3 #include "player-status.h"
7 * Return alignment title
9 concptr your_alignment(void)
11 if (p_ptr->align > 150) return _("大善", "Lawful");
12 else if (p_ptr->align > 50) return _("中善", "Good");
13 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
14 else if (p_ptr->align > -11) return _("中立", "Neutral");
15 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
16 else if (p_ptr->align > -151) return _("中悪", "Evil");
17 else return _("大悪", "Chaotic");
22 * Return proficiency level of weapons and misc. skills (except riding)
24 int weapon_exp_level(int weapon_exp)
26 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
27 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
28 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
29 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
30 else return EXP_LEVEL_MASTER;
35 * Return proficiency level of riding
37 int riding_exp_level(int riding_exp)
39 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
40 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
41 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
42 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
43 else return EXP_LEVEL_MASTER;
48 * Return proficiency level of spells
50 int spell_exp_level(int spell_exp)
52 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
53 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
54 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
55 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
56 else return EXP_LEVEL_MASTER;
60 * @brief プレイヤーの全ステータスを更新する /
61 * Calculate the players current "state", taking into account
62 * not only race/class intrinsics, but also objects being worn
63 * and temporary spell effects.
67 * See also calc_mana() and calc_hitpoints().
69 * Take note of the new "speed code", in particular, a very strong
70 * player will start slowing down as soon as he reaches 150 pounds,
71 * but not until he reaches 450 pounds will he be half as fast as
72 * a normal kobold. This both hurts and helps the player, hurts
73 * because in the old days a player could just avoid 300 pounds,
74 * and helps because now carrying 300 pounds is not very painful.
76 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
77 * damage, since that would affect non-combat things. These values
78 * are actually added in later, at the appropriate place.
80 * This function induces various "status" messages.
83 void calc_bonuses(void)
85 int i, j, hold, neutral[2];
88 int empty_hands_status = empty_hands(TRUE);
91 BIT_FLAGS flgs[TR_FLAG_SIZE];
94 bool down_saving = FALSE;
96 bool have_dd_s = FALSE, have_dd_t = FALSE;
98 bool have_sw = FALSE, have_kabe = FALSE;
99 bool easy_2weapon = FALSE;
100 bool riding_levitation = FALSE;
101 OBJECT_IDX this_o_idx, next_o_idx = 0;
102 const player_race *tmp_rp_ptr;
104 /* Save the old vision stuff */
105 bool old_telepathy = p_ptr->telepathy;
106 bool old_esp_animal = p_ptr->esp_animal;
107 bool old_esp_undead = p_ptr->esp_undead;
108 bool old_esp_demon = p_ptr->esp_demon;
109 bool old_esp_orc = p_ptr->esp_orc;
110 bool old_esp_troll = p_ptr->esp_troll;
111 bool old_esp_giant = p_ptr->esp_giant;
112 bool old_esp_dragon = p_ptr->esp_dragon;
113 bool old_esp_human = p_ptr->esp_human;
114 bool old_esp_evil = p_ptr->esp_evil;
115 bool old_esp_good = p_ptr->esp_good;
116 bool old_esp_nonliving = p_ptr->esp_nonliving;
117 bool old_esp_unique = p_ptr->esp_unique;
118 bool old_see_inv = p_ptr->see_inv;
119 bool old_mighty_throw = p_ptr->mighty_throw;
121 /* Current feature under player. */
122 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
124 /* Save the old armor class */
125 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
126 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
129 /* Clear extra blows/shots */
130 extra_blows[0] = extra_blows[1] = 0;
132 /* Clear the stat modifiers */
133 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
136 /* Clear the Displayed/Real armor class */
137 p_ptr->dis_ac = p_ptr->ac = 0;
139 /* Clear the Displayed/Real Bonuses */
140 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
141 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
142 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
143 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
144 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
145 p_ptr->dis_to_a = p_ptr->to_a = 0;
149 p_ptr->to_m_chance = 0;
151 /* Clear the Extra Dice Bonuses */
152 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
153 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
155 /* Start with "normal" speed */
158 /* Start with a single blow per turn */
159 p_ptr->num_blow[0] = 1;
160 p_ptr->num_blow[1] = 1;
162 /* Start with a single shot per turn */
163 p_ptr->num_fire = 100;
165 /* Reset the "xtra" tval */
166 p_ptr->tval_xtra = 0;
168 /* Reset the "ammo" tval */
169 p_ptr->tval_ammo = 0;
171 /* Clear all the flags */
173 p_ptr->bless_blade = FALSE;
174 p_ptr->xtra_might = FALSE;
175 p_ptr->impact[0] = FALSE;
176 p_ptr->impact[1] = FALSE;
177 p_ptr->pass_wall = FALSE;
178 p_ptr->kill_wall = FALSE;
179 p_ptr->dec_mana = FALSE;
180 p_ptr->easy_spell = FALSE;
181 p_ptr->heavy_spell = FALSE;
182 p_ptr->see_inv = FALSE;
183 p_ptr->free_act = FALSE;
184 p_ptr->slow_digest = FALSE;
185 p_ptr->regenerate = FALSE;
186 p_ptr->can_swim = FALSE;
187 p_ptr->levitation = FALSE;
188 p_ptr->hold_exp = FALSE;
189 p_ptr->telepathy = FALSE;
190 p_ptr->esp_animal = FALSE;
191 p_ptr->esp_undead = FALSE;
192 p_ptr->esp_demon = FALSE;
193 p_ptr->esp_orc = FALSE;
194 p_ptr->esp_troll = FALSE;
195 p_ptr->esp_giant = FALSE;
196 p_ptr->esp_dragon = FALSE;
197 p_ptr->esp_human = FALSE;
198 p_ptr->esp_evil = FALSE;
199 p_ptr->esp_good = FALSE;
200 p_ptr->esp_nonliving = FALSE;
201 p_ptr->esp_unique = FALSE;
203 p_ptr->sustain_str = FALSE;
204 p_ptr->sustain_int = FALSE;
205 p_ptr->sustain_wis = FALSE;
206 p_ptr->sustain_con = FALSE;
207 p_ptr->sustain_dex = FALSE;
208 p_ptr->sustain_chr = FALSE;
209 p_ptr->resist_acid = FALSE;
210 p_ptr->resist_elec = FALSE;
211 p_ptr->resist_fire = FALSE;
212 p_ptr->resist_cold = FALSE;
213 p_ptr->resist_pois = FALSE;
214 p_ptr->resist_conf = FALSE;
215 p_ptr->resist_sound = FALSE;
216 p_ptr->resist_lite = FALSE;
217 p_ptr->resist_dark = FALSE;
218 p_ptr->resist_chaos = FALSE;
219 p_ptr->resist_disen = FALSE;
220 p_ptr->resist_shard = FALSE;
221 p_ptr->resist_nexus = FALSE;
222 p_ptr->resist_blind = FALSE;
223 p_ptr->resist_neth = FALSE;
224 p_ptr->resist_time = FALSE;
225 p_ptr->resist_water = FALSE;
226 p_ptr->resist_fear = FALSE;
227 p_ptr->reflect = FALSE;
228 p_ptr->sh_fire = FALSE;
229 p_ptr->sh_elec = FALSE;
230 p_ptr->sh_cold = FALSE;
231 p_ptr->anti_magic = FALSE;
232 p_ptr->anti_tele = FALSE;
233 p_ptr->warning = FALSE;
234 p_ptr->mighty_throw = FALSE;
235 p_ptr->see_nocto = FALSE;
237 p_ptr->immune_acid = FALSE;
238 p_ptr->immune_elec = FALSE;
239 p_ptr->immune_fire = FALSE;
240 p_ptr->immune_cold = FALSE;
242 p_ptr->ryoute = FALSE;
243 p_ptr->migite = FALSE;
244 p_ptr->hidarite = FALSE;
245 p_ptr->no_flowed = FALSE;
247 p_ptr->align = friend_align;
249 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
250 else tmp_rp_ptr = &race_info[p_ptr->prace];
252 /* Base infravision (purely racial) */
253 p_ptr->see_infra = tmp_rp_ptr->infra;
255 /* Base skill -- disarming */
256 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
258 /* Base skill -- magic devices */
259 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
261 /* Base skill -- saving throw */
262 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
264 /* Base skill -- stealth */
265 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
267 /* Base skill -- searching ability */
268 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
270 /* Base skill -- searching frequency */
271 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
273 /* Base skill -- combat (normal) */
274 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
276 /* Base skill -- combat (shooting) */
277 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
279 /* Base skill -- combat (throwing) */
280 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
282 /* Base skill -- digging */
283 p_ptr->skill_dig = 0;
285 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
286 if (has_melee_weapon(INVEN_LARM))
288 p_ptr->hidarite = TRUE;
289 if (!p_ptr->migite) default_hand = 1;
292 if (CAN_TWO_HANDS_WIELDING())
294 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
295 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
297 p_ptr->ryoute = TRUE;
299 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
300 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
302 p_ptr->ryoute = TRUE;
306 switch (p_ptr->pclass)
309 case CLASS_FORCETRAINER:
310 case CLASS_BERSERKER:
311 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
313 p_ptr->migite = TRUE;
314 p_ptr->ryoute = TRUE;
321 if (!p_ptr->migite && !p_ptr->hidarite)
323 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
324 else if (empty_hands_status == EMPTY_HAND_LARM)
326 p_ptr->hidarite = TRUE;
331 if (p_ptr->special_defense & KAMAE_MASK)
333 if (!(empty_hands_status & EMPTY_HAND_RARM))
335 set_action(ACTION_NONE);
339 switch (p_ptr->pclass)
342 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
343 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
346 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
348 case CLASS_CHAOS_WARRIOR:
349 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
350 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
352 case CLASS_MINDCRAFTER:
353 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
354 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
355 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
356 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
359 case CLASS_FORCETRAINER:
360 /* Unencumbered Monks become faster every 10 levels */
361 if (!(heavy_armor()))
363 if (!(prace_is_(RACE_KLACKON) ||
364 prace_is_(RACE_SPRITE) ||
365 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
366 new_speed += (p_ptr->lev) / 10;
368 /* Free action if unencumbered at level 25 */
370 p_ptr->free_act = TRUE;
375 p_ptr->dis_to_a -= 50;
378 p_ptr->resist_sound = TRUE;
381 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
383 case CLASS_BERSERKER:
385 p_ptr->sustain_str = TRUE;
386 p_ptr->sustain_dex = TRUE;
387 p_ptr->sustain_con = TRUE;
388 p_ptr->regenerate = TRUE;
389 p_ptr->free_act = TRUE;
391 if (p_ptr->lev > 29) new_speed++;
392 if (p_ptr->lev > 39) new_speed++;
393 if (p_ptr->lev > 44) new_speed++;
394 if (p_ptr->lev > 49) new_speed++;
395 p_ptr->to_a += 10 + p_ptr->lev / 2;
396 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
397 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
398 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
399 p_ptr->redraw |= PR_STATUS;
401 case CLASS_MIRROR_MASTER:
402 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
405 /* Unencumbered Ninjas become faster every 10 levels */
408 new_speed -= (p_ptr->lev) / 10;
409 p_ptr->skill_stl -= (p_ptr->lev) / 10;
411 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
412 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
415 if (!(prace_is_(RACE_KLACKON) ||
416 prace_is_(RACE_SPRITE) ||
417 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
