4 #include "player-move.h"
5 #include "player-status.h"
6 #include "player-effects.h"
7 #include "player-skill.h"
8 #include "player-race.h"
9 #include "player-class.h"
10 #include "player-personality.h"
12 #include "floor-events.h"
17 #include "spells-status.h"
19 #include "object-hook.h"
21 #include "monster-status.h"
22 #include "monsterrace-hook.h"
25 #include "realm-hex.h"
27 #include "cmd-spell.h"
29 #include "objectkind.h"
30 #include "monsterrace.h"
37 * @brief 能力値テーブル / Abbreviations of healthy stats
39 const concptr stat_names[6] =
42 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
44 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
50 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
52 const concptr stat_names_reduced[6] =
55 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
57 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
64 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
66 static concptr horror_desc[MAX_SAN_HORROR] =
122 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
124 static concptr funny_desc[MAX_SAN_FUNNY] =
185 * @var funny_comments
186 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
188 static concptr funny_comments[MAX_SAN_COMMENT] =
209 * @brief 基本必要経験値テーブル /
210 * Base experience levels, may be adjusted up for race and/or class
212 const s32b player_exp[PY_MAX_LEVEL] =
268 * @brief 基本必要強化値テーブル(アンドロイド専用)
270 const s32b player_exp_a[PY_MAX_LEVEL] =
326 * Return alignment title
328 concptr your_alignment(void)
330 if (p_ptr->align > 150) return _("大善", "Lawful");
331 else if (p_ptr->align > 50) return _("中善", "Good");
332 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
333 else if (p_ptr->align > -11) return _("中立", "Neutral");
334 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
335 else if (p_ptr->align > -151) return _("中悪", "Evil");
336 else return _("大悪", "Chaotic");
341 * Return proficiency level of weapons and misc. skills (except riding)
343 int weapon_exp_level(int weapon_exp)
345 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
346 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
347 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
348 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
349 else return EXP_LEVEL_MASTER;
354 * Return proficiency level of riding
356 int riding_exp_level(int riding_exp)
358 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
359 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
360 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
361 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
362 else return EXP_LEVEL_MASTER;
367 * Return proficiency level of spells
369 int spell_exp_level(int spell_exp)
371 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
372 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
373 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
374 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
375 else return EXP_LEVEL_MASTER;
379 * @brief プレイヤーの全ステータスを更新する /
380 * Calculate the players current "state", taking into account
381 * not only race/class intrinsics, but also objects being worn
382 * and temporary spell effects.
386 * See also calc_mana() and calc_hitpoints().
388 * Take note of the new "speed code", in particular, a very strong
389 * player will start slowing down as soon as he reaches 150 pounds,
390 * but not until he reaches 450 pounds will he be half as fast as
391 * a normal kobold. This both hurts and helps the player, hurts
392 * because in the old days a player could just avoid 300 pounds,
393 * and helps because now carrying 300 pounds is not very painful.
395 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
396 * damage, since that would affect non-combat things. These values
397 * are actually added in later, at the appropriate place.
399 * This function induces various "status" messages.
402 void calc_bonuses(void)
406 int default_hand = 0;
407 int empty_hands_status = empty_hands(TRUE);
410 BIT_FLAGS flgs[TR_FLAG_SIZE];
412 bool yoiyami = FALSE;
413 bool down_saving = FALSE;
416 bool have_dd_s = FALSE, have_dd_t = FALSE;
418 bool have_sw = FALSE, have_kabe = FALSE;
419 bool easy_2weapon = FALSE;
420 bool riding_levitation = FALSE;
421 OBJECT_IDX this_o_idx, next_o_idx = 0;
422 const player_race *tmp_rp_ptr;
424 /* Save the old vision stuff */
425 bool old_telepathy = p_ptr->telepathy;
426 bool old_esp_animal = p_ptr->esp_animal;
427 bool old_esp_undead = p_ptr->esp_undead;
428 bool old_esp_demon = p_ptr->esp_demon;
429 bool old_esp_orc = p_ptr->esp_orc;
430 bool old_esp_troll = p_ptr->esp_troll;
431 bool old_esp_giant = p_ptr->esp_giant;
432 bool old_esp_dragon = p_ptr->esp_dragon;
433 bool old_esp_human = p_ptr->esp_human;
434 bool old_esp_evil = p_ptr->esp_evil;
435 bool old_esp_good = p_ptr->esp_good;
436 bool old_esp_nonliving = p_ptr->esp_nonliving;
437 bool old_esp_unique = p_ptr->esp_unique;
438 bool old_see_inv = p_ptr->see_inv;
439 bool old_mighty_throw = p_ptr->mighty_throw;
441 /* Current feature under player. */
442 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
444 /* Save the old armor class */
445 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
446 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
449 /* Clear extra blows/shots */
450 extra_blows[0] = extra_blows[1] = 0;
452 /* Clear the stat modifiers */
453 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
456 /* Clear the Displayed/Real armor class */
457 p_ptr->dis_ac = p_ptr->ac = 0;
459 /* Clear the Displayed/Real Bonuses */
460 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
461 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
462 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
463 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
464 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
465 p_ptr->dis_to_a = p_ptr->to_a = 0;
469 p_ptr->to_m_chance = 0;
471 /* Clear the Extra Dice Bonuses */
472 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
473 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
475 /* Start with "normal" speed */
478 /* Start with a single blow per current_world_ptr->game_turn */
479 p_ptr->num_blow[0] = 1;
480 p_ptr->num_blow[1] = 1;
482 /* Start with a single shot per current_world_ptr->game_turn */
483 p_ptr->num_fire = 100;
485 /* Reset the "xtra" tval */
486 p_ptr->tval_xtra = 0;
488 /* Reset the "ammo" tval */
489 p_ptr->tval_ammo = 0;
491 /* Clear all the flags */
493 p_ptr->bless_blade = FALSE;
494 p_ptr->xtra_might = FALSE;
495 p_ptr->impact[0] = FALSE;
496 p_ptr->impact[1] = FALSE;
497 p_ptr->pass_wall = FALSE;
498 p_ptr->kill_wall = FALSE;
499 p_ptr->dec_mana = FALSE;
500 p_ptr->easy_spell = FALSE;
501 p_ptr->heavy_spell = FALSE;
502 p_ptr->see_inv = FALSE;
503 p_ptr->free_act = FALSE;
504 p_ptr->slow_digest = FALSE;
505 p_ptr->regenerate = FALSE;
506 p_ptr->can_swim = FALSE;
507 p_ptr->levitation = FALSE;
