->hold_exp = TRUE;
473 p_ptr->resist_chaos = TRUE;
474 p_ptr->resist_neth = TRUE;
475 p_ptr->immune_fire = TRUE;
476 p_ptr->resist_acid = TRUE;
477 p_ptr->resist_fire = TRUE;
478 p_ptr->resist_cold = TRUE;
479 p_ptr->resist_elec = TRUE;
480 p_ptr->resist_pois = TRUE;
481 p_ptr->resist_conf = TRUE;
482 p_ptr->resist_disen = TRUE;
483 p_ptr->resist_nexus = TRUE;
484 p_ptr->resist_fear = TRUE;
485 p_ptr->sh_fire = TRUE;
486 p_ptr->see_inv = TRUE;
487 p_ptr->telepathy = TRUE;
488 p_ptr->levitation = TRUE;
489 p_ptr->kill_wall = TRUE;
492 p_ptr->dis_to_a += 20;
496 p_ptr->resist_dark = TRUE;
497 p_ptr->hold_exp = TRUE;
498 p_ptr->resist_neth = TRUE;
499 p_ptr->resist_cold = TRUE;
500 p_ptr->resist_pois = TRUE;
501 p_ptr->see_inv = TRUE;
504 p_ptr->dis_to_a += 10;
505 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
511 switch (p_ptr->prace)
514 p_ptr->resist_lite = TRUE;
517 p_ptr->hold_exp = TRUE;
520 p_ptr->free_act = TRUE;
523 p_ptr->resist_blind = TRUE;
526 p_ptr->resist_dark = TRUE;
528 case RACE_HALF_TROLL:
529 p_ptr->sustain_str = TRUE;
533 /* High level trolls heal fast... */
534 p_ptr->regenerate = TRUE;
536 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
538 p_ptr->slow_digest = TRUE;
539 /* Let's not make Regeneration
540 * a disadvantage for the poor warriors who can
541 * never learn a spell that satisfies hunger (actually
542 * neither can rogues, but half-trolls are not
543 * supposed to play rogues) */
548 p_ptr->sustain_con = TRUE;
549 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
552 p_ptr->resist_lite = TRUE;
553 p_ptr->see_inv = TRUE;
556 p_ptr->resist_fear = TRUE;
559 p_ptr->resist_dark = TRUE;
560 p_ptr->sustain_str = TRUE;
562 case RACE_HALF_GIANT:
563 p_ptr->sustain_str = TRUE;
564 p_ptr->resist_shard = TRUE;
566 case RACE_HALF_TITAN:
567 p_ptr->resist_chaos = TRUE;
570 p_ptr->resist_sound = TRUE;
573 p_ptr->resist_acid = TRUE;
574 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
577 p_ptr->resist_conf = TRUE;
578 p_ptr->resist_acid = TRUE;
580 /* Klackons become faster */
581 new_speed += (p_ptr->lev) / 10;
584 p_ptr->resist_pois = TRUE;
587 p_ptr->resist_disen = TRUE;
588 p_ptr->resist_dark = TRUE;
591 p_ptr->resist_dark = TRUE;
592 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
595 p_ptr->levitation = TRUE;
596 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
597 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
598 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
599 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
600 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
602 case RACE_MIND_FLAYER:
603 p_ptr->sustain_int = TRUE;
604 p_ptr->sustain_wis = TRUE;
605 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
606 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
609 p_ptr->resist_fire = TRUE;
610 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
613 p_ptr->slow_digest = TRUE;
614 p_ptr->free_act = TRUE;
615 p_ptr->see_inv = TRUE;
616 p_ptr->resist_pois = TRUE;
617 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
620 p_ptr->resist_shard = TRUE;
621 p_ptr->hold_exp = TRUE;
622 p_ptr->see_inv = TRUE;
623 p_ptr->resist_pois = TRUE;
624 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
627 p_ptr->resist_neth = TRUE;
628 p_ptr->hold_exp = TRUE;
629 p_ptr->see_inv = TRUE;
630 p_ptr->resist_pois = TRUE;
631 p_ptr->slow_digest = TRUE;
632 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
635 p_ptr->resist_dark = TRUE;
636 p_ptr->hold_exp = TRUE;
637 p_ptr->resist_neth = TRUE;
638 p_ptr->resist_cold = TRUE;
639 p_ptr->resist_pois = TRUE;
640 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
643 p_ptr->levitation = TRUE;
644 p_ptr->free_act = 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 p_ptr->resist_cold = TRUE;
651 p_ptr->pass_wall = TRUE;
652 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
655 p_ptr->levitation = TRUE;
656 p_ptr->resist_lite = TRUE;
658 /* Sprites become faster */
659 new_speed += (p_ptr->lev) / 10;
662 p_ptr->resist_conf = TRUE;
663 p_ptr->resist_sound = TRUE;
666 /* Ents dig like maniacs, but only with their hands. */
667 if (!inventory[INVEN_RARM].k_idx)
668 p_ptr->skill_dig += p_ptr->lev * 10;
669 /* Ents get tougher and stronger as they age, but lose dexterity. */
670 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
671 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
672 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
674 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
675 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
676 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
678 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
679 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
680 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
683 p_ptr->levitation = TRUE;
684 p_ptr->see_inv = TRUE;
688 p_ptr->resist_fire = TRUE;
689 p_ptr->resist_neth = TRUE;
690 p_ptr->hold_exp = TRUE;
691 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
694 p_ptr->oppose_fire = 1;
695 p_ptr->redraw |= PR_STATUS;
700 p_ptr->sustain_con = TRUE;
703 p_ptr->levitation = TRUE;
706 p_ptr->resist_conf = TRUE;
709 p_ptr->slow_digest = TRUE;
710 p_ptr->free_act = TRUE;
711 p_ptr->resist_pois = TRUE;
712 p_ptr->hold_exp = TRUE;
715 p_ptr->resist_water = TRUE;
723 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
725 p_ptr->see_inv = TRUE;
726 p_ptr->free_act = TRUE;
727 p_ptr->slow_digest = TRUE;
728 p_ptr->regenerate = TRUE;
729 p_ptr->levitation = TRUE;
730 p_ptr->hold_exp = TRUE;
731 p_ptr->telepathy = TRUE;
733 p_ptr->sustain_str = TRUE;
734 p_ptr->sustain_int = TRUE;
735 p_ptr->sustain_wis = TRUE;
736 p_ptr->sustain_con = TRUE;
737 p_ptr->sustain_dex = TRUE;
738 p_ptr->sustain_chr = TRUE;
739 p_ptr->resist_acid = TRUE;
740 p_ptr->resist_elec = TRUE;
741 p_ptr->resist_fire = TRUE;
742 p_ptr->resist_cold = TRUE;
743 p_ptr->resist_pois = TRUE;
744 p_ptr->resist_conf = TRUE;
745 p_ptr->resist_sound = TRUE;
746 p_ptr->resist_lite = TRUE;
747 p_ptr->resist_dark = TRUE;
748 p_ptr->resist_chaos = TRUE;
749 p_ptr->resist_disen = TRUE;
750 p_ptr->resist_shard = TRUE;
751 p_ptr->resist_nexus = TRUE;
752 p_ptr->resist_blind = TRUE;
753 p_ptr->resist_neth = TRUE;
754 p_ptr->resist_fear = TRUE;
755 p_ptr->reflect = TRUE;
756 p_ptr->sh_fire = TRUE;
757 p_ptr->sh_elec = TRUE;
758 p_ptr->sh_cold = TRUE;
760 p_ptr->dis_to_a += 100;
762 /* Temporary shield */
763 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
766 p_ptr->dis_to_a += 50;
769 if (p_ptr->tim_res_nether)
771 p_ptr->resist_neth = TRUE;
773 if (p_ptr->tim_sh_fire)
775 p_ptr->sh_fire = TRUE;
777 if (p_ptr->tim_res_time)
779 p_ptr->resist_time = TRUE;
783 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
785 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
786 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
787 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
789 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
791 p_ptr->to_m_chance += 5;
792 p_ptr->resist_conf = TRUE;
796 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
798 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
800 p_ptr->resist_blind = TRUE;
801 p_ptr->resist_conf = TRUE;
802 p_ptr->hold_exp = TRUE;
803 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
805 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
806 /* Munchkin become faster */
807 new_speed += (p_ptr->lev) / 10 + 5;
810 if (music_singing(MUSIC_WALL))
812 p_ptr->kill_wall = TRUE;
815 /* Hack -- apply racial/class stat maxes */
816 /* Apply the racial modifiers */
817 for (i = 0; i < A_MAX; i++)
819 /* Modify the stats for "race" */
820 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
824 /* I'm adding the mutations here for the lack of a better place... */
828 if (p_ptr->muta3 & MUT3_HYPER_STR)
830 p_ptr->stat_add[A_STR] += 4;
834 if (p_ptr->muta3 & MUT3_PUNY)
836 p_ptr->stat_add[A_STR] -= 4;
839 /* Living computer */
840 if (p_ptr->muta3 & MUT3_HYPER_INT)
842 p_ptr->stat_add[A_INT] += 4;
843 p_ptr->stat_add[A_WIS] += 4;
847 if (p_ptr->muta3 & MUT3_MORONIC)
849 p_ptr->stat_add[A_INT] -= 4;
850 p_ptr->stat_add[A_WIS] -= 4;
853 if (p_ptr->muta3 & MUT3_RESILIENT)
855 p_ptr->stat_add[A_CON] += 4;
858 if (p_ptr->muta3 & MUT3_XTRA_FAT)
860 p_ptr->stat_add[A_CON] += 2;
864 if (p_ptr->muta3 & MUT3_ALBINO)
866 p_ptr->stat_add[A_CON] -= 4;
869 if (p_ptr->muta3 & MUT3_FLESH_ROT)
871 p_ptr->stat_add[A_CON] -= 2;
872 p_ptr->stat_add[A_CHR] -= 1;
873 p_ptr->regenerate = FALSE;
874 /* Cancel innate regeneration */
877 if (p_ptr->muta3 & MUT3_SILLY_VOI)
879 p_ptr->stat_add[A_CHR] -= 4;
882 if (p_ptr->muta3 & MUT3_BLANK_FAC)
884 p_ptr->stat_add[A_CHR] -= 1;
887 if (p_ptr->muta3 & MUT3_XTRA_EYES)
889 p_ptr->skill_fos += 15;
890 p_ptr->skill_srh += 15;
893 if (p_ptr->muta3 & MUT3_MAGIC_RES)
895 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
898 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
900 p_ptr->skill_stl -= 3;
903 if (p_ptr->muta3 & MUT3_INFRAVIS)
905 p_ptr->see_infra += 3;
908 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
913 if (p_ptr->muta3 & MUT3_SHORT_LEG)
918 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
920 p_ptr->sh_elec = TRUE;
923 if (p_ptr->muta3 & MUT3_FIRE_BODY)
925 p_ptr->sh_fire = TRUE;
929 if (p_ptr->muta3 & MUT3_WART_SKIN)
931 p_ptr->stat_add[A_CHR] -= 2;
933 p_ptr->dis_to_a += 5;
936 if (p_ptr->muta3 & MUT3_SCALES)
938 p_ptr->stat_add[A_CHR] -= 1;
940 p_ptr->dis_to_a += 10;
943 if (p_ptr->muta3 & MUT3_IRON_SKIN)
945 p_ptr->stat_add[A_DEX] -= 1;
947 p_ptr->dis_to_a += 25;
950 if (p_ptr->muta3 & MUT3_WINGS)
952 p_ptr->levitation = TRUE;
955 if (p_ptr->muta3 & MUT3_FEARLESS)
957 p_ptr->resist_fear = TRUE;
960 if (p_ptr->muta3 & MUT3_REGEN)
962 p_ptr->regenerate = TRUE;
965 if (p_ptr->muta3 & MUT3_ESP)
967 p_ptr->telepathy = TRUE;
970 if (p_ptr->muta3 & MUT3_LIMBER)
972 p_ptr->stat_add[A_DEX] += 3;
975 if (p_ptr->muta3 & MUT3_ARTHRITIS)
977 p_ptr->stat_add[A_DEX] -= 3;
980 if (p_ptr->muta3 & MUT3_MOTION)
982 p_ptr->free_act = TRUE;
983 p_ptr->skill_stl += 1;
986 if (p_ptr->muta3 & MUT3_ILL_NORM)
988 p_ptr->stat_add[A_CHR] = 0;
994 p_ptr->stat_add[A_STR] += 4;
995 p_ptr->stat_add[A_CON] += 4;
998 /* Scan the usable inventory */
999 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1001 int bonus_to_h, bonus_to_d;
1002 o_ptr = &inventory[i];
1004 /* Skip non-objects */
1005 if (!o_ptr->k_idx) continue;
1007 /* Extract the item flags */
1008 object_flags(o_ptr, flgs);