418 new_speed += (p_ptr->lev) / 10;
419 p_ptr->skill_stl += (p_ptr->lev) / 10;
421 /* Free action if unencumbered at level 25 */
423 p_ptr->free_act = TRUE;
425 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
426 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
428 p_ptr->to_a += p_ptr->lev / 2 + 5;
429 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
431 p_ptr->slow_digest = TRUE;
432 p_ptr->resist_fear = TRUE;
433 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
434 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
435 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
438 p_ptr->oppose_pois = 1;
439 p_ptr->redraw |= PR_STATUS;
441 p_ptr->see_nocto = TRUE;
446 if (p_ptr->mimic_form)
448 switch (p_ptr->mimic_form)
451 p_ptr->hold_exp = TRUE;
452 p_ptr->resist_chaos = TRUE;
453 p_ptr->resist_neth = TRUE;
454 p_ptr->resist_fire = TRUE;
455 p_ptr->oppose_fire = 1;
456 p_ptr->see_inv = TRUE;
458 p_ptr->redraw |= PR_STATUS;
460 p_ptr->dis_to_a += 10;
463 case MIMIC_DEMON_LORD:
464 p_ptr->hold_exp = TRUE;
465 p_ptr->resist_chaos = TRUE;
466 p_ptr->resist_neth = TRUE;
467 p_ptr->immune_fire = TRUE;
468 p_ptr->resist_acid = TRUE;
469 p_ptr->resist_fire = TRUE;
470 p_ptr->resist_cold = TRUE;
471 p_ptr->resist_elec = TRUE;
472 p_ptr->resist_pois = TRUE;
473 p_ptr->resist_conf = TRUE;
474 p_ptr->resist_disen = TRUE;
475 p_ptr->resist_nexus = TRUE;
476 p_ptr->resist_fear = TRUE;
477 p_ptr->sh_fire = TRUE;
478 p_ptr->see_inv = TRUE;
479 p_ptr->telepathy = TRUE;
480 p_ptr->levitation = TRUE;
481 p_ptr->kill_wall = TRUE;
484 p_ptr->dis_to_a += 20;
488 p_ptr->resist_dark = TRUE;
489 p_ptr->hold_exp = TRUE;
490 p_ptr->resist_neth = TRUE;
491 p_ptr->resist_cold = TRUE;
492 p_ptr->resist_pois = TRUE;
493 p_ptr->see_inv = TRUE;
496 p_ptr->dis_to_a += 10;
497 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
503 switch (p_ptr->prace)
506 p_ptr->resist_lite = TRUE;
509 p_ptr->hold_exp = TRUE;
512 p_ptr->free_act = TRUE;
515 p_ptr->resist_blind = TRUE;
518 p_ptr->resist_dark = TRUE;
520 case RACE_HALF_TROLL:
521 p_ptr->sustain_str = TRUE;
525 /* High level trolls heal fast... */
526 p_ptr->regenerate = TRUE;
528 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
530 p_ptr->slow_digest = TRUE;
531 /* Let's not make Regeneration
532 * a disadvantage for the poor warriors who can
533 * never learn a spell that satisfies hunger (actually
534 * neither can rogues, but half-trolls are not
535 * supposed to play rogues) */
540 p_ptr->sustain_con = TRUE;
541 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
544 p_ptr->resist_lite = TRUE;
545 p_ptr->see_inv = TRUE;
548 p_ptr->resist_fear = TRUE;
551 p_ptr->resist_dark = TRUE;
552 p_ptr->sustain_str = TRUE;
554 case RACE_HALF_GIANT:
555 p_ptr->sustain_str = TRUE;
556 p_ptr->resist_shard = TRUE;
558 case RACE_HALF_TITAN:
559 p_ptr->resist_chaos = TRUE;
562 p_ptr->resist_sound = TRUE;
565 p_ptr->resist_acid = TRUE;
566 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
569 p_ptr->resist_conf = TRUE;
570 p_ptr->resist_acid = TRUE;
572 /* Klackons become faster */
573 new_speed += (p_ptr->lev) / 10;
576 p_ptr->resist_pois = TRUE;
579 p_ptr->resist_disen = TRUE;
580 p_ptr->resist_dark = TRUE;
583 p_ptr->resist_dark = TRUE;
584 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
587 p_ptr->levitation = TRUE;
588 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
589 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
590 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
591 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
592 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
594 case RACE_MIND_FLAYER:
595 p_ptr->sustain_int = TRUE;
596 p_ptr->sustain_wis = TRUE;
597 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
598 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
601 p_ptr->resist_fire = TRUE;
602 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
605 p_ptr->slow_digest = TRUE;
606 p_ptr->free_act = TRUE;
607 p_ptr->see_inv = TRUE;
608 p_ptr->resist_pois = TRUE;
609 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
612 p_ptr->resist_shard = TRUE;
613 p_ptr->hold_exp = TRUE;
614 p_ptr->see_inv = TRUE;
615 p_ptr->resist_pois = TRUE;
616 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
619 p_ptr->resist_neth = TRUE;
620 p_ptr->hold_exp = TRUE;
621 p_ptr->see_inv = TRUE;
622 p_ptr->resist_pois = TRUE;
623 p_ptr->slow_digest = TRUE;
624 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
627 p_ptr->resist_dark = TRUE;
628 p_ptr->hold_exp = TRUE;
629 p_ptr->resist_neth = TRUE;
630 p_ptr->resist_cold = TRUE;
631 p_ptr->resist_pois = TRUE;
632 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
635 p_ptr->levitation = TRUE;
636 p_ptr->free_act = TRUE;
637 p_ptr->resist_neth = TRUE;
638 p_ptr->hold_exp = TRUE;
639 p_ptr->see_inv = TRUE;
640 p_ptr->resist_pois = TRUE;
641 p_ptr->slow_digest = TRUE;
642 p_ptr->resist_cold = TRUE;
643 p_ptr->pass_wall = TRUE;
644 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
647 p_ptr->levitation = TRUE;
648 p_ptr->resist_lite = TRUE;
650 /* Sprites become faster */
651 new_speed += (p_ptr->lev) / 10;
654 p_ptr->resist_conf = TRUE;
655 p_ptr->resist_sound = TRUE;
658 /* Ents dig like maniacs, but only with their hands. */
659 if (!inventory[INVEN_RARM].k_idx)
660 p_ptr->skill_dig += p_ptr->lev * 10;
661 /* Ents get tougher and stronger as they age, but lose dexterity. */
662 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
663 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
664 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
666 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
667 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
668 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
670 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
671 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
672 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
675 p_ptr->levitation = TRUE;
676 p_ptr->see_inv = TRUE;
680 p_ptr->resist_fire = TRUE;
681 p_ptr->resist_neth = TRUE;
682 p_ptr->hold_exp = TRUE;
683 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
686 p_ptr->oppose_fire = 1;
687 p_ptr->redraw |= PR_STATUS;
692 p_ptr->sustain_con = TRUE;
695 p_ptr->levitation = TRUE;
698 p_ptr->resist_conf = TRUE;
701 p_ptr->slow_digest = TRUE;
702 p_ptr->free_act = TRUE;
703 p_ptr->resist_pois = TRUE;
704 p_ptr->hold_exp = TRUE;
707 p_ptr->resist_water = TRUE;
715 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
717 p_ptr->see_inv = TRUE;
718 p_ptr->free_act = TRUE;
719 p_ptr->slow_digest = TRUE;
720 p_ptr->regenerate = TRUE;
721 p_ptr->levitation = TRUE;
722 p_ptr->hold_exp = TRUE;
723 p_ptr->telepathy = TRUE;
725 p_ptr->sustain_str = TRUE;
726 p_ptr->sustain_int = TRUE;
727 p_ptr->sustain_wis = TRUE;
728 p_ptr->sustain_con = TRUE;
729 p_ptr->sustain_dex = TRUE;
730 p_ptr->sustain_chr = TRUE;
731 p_ptr->resist_acid = TRUE;
732 p_ptr->resist_elec = TRUE;
733 p_ptr->resist_fire = TRUE;
734 p_ptr->resist_cold = TRUE;
735 p_ptr->resist_pois = TRUE;
736 p_ptr->resist_conf = TRUE;
737 p_ptr->resist_sound = TRUE;
738 p_ptr->resist_lite = TRUE;
739 p_ptr->resist_dark = TRUE;
740 p_ptr->resist_chaos = TRUE;
741 p_ptr->resist_disen = TRUE;
742 p_ptr->resist_shard = TRUE;
743 p_ptr->resist_nexus = TRUE;
744 p_ptr->resist_blind = TRUE;
745 p_ptr->resist_neth = TRUE;
746 p_ptr->resist_fear = TRUE;
747 p_ptr->reflect = TRUE;
748 p_ptr->sh_fire = TRUE;
749 p_ptr->sh_elec = TRUE;
750 p_ptr->sh_cold = TRUE;
752 p_ptr->dis_to_a += 100;
754 /* Temporary shield */
755 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
758 p_ptr->dis_to_a += 50;
761 if (p_ptr->tim_res_nether)
763 p_ptr->resist_neth = TRUE;
765 if (p_ptr->tim_sh_fire)
767 p_ptr->sh_fire = TRUE;
769 if (p_ptr->tim_res_time)
771 p_ptr->resist_time = TRUE;
775 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
777 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
778 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
779 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
781 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
783 p_ptr->to_m_chance += 5;
784 p_ptr->resist_conf = TRUE;
788 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
790 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
792 p_ptr->resist_blind = TRUE;
793 p_ptr->resist_conf = TRUE;
794 p_ptr->hold_exp = TRUE;
795 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
797 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
798 /* Munchkin become faster */
799 new_speed += (p_ptr->lev) / 10 + 5;
802 if (music_singing(MUSIC_WALL))
804 p_ptr->kill_wall = TRUE;
807 /* Hack -- apply racial/class stat maxes */
808 /* Apply the racial modifiers */
809 for (i = 0; i < A_MAX; i++)
811 /* Modify the stats for "race" */
812 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
816 /* I'm adding the mutations here for the lack of a better place... */
820 if (p_ptr->muta3 & MUT3_HYPER_STR)
822 p_ptr->stat_add[A_STR] += 4;
826 if (p_ptr->muta3 & MUT3_PUNY)
828 p_ptr->stat_add[A_STR] -= 4;
831 /* Living computer */
832 if (p_ptr->muta3 & MUT3_HYPER_INT)
834 p_ptr->stat_add[A_INT] += 4;
835 p_ptr->stat_add[A_WIS] += 4;
839 if (p_ptr->muta3 & MUT3_MORONIC)
841 p_ptr->stat_add[A_INT] -= 4;
842 p_ptr->stat_add[A_WIS] -= 4;
845 if (p_ptr->muta3 & MUT3_RESILIENT)
847 p_ptr->stat_add[A_CON] += 4;
850 if (p_ptr->muta3 & MUT3_XTRA_FAT)
852 p_ptr->stat_add[A_CON] += 2;
856 if (p_ptr->muta3 & MUT3_ALBINO)
858 p_ptr->stat_add[A_CON] -= 4;
861 if (p_ptr->muta3 & MUT3_FLESH_ROT)
863 p_ptr->stat_add[A_CON] -= 2;
864 p_ptr->stat_add[A_CHR] -= 1;
865 p_ptr->regenerate = FALSE;
866 /* Cancel innate regeneration */
869 if (p_ptr->muta3 & MUT3_SILLY_VOI)
871 p_ptr->stat_add[A_CHR] -= 4;
874 if (p_ptr->muta3 & MUT3_BLANK_FAC)
876 p_ptr->stat_add[A_CHR] -= 1;
879 if (p_ptr->muta3 & MUT3_XTRA_EYES)
881 p_ptr->skill_fos += 15;
882 p_ptr->skill_srh += 15;
885 if (p_ptr->muta3 & MUT3_MAGIC_RES)
887 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
890 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
892 p_ptr->skill_stl -= 3;
895 if (p_ptr->muta3 & MUT3_INFRAVIS)
897 p_ptr->see_infra += 3;
900 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
905 if (p_ptr->muta3 & MUT3_SHORT_LEG)
910 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
912 p_ptr->sh_elec = TRUE;
915 if (p_ptr->muta3 & MUT3_FIRE_BODY)
917 p_ptr->sh_fire = TRUE;
921 if (p_ptr->muta3 & MUT3_WART_SKIN)
923 p_ptr->stat_add[A_CHR] -= 2;
925 p_ptr->dis_to_a += 5;
928 if (p_ptr->muta3 & MUT3_SCALES)
930 p_ptr->stat_add[A_CHR] -= 1;
932 p_ptr->dis_to_a += 10;
935 if (p_ptr->muta3 & MUT3_IRON_SKIN)
937 p_ptr->stat_add[A_DEX] -= 1;
939 p_ptr->dis_to_a += 25;
942 if (p_ptr->muta3 & MUT3_WINGS)
944 p_ptr->levitation = TRUE;
947 if (p_ptr->muta3 & MUT3_FEARLESS)
949 p_ptr->resist_fear = TRUE;
952 if (p_ptr->muta3 & MUT3_REGEN)
954 p_ptr->regenerate = TRUE;
957 if (p_ptr->muta3 & MUT3_ESP)
959 p_ptr->telepathy = TRUE;
962 if (p_ptr->muta3 & MUT3_LIMBER)
964 p_ptr->stat_add[A_DEX] += 3;
967 if (p_ptr->muta3 & MUT3_ARTHRITIS)
969 p_ptr->stat_add[A_DEX] -= 3;
972 if (p_ptr->muta3 & MUT3_MOTION)
974 p_ptr->free_act = TRUE;
975 p_ptr->skill_stl += 1;
978 if (p_ptr->muta3 & MUT3_ILL_NORM)
980 p_ptr->stat_add[A_CHR] = 0;
986 p_ptr->stat_add[A_STR] += 4;