508 p_ptr->hold_exp = FALSE;
509 p_ptr->telepathy = FALSE;
510 p_ptr->esp_animal = FALSE;
511 p_ptr->esp_undead = FALSE;
512 p_ptr->esp_demon = FALSE;
513 p_ptr->esp_orc = FALSE;
514 p_ptr->esp_troll = FALSE;
515 p_ptr->esp_giant = FALSE;
516 p_ptr->esp_dragon = FALSE;
517 p_ptr->esp_human = FALSE;
518 p_ptr->esp_evil = FALSE;
519 p_ptr->esp_good = FALSE;
520 p_ptr->esp_nonliving = FALSE;
521 p_ptr->esp_unique = FALSE;
523 p_ptr->sustain_str = FALSE;
524 p_ptr->sustain_int = FALSE;
525 p_ptr->sustain_wis = FALSE;
526 p_ptr->sustain_con = FALSE;
527 p_ptr->sustain_dex = FALSE;
528 p_ptr->sustain_chr = FALSE;
529 p_ptr->resist_acid = FALSE;
530 p_ptr->resist_elec = FALSE;
531 p_ptr->resist_fire = FALSE;
532 p_ptr->resist_cold = FALSE;
533 p_ptr->resist_pois = FALSE;
534 p_ptr->resist_conf = FALSE;
535 p_ptr->resist_sound = FALSE;
536 p_ptr->resist_lite = FALSE;
537 p_ptr->resist_dark = FALSE;
538 p_ptr->resist_chaos = FALSE;
539 p_ptr->resist_disen = FALSE;
540 p_ptr->resist_shard = FALSE;
541 p_ptr->resist_nexus = FALSE;
542 p_ptr->resist_blind = FALSE;
543 p_ptr->resist_neth = FALSE;
544 p_ptr->resist_time = FALSE;
545 p_ptr->resist_water = FALSE;
546 p_ptr->resist_fear = FALSE;
547 p_ptr->reflect = FALSE;
548 p_ptr->sh_fire = FALSE;
549 p_ptr->sh_elec = FALSE;
550 p_ptr->sh_cold = FALSE;
551 p_ptr->anti_magic = FALSE;
552 p_ptr->anti_tele = FALSE;
553 p_ptr->warning = FALSE;
554 p_ptr->mighty_throw = FALSE;
555 p_ptr->see_nocto = FALSE;
557 p_ptr->immune_acid = FALSE;
558 p_ptr->immune_elec = FALSE;
559 p_ptr->immune_fire = FALSE;
560 p_ptr->immune_cold = FALSE;
562 p_ptr->ryoute = FALSE;
563 p_ptr->migite = FALSE;
564 p_ptr->hidarite = FALSE;
565 p_ptr->no_flowed = FALSE;
567 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
568 else tmp_rp_ptr = &race_info[p_ptr->prace];
570 /* Base infravision (purely racial) */
571 p_ptr->see_infra = tmp_rp_ptr->infra;
573 /* Base skill -- disarming */
574 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
576 /* Base skill -- magic devices */
577 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
579 /* Base skill -- saving throw */
580 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
582 /* Base skill -- stealth */
583 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
585 /* Base skill -- searching ability */
586 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
588 /* Base skill -- searching frequency */
589 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
591 /* Base skill -- combat (normal) */
592 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
594 /* Base skill -- combat (shooting) */
595 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
597 /* Base skill -- combat (throwing) */
598 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
600 /* Base skill -- digging */
601 p_ptr->skill_dig = 0;
603 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
604 if (has_melee_weapon(INVEN_LARM))
606 p_ptr->hidarite = TRUE;
607 if (!p_ptr->migite) default_hand = 1;
610 if (CAN_TWO_HANDS_WIELDING())
612 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
613 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
615 p_ptr->ryoute = TRUE;
617 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
618 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
620 p_ptr->ryoute = TRUE;
624 switch (p_ptr->pclass)
627 case CLASS_FORCETRAINER:
628 case CLASS_BERSERKER:
629 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
631 p_ptr->migite = TRUE;
632 p_ptr->ryoute = TRUE;
639 if (!p_ptr->migite && !p_ptr->hidarite)
641 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
642 else if (empty_hands_status == EMPTY_HAND_LARM)
644 p_ptr->hidarite = TRUE;
649 if (p_ptr->special_defense & KAMAE_MASK)
651 if (!(empty_hands_status & EMPTY_HAND_RARM))
653 set_action(ACTION_NONE);
657 switch (p_ptr->pclass)
660 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
661 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
664 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
666 case CLASS_CHAOS_WARRIOR:
667 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
668 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
670 case CLASS_MINDCRAFTER:
671 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
672 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
673 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
674 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
677 case CLASS_FORCETRAINER:
678 /* Unencumbered Monks become faster every 10 levels */
679 if (!(heavy_armor()))
681 if (!(prace_is_(RACE_KLACKON) ||
682 prace_is_(RACE_SPRITE) ||
683 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
684 new_speed += (p_ptr->lev) / 10;
686 /* Free action if unencumbered at level 25 */
688 p_ptr->free_act = TRUE;
693 p_ptr->dis_to_a -= 50;
696 p_ptr->resist_sound = TRUE;
699 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
701 case CLASS_BERSERKER:
703 p_ptr->sustain_str = TRUE;
704 p_ptr->sustain_dex = TRUE;
705 p_ptr->sustain_con = TRUE;
706 p_ptr->regenerate = TRUE;
707 p_ptr->free_act = TRUE;
709 if (p_ptr->lev > 29) new_speed++;
710 if (p_ptr->lev > 39) new_speed++;
711 if (p_ptr->lev > 44) new_speed++;
712 if (p_ptr->lev > 49) new_speed++;
713 p_ptr->to_a += 10 + p_ptr->lev / 2;
714 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
715 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
716 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
717 p_ptr->redraw |= PR_STATUS;
719 case CLASS_MIRROR_MASTER:
720 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
723 /* Unencumbered Ninjas become faster every 10 levels */
726 new_speed -= (p_ptr->lev) / 10;
727 p_ptr->skill_stl -= (p_ptr->lev) / 10;
729 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
730 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
733 if (!(prace_is_(RACE_KLACKON) ||
734 prace_is_(RACE_SPRITE) ||
735 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
736 new_speed += (p_ptr->lev) / 10;
737 p_ptr->skill_stl += (p_ptr->lev) / 10;
739 /* Free action if unencumbered at level 25 */
741 p_ptr->free_act = TRUE;
743 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
744 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
746 p_ptr->to_a += p_ptr->lev / 2 + 5;
747 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
749 p_ptr->slow_digest = TRUE;
750 p_ptr->resist_fear = TRUE;
751 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
752 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
753 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
756 p_ptr->oppose_pois = 1;
757 p_ptr->redraw |= PR_STATUS;
759 p_ptr->see_nocto = TRUE;
764 if (p_ptr->mimic_form)
766 switch (p_ptr->mimic_form)
769 p_ptr->hold_exp = TRUE;
770 p_ptr->resist_chaos = TRUE;
771 p_ptr->resist_neth = TRUE;
772 p_ptr->resist_fire = TRUE;
773 p_ptr->oppose_fire = 1;
774 p_ptr->see_inv = TRUE;
776 p_ptr->redraw |= PR_STATUS;