1010 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1011 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1014 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1015 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1016 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1017 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1018 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1019 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1021 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1023 /* Affect stealth */
1024 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1026 /* Affect searching ability (factor of five) */
1027 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1029 /* Affect searching frequency (factor of five) */
1030 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1032 /* Affect infravision */
1033 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1035 /* Affect digging (factor of 20) */
1036 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1039 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1042 if (have_flag(flgs, TR_BLOWS))
1044 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1045 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1046 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1049 /* Hack -- cause earthquakes */
1050 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1053 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1054 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1055 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1056 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1057 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1058 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1059 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1060 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1061 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1062 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1063 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1064 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1065 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1066 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1067 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1068 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1069 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1070 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1071 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1072 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1073 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1074 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1075 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1076 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1077 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1078 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1079 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1080 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1081 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1082 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1083 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1084 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1085 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1086 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1087 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1089 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1090 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1091 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1092 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1093 if (have_flag(flgs, TR_WARNING)) {
1094 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1095 p_ptr->warning = TRUE;
1098 if (have_flag(flgs, TR_TELEPORT))
1100 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1103 concptr insc = quark_str(o_ptr->inscription);
1105 if (o_ptr->inscription && my_strchr(insc, '.'))
1108 * {.} will stop random teleportation.
1113 /* Controlled random teleportation */
1114 p_ptr->cursed |= TRC_TELEPORT_SELF;
1119 /* Immunity flags */
1120 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1121 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1122 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1123 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1125 /* Resistance flags */
1126 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1127 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1128 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1129 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1130 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1131 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1132 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1133 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1134 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1135 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1136 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1137 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1138 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1139 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1140 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1141 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1143 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1144 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1145 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1146 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1147 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1148 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1151 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1152 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1153 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1154 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1155 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1156 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1158 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1159 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1160 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1161 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1162 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1163 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1164 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1166 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1168 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1170 p_ptr->to_m_chance += 10;
1174 p_ptr->to_m_chance += 3;
1178 if (o_ptr->tval == TV_CAPTURE) continue;
1180 /* Modify the base armor class */
1181 p_ptr->ac += o_ptr->ac;
1183 /* The base armor class is always known */
1184 p_ptr->dis_ac += o_ptr->ac;
1186 /* Apply the bonuses to armor class */
1187 p_ptr->to_a += o_ptr->to_a;
1189 /* Apply the mental bonuses to armor class, if known */
1190 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1192 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1194 int slot = i - INVEN_RARM;
1197 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1199 p_ptr->to_h[slot] -= 15;
1200 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1204 p_ptr->to_h[slot] -= 5;
1205 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1210 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1212 p_ptr->to_h_b -= 15;
1213 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1218 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1223 if (o_ptr->curse_flags & TRC_LOW_AC)
1225 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1228 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1233 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1237 /* Hack -- do not apply "weapon" bonuses */
1238 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1239 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1241 /* Hack -- do not apply "bow" bonuses */
1242 if (i == INVEN_BOW) continue;
1244 bonus_to_h = o_ptr->to_h;
1245 bonus_to_d = o_ptr->to_d;
1247 if (p_ptr->pclass == CLASS_NINJA)
1249 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1250 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1253 /* To Bow and Natural attack */
1255 /* Apply the bonuses to hit/damage */
1256 p_ptr->to_h_b += (s16b)bonus_to_h;
1257 p_ptr->to_h_m += (s16b)bonus_to_h;
1258 p_ptr->to_d_m += (s16b)bonus_to_d;
1260 /* Apply the mental bonuses tp hit/damage, if known */
1261 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1264 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1266 /* Apply the bonuses to hit/damage */
1267 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1268 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1270 /* Apply the mental bonuses tp hit/damage, if known */
1271 if (object_is_known(o_ptr))
1273 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1274 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1277 else if (p_ptr->migite && p_ptr->hidarite)
1279 /* Apply the bonuses to hit/damage */
1280 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1281 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1282 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1283 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1285 /* Apply the mental bonuses tp hit/damage, if known */
1286 if (object_is_known(o_ptr))
1288 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1289 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1290 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1291 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1296 /* Apply the bonuses to hit/damage */
1297 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1298 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1300 /* Apply the mental bonuses to hit/damage, if known */
1301 if (object_is_known(o_ptr))
1303 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1304 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1309 /* Shield skill bonus */
1310 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1312 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1313 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1316 if (old_mighty_throw != p_ptr->mighty_throw)
1318 /* Redraw average damege display of Shuriken */
1319 p_ptr->window |= PW_INVEN;
1322 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1324 /* Monks get extra ac for armour _not worn_ */
1325 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1327 if (!(inventory[INVEN_BODY].k_idx))
1329 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1330 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1332 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1334 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1335 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1337 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1339 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1340 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1342 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1344 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1345 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1347 if (!(inventory[INVEN_HANDS].k_idx))