987 p_ptr->stat_add[A_CON] += 4;
990 /* Scan the usable inventory */
991 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
993 int bonus_to_h, bonus_to_d;
994 o_ptr = &inventory[i];
996 /* Skip non-objects */
997 if (!o_ptr->k_idx) continue;
999 /* Extract the item flags */
1000 object_flags(o_ptr, flgs);
1002 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1003 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1006 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1007 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1008 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1009 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1010 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1011 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1013 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1015 /* Affect stealth */
1016 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1018 /* Affect searching ability (factor of five) */
1019 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1021 /* Affect searching frequency (factor of five) */
1022 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1024 /* Affect infravision */
1025 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1027 /* Affect digging (factor of 20) */
1028 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1031 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1034 if (have_flag(flgs, TR_BLOWS))
1036 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1037 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1038 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1041 /* Hack -- cause earthquakes */
1042 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1045 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1046 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1047 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1048 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1049 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1050 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1051 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1052 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1053 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1054 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1055 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1056 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1057 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1058 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1059 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1060 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1061 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1062 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1063 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1064 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1065 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1066 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1067 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1068 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1069 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1070 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1071 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1072 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1073 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1074 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1075 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1076 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1077 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1078 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1079 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1081 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1082 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1083 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1084 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1085 if (have_flag(flgs, TR_WARNING)) {
1086 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1087 p_ptr->warning = TRUE;
1090 if (have_flag(flgs, TR_TELEPORT))
1092 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1095 concptr insc = quark_str(o_ptr->inscription);
1097 if (o_ptr->inscription && my_strchr(insc, '.'))
1100 * {.} will stop random teleportation.
1105 /* Controlled random teleportation */
1106 p_ptr->cursed |= TRC_TELEPORT_SELF;
1111 /* Immunity flags */
1112 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1113 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1114 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1115 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1117 /* Resistance flags */
1118 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1119 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1120 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1121 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1122 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1123 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1124 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1125 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1126 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1127 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1128 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1129 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1130 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1131 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1132 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1133 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1135 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1136 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1137 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1138 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1139 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1140 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1143 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1144 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1145 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1146 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1147 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1148 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1150 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1151 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1152 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1153 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1154 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1155 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1156 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1158 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1160 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1162 p_ptr->to_m_chance += 10;
1166 p_ptr->to_m_chance += 3;
1170 if (o_ptr->tval == TV_CAPTURE) continue;
1172 /* Modify the base armor class */
1173 p_ptr->ac += o_ptr->ac;
1175 /* The base armor class is always known */
1176 p_ptr->dis_ac += o_ptr->ac;
1178 /* Apply the bonuses to armor class */
1179 p_ptr->to_a += o_ptr->to_a;
1181 /* Apply the mental bonuses to armor class, if known */
1182 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1184 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1186 int slot = i - INVEN_RARM;
1189 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1191 p_ptr->to_h[slot] -= 15;
1192 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1196 p_ptr->to_h[slot] -= 5;
1197 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1202 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1204 p_ptr->to_h_b -= 15;
1205 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1210 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1215 if (o_ptr->curse_flags & TRC_LOW_AC)
1217 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1220 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1225 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1229 /* Hack -- do not apply "weapon" bonuses */
1230 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1231 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1233 /* Hack -- do not apply "bow" bonuses */
1234 if (i == INVEN_BOW) continue;
1236 bonus_to_h = o_ptr->to_h;
1237 bonus_to_d = o_ptr->to_d;
1239 if (p_ptr->pclass == CLASS_NINJA)
1241 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1242 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1245 /* To Bow and Natural attack */
1247 /* Apply the bonuses to hit/damage */
1248 p_ptr->to_h_b += (s16b)bonus_to_h;
1249 p_ptr->to_h_m += (s16b)bonus_to_h;
1250 p_ptr->to_d_m += (s16b)bonus_to_d;
1252 /* Apply the mental bonuses tp hit/damage, if known */
1253 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1256 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1258 /* Apply the bonuses to hit/damage */
1259 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1260 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1262 /* Apply the mental bonuses tp hit/damage, if known */
1263 if (object_is_known(o_ptr))
1265 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1266 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1269 else if (p_ptr->migite && p_ptr->hidarite)
1271 /* Apply the bonuses to hit/damage */
1272 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1273 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1274 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1275 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1277 /* Apply the mental bonuses tp hit/damage, if known */
1278 if (object_is_known(o_ptr))
1280 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1281 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1282 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1283 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1288 /* Apply the bonuses to hit/damage */
1289 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1290 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1292 /* Apply the mental bonuses to hit/damage, if known */
1293 if (object_is_known(o_ptr))
1295 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1296 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1301 /* Shield skill bonus */
1302 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1304 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1305 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1308 if (old_mighty_throw != p_ptr->mighty_throw)
1310 /* Redraw average damege display of Shuriken */
1311 p_ptr->window |= PW_INVEN;
1314 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1316 /* Monks get extra ac for armour _not worn_ */
1317 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1319 if (!(inventory[INVEN_BODY].k_idx))
1321 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1322 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1324 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1326 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1327 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1329 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1331 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1332 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1334 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1336 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1337 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1339 if (!(inventory[INVEN_HANDS].k_idx))