778 p_ptr->dis_to_a += 10;
780 case MIMIC_DEMON_LORD:
781 p_ptr->hold_exp = TRUE;
782 p_ptr->resist_chaos = TRUE;
783 p_ptr->resist_neth = TRUE;
784 p_ptr->immune_fire = TRUE;
785 p_ptr->resist_acid = TRUE;
786 p_ptr->resist_fire = TRUE;
787 p_ptr->resist_cold = TRUE;
788 p_ptr->resist_elec = TRUE;
789 p_ptr->resist_pois = TRUE;
790 p_ptr->resist_conf = TRUE;
791 p_ptr->resist_disen = TRUE;
792 p_ptr->resist_nexus = TRUE;
793 p_ptr->resist_fear = TRUE;
794 p_ptr->sh_fire = TRUE;
795 p_ptr->see_inv = TRUE;
796 p_ptr->telepathy = TRUE;
797 p_ptr->levitation = TRUE;
798 p_ptr->kill_wall = TRUE;
801 p_ptr->dis_to_a += 20;
804 p_ptr->resist_dark = TRUE;
805 p_ptr->hold_exp = TRUE;
806 p_ptr->resist_neth = TRUE;
807 p_ptr->resist_cold = TRUE;
808 p_ptr->resist_pois = TRUE;
809 p_ptr->see_inv = TRUE;
812 p_ptr->dis_to_a += 10;
813 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
819 switch (p_ptr->prace)
822 p_ptr->resist_lite = TRUE;
825 p_ptr->hold_exp = TRUE;
828 p_ptr->free_act = TRUE;
831 p_ptr->resist_blind = TRUE;
834 p_ptr->resist_dark = TRUE;
836 case RACE_HALF_TROLL:
837 p_ptr->sustain_str = TRUE;
841 /* High level trolls heal fast... */
842 p_ptr->regenerate = TRUE;
844 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
846 p_ptr->slow_digest = TRUE;
847 /* Let's not make Regeneration
848 * a disadvantage for the poor warriors who can
849 * never learn a spell that satisfies hunger (actually
850 * neither can rogues, but half-trolls are not
851 * supposed to play rogues) */
856 p_ptr->sustain_con = TRUE;
857 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
860 p_ptr->resist_lite = TRUE;
861 p_ptr->see_inv = TRUE;
864 p_ptr->resist_fear = TRUE;
867 p_ptr->resist_dark = TRUE;
868 p_ptr->sustain_str = TRUE;
870 case RACE_HALF_GIANT:
871 p_ptr->sustain_str = TRUE;
872 p_ptr->resist_shard = TRUE;
874 case RACE_HALF_TITAN:
875 p_ptr->resist_chaos = TRUE;
878 p_ptr->resist_sound = TRUE;
881 p_ptr->resist_acid = TRUE;
882 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
885 p_ptr->resist_conf = TRUE;
886 p_ptr->resist_acid = TRUE;
888 /* Klackons become faster */
889 new_speed += (p_ptr->lev) / 10;
892 p_ptr->resist_pois = TRUE;
895 p_ptr->resist_disen = TRUE;
896 p_ptr->resist_dark = TRUE;
899 p_ptr->resist_dark = TRUE;
900 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
903 p_ptr->levitation = TRUE;
904 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
905 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
906 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
907 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
908 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
910 case RACE_MIND_FLAYER:
911 p_ptr->sustain_int = TRUE;
912 p_ptr->sustain_wis = TRUE;
913 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
914 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
917 p_ptr->resist_fire = TRUE;
918 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
921 p_ptr->slow_digest = TRUE;
922 p_ptr->free_act = TRUE;
923 p_ptr->see_inv = TRUE;
924 p_ptr->resist_pois = TRUE;
925 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
928 p_ptr->resist_shard = TRUE;
929 p_ptr->hold_exp = TRUE;
930 p_ptr->see_inv = TRUE;
931 p_ptr->resist_pois = TRUE;
932 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
935 p_ptr->resist_neth = TRUE;
936 p_ptr->hold_exp = TRUE;
937 p_ptr->see_inv = TRUE;
938 p_ptr->resist_pois = TRUE;
939 p_ptr->slow_digest = TRUE;
940 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
943 p_ptr->resist_dark = TRUE;
944 p_ptr->hold_exp = TRUE;
945 p_ptr->resist_neth = TRUE;
946 p_ptr->resist_cold = TRUE;
947 p_ptr->resist_pois = TRUE;
948 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
951 p_ptr->levitation = TRUE;
952 p_ptr->free_act = TRUE;
953 p_ptr->resist_neth = TRUE;
954 p_ptr->hold_exp = TRUE;
955 p_ptr->see_inv = TRUE;
956 p_ptr->resist_pois = TRUE;
957 p_ptr->slow_digest = TRUE;
958 p_ptr->resist_cold = TRUE;
959 p_ptr->pass_wall = TRUE;
960 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
963 p_ptr->levitation = TRUE;
964 p_ptr->resist_lite = TRUE;
966 /* Sprites become faster */
967 new_speed += (p_ptr->lev) / 10;
970 p_ptr->resist_conf = TRUE;
971 p_ptr->resist_sound = TRUE;
974 /* Ents dig like maniacs, but only with their hands. */
975 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
976 p_ptr->skill_dig += p_ptr->lev * 10;
977 /* Ents get tougher and stronger as they age, but lose dexterity. */
978 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
979 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
980 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
982 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
983 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
984 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
986 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
987 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
988 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
991 p_ptr->levitation = TRUE;
992 p_ptr->see_inv = TRUE;
995 p_ptr->resist_fire = TRUE;
996 p_ptr->resist_neth = TRUE;
997 p_ptr->hold_exp = TRUE;
998 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1001 p_ptr->oppose_fire = 1;
1002 p_ptr->redraw |= PR_STATUS;
1006 p_ptr->sustain_con = TRUE;
1009 p_ptr->levitation = TRUE;
1012 p_ptr->resist_conf = TRUE;
1015 p_ptr->slow_digest = TRUE;
1016 p_ptr->free_act = TRUE;
1017 p_ptr->resist_pois = TRUE;
1018 p_ptr->hold_exp = TRUE;
1021 p_ptr->resist_water = TRUE;
1029 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1031 p_ptr->see_inv = TRUE;
1032 p_ptr->free_act = TRUE;
1033 p_ptr->slow_digest = TRUE;
1034 p_ptr->regenerate = TRUE;
1035 p_ptr->levitation = TRUE;
1036 p_ptr->hold_exp = TRUE;
1037 p_ptr->telepathy = TRUE;
1039 p_ptr->sustain_str = TRUE;
1040 p_ptr->sustain_int = TRUE;
1041 p_ptr->sustain_wis = TRUE;
1042 p_ptr->sustain_con = TRUE;
1043 p_ptr->sustain_dex = TRUE;
1044 p_ptr->sustain_chr = TRUE;
1045 p_ptr->resist_acid = TRUE;
1046 p_ptr->resist_elec = TRUE;
1047 p_ptr->resist_fire = TRUE;
1048 p_ptr->resist_cold = TRUE;
1049 p_ptr->resist_pois = TRUE;
1050 p_ptr->resist_conf = TRUE;
1051 p_ptr->resist_sound = TRUE;
1052 p_ptr->resist_lite = TRUE;
1053 p_ptr->resist_dark = TRUE;
1054 p_ptr->resist_chaos = TRUE;
1055 p_ptr->resist_disen = TRUE;
1056 p_ptr->resist_shard = TRUE;
1057 p_ptr->resist_nexus = TRUE;
1058 p_ptr->resist_blind = TRUE;
1059 p_ptr->resist_neth = TRUE;
1060 p_ptr->resist_fear = TRUE;
1061 p_ptr->reflect = TRUE;
1062 p_ptr->sh_fire = TRUE;
1063 p_ptr->sh_elec = TRUE;
1064 p_ptr->sh_cold = TRUE;
1066 p_ptr->dis_to_a += 100;
1068 /* Temporary shield */
1069 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1072 p_ptr->dis_to_a += 50;
1075 if (p_ptr->tim_res_nether)
1077 p_ptr->resist_neth = TRUE;
1079 if (p_ptr->tim_sh_fire)
1081 p_ptr->sh_fire = TRUE;
1083 if (p_ptr->tim_res_time)