1349 p_ptr->to_a += (p_ptr->lev / 2);
1350 p_ptr->dis_to_a += (p_ptr->lev / 2);
1352 if (!(inventory[INVEN_FEET].k_idx))
1354 p_ptr->to_a += (p_ptr->lev / 3);
1355 p_ptr->dis_to_a += (p_ptr->lev / 3);
1357 if (p_ptr->special_defense & KAMAE_BYAKKO)
1359 p_ptr->stat_add[A_STR] += 2;
1360 p_ptr->stat_add[A_DEX] += 2;
1361 p_ptr->stat_add[A_CON] -= 3;
1363 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1366 else if (p_ptr->special_defense & KAMAE_GENBU)
1368 p_ptr->stat_add[A_INT] -= 1;
1369 p_ptr->stat_add[A_WIS] -= 1;
1370 p_ptr->stat_add[A_DEX] -= 2;
1371 p_ptr->stat_add[A_CON] += 3;
1373 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1375 p_ptr->stat_add[A_STR] -= 2;
1376 p_ptr->stat_add[A_INT] += 1;
1377 p_ptr->stat_add[A_WIS] += 1;
1378 p_ptr->stat_add[A_DEX] += 2;
1379 p_ptr->stat_add[A_CON] -= 2;
1383 if (p_ptr->special_defense & KATA_KOUKIJIN)
1385 for (i = 0; i < A_MAX; i++)
1386 p_ptr->stat_add[i] += 5;
1388 p_ptr->dis_to_a -= 50;
1391 /* Hack -- aura of fire also provides light */
1392 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1394 /* Golems also get an intrinsic AC bonus */
1395 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1397 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1398 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1402 if (p_ptr->realm1 == REALM_HEX)
1404 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1405 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1406 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1407 if (hex_spelling(HEX_BUILDING))
1409 p_ptr->stat_add[A_STR] += 4;
1410 p_ptr->stat_add[A_DEX] += 4;
1411 p_ptr->stat_add[A_CON] += 4;
1413 if (hex_spelling(HEX_DEMON_AURA))
1415 p_ptr->sh_fire = TRUE;
1416 p_ptr->regenerate = TRUE;
1418 if (hex_spelling(HEX_ICE_ARMOR))
1420 p_ptr->sh_cold = TRUE;
1422 p_ptr->dis_to_a += 30;
1424 if (hex_spelling(HEX_SHOCK_CLOAK))
1426 p_ptr->sh_elec = TRUE;
1429 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1431 ARMOUR_CLASS ac = 0;
1432 o_ptr = &inventory[i];
1433 if (!o_ptr->k_idx) continue;
1434 if (!object_is_armour(o_ptr)) continue;
1435 if (!object_is_cursed(o_ptr)) continue;
1437 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1438 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1439 p_ptr->to_a += (s16b)ac;
1440 p_ptr->dis_to_a += (s16b)ac;
1444 /* Calculate stats */
1445 for (i = 0; i < A_MAX; i++)
1449 /* Extract the new "stat_use" value for the stat */
1450 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1452 /* Notice changes */
1453 if (p_ptr->stat_top[i] != top)
1455 /* Save the new value */
1456 p_ptr->stat_top[i] = (s16b)top;
1457 p_ptr->redraw |= (PR_STATS);
1458 p_ptr->window |= (PW_PLAYER);
1462 /* Extract the new "stat_use" value for the stat */
1463 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1465 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1467 /* 10 to 18/90 charisma, guaranteed, based on level */
1468 if (use < 8 + 2 * p_ptr->lev)
1470 use = 8 + 2 * p_ptr->lev;
1474 /* Notice changes */
1475 if (p_ptr->stat_use[i] != use)
1477 /* Save the new value */
1478 p_ptr->stat_use[i] = (s16b)use;
1479 p_ptr->redraw |= (PR_STATS);
1480 p_ptr->window |= (PW_PLAYER);
1484 /* Values: 3, 4, ..., 17 */
1485 if (use <= 18) ind = (use - 3);
1487 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1488 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1490 /* Range: 18/220+ */
1493 /* Notice changes */
1494 if (p_ptr->stat_ind[i] != ind)
1496 /* Save the new index */
1497 p_ptr->stat_ind[i] = (s16b)ind;
1499 /* Change in CON affects Hitpoints */
1502 p_ptr->update |= (PU_HP);
1505 /* Change in INT may affect Mana/Spells */
1506 else if (i == A_INT)
1508 if (mp_ptr->spell_stat == A_INT)
1510 p_ptr->update |= (PU_MANA | PU_SPELLS);
1514 /* Change in WIS may affect Mana/Spells */
1515 else if (i == A_WIS)
1517 if (mp_ptr->spell_stat == A_WIS)
1519 p_ptr->update |= (PU_MANA | PU_SPELLS);
1523 /* Change in WIS may affect Mana/Spells */
1524 else if (i == A_CHR)
1526 if (mp_ptr->spell_stat == A_CHR)
1528 p_ptr->update |= (PU_MANA | PU_SPELLS);
1532 p_ptr->window |= (PW_PLAYER);
1537 /* Apply temporary "stun" */
1538 if (p_ptr->stun > 50)
1540 p_ptr->to_h[0] -= 20;
1541 p_ptr->to_h[1] -= 20;
1542 p_ptr->to_h_b -= 20;
1543 p_ptr->to_h_m -= 20;
1544 p_ptr->dis_to_h[0] -= 20;
1545 p_ptr->dis_to_h[1] -= 20;
1546 p_ptr->dis_to_h_b -= 20;
1547 p_ptr->to_d[0] -= 20;
1548 p_ptr->to_d[1] -= 20;
1549 p_ptr->to_d_m -= 20;
1550 p_ptr->dis_to_d[0] -= 20;
1551 p_ptr->dis_to_d[1] -= 20;
1553 else if (p_ptr->stun)
1555 p_ptr->to_h[0] -= 5;
1556 p_ptr->to_h[1] -= 5;
1559 p_ptr->dis_to_h[0] -= 5;
1560 p_ptr->dis_to_h[1] -= 5;
1561 p_ptr->dis_to_h_b -= 5;
1562 p_ptr->to_d[0] -= 5;
1563 p_ptr->to_d[1] -= 5;
1565 p_ptr->dis_to_d[0] -= 5;
1566 p_ptr->dis_to_d[1] -= 5;
1570 if (p_ptr->wraith_form)
1572 p_ptr->reflect = TRUE;
1573 p_ptr->pass_wall = TRUE;
1576 if (p_ptr->kabenuke)
1578 p_ptr->pass_wall = TRUE;
1581 /* Temporary blessing */
1585 p_ptr->dis_to_a += 5;
1586 p_ptr->to_h[0] += 10;
1587 p_ptr->to_h[1] += 10;
1588 p_ptr->to_h_b += 10;
1589 p_ptr->to_h_m += 10;
1590 p_ptr->dis_to_h[0] += 10;
1591 p_ptr->dis_to_h[1] += 10;
1592 p_ptr->dis_to_h_b += 10;
1595 if (p_ptr->magicdef)
1597 p_ptr->resist_blind = TRUE;
1598 p_ptr->resist_conf = TRUE;
1599 p_ptr->reflect = TRUE;
1600 p_ptr->free_act = TRUE;
1601 p_ptr->levitation = TRUE;
1604 /* Temporary "Hero" */
1607 p_ptr->to_h[0] += 12;
1608 p_ptr->to_h[1] += 12;
1609 p_ptr->to_h_b += 12;
1610 p_ptr->to_h_m += 12;
1611 p_ptr->dis_to_h[0] += 12;
1612 p_ptr->dis_to_h[1] += 12;
1613 p_ptr->dis_to_h_b += 12;
1616 /* Temporary "Beserk" */
1619 p_ptr->to_h[0] += 12;
1620 p_ptr->to_h[1] += 12;
1621 p_ptr->to_h_b -= 12;
1622 p_ptr->to_h_m += 12;
1623 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1624 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1625 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1626 p_ptr->dis_to_h[0] += 12;
1627 p_ptr->dis_to_h[1] += 12;
1628 p_ptr->dis_to_h_b -= 12;
1629 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1630 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1632 p_ptr->dis_to_a -= 10;
1633 p_ptr->skill_stl -= 7;
1634 p_ptr->skill_dev -= 20;
1635 p_ptr->skill_sav -= 30;
1636 p_ptr->skill_srh -= 15;
1637 p_ptr->skill_fos -= 15;
1638 p_ptr->skill_tht -= 20;
1639 p_ptr->skill_dig += 30;
1642 /* Temporary "fast" */
1648 /* Temporary "slow" */
1654 /* Temporary "telepathy" */
1657 p_ptr->telepathy = TRUE;
1660 if (p_ptr->ele_immune)
1662 if (p_ptr->special_defense & DEFENSE_ACID)
1663 p_ptr->immune_acid = TRUE;
1664 else if (p_ptr->special_defense & DEFENSE_ELEC)
1665 p_ptr->immune_elec = TRUE;
1666 else if (p_ptr->special_defense & DEFENSE_FIRE)
1667 p_ptr->immune_fire = TRUE;
1668 else if (p_ptr->special_defense & DEFENSE_COLD)
1669 p_ptr->immune_cold = TRUE;
1672 /* Temporary see invisible */
1673 if (p_ptr->tim_invis)
1675 p_ptr->see_inv = TRUE;
1678 /* Temporary infravision boost */
1679 if (p_ptr->tim_infra)
1681 p_ptr->see_infra += 3;
1684 /* Temporary regeneration boost */
1685 if (p_ptr->tim_regen)
1687 p_ptr->regenerate = TRUE;
1690 /* Temporary levitation */
1691 if (p_ptr->tim_levitation)
1693 p_ptr->levitation = TRUE;
1696 /* Temporary reflection */
1697 if (p_ptr->tim_reflect)
1699 p_ptr->reflect = TRUE;
1702 /* Hack -- Hero/Shero -> Res fear */
1703 if (IS_HERO() || p_ptr->shero)
1705 p_ptr->resist_fear = TRUE;
1709 /* Hack -- Telepathy Change */
1710 if (p_ptr->telepathy != old_telepathy)
1712 p_ptr->update |= (PU_MONSTERS);
1715 if ((p_ptr->esp_animal != old_esp_animal) ||
1716 (p_ptr->esp_undead != old_esp_undead) ||
1717 (p_ptr->esp_demon != old_esp_demon) ||
1718 (p_ptr->esp_orc != old_esp_orc) ||
1719 (p_ptr->esp_troll != old_esp_troll) ||
1720 (p_ptr->esp_giant != old_esp_giant) ||
1721 (p_ptr->esp_dragon != old_esp_dragon) ||
1722 (p_ptr->esp_human != old_esp_human) ||
1723 (p_ptr->esp_evil != old_esp_evil) ||
1724 (p_ptr->esp_good != old_esp_good) ||
1725 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1726 (p_ptr->esp_unique != old_esp_unique))
1728 p_ptr->update |= (PU_MONSTERS);
1731 /* Hack -- See Invis Change */
1732 if (p_ptr->see_inv != old_see_inv)
1734 p_ptr->update |= (PU_MONSTERS);
1737 /* Bloating slows the player down (a little) */
1738 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1740 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1742 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1743 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1745 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1746 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1749 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1751 int penalty1, penalty2;
1752 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1753 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1754 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1756 penalty1 = penalty1 / 2 - 5;
1757 penalty2 = penalty2 / 2 - 5;
1760 p_ptr->dis_to_a += 10;
1764 if (penalty1 > 0) penalty1 /= 2;
1765 if (penalty2 > 0) penalty2 /= 2;
1767 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1769 penalty1 = MAX(0, penalty1 - 10);
1770 penalty2 = MAX(0, penalty2 - 10);
1772 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1774 penalty1 = MIN(0, penalty1);
1775 penalty2 = MIN(0, penalty2);
1777 p_ptr->dis_to_a += 10;
1781 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1783 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1786 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1787 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1788 p_ptr->to_h[0] -= (s16b)penalty1;
1789 p_ptr->to_h[1] -= (s16b)penalty2;
1790 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1791 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1794 /* Extract the current weight (in tenth pounds) */
1795 j = p_ptr->total_weight;
1799 /* Extract the "weight limit" (in tenth pounds) */
1800 i = (int)weight_limit();
1804 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1805 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1806 SPEED speed = riding_m_ptr->mspeed;
1808 if (riding_m_ptr->mspeed > 110)
1810 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1811 if (new_speed < 110) new_speed = 110;