1341 p_ptr->to_a += (p_ptr->lev / 2);
1342 p_ptr->dis_to_a += (p_ptr->lev / 2);
1344 if (!(inventory[INVEN_FEET].k_idx))
1346 p_ptr->to_a += (p_ptr->lev / 3);
1347 p_ptr->dis_to_a += (p_ptr->lev / 3);
1349 if (p_ptr->special_defense & KAMAE_BYAKKO)
1351 p_ptr->stat_add[A_STR] += 2;
1352 p_ptr->stat_add[A_DEX] += 2;
1353 p_ptr->stat_add[A_CON] -= 3;
1355 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1358 else if (p_ptr->special_defense & KAMAE_GENBU)
1360 p_ptr->stat_add[A_INT] -= 1;
1361 p_ptr->stat_add[A_WIS] -= 1;
1362 p_ptr->stat_add[A_DEX] -= 2;
1363 p_ptr->stat_add[A_CON] += 3;
1365 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1367 p_ptr->stat_add[A_STR] -= 2;
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] -= 2;
1375 if (p_ptr->special_defense & KATA_KOUKIJIN)
1377 for (i = 0; i < A_MAX; i++)
1378 p_ptr->stat_add[i] += 5;
1380 p_ptr->dis_to_a -= 50;
1383 /* Hack -- aura of fire also provides light */
1384 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1386 /* Golems also get an intrinsic AC bonus */
1387 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1389 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1390 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1394 if (p_ptr->realm1 == REALM_HEX)
1396 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1397 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1398 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1399 if (hex_spelling(HEX_BUILDING))
1401 p_ptr->stat_add[A_STR] += 4;
1402 p_ptr->stat_add[A_DEX] += 4;
1403 p_ptr->stat_add[A_CON] += 4;
1405 if (hex_spelling(HEX_DEMON_AURA))
1407 p_ptr->sh_fire = TRUE;
1408 p_ptr->regenerate = TRUE;
1410 if (hex_spelling(HEX_ICE_ARMOR))
1412 p_ptr->sh_cold = TRUE;
1414 p_ptr->dis_to_a += 30;
1416 if (hex_spelling(HEX_SHOCK_CLOAK))
1418 p_ptr->sh_elec = TRUE;
1421 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1423 ARMOUR_CLASS ac = 0;
1424 o_ptr = &inventory[i];
1425 if (!o_ptr->k_idx) continue;
1426 if (!object_is_armour(o_ptr)) continue;
1427 if (!object_is_cursed(o_ptr)) continue;
1429 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1430 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1431 p_ptr->to_a += (s16b)ac;
1432 p_ptr->dis_to_a += (s16b)ac;
1436 /* Calculate stats */
1437 for (i = 0; i < A_MAX; i++)
1441 /* Extract the new "stat_use" value for the stat */
1442 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1444 /* Notice changes */
1445 if (p_ptr->stat_top[i] != top)
1447 /* Save the new value */
1448 p_ptr->stat_top[i] = (s16b)top;
1449 p_ptr->redraw |= (PR_STATS);
1450 p_ptr->window |= (PW_PLAYER);
1454 /* Extract the new "stat_use" value for the stat */
1455 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1457 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1459 /* 10 to 18/90 charisma, guaranteed, based on level */
1460 if (use < 8 + 2 * p_ptr->lev)
1462 use = 8 + 2 * p_ptr->lev;
1466 /* Notice changes */
1467 if (p_ptr->stat_use[i] != use)
1469 /* Save the new value */
1470 p_ptr->stat_use[i] = (s16b)use;
1471 p_ptr->redraw |= (PR_STATS);
1472 p_ptr->window |= (PW_PLAYER);
1476 /* Values: 3, 4, ..., 17 */
1477 if (use <= 18) ind = (use - 3);
1479 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1480 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1482 /* Range: 18/220+ */
1485 /* Notice changes */
1486 if (p_ptr->stat_ind[i] != ind)
1488 /* Save the new index */
1489 p_ptr->stat_ind[i] = (s16b)ind;
1491 /* Change in CON affects Hitpoints */
1494 p_ptr->update |= (PU_HP);
1497 /* Change in INT may affect Mana/Spells */
1498 else if (i == A_INT)
1500 if (mp_ptr->spell_stat == A_INT)
1502 p_ptr->update |= (PU_MANA | PU_SPELLS);
1506 /* Change in WIS may affect Mana/Spells */
1507 else if (i == A_WIS)
1509 if (mp_ptr->spell_stat == A_WIS)
1511 p_ptr->update |= (PU_MANA | PU_SPELLS);
1515 /* Change in WIS may affect Mana/Spells */
1516 else if (i == A_CHR)
1518 if (mp_ptr->spell_stat == A_CHR)
1520 p_ptr->update |= (PU_MANA | PU_SPELLS);
1524 p_ptr->window |= (PW_PLAYER);
1529 /* Apply temporary "stun" */
1530 if (p_ptr->stun > 50)
1532 p_ptr->to_h[0] -= 20;
1533 p_ptr->to_h[1] -= 20;
1534 p_ptr->to_h_b -= 20;
1535 p_ptr->to_h_m -= 20;
1536 p_ptr->dis_to_h[0] -= 20;
1537 p_ptr->dis_to_h[1] -= 20;
1538 p_ptr->dis_to_h_b -= 20;
1539 p_ptr->to_d[0] -= 20;
1540 p_ptr->to_d[1] -= 20;
1541 p_ptr->to_d_m -= 20;
1542 p_ptr->dis_to_d[0] -= 20;
1543 p_ptr->dis_to_d[1] -= 20;
1545 else if (p_ptr->stun)
1547 p_ptr->to_h[0] -= 5;
1548 p_ptr->to_h[1] -= 5;
1551 p_ptr->dis_to_h[0] -= 5;
1552 p_ptr->dis_to_h[1] -= 5;
1553 p_ptr->dis_to_h_b -= 5;
1554 p_ptr->to_d[0] -= 5;
1555 p_ptr->to_d[1] -= 5;
1557 p_ptr->dis_to_d[0] -= 5;
1558 p_ptr->dis_to_d[1] -= 5;
1562 if (p_ptr->wraith_form)
1564 p_ptr->reflect = TRUE;
1565 p_ptr->pass_wall = TRUE;
1568 if (p_ptr->kabenuke)
1570 p_ptr->pass_wall = TRUE;
1573 /* Temporary blessing */
1577 p_ptr->dis_to_a += 5;
1578 p_ptr->to_h[0] += 10;
1579 p_ptr->to_h[1] += 10;
1580 p_ptr->to_h_b += 10;
1581 p_ptr->to_h_m += 10;
1582 p_ptr->dis_to_h[0] += 10;
1583 p_ptr->dis_to_h[1] += 10;
1584 p_ptr->dis_to_h_b += 10;
1587 if (p_ptr->magicdef)
1589 p_ptr->resist_blind = TRUE;
1590 p_ptr->resist_conf = TRUE;
1591 p_ptr->reflect = TRUE;
1592 p_ptr->free_act = TRUE;
1593 p_ptr->levitation = TRUE;
1596 /* Temporary "Hero" */
1599 p_ptr->to_h[0] += 12;
1600 p_ptr->to_h[1] += 12;
1601 p_ptr->to_h_b += 12;
1602 p_ptr->to_h_m += 12;
1603 p_ptr->dis_to_h[0] += 12;
1604 p_ptr->dis_to_h[1] += 12;
1605 p_ptr->dis_to_h_b += 12;
1608 /* Temporary "Beserk" */
1611 p_ptr->to_h[0] += 12;
1612 p_ptr->to_h[1] += 12;
1613 p_ptr->to_h_b -= 12;
1614 p_ptr->to_h_m += 12;
1615 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1616 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1617 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1618 p_ptr->dis_to_h[0] += 12;
1619 p_ptr->dis_to_h[1] += 12;
1620 p_ptr->dis_to_h_b -= 12;
1621 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1622 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1624 p_ptr->dis_to_a -= 10;
1625 p_ptr->skill_stl -= 7;
1626 p_ptr->skill_dev -= 20;
1627 p_ptr->skill_sav -= 30;
1628 p_ptr->skill_srh -= 15;
1629 p_ptr->skill_fos -= 15;
1630 p_ptr->skill_tht -= 20;
1631 p_ptr->skill_dig += 30;
1634 /* Temporary "fast" */
1640 /* Temporary "slow" */
1646 /* Temporary "telepathy" */
1649 p_ptr->telepathy = TRUE;
1652 if (p_ptr->ele_immune)
1654 if (p_ptr->special_defense & DEFENSE_ACID)
1655 p_ptr->immune_acid = TRUE;
1656 else if (p_ptr->special_defense & DEFENSE_ELEC)
1657 p_ptr->immune_elec = TRUE;
1658 else if (p_ptr->special_defense & DEFENSE_FIRE)
1659 p_ptr->immune_fire = TRUE;
1660 else if (p_ptr->special_defense & DEFENSE_COLD)
1661 p_ptr->immune_cold = TRUE;
1664 /* Temporary see invisible */
1665 if (p_ptr->tim_invis)
1667 p_ptr->see_inv = TRUE;
1670 /* Temporary infravision boost */
1671 if (p_ptr->tim_infra)
1673 p_ptr->see_infra += 3;
1676 /* Temporary regeneration boost */
1677 if (p_ptr->tim_regen)
1679 p_ptr->regenerate = TRUE;
1682 /* Temporary levitation */
1683 if (p_ptr->tim_levitation)
1685 p_ptr->levitation = TRUE;
1688 /* Temporary reflection */
1689 if (p_ptr->tim_reflect)
1691 p_ptr->reflect = TRUE;
1694 /* Hack -- Hero/Shero -> Res fear */
1695 if (IS_HERO() || p_ptr->shero)
1697 p_ptr->resist_fear = TRUE;
1701 /* Hack -- Telepathy Change */
1702 if (p_ptr->telepathy != old_telepathy)
1704 p_ptr->update |= (PU_MONSTERS);
1707 if ((p_ptr->esp_animal != old_esp_animal) ||
1708 (p_ptr->esp_undead != old_esp_undead) ||
1709 (p_ptr->esp_demon != old_esp_demon) ||
1710 (p_ptr->esp_orc != old_esp_orc) ||
1711 (p_ptr->esp_troll != old_esp_troll) ||
1712 (p_ptr->esp_giant != old_esp_giant) ||
1713 (p_ptr->esp_dragon != old_esp_dragon) ||
1714 (p_ptr->esp_human != old_esp_human) ||
1715 (p_ptr->esp_evil != old_esp_evil) ||
1716 (p_ptr->esp_good != old_esp_good) ||
1717 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1718 (p_ptr->esp_unique != old_esp_unique))
1720 p_ptr->update |= (PU_MONSTERS);
1723 /* Hack -- See Invis Change */
1724 if (p_ptr->see_inv != old_see_inv)
1726 p_ptr->update |= (PU_MONSTERS);
1729 /* Bloating slows the player down (a little) */
1730 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1732 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1734 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1735 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1737 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1738 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1741 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1743 int penalty1, penalty2;
1744 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1745 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1746 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1748 penalty1 = penalty1 / 2 - 5;
1749 penalty2 = penalty2 / 2 - 5;
1752 p_ptr->dis_to_a += 10;
1756 if (penalty1 > 0) penalty1 /= 2;
1757 if (penalty2 > 0) penalty2 /= 2;
1759 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1761 penalty1 = MAX(0, penalty1 - 10);
1762 penalty2 = MAX(0, penalty2 - 10);
1764 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1766 penalty1 = MIN(0, penalty1);
1767 penalty2 = MIN(0, penalty2);
1769 p_ptr->dis_to_a += 10;
1773 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1775 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1778 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1779 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1780 p_ptr->to_h[0] -= (s16b)penalty1;
1781 p_ptr->to_h[1] -= (s16b)penalty2;
1782 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1783 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1786 /* Extract the current weight (in tenth pounds) */
1787 j = p_ptr->total_weight;
1791 /* Extract the "weight limit" (in tenth pounds) */
1792 i = (int)weight_limit();
1796 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1797 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1798 SPEED speed = riding_m_ptr->mspeed;
1800 if (riding_m_ptr->mspeed > 110)
1802 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1803 if (new_speed < 110) new_speed = 110;
1809 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1810 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1811 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1812 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1813 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1815 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1816 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1818 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;
1820 /* Extract the "weight limit" */
1821 i = 1500 + riding_r_ptr->level * 25;
1824 /* Apply "encumbrance" from weight */
1825 if (j > i) new_speed -= ((j - i) / (i / 5));
1827 /* Searching slows the player down */
1828 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1831 if (p_ptr->prace == RACE_MERFOLK)
1833 if (have_flag(f_ptr->flags, FF_WATER))
1835 new_speed += (2 + p_ptr->lev / 10);
1837 else if (!p_ptr->levitation)