1085 p_ptr->resist_time = TRUE;
1089 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1091 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1092 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1093 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1095 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1097 p_ptr->to_m_chance += 5;
1098 p_ptr->resist_conf = TRUE;
1102 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1104 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1106 p_ptr->resist_blind = TRUE;
1107 p_ptr->resist_conf = TRUE;
1108 p_ptr->hold_exp = TRUE;
1109 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1111 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1112 /* Munchkin become faster */
1113 new_speed += (p_ptr->lev) / 10 + 5;
1116 if (music_singing(MUSIC_WALL))
1118 p_ptr->kill_wall = TRUE;
1121 /* Hack -- apply racial/class stat maxes */
1122 /* Apply the racial modifiers */
1123 for (i = 0; i < A_MAX; i++)
1125 /* Modify the stats for "race" */
1126 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1130 /* I'm adding the mutations here for the lack of a better place... */
1133 /* Hyper Strength */
1134 if (p_ptr->muta3 & MUT3_HYPER_STR)
1136 p_ptr->stat_add[A_STR] += 4;
1140 if (p_ptr->muta3 & MUT3_PUNY)
1142 p_ptr->stat_add[A_STR] -= 4;
1145 /* Living computer */
1146 if (p_ptr->muta3 & MUT3_HYPER_INT)
1148 p_ptr->stat_add[A_INT] += 4;
1149 p_ptr->stat_add[A_WIS] += 4;
1153 if (p_ptr->muta3 & MUT3_MORONIC)
1155 p_ptr->stat_add[A_INT] -= 4;
1156 p_ptr->stat_add[A_WIS] -= 4;
1159 if (p_ptr->muta3 & MUT3_RESILIENT)
1161 p_ptr->stat_add[A_CON] += 4;
1164 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1166 p_ptr->stat_add[A_CON] += 2;
1170 if (p_ptr->muta3 & MUT3_ALBINO)
1172 p_ptr->stat_add[A_CON] -= 4;
1175 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1177 p_ptr->stat_add[A_CON] -= 2;
1178 p_ptr->stat_add[A_CHR] -= 1;
1179 p_ptr->regenerate = FALSE;
1180 /* Cancel innate regeneration */
1183 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1185 p_ptr->stat_add[A_CHR] -= 4;
1188 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1190 p_ptr->stat_add[A_CHR] -= 1;
1193 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1195 p_ptr->skill_fos += 15;
1196 p_ptr->skill_srh += 15;
1199 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1201 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1204 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1206 p_ptr->skill_stl -= 3;
1209 if (p_ptr->muta3 & MUT3_INFRAVIS)
1211 p_ptr->see_infra += 3;
1214 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1219 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1224 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1226 p_ptr->sh_elec = TRUE;
1229 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1231 p_ptr->sh_fire = TRUE;
1235 if (p_ptr->muta3 & MUT3_WART_SKIN)
1237 p_ptr->stat_add[A_CHR] -= 2;
1239 p_ptr->dis_to_a += 5;
1242 if (p_ptr->muta3 & MUT3_SCALES)
1244 p_ptr->stat_add[A_CHR] -= 1;
1246 p_ptr->dis_to_a += 10;
1249 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1251 p_ptr->stat_add[A_DEX] -= 1;
1253 p_ptr->dis_to_a += 25;
1256 if (p_ptr->muta3 & MUT3_WINGS)
1258 p_ptr->levitation = TRUE;
1261 if (p_ptr->muta3 & MUT3_FEARLESS)
1263 p_ptr->resist_fear = TRUE;
1266 if (p_ptr->muta3 & MUT3_REGEN)
1268 p_ptr->regenerate = TRUE;
1271 if (p_ptr->muta3 & MUT3_ESP)
1273 p_ptr->telepathy = TRUE;
1276 if (p_ptr->muta3 & MUT3_LIMBER)
1278 p_ptr->stat_add[A_DEX] += 3;
1281 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1283 p_ptr->stat_add[A_DEX] -= 3;
1286 if (p_ptr->muta3 & MUT3_MOTION)
1288 p_ptr->free_act = TRUE;
1289 p_ptr->skill_stl += 1;
1292 if (p_ptr->muta3 & MUT3_ILL_NORM)
1294 p_ptr->stat_add[A_CHR] = 0;
1298 if (p_ptr->tsuyoshi)
1300 p_ptr->stat_add[A_STR] += 4;
1301 p_ptr->stat_add[A_CON] += 4;
1304 /* Scan the usable p_ptr->inventory_list */
1305 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1307 int bonus_to_h, bonus_to_d;
1308 o_ptr = &p_ptr->inventory_list[i];
1309 if (!o_ptr->k_idx) continue;
1311 object_flags(o_ptr, flgs);
1313 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1314 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1317 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1318 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1319 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1320 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1321 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1322 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1324 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1326 /* Affect stealth */
1327 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1329 /* Affect searching ability (factor of five) */
1330 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1332 /* Affect searching frequency (factor of five) */
1333 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1335 /* Affect infravision */
1336 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1338 /* Affect digging (factor of 20) */
1339 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1342 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1345 if (have_flag(flgs, TR_BLOWS))
1347 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1348 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1349 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1352 /* Hack -- cause earthquakes */
1353 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1356 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1357 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1358 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1359 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1360 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1361 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1362 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1363 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1364 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1365 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1366 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1367 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1368 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1369 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1370 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1371 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1372 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1373 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1374 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1375 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1376 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1377 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1378 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1379 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1380 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1381 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1382 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1383 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1384 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1385 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1386 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1387 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1388 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1389 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1390 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1392 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1393 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1394 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1395 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1396 if (have_flag(flgs, TR_WARNING)) {