1817 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1818 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1819 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1820 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1821 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1823 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1824 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1826 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;
1828 /* Extract the "weight limit" */
1829 i = 1500 + riding_r_ptr->level * 25;
1832 /* Apply "encumbrance" from weight */
1833 if (j > i) new_speed -= ((j - i) / (i / 5));
1835 /* Searching slows the player down */
1836 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1839 if (p_ptr->prace == RACE_MERFOLK)
1841 if (have_flag(f_ptr->flags, FF_WATER))
1843 new_speed += (2 + p_ptr->lev / 10);
1845 else if (!p_ptr->levitation)
1852 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1853 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1854 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1855 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1856 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1857 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1859 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1861 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1863 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1866 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1867 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1868 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1869 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1870 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1871 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1872 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1873 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1874 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1875 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1878 /* Obtain the "hold" value */
1879 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1882 /* Examine the "current bow" */
1883 o_ptr = &inventory[INVEN_BOW];
1885 /* It is hard to carholdry a heavy bow */
1886 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1887 if (p_ptr->heavy_shoot)
1889 /* Hard to wield a heavy bow */
1890 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1891 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1894 /* Compute "extra shots" if needed */
1897 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1899 /* Apply special flags */
1900 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1903 p_ptr->num_fire = calc_num_fire(o_ptr);
1905 /* Snipers love Cross bows */
1906 if ((p_ptr->pclass == CLASS_SNIPER) &&
1907 (p_ptr->tval_ammo == TV_BOLT))
1909 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1910 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1915 if (p_ptr->ryoute) hold *= 2;
1917 for (i = 0; i < 2; i++)
1919 /* Examine the "main weapon" */
1920 o_ptr = &inventory[INVEN_RARM + i];
1922 object_flags(o_ptr, flgs);
1924 /* Assume not heavy */
1925 p_ptr->heavy_wield[i] = FALSE;
1926 p_ptr->icky_wield[i] = FALSE;
1927 p_ptr->riding_wield[i] = FALSE;
1929 if (!has_melee_weapon(INVEN_RARM + i))
1931 p_ptr->num_blow[i] = 1;
1934 /* It is hard to hold a heavy weapon */
1935 if (hold < o_ptr->weight / 10)
1937 /* Hard to wield a heavy weapon */
1938 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1939 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1942 p_ptr->heavy_wield[i] = TRUE;
1944 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1946 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1949 p_ptr->dis_to_a += 5;
1952 /* Normal weapons */
1953 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1955 int str_index, dex_index;
1957 int num = 0, wgt = 0, mul = 0, div = 0;
1959 /* Analyze the class */
1960 switch (p_ptr->pclass)
1963 num = 6; wgt = 70; mul = 5; break;
1965 case CLASS_BERSERKER:
1966 num = 6; wgt = 70; mul = 7; break;
1969 case CLASS_HIGH_MAGE:
1970 case CLASS_BLUE_MAGE:
1971 num = 3; wgt = 100; mul = 2; break;
1974 case CLASS_MAGIC_EATER:
1975 case CLASS_MINDCRAFTER:
1976 num = 5; wgt = 100; mul = 3; break;
1979 num = 5; wgt = 40; mul = 3; break;
1982 num = 5; wgt = 70; mul = 4; break;
1986 num = 5; wgt = 70; mul = 4; break;
1989 num = 5; wgt = 150; mul = 5; break;
1991 case CLASS_WARRIOR_MAGE:
1992 case CLASS_RED_MAGE:
1993 num = 5; wgt = 70; mul = 3; break;
1995 case CLASS_CHAOS_WARRIOR:
1996 num = 5; wgt = 70; mul = 4; break;
1999 num = 5; wgt = 60; mul = 3; break;
2002 num = 4; wgt = 100; mul = 3; break;
2004 case CLASS_IMITATOR:
2005 num = 5; wgt = 70; mul = 4; break;
2007 case CLASS_BEASTMASTER:
2008 num = 5; wgt = 70; mul = 3; break;
2011 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2012 else { num = 5; wgt = 100; mul = 3; }
2015 case CLASS_SORCERER:
2016 num = 1; wgt = 1; mul = 1; break;
2021 num = 4; wgt = 70; mul = 2; break;
2023 case CLASS_FORCETRAINER:
2024 num = 4; wgt = 60; mul = 2; break;
2026 case CLASS_MIRROR_MASTER:
2027 num = 3; wgt = 100; mul = 3; break;
2030 num = 4; wgt = 20; mul = 1; break;
2033 /* Hex - extra mights gives +1 bonus to max blows */
2034 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2036 /* Enforce a minimum "weight" (tenth pounds) */
2037 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2039 /* Access the strength vs weight */
2040 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2042 if (p_ptr->ryoute && !omoi) str_index++;
2043 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2046 if (str_index > 11) str_index = 11;
2048 /* Index by dexterity */
2049 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2052 if (dex_index > 11) dex_index = 11;
2054 /* Use the blows table */
2055 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2058 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2060 /* Add in the "bonus blows" */
2061 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2064 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2065 else if (p_ptr->pclass == CLASS_BERSERKER)
2067 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2069 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2071 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2073 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2076 /* Require at least one blow */
2077 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2079 /* Boost digging skill by weapon weight */
2080 p_ptr->skill_dig += (o_ptr->weight / 10);
2084 /* Priest weapon penalty for non-blessed edged weapons */
2085 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2086 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2088 /* Reduce the real bonuses */
2089 p_ptr->to_h[i] -= 2;
2090 p_ptr->to_d[i] -= 2;
2092 /* Reduce the mental bonuses */
2093 p_ptr->dis_to_h[i] -= 2;
2094 p_ptr->dis_to_d[i] -= 2;
2097 p_ptr->icky_wield[i] = TRUE;
2099 else if (p_ptr->pclass == CLASS_BERSERKER)
2101 p_ptr->to_h[i] += p_ptr->lev / 5;
2102 p_ptr->to_d[i] += p_ptr->lev / 6;
2103 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2104 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2105 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2107 p_ptr->to_h[i] += p_ptr->lev / 5;
2108 p_ptr->to_d[i] += p_ptr->lev / 6;
2109 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2110 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2113 else if (p_ptr->pclass == CLASS_SORCERER)
2115 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2117 /* Reduce the real bonuses */
2118 p_ptr->to_h[i] -= 200;
2119 p_ptr->to_d[i] -= 200;
2121 /* Reduce the mental bonuses */
2122 p_ptr->dis_to_h[i] -= 200;
2123 p_ptr->dis_to_d[i] -= 200;
2126 p_ptr->icky_wield[i] = TRUE;
2130 /* Reduce the real bonuses */
2131 p_ptr->to_h[i] -= 30;
2132 p_ptr->to_d[i] -= 10;
2134 /* Reduce the mental bonuses */
2135 p_ptr->dis_to_h[i] -= 30;
2136 p_ptr->dis_to_d[i] -= 10;
2140 if (p_ptr->realm1 == REALM_HEX)
2142 if (object_is_cursed(o_ptr))
2144 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2145 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2146 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2147 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2148 if (hex_spelling(HEX_RUNESWORD))
2150 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2151 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2152 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2158 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2160 p_ptr->to_h[i] += 15;
2161 p_ptr->dis_to_h[i] += 15;
2162 p_ptr->to_dd[i] += 2;
2164 else if (!(have_flag(flgs, TR_RIDING)))
2167 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2173 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2175 if (penalty < 30) penalty = 30;
2177 p_ptr->to_h[i] -= (s16b)penalty;
2178 p_ptr->dis_to_h[i] -= (s16b)penalty;
2181 p_ptr->riding_wield[i] = TRUE;
2190 p_ptr->riding_ryoute = FALSE;
2192 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2193 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2195 switch (p_ptr->pclass)
2198 case CLASS_FORCETRAINER:
2199 case CLASS_BERSERKER:
2200 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2201 p_ptr->riding_ryoute = TRUE;
2206 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2208 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2212 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2214 if (penalty < 30) penalty = 30;
2216 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2217 p_ptr->to_h_b -= (s16b)penalty;
2218 p_ptr->dis_to_h_b -= (s16b)penalty;
2221 /* Different calculation for monks with empty hands */
2222 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2223 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2225 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2226 p_ptr->num_blow[0] = 0;
2228 if (p_ptr->pclass == CLASS_FORCETRAINER)
2230 if (blow_base > 18) p_ptr->num_blow[0]++;
2231 if (blow_base > 31) p_ptr->num_blow[0]++;
2232 if (blow_base > 44) p_ptr->num_blow[0]++;
2233 if (blow_base > 58) p_ptr->num_blow[0]++;
2236 p_ptr->to_d[0] += P_PTR_KI / 5;
2237 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2242 if (blow_base > 12) p_ptr->num_blow[0]++;
2243 if (blow_base > 22) p_ptr->num_blow[0]++;
2244 if (blow_base > 31) p_ptr->num_blow[0]++;
2245 if (blow_base > 39) p_ptr->num_blow[0]++;
2246 if (blow_base > 46) p_ptr->num_blow[0]++;
2247 if (blow_base > 53) p_ptr->num_blow[0]++;
2248 if (blow_base > 59) p_ptr->num_blow[0]++;
2251 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2252 p_ptr->num_blow[0] /= 2;
2255 p_ptr->to_h[0] += (p_ptr->lev / 3);
2256 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2258 p_ptr->to_d[0] += (p_ptr->lev / 6);
2259 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2262 if (p_ptr->special_defense & KAMAE_BYAKKO)