1844 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1845 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1846 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1847 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1848 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1849 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1850 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1851 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1852 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1853 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1854 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1855 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1856 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1858 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1859 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1860 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1861 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1862 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1863 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1864 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1865 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1866 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1867 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1870 /* Obtain the "hold" value */
1871 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1874 /* Examine the "current bow" */
1875 o_ptr = &inventory[INVEN_BOW];
1877 /* It is hard to carholdry a heavy bow */
1878 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1879 if (p_ptr->heavy_shoot)
1881 /* Hard to wield a heavy bow */
1882 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1883 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1886 /* Compute "extra shots" if needed */
1889 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1891 /* Apply special flags */
1892 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1895 p_ptr->num_fire = calc_num_fire(o_ptr);
1897 /* Snipers love Cross bows */
1898 if ((p_ptr->pclass == CLASS_SNIPER) &&
1899 (p_ptr->tval_ammo == TV_BOLT))
1901 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1902 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1907 if (p_ptr->ryoute) hold *= 2;
1909 for (i = 0; i < 2; i++)
1911 /* Examine the "main weapon" */
1912 o_ptr = &inventory[INVEN_RARM + i];
1914 object_flags(o_ptr, flgs);
1916 /* Assume not heavy */
1917 p_ptr->heavy_wield[i] = FALSE;
1918 p_ptr->icky_wield[i] = FALSE;
1919 p_ptr->riding_wield[i] = FALSE;
1921 if (!has_melee_weapon(INVEN_RARM + i))
1923 p_ptr->num_blow[i] = 1;
1926 /* It is hard to hold a heavy weapon */
1927 if (hold < o_ptr->weight / 10)
1929 /* Hard to wield a heavy weapon */
1930 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1931 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1934 p_ptr->heavy_wield[i] = TRUE;
1936 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1938 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1941 p_ptr->dis_to_a += 5;
1944 /* Normal weapons */
1945 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1947 int str_index, dex_index;
1949 int num = 0, wgt = 0, mul = 0, div = 0;
1951 /* Analyze the class */
1952 switch (p_ptr->pclass)
1955 num = 6; wgt = 70; mul = 5; break;
1957 case CLASS_BERSERKER:
1958 num = 6; wgt = 70; mul = 7; break;
1961 case CLASS_HIGH_MAGE:
1962 case CLASS_BLUE_MAGE:
1963 num = 3; wgt = 100; mul = 2; break;
1966 case CLASS_MAGIC_EATER:
1967 case CLASS_MINDCRAFTER:
1968 num = 5; wgt = 100; mul = 3; break;
1971 num = 5; wgt = 40; mul = 3; break;
1974 num = 5; wgt = 70; mul = 4; break;
1978 num = 5; wgt = 70; mul = 4; break;
1981 num = 5; wgt = 150; mul = 5; break;
1983 case CLASS_WARRIOR_MAGE:
1984 case CLASS_RED_MAGE:
1985 num = 5; wgt = 70; mul = 3; break;
1987 case CLASS_CHAOS_WARRIOR:
1988 num = 5; wgt = 70; mul = 4; break;
1991 num = 5; wgt = 60; mul = 3; break;
1994 num = 4; wgt = 100; mul = 3; break;
1996 case CLASS_IMITATOR:
1997 num = 5; wgt = 70; mul = 4; break;
1999 case CLASS_BEASTMASTER:
2000 num = 5; wgt = 70; mul = 3; break;
2003 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2004 else { num = 5; wgt = 100; mul = 3; }
2007 case CLASS_SORCERER:
2008 num = 1; wgt = 1; mul = 1; break;
2013 num = 4; wgt = 70; mul = 2; break;
2015 case CLASS_FORCETRAINER:
2016 num = 4; wgt = 60; mul = 2; break;
2018 case CLASS_MIRROR_MASTER:
2019 num = 3; wgt = 100; mul = 3; break;
2022 num = 4; wgt = 20; mul = 1; break;
2025 /* Hex - extra mights gives +1 bonus to max blows */
2026 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2028 /* Enforce a minimum "weight" (tenth pounds) */
2029 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2031 /* Access the strength vs weight */
2032 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2034 if (p_ptr->ryoute && !omoi) str_index++;
2035 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2038 if (str_index > 11) str_index = 11;
2040 /* Index by dexterity */
2041 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2044 if (dex_index > 11) dex_index = 11;
2046 /* Use the blows table */
2047 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2050 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2052 /* Add in the "bonus blows" */
2053 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2056 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2057 else if (p_ptr->pclass == CLASS_BERSERKER)
2059 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2061 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2063 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2065 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2068 /* Require at least one blow */
2069 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2071 /* Boost digging skill by weapon weight */
2072 p_ptr->skill_dig += (o_ptr->weight / 10);
2076 /* Priest weapon penalty for non-blessed edged weapons */
2077 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2078 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2080 /* Reduce the real bonuses */
2081 p_ptr->to_h[i] -= 2;
2082 p_ptr->to_d[i] -= 2;
2084 /* Reduce the mental bonuses */
2085 p_ptr->dis_to_h[i] -= 2;
2086 p_ptr->dis_to_d[i] -= 2;
2089 p_ptr->icky_wield[i] = TRUE;
2091 else if (p_ptr->pclass == CLASS_BERSERKER)
2093 p_ptr->to_h[i] += p_ptr->lev / 5;
2094 p_ptr->to_d[i] += p_ptr->lev / 6;
2095 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2096 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2097 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2099 p_ptr->to_h[i] += p_ptr->lev / 5;
2100 p_ptr->to_d[i] += p_ptr->lev / 6;
2101 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2102 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2105 else if (p_ptr->pclass == CLASS_SORCERER)
2107 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2109 /* Reduce the real bonuses */
2110 p_ptr->to_h[i] -= 200;
2111 p_ptr->to_d[i] -= 200;
2113 /* Reduce the mental bonuses */
2114 p_ptr->dis_to_h[i] -= 200;
2115 p_ptr->dis_to_d[i] -= 200;
2118 p_ptr->icky_wield[i] = TRUE;
2122 /* Reduce the real bonuses */
2123 p_ptr->to_h[i] -= 30;
2124 p_ptr->to_d[i] -= 10;
2126 /* Reduce the mental bonuses */
2127 p_ptr->dis_to_h[i] -= 30;
2128 p_ptr->dis_to_d[i] -= 10;
2132 if (p_ptr->realm1 == REALM_HEX)
2134 if (object_is_cursed(o_ptr))
2136 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2137 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2138 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2139 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2140 if (hex_spelling(HEX_RUNESWORD))
2142 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2143 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2144 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2150 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2152 p_ptr->to_h[i] += 15;
2153 p_ptr->dis_to_h[i] += 15;
2154 p_ptr->to_dd[i] += 2;
2156 else if (!(have_flag(flgs, TR_RIDING)))
2159 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2165 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2167 if (penalty < 30) penalty = 30;
2169 p_ptr->to_h[i] -= (s16b)penalty;
2170 p_ptr->dis_to_h[i] -= (s16b)penalty;
2173 p_ptr->riding_wield[i] = TRUE;
2182 p_ptr->riding_ryoute = FALSE;
2184 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2185 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2187 switch (p_ptr->pclass)
2190 case CLASS_FORCETRAINER:
2191 case CLASS_BERSERKER:
2192 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2193 p_ptr->riding_ryoute = TRUE;
2198 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2200 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2204 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2206 if (penalty < 30) penalty = 30;
2208 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2209 p_ptr->to_h_b -= (s16b)penalty;
2210 p_ptr->dis_to_h_b -= (s16b)penalty;
2213 /* Different calculation for monks with empty hands */
2214 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2215 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2217 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2218 p_ptr->num_blow[0] = 0;
2220 if (p_ptr->pclass == CLASS_FORCETRAINER)
2222 if (blow_base > 18) p_ptr->num_blow[0]++;
2223 if (blow_base > 31) p_ptr->num_blow[0]++;
2224 if (blow_base > 44) p_ptr->num_blow[0]++;
2225 if (blow_base > 58) p_ptr->num_blow[0]++;
2228 p_ptr->to_d[0] += P_PTR_KI / 5;
2229 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2234 if (blow_base > 12) p_ptr->num_blow[0]++;
2235 if (blow_base > 22) p_ptr->num_blow[0]++;
2236 if (blow_base > 31) p_ptr->num_blow[0]++;
2237 if (blow_base > 39) p_ptr->num_blow[0]++;
2238 if (blow_base > 46) p_ptr->num_blow[0]++;
2239 if (blow_base > 53) p_ptr->num_blow[0]++;
2240 if (blow_base > 59) p_ptr->num_blow[0]++;
2243 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2244 p_ptr->num_blow[0] /= 2;
2247 p_ptr->to_h[0] += (p_ptr->lev / 3);
2248 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2250 p_ptr->to_d[0] += (p_ptr->lev / 6);
2251 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2254 if (p_ptr->special_defense & KAMAE_BYAKKO)
2257 p_ptr->dis_to_a -= 40;
2260 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2263 p_ptr->dis_to_a -= 50;
2264 p_ptr->resist_acid = TRUE;
2265 p_ptr->resist_fire = TRUE;
2266 p_ptr->resist_elec = TRUE;
2267 p_ptr->resist_cold = TRUE;
2268 p_ptr->resist_pois = TRUE;
2269 p_ptr->sh_fire = TRUE;
2270 p_ptr->sh_elec = TRUE;
2271 p_ptr->sh_cold = TRUE;
2272 p_ptr->levitation = TRUE;
2274 else if (p_ptr->special_defense & KAMAE_GENBU)
2276 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2277 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2278 p_ptr->reflect = TRUE;
2279 p_ptr->num_blow[0] -= 2;
2280 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2281 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2283 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2285 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2286 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2288 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2289 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2290 p_ptr->num_blow[0] /= 2;
2291 p_ptr->levitation = TRUE;
2294 p_ptr->num_blow[0] += 1 + extra_blows[0];
2297 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2299 monk_armour_aux = FALSE;