1397 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1398 p_ptr->warning = TRUE;
1401 if (have_flag(flgs, TR_TELEPORT))
1403 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1406 concptr insc = quark_str(o_ptr->inscription);
1408 if (o_ptr->inscription && my_strchr(insc, '.'))
1411 * {.} will stop random teleportation.
1416 /* Controlled random teleportation */
1417 p_ptr->cursed |= TRC_TELEPORT_SELF;
1422 /* Immunity flags */
1423 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1424 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1425 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1426 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1428 /* Resistance flags */
1429 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1430 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1431 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1432 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1433 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1434 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1435 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1436 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1437 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1438 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1439 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1440 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1441 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1442 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1443 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1444 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1446 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1447 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1448 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1449 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1450 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1451 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1454 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1455 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1456 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1457 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1458 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1459 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1461 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1462 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1463 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1464 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1465 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1466 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1467 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1469 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1471 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1473 p_ptr->to_m_chance += 10;
1477 p_ptr->to_m_chance += 3;
1481 if (o_ptr->tval == TV_CAPTURE) continue;
1483 /* Modify the base armor class */
1484 p_ptr->ac += o_ptr->ac;
1486 /* The base armor class is always known */
1487 p_ptr->dis_ac += o_ptr->ac;
1489 /* Apply the bonuses to armor class */
1490 p_ptr->to_a += o_ptr->to_a;
1492 /* Apply the mental bonuses to armor class, if known */
1493 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1495 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1497 int slot = i - INVEN_RARM;
1500 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1502 p_ptr->to_h[slot] -= 15;
1503 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1507 p_ptr->to_h[slot] -= 5;
1508 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1513 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1515 p_ptr->to_h_b -= 15;
1516 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1521 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1526 if (o_ptr->curse_flags & TRC_LOW_AC)
1528 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1531 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1536 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1540 /* Hack -- do not apply "weapon" bonuses */
1541 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1542 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1544 /* Hack -- do not apply "bow" bonuses */
1545 if (i == INVEN_BOW) continue;
1547 bonus_to_h = o_ptr->to_h;
1548 bonus_to_d = o_ptr->to_d;
1550 if (p_ptr->pclass == CLASS_NINJA)
1552 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1553 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1556 /* To Bow and Natural attack */
1558 /* Apply the bonuses to hit/damage */
1559 p_ptr->to_h_b += (s16b)bonus_to_h;
1560 p_ptr->to_h_m += (s16b)bonus_to_h;
1561 p_ptr->to_d_m += (s16b)bonus_to_d;
1563 /* Apply the mental bonuses tp hit/damage, if known */
1564 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1567 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1569 /* Apply the bonuses to hit/damage */
1570 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1571 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1573 /* Apply the mental bonuses tp hit/damage, if known */
1574 if (object_is_known(o_ptr))
1576 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1577 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1580 else if (p_ptr->migite && p_ptr->hidarite)
1582 /* Apply the bonuses to hit/damage */
1583 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1584 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1585 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1586 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1588 /* Apply the mental bonuses tp hit/damage, if known */
1589 if (object_is_known(o_ptr))
1591 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1592 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1593 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1594 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1599 /* Apply the bonuses to hit/damage */