2265 p_ptr->dis_to_a -= 40;
2268 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2271 p_ptr->dis_to_a -= 50;
2272 p_ptr->resist_acid = TRUE;
2273 p_ptr->resist_fire = TRUE;
2274 p_ptr->resist_elec = TRUE;
2275 p_ptr->resist_cold = TRUE;
2276 p_ptr->resist_pois = TRUE;
2277 p_ptr->sh_fire = TRUE;
2278 p_ptr->sh_elec = TRUE;
2279 p_ptr->sh_cold = TRUE;
2280 p_ptr->levitation = TRUE;
2282 else if (p_ptr->special_defense & KAMAE_GENBU)
2284 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2285 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2286 p_ptr->reflect = TRUE;
2287 p_ptr->num_blow[0] -= 2;
2288 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2289 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2291 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2293 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2294 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2296 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2297 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2298 p_ptr->num_blow[0] /= 2;
2299 p_ptr->levitation = TRUE;
2302 p_ptr->num_blow[0] += 1 + extra_blows[0];
2305 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2307 monk_armour_aux = FALSE;
2311 monk_armour_aux = TRUE;
2314 for (i = 0; i < 2; i++)
2316 if (has_melee_weapon(INVEN_RARM + i))
2318 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2319 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2321 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2322 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2323 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2325 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2327 p_ptr->to_h[i] -= 40;
2328 p_ptr->dis_to_h[i] -= 40;
2329 p_ptr->icky_wield[i] = TRUE;
2332 else if (p_ptr->pclass == CLASS_NINJA)
2334 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2336 p_ptr->to_h[i] -= 40;
2337 p_ptr->dis_to_h[i] -= 40;
2338 p_ptr->icky_wield[i] = TRUE;
2339 p_ptr->num_blow[i] /= 2;
2340 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2344 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2348 /* Maximum speed is (+99). (internally it's 110 + 99) */
2349 /* Temporary lightspeed forces to be maximum speed */
2350 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2355 /* Minimum speed is (-99). (internally it's 110 - 99) */
2356 if (new_speed < 11) new_speed = 11;
2358 /* Display the speed (if needed) */
2359 if (p_ptr->pspeed != (byte)new_speed)
2361 p_ptr->pspeed = (byte)new_speed;
2362 p_ptr->redraw |= (PR_SPEED);
2367 if (p_ptr->to_a > (0 - p_ptr->ac))
2368 p_ptr->to_a = 0 - p_ptr->ac;
2369 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2370 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2373 /* Redraw armor (if needed) */
2374 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2376 p_ptr->redraw |= (PR_ARMOR);
2377 p_ptr->window |= (PW_PLAYER);
2380 if (p_ptr->ryoute && !omoi)
2382 int bonus_to_h = 0, bonus_to_d = 0;
2383 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2384 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);
2386 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2387 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2388 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2389 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2392 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;
2394 /* Affect Skill -- stealth (bonus one) */
2395 p_ptr->skill_stl += 1;
2397 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2399 /* Affect Skill -- disarming (DEX and INT) */
2400 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2401 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2403 /* Affect Skill -- magic devices (INT) */
2404 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2406 /* Affect Skill -- saving throw (WIS) */
2407 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2409 /* Affect Skill -- digging (STR) */
2410 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2412 /* Affect Skill -- disarming (Level, by Class) */
2413 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2415 /* Affect Skill -- magic devices (Level, by Class) */
2416 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2418 /* Affect Skill -- saving throw (Level, by Class) */
2419 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2421 /* Affect Skill -- stealth (Level, by Class) */
2422 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2424 /* Affect Skill -- search ability (Level, by Class) */
2425 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2427 /* Affect Skill -- search frequency (Level, by Class) */
2428 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2430 /* Affect Skill -- combat (normal) (Level, by Class) */
2431 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2433 /* Affect Skill -- combat (shooting) (Level, by Class) */
2434 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2436 /* Affect Skill -- combat (throwing) (Level, by Class) */
2437 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2440 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2442 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2443 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2446 /* Limit Skill -- stealth from 0 to 30 */
2447 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2448 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2450 /* Limit Skill -- digging from 1 up */
2451 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2453 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2455 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2457 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;
2459 if (down_saving) p_ptr->skill_sav /= 2;
2461 /* Hack -- Each elemental immunity includes resistance */
2462 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2463 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2464 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2465 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2467 /* Determine player alignment */
2468 for (i = 0, j = 0; i < 8; i++)
2470 switch (p_ptr->vir_types[i])
2473 p_ptr->align += p_ptr->virtues[i] * 2;
2483 p_ptr->align -= p_ptr->virtues[i];
2486 p_ptr->align += p_ptr->virtues[i];
2491 for (i = 0; i < j; i++)
2493 if (p_ptr->align > 0)
2495 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2496 if (p_ptr->align < 0) p_ptr->align = 0;
2498 else if (p_ptr->align < 0)
2500 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2501 if (p_ptr->align > 0) p_ptr->align = 0;
2505 /* Hack -- handle "xtra" mode */
2506 if (character_xtra) return;
2508 /* Take note when "heavy bow" changes */
2509 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2511 if (p_ptr->heavy_shoot)
2513 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."));
2515 else if (inventory[INVEN_BOW].k_idx)
2517 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."));
2521 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."));
2525 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2528 for (i = 0; i < 2; i++)
2530 /* Take note when "heavy weapon" changes */
2531 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2533 if (p_ptr->heavy_wield[i])
2535 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."));
2537 else if (has_melee_weapon(INVEN_RARM + i))
2539 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2541 else if (p_ptr->heavy_wield[1 - i])
2543 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2547 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."));
2551 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2554 /* Take note when "heavy weapon" changes */
2555 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2557 if (p_ptr->riding_wield[i])
2559 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."));
2561 else if (!p_ptr->riding)
2563 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2565 else if (has_melee_weapon(INVEN_RARM + i))
2567 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2570 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2573 /* Take note when "illegal weapon" changes */
2574 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2576 if (p_ptr->icky_wield[i])
2578 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."));
2581 chg_virtue(V_FAITH, -1);
2584 else if (has_melee_weapon(INVEN_RARM + i))
2586 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."));
2590 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."));
2594 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2598 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2600 if (p_ptr->riding_ryoute)
2603 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" : "");
2605 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2611 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" : "");
2613 msg_print("You began to control riding pet with one hand.");
2617 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2620 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2624 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."));
2627 chg_virtue(V_HARMONY, -1);
2632 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2635 monk_notify_aux = monk_armour_aux;
2638 for (i = 0; i < INVEN_PACK; i++)
2641 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2642 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2644 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2645 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2648 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)
2650 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2651 next_o_idx = o_ptr->next_o_idx;
2654 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2655 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2657 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2658 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2661 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2663 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2665 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2666 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2669 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)))
2671 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2672 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2675 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2677 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2678 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2681 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2683 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2684 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2690 * @brief プレイヤーの最大HPを計算する /
2691 * Calculate the players (maximal) hit points