2303 monk_armour_aux = TRUE;
2306 for (i = 0; i < 2; i++)
2308 if (has_melee_weapon(INVEN_RARM + i))
2310 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2311 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2313 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2314 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2315 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2317 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2319 p_ptr->to_h[i] -= 40;
2320 p_ptr->dis_to_h[i] -= 40;
2321 p_ptr->icky_wield[i] = TRUE;
2324 else if (p_ptr->pclass == CLASS_NINJA)
2326 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2328 p_ptr->to_h[i] -= 40;
2329 p_ptr->dis_to_h[i] -= 40;
2330 p_ptr->icky_wield[i] = TRUE;
2331 p_ptr->num_blow[i] /= 2;
2332 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2336 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2340 /* Maximum speed is (+99). (internally it's 110 + 99) */
2341 /* Temporary lightspeed forces to be maximum speed */
2342 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2347 /* Minimum speed is (-99). (internally it's 110 - 99) */
2348 if (new_speed < 11) new_speed = 11;
2350 /* Display the speed (if needed) */
2351 if (p_ptr->pspeed != (byte)new_speed)
2353 p_ptr->pspeed = (byte)new_speed;
2354 p_ptr->redraw |= (PR_SPEED);
2359 if (p_ptr->to_a > (0 - p_ptr->ac))
2360 p_ptr->to_a = 0 - p_ptr->ac;
2361 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2362 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2365 /* Redraw armor (if needed) */
2366 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2368 p_ptr->redraw |= (PR_ARMOR);
2369 p_ptr->window |= (PW_PLAYER);
2372 if (p_ptr->ryoute && !omoi)
2374 int bonus_to_h = 0, bonus_to_d = 0;
2375 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2376 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);
2378 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2379 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2380 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2381 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2384 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;
2386 /* Affect Skill -- stealth (bonus one) */
2387 p_ptr->skill_stl += 1;
2389 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2391 /* Affect Skill -- disarming (DEX and INT) */
2392 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2393 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2395 /* Affect Skill -- magic devices (INT) */
2396 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2398 /* Affect Skill -- saving throw (WIS) */
2399 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2401 /* Affect Skill -- digging (STR) */
2402 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2404 /* Affect Skill -- disarming (Level, by Class) */
2405 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2407 /* Affect Skill -- magic devices (Level, by Class) */
2408 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2410 /* Affect Skill -- saving throw (Level, by Class) */
2411 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2413 /* Affect Skill -- stealth (Level, by Class) */
2414 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2416 /* Affect Skill -- search ability (Level, by Class) */
2417 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2419 /* Affect Skill -- search frequency (Level, by Class) */
2420 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2422 /* Affect Skill -- combat (normal) (Level, by Class) */
2423 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2425 /* Affect Skill -- combat (shooting) (Level, by Class) */
2426 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2428 /* Affect Skill -- combat (throwing) (Level, by Class) */
2429 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2432 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2434 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2435 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2438 /* Limit Skill -- stealth from 0 to 30 */
2439 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2440 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2442 /* Limit Skill -- digging from 1 up */
2443 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2445 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2447 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2449 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;
2451 if (down_saving) p_ptr->skill_sav /= 2;
2453 /* Hack -- Each elemental immunity includes resistance */
2454 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2455 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2456 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2457 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2459 /* Determine player alignment */
2460 for (i = 0, j = 0; i < 8; i++)
2462 switch (p_ptr->vir_types[i])
2465 p_ptr->align += p_ptr->virtues[i] * 2;
2475 p_ptr->align -= p_ptr->virtues[i];
2478 p_ptr->align += p_ptr->virtues[i];
2483 for (i = 0; i < j; i++)
2485 if (p_ptr->align > 0)
2487 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2488 if (p_ptr->align < 0) p_ptr->align = 0;
2490 else if (p_ptr->align < 0)
2492 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2493 if (p_ptr->align > 0) p_ptr->align = 0;
2497 /* Hack -- handle "xtra" mode */
2498 if (character_xtra) return;
2500 /* Take note when "heavy bow" changes */
2501 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2503 if (p_ptr->heavy_shoot)
2505 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."));
2507 else if (inventory[INVEN_BOW].k_idx)
2509 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."));
2513 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."));
2517 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2520 for (i = 0; i < 2; i++)
2522 /* Take note when "heavy weapon" changes */
2523 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2525 if (p_ptr->heavy_wield[i])
2527 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."));
2529 else if (has_melee_weapon(INVEN_RARM + i))
2531 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2533 else if (p_ptr->heavy_wield[1 - i])
2535 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2539 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."));
2543 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2546 /* Take note when "heavy weapon" changes */
2547 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2549 if (p_ptr->riding_wield[i])
2551 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."));
2553 else if (!p_ptr->riding)
2555 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2557 else if (has_melee_weapon(INVEN_RARM + i))
2559 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2562 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2565 /* Take note when "illegal weapon" changes */
2566 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2568 if (p_ptr->icky_wield[i])
2570 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."));
2573 chg_virtue(V_FAITH, -1);
2576 else if (has_melee_weapon(INVEN_RARM + i))
2578 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."));
2582 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."));
2586 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2590 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2592 if (p_ptr->riding_ryoute)
2595 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" : "");
2597 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2603 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" : "");
2605 msg_print("You began to control riding pet with one hand.");
2609 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2612 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2616 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."));
2619 chg_virtue(V_HARMONY, -1);
2624 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2627 monk_notify_aux = monk_armour_aux;
2630 for (i = 0; i < INVEN_PACK; i++)
2633 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2634 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2636 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2637 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2640 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2642 o_ptr = &o_list[this_o_idx];
2644 /* Acquire next object */
2645 next_o_idx = o_ptr->next_o_idx;
2648 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2649 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2651 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2652 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2655 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2657 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2659 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2660 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2663 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)))
2665 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2666 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2669 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2671 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2672 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2675 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2677 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2678 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2684 * @brief プレイヤーの最大HPを計算する /
2685 * Calculate the players (maximal) hit points
2686 * Adjust current hitpoints if necessary
2690 static void calc_hitpoints(void)
2695 /* Un-inflate "half-hitpoint bonus per level" value */
2696 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2698 /* Calculate hitpoints */
2699 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2701 if (p_ptr->mimic_form)
2703 if (p_ptr->pclass == CLASS_SORCERER)
2704 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2706 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2707 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2710 if (p_ptr->pclass == CLASS_SORCERER)
2712 if (p_ptr->lev < 30)
2713 mhp = (mhp * (45 + p_ptr->lev) / 100);
2715 mhp = (mhp * 75 / 100);
2716 bonus = (bonus * 65 / 100);
2721 if (p_ptr->pclass == CLASS_BERSERKER)
2723 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2726 /* Always have at least one hitpoint per level */
2727 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2729 /* Factor in the hero / superhero settings */
2730 if (IS_HERO()) mhp += 10;
2731 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2732 if (p_ptr->tsuyoshi) mhp += 50;
2734 /* Factor in the hex spell settings */
2735 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2736 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2738 /* New maximum hitpoints */
2739 if (p_ptr->mhp != mhp)
2741 /* Enforce maximum */
2742 if (p_ptr->chp >= mhp)
2745 p_ptr->chp_frac = 0;
2749 /* レベルアップの時は上昇量を表示する */
2750 if ((level_up == 1) && (mhp > p_ptr->mhp))
2752 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2755 /* Save the new max-hitpoints */
2758 /* Display hitpoints (later) */
2759 p_ptr->redraw |= (PR_HP);
2761 p_ptr->window |= (PW_PLAYER);
2766 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2769 * SWD: Experimental modification: multiple light sources have additive effect.