1600 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1601 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1603 /* Apply the mental bonuses to hit/damage, if known */
1604 if (object_is_known(o_ptr))
1606 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1607 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1612 /* Shield skill bonus */
1613 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1615 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1616 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1619 if (old_mighty_throw != p_ptr->mighty_throw)
1621 /* Redraw average damege display of Shuriken */
1622 p_ptr->window |= PW_INVEN;
1625 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1627 /* Monks get extra ac for armour _not worn_ */
1628 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1630 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1632 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1633 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1635 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1637 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1638 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1640 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1642 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1643 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1645 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1647 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1648 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1650 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1652 p_ptr->to_a += (p_ptr->lev / 2);
1653 p_ptr->dis_to_a += (p_ptr->lev / 2);
1655 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1657 p_ptr->to_a += (p_ptr->lev / 3);
1658 p_ptr->dis_to_a += (p_ptr->lev / 3);
1660 if (p_ptr->special_defense & KAMAE_BYAKKO)
1662 p_ptr->stat_add[A_STR] += 2;
1663 p_ptr->stat_add[A_DEX] += 2;
1664 p_ptr->stat_add[A_CON] -= 3;
1666 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1669 else if (p_ptr->special_defense & KAMAE_GENBU)
1671 p_ptr->stat_add[A_INT] -= 1;
1672 p_ptr->stat_add[A_WIS] -= 1;
1673 p_ptr->stat_add[A_DEX] -= 2;
1674 p_ptr->stat_add[A_CON] += 3;
1676 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1678 p_ptr->stat_add[A_STR] -= 2;
1679 p_ptr->stat_add[A_INT] += 1;
1680 p_ptr->stat_add[A_WIS] += 1;
1681 p_ptr->stat_add[A_DEX] += 2;
1682 p_ptr->stat_add[A_CON] -= 2;
1686 if (p_ptr->special_defense & KATA_KOUKIJIN)
1688 for (i = 0; i < A_MAX; i++)
1689 p_ptr->stat_add[i] += 5;
1691 p_ptr->dis_to_a -= 50;
1694 /* Hack -- aura of fire also provides light */
1695 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1697 /* Golems also get an intrinsic AC bonus */
1698 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1700 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1701 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1705 if (p_ptr->realm1 == REALM_HEX)
1707 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1708 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1709 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1710 if (hex_spelling(HEX_BUILDING))
1712 p_ptr->stat_add[A_STR] += 4;
1713 p_ptr->stat_add[A_DEX] += 4;
1714 p_ptr->stat_add[A_CON] += 4;
1716 if (hex_spelling(HEX_DEMON_AURA))
1718 p_ptr->sh_fire = TRUE;
1719 p_ptr->regenerate = TRUE;
1721 if (hex_spelling(HEX_ICE_ARMOR))
1723 p_ptr->sh_cold = TRUE;
1725 p_ptr->dis_to_a += 30;
1727 if (hex_spelling(HEX_SHOCK_CLOAK))
1729 p_ptr->sh_elec = TRUE;
1732 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1734 ARMOUR_CLASS ac = 0;
1735 o_ptr = &p_ptr->inventory_list[i];
1736 if (!o_ptr->k_idx) continue;
1737 if (!object_is_armour(o_ptr)) continue;
1738 if (!object_is_cursed(o_ptr)) continue;
1740 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1741 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1742 p_ptr->to_a += (s16b)ac;
1743 p_ptr->dis_to_a += (s16b)ac;
1747 /* Calculate stats */
1748 for (i = 0; i < A_MAX; i++)
1752 /* Extract the new "stat_use" value for the stat */
1753 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1755 /* Notice changes */
1756 if (p_ptr->stat_top[i] != top)
1758 /* Save the new value */
1759 p_ptr->stat_top[i] = (s16b)top;
1760 p_ptr->redraw |= (PR_STATS);
1761 p_ptr->window |= (PW_PLAYER);
1765 /* Extract the new "stat_use" value for the stat */
1766 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1768 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1770 /* 10 to 18/90 charisma, guaranteed, based on level */
1771 if (use < 8 + 2 * p_ptr->lev)
1773 use = 8 + 2 * p_ptr->lev;
1777 /* Notice changes */
1778 if (p_ptr->stat_use[i] != use)
1780 /* Save the new value */
1781 p_ptr->stat_use[i] = (s16b)use;
1782 p_ptr->redraw |= (PR_STATS);
1783 p_ptr->window |= (PW_PLAYER);
1787 /* Values: 3, 4, ..., 17 */
1788 if (use <= 18) ind = (use - 3);
1790 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1791 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1793 /* Range: 18/220+ */
1796 /* Notice changes */
1797 if (p_ptr->stat_ind[i] != ind)
1799 /* Save the new index */
1800 p_ptr->stat_ind[i] = (s16b)ind;
1802 /* Change in CON affects Hitpoints */
1805 p_ptr->update |= (PU_HP);
1808 /* Change in INT may affect Mana/Spells */
1809 else if (i == A_INT)
1811 if (mp_ptr->spell_stat == A_INT)
1813 p_ptr->update |= (PU_MANA | PU_SPELLS);
1817 /* Change in WIS may affect Mana/Spells */
1818 else if (i == A_WIS)
1820 if (mp_ptr->spell_stat == A_WIS)
1822 p_ptr->update |= (PU_MANA | PU_SPELLS);
1826 /* Change in WIS may affect Mana/Spells */
1827 else if (i == A_CHR)
1829 if (mp_ptr->spell_stat == A_CHR)
1831 p_ptr->update |= (PU_MANA | PU_SPELLS);
1835 p_ptr->window |= (PW_PLAYER);
1840 /* Apply temporary "stun" */
1841 if (p_ptr->stun > 50)
1843 p_ptr->to_h[0] -= 20;
1844 p_ptr->to_h[1] -= 20;
1845 p_ptr->to_h_b -= 20;
1846 p_ptr->to_h_m -= 20;
1847 p_ptr->dis_to_h[0] -= 20;
1848 p_ptr->dis_to_h[1] -= 20;
1849 p_ptr->dis_to_h_b -= 20;
1850 p_ptr->to_d[0] -= 20;
1851 p_ptr->to_d[1] -= 20;
1852 p_ptr->to_d_m -= 20;
1853 p_ptr->dis_to_d[0] -= 20;
1854 p_ptr->dis_to_d[1] -= 20;
1856 else if (p_ptr->stun)
1858 p_ptr->to_h[0] -= 5;
1859 p_ptr->to_h[1] -= 5;
1862 p_ptr->dis_to_h[0] -= 5;
1863 p_ptr->dis_to_h[1] -= 5;
1864 p_ptr->dis_to_h_b -= 5;
1865 p_ptr->to_d[0] -= 5;
1866 p_ptr->to_d[1] -= 5;
1868 p_ptr->dis_to_d[0] -= 5;
1869 p_ptr->dis_to_d[1] -= 5;
1873 if (p_ptr->wraith_form)
1875 p_ptr->reflect = TRUE;
1876 p_ptr->pass_wall = TRUE;
1879 if (p_ptr->kabenuke)
1881 p_ptr->pass_wall = TRUE;
1884 /* Temporary blessing */
1888 p_ptr->dis_to_a += 5;
1889 p_ptr->to_h[0] += 10;
1890 p_ptr->to_h[1] += 10;
1891 p_ptr->to_h_b += 10;
1892 p_ptr->to_h_m += 10;
1893 p_ptr->dis_to_h[0] += 10;
1894 p_ptr->dis_to_h[1] += 10;
1895 p_ptr->dis_to_h_b += 10;
1898 if (p_ptr->magicdef)
1900 p_ptr->resist_blind = TRUE;
1901 p_ptr->resist_conf = TRUE;
1902 p_ptr->reflect = TRUE;