2692 * Adjust current hitpoints if necessary
2696 static void calc_hitpoints(void)
2701 /* Un-inflate "half-hitpoint bonus per level" value */
2702 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2704 /* Calculate hitpoints */
2705 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2707 if (p_ptr->mimic_form)
2709 if (p_ptr->pclass == CLASS_SORCERER)
2710 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2712 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2713 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2716 if (p_ptr->pclass == CLASS_SORCERER)
2718 if (p_ptr->lev < 30)
2719 mhp = (mhp * (45 + p_ptr->lev) / 100);
2721 mhp = (mhp * 75 / 100);
2722 bonus = (bonus * 65 / 100);
2727 if (p_ptr->pclass == CLASS_BERSERKER)
2729 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2732 /* Always have at least one hitpoint per level */
2733 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2735 /* Factor in the hero / superhero settings */
2736 if (IS_HERO()) mhp += 10;
2737 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2738 if (p_ptr->tsuyoshi) mhp += 50;
2740 /* Factor in the hex spell settings */
2741 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2742 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2744 /* New maximum hitpoints */
2745 if (p_ptr->mhp != mhp)
2747 /* Enforce maximum */
2748 if (p_ptr->chp >= mhp)
2751 p_ptr->chp_frac = 0;
2755 /* レベルアップの時は上昇量を表示する */
2756 if ((level_up == 1) && (mhp > p_ptr->mhp))
2758 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2761 /* Save the new max-hitpoints */
2764 /* Display hitpoints (later) */
2765 p_ptr->redraw |= (PR_HP);
2767 p_ptr->window |= (PW_PLAYER);
2772 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2775 * SWD: Experimental modification: multiple light sources have additive effect.
2777 static void calc_torch(void)
2781 BIT_FLAGS flgs[TR_FLAG_SIZE];
2783 /* Assume no light */
2784 p_ptr->cur_lite = 0;
2786 /* Loop through all wielded items */
2787 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2789 o_ptr = &inventory[i];
2790 /* Skip empty slots */
2791 if (!o_ptr->k_idx) continue;
2793 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2796 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2798 if (o_ptr->tval == TV_LITE)
2800 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2801 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2804 object_flags(o_ptr, flgs);
2806 /* calc the lite_radius */
2809 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2810 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2811 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2812 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2813 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2814 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2815 p_ptr->cur_lite += (s16b)rad;
2818 /* max radius is 14 (was 5) without rewriting other code -- */
2819 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2820 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2821 p_ptr->cur_lite = 1;
2824 * check if the player doesn't have light radius,
2825 * but does weakly glow as an intrinsic.
2827 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2829 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2830 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2832 /* end experimental mods */
2834 /* Notice changes in the "lite radius" */
2835 if (p_ptr->old_lite != p_ptr->cur_lite)
2837 /* Hack -- PU_MON_LITE for monsters' darkness */
2838 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2840 /* Remember the old lite */
2841 p_ptr->old_lite = p_ptr->cur_lite;
2843 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2844 set_superstealth(FALSE);
2849 * @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。 /
2850 * Calculate number of spells player should have, and forget,
2851 * or remember, spells until that number is properly reflected.
2854 * Note that this function induces various "status" messages,
2855 * which must be bypasses until the character is created.
2857 static void calc_spells(void)
2859 int i, j, k, levels;
2861 int num_boukyaku = 0;
2863 const magic_type *s_ptr;
2870 /* Hack -- must be literate */
2871 if (!mp_ptr->spell_book) return;
2873 /* Hack -- wait for creation */
2874 if (!character_generated) return;
2876 /* Hack -- handle "xtra" mode */
2877 if (character_xtra) return;
2879 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2881 p_ptr->new_spells = 0;
2885 p = spell_category_name(mp_ptr->spell_book);
2887 /* Determine the number of spells allowed */
2888 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2890 /* Hack -- no negative spells */
2891 if (levels < 0) levels = 0;
2893 /* Extract total allowed spells */
2894 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2896 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2900 if (p_ptr->pclass == CLASS_SAMURAI)
2904 else if (p_ptr->realm2 == REALM_NONE)
2906 num_allowed = (num_allowed + 1) / 2;
2907 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2909 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2911 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2915 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2918 /* Count the number of spells we know */
2919 for (j = 0; j < 64; j++)
2921 /* Count known spells */
2923 (p_ptr->spell_forgotten1 & (1L << j)) :
2924 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2930 /* See how many spells we must forget or may learn */
2931 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2933 /* Forget spells which are too hard */
2934 for (i = 63; i >= 0; i--)
2936 /* Efficiency -- all done */
2937 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2939 /* Access the spell */
2940 j = p_ptr->spell_order[i];
2942 /* Skip non-spells */
2943 if (j >= 99) continue;
2947 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2950 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2952 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2955 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2957 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2959 /* Skip spells we are allowed to know */
2960 if (s_ptr->slevel <= p_ptr->lev) continue;
2964 (p_ptr->spell_learned1 & (1L << j)) :
2965 (p_ptr->spell_learned2 & (1L << (j - 32))))
2967 /* Mark as forgotten */
2970 p_ptr->spell_forgotten1 |= (1L << j);
2971 which = p_ptr->realm1;
2975 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2976 which = p_ptr->realm2;
2979 /* No longer known */
2982 p_ptr->spell_learned1 &= ~(1L << j);
2983 which = p_ptr->realm1;
2987 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2988 which = p_ptr->realm2;
2992 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2994 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2998 /* One more can be learned */
2999 p_ptr->new_spells++;
3004 /* Forget spells if we know too many spells */
3005 for (i = 63; i >= 0; i--)
3007 /* Stop when possible */
3008 if (p_ptr->new_spells >= 0) break;
3010 /* Efficiency -- all done */
3011 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3013 /* Get the (i+1)th spell learned */
3014 j = p_ptr->spell_order[i];
3016 /* Skip unknown spells */
3017 if (j >= 99) continue;
3019 /* Forget it (if learned) */
3021 (p_ptr->spell_learned1 & (1L << j)) :
3022 (p_ptr->spell_learned2 & (1L << (j - 32))))
3024 /* Mark as forgotten */
3027 p_ptr->spell_forgotten1 |= (1L << j);
3028 which = p_ptr->realm1;
3032 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3033 which = p_ptr->realm2;
3036 /* No longer known */
3039 p_ptr->spell_learned1 &= ~(1L << j);
3040 which = p_ptr->realm1;
3044 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3045 which = p_ptr->realm2;
3049 msg_format("%sの%sを忘れてしまった。",
3050 do_spell(which, j % 32, SPELL_NAME), p);
3052 msg_format("You have forgotten the %s of %s.", p,
3053 do_spell(which, j % 32, SPELL_NAME));
3057 /* One more can be learned */
3058 p_ptr->new_spells++;
3063 /* Check for spells to remember */
3064 for (i = 0; i < 64; i++)
3066 /* None left to remember */
3067 if (p_ptr->new_spells <= 0) break;
3069 /* Efficiency -- all done */
3070 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3072 /* Get the next spell we learned */
3073 j = p_ptr->spell_order[i];
3075 /* Skip unknown spells */
3078 /* Access the spell */
3079 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3082 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3084 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3087 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3089 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3091 /* Skip spells we cannot remember */
3092 if (s_ptr->slevel > p_ptr->lev) continue;
3094 /* First set of spells */
3096 (p_ptr->spell_forgotten1 & (1L << j)) :
3097 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3099 /* No longer forgotten */
3102 p_ptr->spell_forgotten1 &= ~(1L << j);
3103 which = p_ptr->realm1;
3107 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3108 which = p_ptr->realm2;
3111 /* Known once more */
3114 p_ptr->spell_learned1 |= (1L << j);
3115 which = p_ptr->realm1;
3119 p_ptr->spell_learned2 |= (1L << (j - 32));
3120 which = p_ptr->realm2;
3124 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3126 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3130 /* One less can be learned */
3131 p_ptr->new_spells--;
3137 if (p_ptr->realm2 == REALM_NONE)
3139 /* Count spells that can be learned */
3140 for (j = 0; j < 32; j++)
3142 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3143 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3145 /* Skip spells we cannot remember */
3146 if (s_ptr->slevel > p_ptr->lev) continue;
3148 /* Skip spells we already know */
3149 if (p_ptr->spell_learned1 & (1L << j))
3158 if ((p_ptr->new_spells > k) &&
3159 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3161 p_ptr->new_spells = (s16b)k;
3165 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3167 /* Spell count changed */
3168 if (p_ptr->old_spells != p_ptr->new_spells)
3170 /* Message if needed */
3171 if (p_ptr->new_spells)
3174 if (p_ptr->new_spells < 10) {
3175 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3178 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3181 msg_format("You can learn %d more %s%s.",
3182 p_ptr->new_spells, p,
3183 (p_ptr->new_spells != 1) ? "s" : "");
3188 /* Save the new_spells value */
3189 p_ptr->old_spells = p_ptr->new_spells;
3191 /* Redraw Study Status */
3192 p_ptr->redraw |= (PR_STUDY);
3194 /* Redraw object recall */
3195 p_ptr->window |= (PW_OBJECT);
3200 * @brief プレイヤーの最大MPを計算する /
3201 * Calculate maximum mana. You do not need to know any spells.