2771 static void calc_torch(void)
2775 BIT_FLAGS flgs[TR_FLAG_SIZE];
2777 /* Assume no light */
2778 p_ptr->cur_lite = 0;
2780 /* Loop through all wielded items */
2781 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2783 o_ptr = &inventory[i];
2784 /* Skip empty slots */
2785 if (!o_ptr->k_idx) continue;
2787 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2790 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2792 if (o_ptr->tval == TV_LITE)
2794 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2795 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2798 object_flags(o_ptr, flgs);
2800 /* calc the lite_radius */
2803 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2804 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2805 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2806 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2807 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2808 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2809 p_ptr->cur_lite += (s16b)rad;
2812 /* max radius is 14 (was 5) without rewriting other code -- */
2813 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2814 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2815 p_ptr->cur_lite = 1;
2818 * check if the player doesn't have light radius,
2819 * but does weakly glow as an intrinsic.
2821 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2823 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2824 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2826 /* end experimental mods */
2828 /* Notice changes in the "lite radius" */
2829 if (p_ptr->old_lite != p_ptr->cur_lite)
2831 /* Hack -- PU_MON_LITE for monsters' darkness */
2832 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2834 /* Remember the old lite */
2835 p_ptr->old_lite = p_ptr->cur_lite;
2837 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2838 set_superstealth(FALSE);
2843 * @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。 /
2844 * Calculate number of spells player should have, and forget,
2845 * or remember, spells until that number is properly reflected.
2848 * Note that this function induces various "status" messages,
2849 * which must be bypasses until the character is created.
2851 static void calc_spells(void)
2853 int i, j, k, levels;
2855 int num_boukyaku = 0;
2857 const magic_type *s_ptr;
2864 /* Hack -- must be literate */
2865 if (!mp_ptr->spell_book) return;
2867 /* Hack -- wait for creation */
2868 if (!character_generated) return;
2870 /* Hack -- handle "xtra" mode */
2871 if (character_xtra) return;
2873 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2875 p_ptr->new_spells = 0;
2879 p = spell_category_name(mp_ptr->spell_book);
2881 /* Determine the number of spells allowed */
2882 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2884 /* Hack -- no negative spells */
2885 if (levels < 0) levels = 0;
2887 /* Extract total allowed spells */
2888 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2890 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2894 if (p_ptr->pclass == CLASS_SAMURAI)
2898 else if (p_ptr->realm2 == REALM_NONE)
2900 num_allowed = (num_allowed + 1) / 2;
2901 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2903 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2905 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2909 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2912 /* Count the number of spells we know */
2913 for (j = 0; j < 64; j++)
2915 /* Count known spells */
2917 (p_ptr->spell_forgotten1 & (1L << j)) :
2918 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2924 /* See how many spells we must forget or may learn */
2925 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2927 /* Forget spells which are too hard */
2928 for (i = 63; i >= 0; i--)
2930 /* Efficiency -- all done */
2931 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2933 /* Access the spell */
2934 j = p_ptr->spell_order[i];
2936 /* Skip non-spells */
2937 if (j >= 99) continue;
2941 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2944 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2946 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2949 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2951 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2953 /* Skip spells we are allowed to know */
2954 if (s_ptr->slevel <= p_ptr->lev) continue;
2958 (p_ptr->spell_learned1 & (1L << j)) :
2959 (p_ptr->spell_learned2 & (1L << (j - 32))))
2961 /* Mark as forgotten */
2964 p_ptr->spell_forgotten1 |= (1L << j);
2965 which = p_ptr->realm1;
2969 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2970 which = p_ptr->realm2;
2973 /* No longer known */
2976 p_ptr->spell_learned1 &= ~(1L << j);
2977 which = p_ptr->realm1;
2981 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2982 which = p_ptr->realm2;
2986 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2988 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2992 /* One more can be learned */
2993 p_ptr->new_spells++;
2998 /* Forget spells if we know too many spells */
2999 for (i = 63; i >= 0; i--)
3001 /* Stop when possible */
3002 if (p_ptr->new_spells >= 0) break;
3004 /* Efficiency -- all done */
3005 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3007 /* Get the (i+1)th spell learned */
3008 j = p_ptr->spell_order[i];
3010 /* Skip unknown spells */
3011 if (j >= 99) continue;
3013 /* Forget it (if learned) */
3015 (p_ptr->spell_learned1 & (1L << j)) :
3016 (p_ptr->spell_learned2 & (1L << (j - 32))))
3018 /* Mark as forgotten */
3021 p_ptr->spell_forgotten1 |= (1L << j);
3022 which = p_ptr->realm1;
3026 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3027 which = p_ptr->realm2;
3030 /* No longer known */
3033 p_ptr->spell_learned1 &= ~(1L << j);
3034 which = p_ptr->realm1;
3038 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3039 which = p_ptr->realm2;
3043 msg_format("%sの%sを忘れてしまった。",
3044 do_spell(which, j % 32, SPELL_NAME), p);
3046 msg_format("You have forgotten the %s of %s.", p,
3047 do_spell(which, j % 32, SPELL_NAME));
3051 /* One more can be learned */
3052 p_ptr->new_spells++;
3057 /* Check for spells to remember */
3058 for (i = 0; i < 64; i++)
3060 /* None left to remember */
3061 if (p_ptr->new_spells <= 0) break;
3063 /* Efficiency -- all done */
3064 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3066 /* Get the next spell we learned */
3067 j = p_ptr->spell_order[i];
3069 /* Skip unknown spells */
3072 /* Access the spell */
3073 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3076 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3078 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3081 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3083 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3085 /* Skip spells we cannot remember */
3086 if (s_ptr->slevel > p_ptr->lev) continue;
3088 /* First set of spells */
3090 (p_ptr->spell_forgotten1 & (1L << j)) :
3091 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3093 /* No longer forgotten */
3096 p_ptr->spell_forgotten1 &= ~(1L << j);
3097 which = p_ptr->realm1;
3101 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3102 which = p_ptr->realm2;
3105 /* Known once more */
3108 p_ptr->spell_learned1 |= (1L << j);
3109 which = p_ptr->realm1;
3113 p_ptr->spell_learned2 |= (1L << (j - 32));
3114 which = p_ptr->realm2;
3118 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3120 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3124 /* One less can be learned */
3125 p_ptr->new_spells--;
3131 if (p_ptr->realm2 == REALM_NONE)
3133 /* Count spells that can be learned */
3134 for (j = 0; j < 32; j++)
3136 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3137 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3139 /* Skip spells we cannot remember */
3140 if (s_ptr->slevel > p_ptr->lev) continue;
3142 /* Skip spells we already know */
3143 if (p_ptr->spell_learned1 & (1L << j))
3152 if ((p_ptr->new_spells > k) &&
3153 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3155 p_ptr->new_spells = (s16b)k;
3159 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3161 /* Spell count changed */
3162 if (p_ptr->old_spells != p_ptr->new_spells)
3164 /* Message if needed */
3165 if (p_ptr->new_spells)
3168 if (p_ptr->new_spells < 10) {
3169 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3172 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3175 msg_format("You can learn %d more %s%s.",
3176 p_ptr->new_spells, p,
3177 (p_ptr->new_spells != 1) ? "s" : "");
3182 /* Save the new_spells value */
3183 p_ptr->old_spells = p_ptr->new_spells;
3185 /* Redraw Study Status */
3186 p_ptr->redraw |= (PR_STUDY);
3188 /* Redraw object recall */
3189 p_ptr->window |= (PW_OBJECT);
3194 * @brief プレイヤーの最大MPを計算する /
3195 * Calculate maximum mana. You do not need to know any spells.
3196 * Note that mana is lowered by heavy (or inappropriate) armor.
3199 * This function induces status messages.