1903 p_ptr->free_act = TRUE;
1904 p_ptr->levitation = TRUE;
1907 /* Temporary "Hero" */
1910 p_ptr->to_h[0] += 12;
1911 p_ptr->to_h[1] += 12;
1912 p_ptr->to_h_b += 12;
1913 p_ptr->to_h_m += 12;
1914 p_ptr->dis_to_h[0] += 12;
1915 p_ptr->dis_to_h[1] += 12;
1916 p_ptr->dis_to_h_b += 12;
1919 /* Temporary "Beserk" */
1922 p_ptr->to_h[0] += 12;
1923 p_ptr->to_h[1] += 12;
1924 p_ptr->to_h_b -= 12;
1925 p_ptr->to_h_m += 12;
1926 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1927 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1928 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1929 p_ptr->dis_to_h[0] += 12;
1930 p_ptr->dis_to_h[1] += 12;
1931 p_ptr->dis_to_h_b -= 12;
1932 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1933 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1935 p_ptr->dis_to_a -= 10;
1936 p_ptr->skill_stl -= 7;
1937 p_ptr->skill_dev -= 20;
1938 p_ptr->skill_sav -= 30;
1939 p_ptr->skill_srh -= 15;
1940 p_ptr->skill_fos -= 15;
1941 p_ptr->skill_tht -= 20;
1942 p_ptr->skill_dig += 30;
1945 /* Temporary "fast" */
1951 /* Temporary "slow" */
1957 /* Temporary "telepathy" */
1960 p_ptr->telepathy = TRUE;
1963 if (p_ptr->ele_immune)
1965 if (p_ptr->special_defense & DEFENSE_ACID)
1966 p_ptr->immune_acid = TRUE;
1967 else if (p_ptr->special_defense & DEFENSE_ELEC)
1968 p_ptr->immune_elec = TRUE;
1969 else if (p_ptr->special_defense & DEFENSE_FIRE)
1970 p_ptr->immune_fire = TRUE;
1971 else if (p_ptr->special_defense & DEFENSE_COLD)
1972 p_ptr->immune_cold = TRUE;
1975 /* Temporary see invisible */
1976 if (p_ptr->tim_invis)
1978 p_ptr->see_inv = TRUE;
1981 /* Temporary infravision boost */
1982 if (p_ptr->tim_infra)
1984 p_ptr->see_infra += 3;
1987 /* Temporary regeneration boost */
1988 if (p_ptr->tim_regen)
1990 p_ptr->regenerate = TRUE;
1993 /* Temporary levitation */
1994 if (p_ptr->tim_levitation)
1996 p_ptr->levitation = TRUE;
1999 /* Temporary reflection */
2000 if (p_ptr->tim_reflect)
2002 p_ptr->reflect = TRUE;
2005 /* Hack -- Hero/Shero -> Res fear */
2006 if (IS_HERO() || p_ptr->shero)
2008 p_ptr->resist_fear = TRUE;
2012 /* Hack -- Telepathy Change */
2013 if (p_ptr->telepathy != old_telepathy)
2015 p_ptr->update |= (PU_MONSTERS);
2018 if ((p_ptr->esp_animal != old_esp_animal) ||
2019 (p_ptr->esp_undead != old_esp_undead) ||
2020 (p_ptr->esp_demon != old_esp_demon) ||
2021 (p_ptr->esp_orc != old_esp_orc) ||
2022 (p_ptr->esp_troll != old_esp_troll) ||
2023 (p_ptr->esp_giant != old_esp_giant) ||
2024 (p_ptr->esp_dragon != old_esp_dragon) ||
2025 (p_ptr->esp_human != old_esp_human) ||
2026 (p_ptr->esp_evil != old_esp_evil) ||
2027 (p_ptr->esp_good != old_esp_good) ||
2028 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2029 (p_ptr->esp_unique != old_esp_unique))
2031 p_ptr->update |= (PU_MONSTERS);
2034 /* Hack -- See Invis Change */
2035 if (p_ptr->see_inv != old_see_inv)
2037 p_ptr->update |= (PU_MONSTERS);
2040 /* Bloating slows the player down (a little) */
2041 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2043 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2045 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2046 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2048 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2049 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2052 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2054 int penalty1, penalty2;
2055 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2056 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2057 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2059 penalty1 = penalty1 / 2 - 5;
2060 penalty2 = penalty2 / 2 - 5;
2063 p_ptr->dis_to_a += 10;
2067 if (penalty1 > 0) penalty1 /= 2;
2068 if (penalty2 > 0) penalty2 /= 2;
2070 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2072 penalty1 = MAX(0, penalty1 - 10);
2073 penalty2 = MAX(0, penalty2 - 10);
2075 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2077 penalty1 = MIN(0, penalty1);
2078 penalty2 = MIN(0, penalty2);
2080 p_ptr->dis_to_a += 10;
2084 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2086 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2089 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2090 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2091 p_ptr->to_h[0] -= (s16b)penalty1;
2092 p_ptr->to_h[1] -= (s16b)penalty2;
2093 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2094 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2097 /* Extract the current weight (in tenth pounds) */
2098 j = p_ptr->total_weight;
2102 /* Extract the "weight limit" (in tenth pounds) */
2103 i = (int)weight_limit();
2107 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2108 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2109 SPEED speed = riding_m_ptr->mspeed;
2111 if (riding_m_ptr->mspeed > 110)
2113 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2114 if (new_speed < 110) new_speed = 110;
2120 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2121 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2122 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2123 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2124 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2126 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2127 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2129 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;
2131 /* Extract the "weight limit" */
2132 i = 1500 + riding_r_ptr->level * 25;
2135 /* Apply "encumbrance" from weight */
2136 if (j > i) new_speed -= ((j - i) / (i / 5));
2138 /* Searching slows the player down */
2139 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2142 if (p_ptr->prace == RACE_MERFOLK)
2144 if (have_flag(f_ptr->flags, FF_WATER))
2146 new_speed += (2 + p_ptr->lev / 10);
2148 else if (!p_ptr->levitation)
2155 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2156 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2157 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2158 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2159 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2160 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2161 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2162 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2163 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2164 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2165 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2166 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2167 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2169 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2170 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2171 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2172 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2173 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2174 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2175 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2176 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2177 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2178 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2181 /* Obtain the "hold" value */