3202 * Note that mana is lowered by heavy (or inappropriate) armor.
3205 * This function induces status messages.
3207 static void calc_mana(void)
3209 int msp, levels, cur_wgt, max_wgt;
3214 /* Hack -- Must be literate */
3215 if (!mp_ptr->spell_book) return;
3217 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3218 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3219 (p_ptr->pclass == CLASS_BLUE_MAGE))
3221 levels = p_ptr->lev;
3225 if (mp_ptr->spell_first > p_ptr->lev)
3230 /* Display mana later */
3231 p_ptr->redraw |= (PR_MANA);
3235 /* Extract "effective" player level */
3236 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3239 if (p_ptr->pclass == CLASS_SAMURAI)
3241 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3242 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3246 /* Extract total mana */
3247 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3249 /* Hack -- usually add one mana */
3252 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3254 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3256 /* Hack: High mages have a 25% mana bonus */
3257 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3259 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3262 /* Only mages are affected */
3263 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3265 BIT_FLAGS flgs[TR_FLAG_SIZE];
3267 /* Assume player is not encumbered by gloves */
3268 p_ptr->cumber_glove = FALSE;
3270 /* Get the gloves */
3271 o_ptr = &inventory[INVEN_HANDS];
3273 /* Examine the gloves */
3274 object_flags(o_ptr, flgs);
3276 /* Normal gloves hurt mage-type spells */
3278 !(have_flag(flgs, TR_FREE_ACT)) &&
3279 !(have_flag(flgs, TR_DEC_MANA)) &&
3280 !(have_flag(flgs, TR_EASY_SPELL)) &&
3281 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3282 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3285 p_ptr->cumber_glove = TRUE;
3288 msp = (3 * msp) / 4;
3293 /* Assume player not encumbered by armor */
3294 p_ptr->cumber_armor = FALSE;
3296 /* Weigh the armor */
3298 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3299 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3300 cur_wgt += inventory[INVEN_BODY].weight;
3301 cur_wgt += inventory[INVEN_HEAD].weight;
3302 cur_wgt += inventory[INVEN_OUTER].weight;
3303 cur_wgt += inventory[INVEN_HANDS].weight;
3304 cur_wgt += inventory[INVEN_FEET].weight;
3306 /* Subtract a percentage of maximum mana. */
3307 switch (p_ptr->pclass)
3309 /* For these classes, mana is halved if armour
3310 * is 30 pounds over their weight limit. */
3312 case CLASS_HIGH_MAGE:
3313 case CLASS_BLUE_MAGE:
3315 case CLASS_FORCETRAINER:
3316 case CLASS_SORCERER:
3318 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3319 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3323 /* Mana halved if armour is 40 pounds over weight limit. */
3328 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3329 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3333 case CLASS_MINDCRAFTER:
3334 case CLASS_BEASTMASTER:
3335 case CLASS_MIRROR_MASTER:
3337 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3338 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3342 /* Mana halved if armour is 50 pounds over weight limit. */
3345 case CLASS_RED_MAGE:
3346 case CLASS_WARRIOR_MAGE:
3348 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3349 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3353 /* Mana halved if armour is 60 pounds over weight limit. */
3355 case CLASS_CHAOS_WARRIOR:
3357 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3358 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3362 /* For new classes created, but not yet added to this formula. */
3369 /* Determine the weight allowance */
3370 max_wgt = mp_ptr->spell_weight;
3372 /* Heavy armor penalizes mana by a percentage. -LM- */
3373 if ((cur_wgt - max_wgt) > 0)
3376 p_ptr->cumber_armor = TRUE;
3378 /* Subtract a percentage of maximum mana. */
3379 switch (p_ptr->pclass)
3381 /* For these classes, mana is halved if armour
3382 * is 30 pounds over their weight limit. */
3384 case CLASS_HIGH_MAGE:
3385 case CLASS_BLUE_MAGE:
3387 msp -= msp * (cur_wgt - max_wgt) / 600;
3391 /* Mana halved if armour is 40 pounds over weight limit. */
3393 case CLASS_MINDCRAFTER:
3394 case CLASS_BEASTMASTER:
3396 case CLASS_FORCETRAINER:
3398 case CLASS_MIRROR_MASTER:
3400 msp -= msp * (cur_wgt - max_wgt) / 800;
3404 case CLASS_SORCERER:
3406 msp -= msp * (cur_wgt - max_wgt) / 900;
3410 /* Mana halved if armour is 50 pounds over weight limit. */
3414 case CLASS_RED_MAGE:
3416 msp -= msp * (cur_wgt - max_wgt) / 1000;
3420 /* Mana halved if armour is 60 pounds over weight limit. */
3422 case CLASS_CHAOS_WARRIOR:
3423 case CLASS_WARRIOR_MAGE:
3425 msp -= msp * (cur_wgt - max_wgt) / 1200;
3431 p_ptr->cumber_armor = FALSE;
3435 /* For new classes created, but not yet added to this formula. */
3438 msp -= msp * (cur_wgt - max_wgt) / 800;
3444 /* Mana can never be negative */
3445 if (msp < 0) msp = 0;
3448 /* Maximum mana has changed */
3449 if (p_ptr->msp != msp)
3451 /* Enforce maximum */
3452 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3455 p_ptr->csp_frac = 0;
3459 /* レベルアップの時は上昇量を表示する */
3460 if ((level_up == 1) && (msp > p_ptr->msp))
3462 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3468 /* Display mana later */
3469 p_ptr->redraw |= (PR_MANA);
3471 p_ptr->window |= (PW_PLAYER);
3472 p_ptr->window |= (PW_SPELL);
3476 /* Hack -- handle "xtra" mode */
3477 if (character_xtra) return;
3479 /* Take note when "glove state" changes */
3480 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3482 if (p_ptr->cumber_glove)
3484 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."));
3488 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."));
3492 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3496 /* Take note when "armor state" changes */
3497 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3499 if (p_ptr->cumber_armor)
3501 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."));
3505 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."));
3509 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3514 * @brief 装備中の射撃武器の威力倍率を返す /
3515 * calcurate the fire rate of target object
3516 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3517 * @return 射撃倍率の値(100で1.00倍)
3519 s16b calc_num_fire(object_type *o_ptr)
3521 int extra_shots = 0;
3524 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3526 BIT_FLAGS flgs[TR_FLAG_SIZE];
3528 /* Scan the usable inventory */
3529 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3531 q_ptr = &inventory[i];
3533 /* Skip non-objects */
3534 if (!q_ptr->k_idx) continue;
3536 /* Do not apply current equip */
3537 if (i == INVEN_BOW) continue;
3539 /* Extract the item flags */
3540 object_flags(q_ptr, flgs);
3543 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3546 object_flags(o_ptr, flgs);
3547 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3549 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3553 num += (extra_shots * 100);
3555 /* Hack -- Rangers love Bows */
3556 if ((p_ptr->pclass == CLASS_RANGER) &&
3557 (tval_ammo == TV_ARROW))
3559 num += (p_ptr->lev * 4);
3562 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3563 (tval_ammo == TV_ARROW))
3565 num += (p_ptr->lev * 3);
3568 if (p_ptr->pclass == CLASS_ARCHER)
3570 if (tval_ammo == TV_ARROW)
3571 num += ((p_ptr->lev * 5) + 50);
3572 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3573 num += (p_ptr->lev * 4);
3577 * Addendum -- also "Reward" high level warriors,
3578 * with _any_ missile weapon -- TY
3580 if (p_ptr->pclass == CLASS_WARRIOR &&
3581 (tval_ammo <= TV_BOLT) &&
3582 (tval_ammo >= TV_SHOT))
3584 num += (p_ptr->lev * 2);
3586 if ((p_ptr->pclass == CLASS_ROGUE) &&
3587 (tval_ammo == TV_SHOT))
3589 num += (p_ptr->lev * 4);
3596 * @brief プレイヤーの所持重量制限を計算する /
3597 * Computes current weight limit.