3201 static void calc_mana(void)
3203 int msp, levels, cur_wgt, max_wgt;
3208 /* Hack -- Must be literate */
3209 if (!mp_ptr->spell_book) return;
3211 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3212 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3213 (p_ptr->pclass == CLASS_BLUE_MAGE))
3215 levels = p_ptr->lev;
3219 if (mp_ptr->spell_first > p_ptr->lev)
3224 /* Display mana later */
3225 p_ptr->redraw |= (PR_MANA);
3229 /* Extract "effective" player level */
3230 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3233 if (p_ptr->pclass == CLASS_SAMURAI)
3235 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3236 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3240 /* Extract total mana */
3241 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3243 /* Hack -- usually add one mana */
3246 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3248 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3250 /* Hack: High mages have a 25% mana bonus */
3251 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3253 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3256 /* Only mages are affected */
3257 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3259 BIT_FLAGS flgs[TR_FLAG_SIZE];
3261 /* Assume player is not encumbered by gloves */
3262 p_ptr->cumber_glove = FALSE;
3264 /* Get the gloves */
3265 o_ptr = &inventory[INVEN_HANDS];
3267 /* Examine the gloves */
3268 object_flags(o_ptr, flgs);
3270 /* Normal gloves hurt mage-type spells */
3272 !(have_flag(flgs, TR_FREE_ACT)) &&
3273 !(have_flag(flgs, TR_DEC_MANA)) &&
3274 !(have_flag(flgs, TR_EASY_SPELL)) &&
3275 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3276 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3279 p_ptr->cumber_glove = TRUE;
3282 msp = (3 * msp) / 4;
3287 /* Assume player not encumbered by armor */
3288 p_ptr->cumber_armor = FALSE;
3290 /* Weigh the armor */
3292 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3293 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3294 cur_wgt += inventory[INVEN_BODY].weight;
3295 cur_wgt += inventory[INVEN_HEAD].weight;
3296 cur_wgt += inventory[INVEN_OUTER].weight;
3297 cur_wgt += inventory[INVEN_HANDS].weight;
3298 cur_wgt += inventory[INVEN_FEET].weight;
3300 /* Subtract a percentage of maximum mana. */
3301 switch (p_ptr->pclass)
3303 /* For these classes, mana is halved if armour
3304 * is 30 pounds over their weight limit. */
3306 case CLASS_HIGH_MAGE:
3307 case CLASS_BLUE_MAGE:
3309 case CLASS_FORCETRAINER:
3310 case CLASS_SORCERER:
3312 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3313 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3317 /* Mana halved if armour is 40 pounds over weight limit. */
3322 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3323 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3327 case CLASS_MINDCRAFTER:
3328 case CLASS_BEASTMASTER:
3329 case CLASS_MIRROR_MASTER:
3331 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3332 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3336 /* Mana halved if armour is 50 pounds over weight limit. */
3339 case CLASS_RED_MAGE:
3340 case CLASS_WARRIOR_MAGE:
3342 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3343 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3347 /* Mana halved if armour is 60 pounds over weight limit. */
3349 case CLASS_CHAOS_WARRIOR:
3351 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3352 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3356 /* For new classes created, but not yet added to this formula. */
3363 /* Determine the weight allowance */
3364 max_wgt = mp_ptr->spell_weight;
3366 /* Heavy armor penalizes mana by a percentage. -LM- */
3367 if ((cur_wgt - max_wgt) > 0)
3370 p_ptr->cumber_armor = TRUE;
3372 /* Subtract a percentage of maximum mana. */
3373 switch (p_ptr->pclass)
3375 /* For these classes, mana is halved if armour
3376 * is 30 pounds over their weight limit. */
3378 case CLASS_HIGH_MAGE:
3379 case CLASS_BLUE_MAGE:
3381 msp -= msp * (cur_wgt - max_wgt) / 600;
3385 /* Mana halved if armour is 40 pounds over weight limit. */
3387 case CLASS_MINDCRAFTER:
3388 case CLASS_BEASTMASTER:
3390 case CLASS_FORCETRAINER:
3392 case CLASS_MIRROR_MASTER:
3394 msp -= msp * (cur_wgt - max_wgt) / 800;
3398 case CLASS_SORCERER:
3400 msp -= msp * (cur_wgt - max_wgt) / 900;
3404 /* Mana halved if armour is 50 pounds over weight limit. */
3408 case CLASS_RED_MAGE:
3410 msp -= msp * (cur_wgt - max_wgt) / 1000;
3414 /* Mana halved if armour is 60 pounds over weight limit. */
3416 case CLASS_CHAOS_WARRIOR:
3417 case CLASS_WARRIOR_MAGE:
3419 msp -= msp * (cur_wgt - max_wgt) / 1200;
3425 p_ptr->cumber_armor = FALSE;
3429 /* For new classes created, but not yet added to this formula. */
3432 msp -= msp * (cur_wgt - max_wgt) / 800;
3438 /* Mana can never be negative */
3439 if (msp < 0) msp = 0;
3442 /* Maximum mana has changed */
3443 if (p_ptr->msp != msp)
3445 /* Enforce maximum */
3446 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3449 p_ptr->csp_frac = 0;
3453 /* レベルアップの時は上昇量を表示する */
3454 if ((level_up == 1) && (msp > p_ptr->msp))
3456 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3462 /* Display mana later */
3463 p_ptr->redraw |= (PR_MANA);
3465 p_ptr->window |= (PW_PLAYER);
3466 p_ptr->window |= (PW_SPELL);
3470 /* Hack -- handle "xtra" mode */
3471 if (character_xtra) return;
3473 /* Take note when "glove state" changes */
3474 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3476 if (p_ptr->cumber_glove)
3478 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."));
3482 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."));
3486 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3490 /* Take note when "armor state" changes */
3491 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3493 if (p_ptr->cumber_armor)
3495 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."));
3499 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."));
3503 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3508 * @brief 装備中の射撃武器の威力倍率を返す /
3509 * calcurate the fire rate of target object
3510 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3511 * @return 射撃倍率の値(100で1.00倍)
3513 s16b calc_num_fire(object_type *o_ptr)
3515 int extra_shots = 0;
3518 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3520 BIT_FLAGS flgs[TR_FLAG_SIZE];
3522 /* Scan the usable inventory */
3523 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3525 q_ptr = &inventory[i];
3527 /* Skip non-objects */
3528 if (!q_ptr->k_idx) continue;
3530 /* Do not apply current equip */
3531 if (i == INVEN_BOW) continue;
3533 /* Extract the item flags */
3534 object_flags(q_ptr, flgs);
3537 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3540 object_flags(o_ptr, flgs);
3541 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3543 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3547 num += (extra_shots * 100);
3549 /* Hack -- Rangers love Bows */
3550 if ((p_ptr->pclass == CLASS_RANGER) &&
3551 (tval_ammo == TV_ARROW))
3553 num += (p_ptr->lev * 4);
3556 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3557 (tval_ammo == TV_ARROW))
3559 num += (p_ptr->lev * 3);
3562 if (p_ptr->pclass == CLASS_ARCHER)
3564 if (tval_ammo == TV_ARROW)
3565 num += ((p_ptr->lev * 5) + 50);
3566 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3567 num += (p_ptr->lev * 4);
3571 * Addendum -- also "Reward" high level warriors,
3572 * with _any_ missile weapon -- TY
3574 if (p_ptr->pclass == CLASS_WARRIOR &&
3575 (tval_ammo <= TV_BOLT) &&
3576 (tval_ammo >= TV_SHOT))
3578 num += (p_ptr->lev * 2);
3580 if ((p_ptr->pclass == CLASS_ROGUE) &&
3581 (tval_ammo == TV_SHOT))
3583 num += (p_ptr->lev * 4);
3590 * @brief プレイヤーの所持重量制限を計算する /
3591 * Computes current weight limit.
3594 WEIGHT weight_limit(void)
3598 /* Weight limit based only on strength */
3599 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3600 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3602 /* Return the result */
3607 * @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 /
3608 * @param i 判定する手のID(右手:0 左手:1)
3609 * @return 持っているならばTRUE
3611 bool has_melee_weapon(int i)
3613 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3617 * @brief プレイヤーの現在開いている手の状態を返す
3618 * @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。
3619 * @return 開いている手のビットフラグ
3621 BIT_FLAGS16 empty_hands(bool riding_control)
3623 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3625 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3626 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3628 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3630 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3631 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3639 * @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。
3640 * @return ペナルティが適用されるならばTRUE。
3642 bool heavy_armor(void)
3644 WEIGHT monk_arm_wgt = 0;
3646 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3648 /* Weight the armor */
3649 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3650 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3651 monk_arm_wgt += inventory[INVEN_BODY].weight;
3652 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3653 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3654 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3655 monk_arm_wgt += inventory[INVEN_FEET].weight;
3657 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3661 * @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"
3663 * @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。
3665 void update_creature(player_type *creature_ptr)
3667 if (!creature_ptr->update) return;
3669 /* Actually do auto-destroy */
3670 if (creature_ptr->update & (PU_AUTODESTROY))
3672 creature_ptr->update &= ~(PU_AUTODESTROY);
3673 autopick_delayed_alter();
3676 /* Combine the pack */
3677 if (creature_ptr->update & (PU_COMBINE))
3679 creature_ptr->update &= ~(PU_COMBINE);
3683 /* Reorder the pack */
3684 if (creature_ptr->update & (PU_REORDER))
3686 creature_ptr->update &= ~(PU_REORDER);
3690 if (creature_ptr->update & (PU_BONUS))
3692 creature_ptr->update &= ~(PU_BONUS);
3696 if (creature_ptr->update & (PU_TORCH))
3698 creature_ptr->update &= ~(PU_TORCH);
3702 if (creature_ptr->update & (PU_HP))
3704 creature_ptr->update &= ~(PU_HP);
3708 if (creature_ptr->update & (PU_MANA))
3710 creature_ptr->update &= ~(PU_MANA);
3714 if (creature_ptr->update & (PU_SPELLS))
3716 creature_ptr->update &= ~(PU_SPELLS);
3720 /* Character is not ready yet, no screen updates */
3721 if (!character_generated) return;
3723 /* Character is in "icky" mode, no screen updates */
3724 if (character_icky) return;
3726 if (creature_ptr->update & (PU_UN_LITE))
3728 creature_ptr->update &= ~(PU_UN_LITE);
3732 if (creature_ptr->update & (PU_UN_VIEW))
3734 creature_ptr->update &= ~(PU_UN_VIEW);
3738 if (creature_ptr->update & (PU_VIEW))
3740 creature_ptr->update &= ~(PU_VIEW);
3744 if (creature_ptr->update & (PU_LITE))
3746 creature_ptr->update &= ~(PU_LITE);
3751 if (creature_ptr->update & (PU_FLOW))
3753 creature_ptr->update &= ~(PU_FLOW);
3757 if (creature_ptr->update & (PU_DISTANCE))
3759 creature_ptr->update &= ~(PU_DISTANCE);
3761 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3762 /* creature_ptr->update &= ~(PU_MONSTERS); */
3764 update_monsters(TRUE);
3767 if (creature_ptr->update & (PU_MON_LITE))
3769 creature_ptr->update &= ~(PU_MON_LITE);
3774 * Mega-Hack -- Delayed visual update
3775 * Only used if update_view(), update_lite() or update_mon_lite() was called
3777 if (creature_ptr->update & (PU_DELAY_VIS))
3779 creature_ptr->update &= ~(PU_DELAY_VIS);
3780 delayed_visual_update();
3783 if (creature_ptr->update & (PU_MONSTERS))
3785 creature_ptr->update &= ~(PU_MONSTERS);
3786 update_monsters(FALSE);
3791 * @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
3792 * @return 魔道書を一冊も持っていないならTRUEを返す
3794 bool player_has_no_spellbooks(void)
3799 for (i = 0; i < INVEN_PACK; i++)
3801 o_ptr = &inventory[i];
3802 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3805 for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3808 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;