3600 WEIGHT weight_limit(void)
3604 /* Weight limit based only on strength */
3605 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3606 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3608 /* Return the result */
3613 * @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 /
3614 * @param i 判定する手のID(右手:0 左手:1)
3615 * @return 持っているならばTRUE
3617 bool has_melee_weapon(int i)
3619 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3623 * @brief プレイヤーの現在開いている手の状態を返す
3624 * @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。
3625 * @return 開いている手のビットフラグ
3627 BIT_FLAGS16 empty_hands(bool riding_control)
3629 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3631 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3632 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3634 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3636 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3637 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3645 * @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。
3646 * @return ペナルティが適用されるならばTRUE。
3648 bool heavy_armor(void)
3650 WEIGHT monk_arm_wgt = 0;
3652 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3654 /* Weight the armor */
3655 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3656 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3657 monk_arm_wgt += inventory[INVEN_BODY].weight;
3658 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3659 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3660 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3661 monk_arm_wgt += inventory[INVEN_FEET].weight;
3663 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3667 * @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"
3669 * @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。
3671 void update_creature(player_type *creature_ptr)
3673 if (!creature_ptr->update) return;
3675 /* Actually do auto-destroy */
3676 if (creature_ptr->update & (PU_AUTODESTROY))
3678 creature_ptr->update &= ~(PU_AUTODESTROY);
3679 autopick_delayed_alter();
3681 if (creature_ptr->update & (PU_COMBINE))
3683 creature_ptr->update &= ~(PU_COMBINE);
3687 /* Reorder the pack */
3688 if (creature_ptr->update & (PU_REORDER))
3690 creature_ptr->update &= ~(PU_REORDER);
3694 if (creature_ptr->update & (PU_BONUS))
3696 creature_ptr->update &= ~(PU_BONUS);
3700 if (creature_ptr->update & (PU_TORCH))
3702 creature_ptr->update &= ~(PU_TORCH);
3706 if (creature_ptr->update & (PU_HP))
3708 creature_ptr->update &= ~(PU_HP);
3712 if (creature_ptr->update & (PU_MANA))
3714 creature_ptr->update &= ~(PU_MANA);
3718 if (creature_ptr->update & (PU_SPELLS))
3720 creature_ptr->update &= ~(PU_SPELLS);
3724 /* Character is not ready yet, no screen updates */
3725 if (!character_generated) return;
3727 /* Character is in "icky" mode, no screen updates */
3728 if (character_icky) return;
3730 if (creature_ptr->update & (PU_UN_LITE))
3732 creature_ptr->update &= ~(PU_UN_LITE);
3736 if (creature_ptr->update & (PU_UN_VIEW))
3738 creature_ptr->update &= ~(PU_UN_VIEW);
3742 if (creature_ptr->update & (PU_VIEW))
3744 creature_ptr->update &= ~(PU_VIEW);
3748 if (creature_ptr->update & (PU_LITE))
3750 creature_ptr->update &= ~(PU_LITE);
3755 if (creature_ptr->update & (PU_FLOW))
3757 creature_ptr->update &= ~(PU_FLOW);
3761 if (creature_ptr->update & (PU_DISTANCE))
3763 creature_ptr->update &= ~(PU_DISTANCE);
3765 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3766 /* creature_ptr->update &= ~(PU_MONSTERS); */
3768 update_monsters(TRUE);
3771 if (creature_ptr->update & (PU_MON_LITE))
3773 creature_ptr->update &= ~(PU_MON_LITE);
3778 * Mega-Hack -- Delayed visual update
3779 * Only used if update_view(), update_lite() or update_mon_lite() was called
3781 if (creature_ptr->update & (PU_DELAY_VIS))
3783 creature_ptr->update &= ~(PU_DELAY_VIS);
3784 delayed_visual_update();
3787 if (creature_ptr->update & (PU_MONSTERS))
3789 creature_ptr->update &= ~(PU_MONSTERS);
3790 update_monsters(FALSE);
3795 * @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
3796 * @return 魔道書を一冊も持っていないならTRUEを返す
3798 bool player_has_no_spellbooks(void)
3803 for (i = 0; i < INVEN_PACK; i++)
3805 o_ptr = &inventory[i];
3806 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3809 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3811 o_ptr = ¤t_floor_ptr->o_list[i];
3812 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3818 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3820 creature_ptr->energy_use = (ENERGY)need_cost;
3823 void free_turn(player_type *creature_ptr)
3825 creature_ptr->energy_use = 0;
3829 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3832 * @return 配置に成功したらTRUE
3834 bool player_place(POSITION y, POSITION x)
3836 /* Paranoia XXX XXX */
3837 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3839 /* Save player location */
3848 * @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
3851 void wreck_the_pattern(void)
3855 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3857 if (pattern_type == PATTERN_TILE_WRECKED)
3859 /* Ruined already */
3863 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3864 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3866 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3867 to_ruin = randint1(45) + 35;
3871 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3873 if (pattern_tile(r_y, r_x) &&
3874 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3876 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3880 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3885 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3886 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3887 * @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
3890 void sanity_blast(monster_type *m_ptr, bool necro)
3894 if (p_ptr->inside_battle || !character_dungeon) return;
3896 if (!necro && m_ptr)
3898 GAME_TEXT m_name[MAX_NLEN];
3899 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3901 power = r_ptr->level / 2;
3903 monster_desc(m_name, m_ptr, 0);
3905 if (!(r_ptr->flags1 & RF1_UNIQUE))
3907 if (r_ptr->flags1 & RF1_FRIENDS)
3912 if (!is_loading_now)
3913 return; /* No effect yet, just loaded... */
3916 return; /* Cannot see it for some reason */
3918 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3922 return; /* Pet eldritch horrors are safe most of the time */
3924 if (randint1(100) > power) return;
3926 if (saving_throw(p_ptr->skill_sav - power))
3928 return; /* Save, no adverse effects */
3933 /* Something silly happens... */
3934 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3935 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3939 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3940 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3943 return; /* Never mind; we can't see it clearly enough */
3946 /* Something frightening happens... */
3947 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3948 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3950 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3952 /* Demon characters are unaffected */
3953 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3954 if (p_ptr->wizard) return;
3956 /* Undead characters are 50% likely to be unaffected */
3957 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3958 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3959 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3961 if (saving_throw(25 + p_ptr->lev)) return;
3966 monster_race *r_ptr;
3967 GAME_TEXT m_name[MAX_NLEN];
3970 get_mon_num_prep(get_nightmare, NULL);
3972 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3973 power = r_ptr->level + 10;
3974 desc = r_name + r_ptr->name;
3976 get_mon_num_prep(NULL, NULL);
3979 if (!(r_ptr->flags1 & RF1_UNIQUE))
3980 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
3983 sprintf(m_name, "%s", desc);
3985 if (!(r_ptr->flags1 & RF1_UNIQUE))
3987 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
3991 if (saving_throw(p_ptr->skill_sav * 100 / power))
3993 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4000 /* Something silly happens... */
4001 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4002 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4006 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4007 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4010 /* Never mind; we can't see it clearly enough */
4014 /* Something frightening happens... */
4015 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4016 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4018 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4020 if (!p_ptr->mimic_form)
4022 switch (p_ptr->prace)
4024 /* Demons may make a saving throw */
4027 if (saving_throw(20 + p_ptr->lev)) return;
4029 /* Undead may make a saving throw */
4034 if (saving_throw(10 + p_ptr->lev)) return;
4040 /* Demons may make a saving throw */
4041 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4043 if (saving_throw(20 + p_ptr->lev)) return;
4045 /* Undead may make a saving throw */
4046 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4048 if (saving_throw(10 + p_ptr->lev)) return;
4054 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!"));
4057 if (saving_throw(p_ptr->skill_sav - power))
4063 (void)do_dec_stat(A_INT);
4064 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4067 (void)do_dec_stat(A_WIS);
4068 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4070 switch (randint1(21))
4073 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4075 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4077 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!"));
4081 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!"));
4084 if (p_ptr->muta3 & MUT3_HYPER_INT)
4086 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."));
4087 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4089 p_ptr->muta3 |= MUT3_MORONIC;
4095 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4097 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4099 /* Duh, the following should never happen, but anyway... */
4100 if (p_ptr->muta3 & MUT3_FEARLESS)
4102 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."));
4103 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4106 p_ptr->muta2 |= MUT2_COWARDICE;
4112 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4114 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!"));
4115 p_ptr->muta2 |= MUT2_HALLU;
4121 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4123 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!"));
4124 p_ptr->muta2 |= MUT2_BERS_RAGE;
4134 if (!p_ptr->resist_conf)
4136 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4138 if (!p_ptr->free_act)
4140 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4142 if (!p_ptr->resist_chaos)
4144 (void)set_image(p_ptr->image + randint0(250) + 150);
4153 if (lose_all_info())
4154 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!"));
4158 p_ptr->update |= PU_BONUS;