2182 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2185 /* Examine the "current bow" */
2186 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2188 /* It is hard to carholdry a heavy bow */
2189 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2190 if (p_ptr->heavy_shoot)
2192 /* Hard to wield a heavy bow */
2193 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2194 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2197 /* Compute "extra shots" if needed */
2200 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2202 /* Apply special flags */
2203 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2206 p_ptr->num_fire = calc_num_fire(o_ptr);
2208 /* Snipers love Cross bows */
2209 if ((p_ptr->pclass == CLASS_SNIPER) &&
2210 (p_ptr->tval_ammo == TV_BOLT))
2212 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2213 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2218 if (p_ptr->ryoute) hold *= 2;
2220 for (i = 0; i < 2; i++)
2222 /* Examine the "main weapon" */
2223 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2225 object_flags(o_ptr, flgs);
2227 /* Assume not heavy */
2228 p_ptr->heavy_wield[i] = FALSE;
2229 p_ptr->icky_wield[i] = FALSE;
2230 p_ptr->riding_wield[i] = FALSE;
2232 if (!has_melee_weapon(INVEN_RARM + i))
2234 p_ptr->num_blow[i] = 1;
2237 /* It is hard to hold a heavy weapon */
2238 if (hold < o_ptr->weight / 10)
2240 /* Hard to wield a heavy weapon */
2241 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2242 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2245 p_ptr->heavy_wield[i] = TRUE;
2247 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2249 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2252 p_ptr->dis_to_a += 5;
2255 /* Normal weapons */
2256 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2258 int str_index, dex_index;
2260 int num = 0, wgt = 0, mul = 0, div = 0;
2262 /* Analyze the class */
2263 switch (p_ptr->pclass)
2266 num = 6; wgt = 70; mul = 5; break;
2268 case CLASS_BERSERKER:
2269 num = 6; wgt = 70; mul = 7; break;
2272 case CLASS_HIGH_MAGE:
2273 case CLASS_BLUE_MAGE:
2274 num = 3; wgt = 100; mul = 2; break;
2277 case CLASS_MAGIC_EATER:
2278 case CLASS_MINDCRAFTER:
2279 num = 5; wgt = 100; mul = 3; break;
2282 num = 5; wgt = 40; mul = 3; break;
2285 num = 5; wgt = 70; mul = 4; break;
2289 num = 5; wgt = 70; mul = 4; break;
2292 num = 5; wgt = 150; mul = 5; break;
2294 case CLASS_WARRIOR_MAGE:
2295 case CLASS_RED_MAGE:
2296 num = 5; wgt = 70; mul = 3; break;
2298 case CLASS_CHAOS_WARRIOR:
2299 num = 5; wgt = 70; mul = 4; break;
2302 num = 5; wgt = 60; mul = 3; break;
2305 num = 4; wgt = 100; mul = 3; break;
2307 case CLASS_IMITATOR:
2308 num = 5; wgt = 70; mul = 4; break;
2310 case CLASS_BEASTMASTER:
2311 num = 5; wgt = 70; mul = 3; break;
2314 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2315 else { num = 5; wgt = 100; mul = 3; }
2318 case CLASS_SORCERER:
2319 num = 1; wgt = 1; mul = 1; break;
2324 num = 4; wgt = 70; mul = 2; break;
2326 case CLASS_FORCETRAINER:
2327 num = 4; wgt = 60; mul = 2; break;
2329 case CLASS_MIRROR_MASTER:
2330 num = 3; wgt = 100; mul = 3; break;
2333 num = 4; wgt = 20; mul = 1; break;
2336 /* Hex - extra mights gives +1 bonus to max blows */
2337 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2339 /* Enforce a minimum "weight" (tenth pounds) */
2340 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2342 /* Access the strength vs weight */
2343 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2345 if (p_ptr->ryoute && !omoi) str_index++;
2346 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2349 if (str_index > 11) str_index = 11;
2351 /* Index by dexterity */
2352 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2355 if (dex_index > 11) dex_index = 11;
2357 /* Use the blows table */
2358 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2361 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2363 /* Add in the "bonus blows" */
2364 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2367 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2368 else if (p_ptr->pclass == CLASS_BERSERKER)
2370 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2372 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2374 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2376 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2379 /* Require at least one blow */
2380 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2382 /* Boost digging skill by weapon weight */
2383 p_ptr->skill_dig += (o_ptr->weight / 10);
2387 /* Priest weapon penalty for non-blessed edged weapons */
2388 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2389 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2391 /* Reduce the real bonuses */
2392 p_ptr->to_h[i] -= 2;
2393 p_ptr->to_d[i] -= 2;
2395 /* Reduce the mental bonuses */
2396 p_ptr->dis_to_h[i] -= 2;
2397 p_ptr->dis_to_d[i] -= 2;
2400 p_ptr->icky_wield[i] = TRUE;
2402 else if (p_ptr->pclass == CLASS_BERSERKER)
2404 p_ptr->to_h[i] += p_ptr->lev / 5;
2405 p_ptr->to_d[i] += p_ptr->lev / 6;
2406 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2407 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2408 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2410 p_ptr->to_h[i] += p_ptr->lev / 5;
2411 p_ptr->to_d[i] += p_ptr->lev / 6;
2412 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2413 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2416 else if (p_ptr->pclass == CLASS_SORCERER)
2418 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2420 /* Reduce the real bonuses */
2421 p_ptr->to_h[i] -= 200;
2422 p_ptr->to_d[i] -= 200;
2424 /* Reduce the mental bonuses */
2425 p_ptr->dis_to_h[i] -= 200;
2426 p_ptr->dis_to_d[i] -= 200;
2429 p_ptr->icky_wield[i] = TRUE;
2433 /* Reduce the real bonuses */
2434 p_ptr->to_h[i] -= 30;
2435 p_ptr->to_d[i] -= 10;
2437 /* Reduce the mental bonuses */
2438 p_ptr->dis_to_h[i] -= 30;
2439 p_ptr->dis_to_d[i] -= 10;
2443 if (p_ptr->realm1 == REALM_HEX)
2445 if (object_is_cursed(o_ptr))
2447 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2448 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2449 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2450 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2451 if (hex_spelling(HEX_RUNESWORD))
2453 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2454 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2455 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2461 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2463 p_ptr->to_h[i] += 15;
2464 p_ptr->dis_to_h[i] += 15;
2465 p_ptr->to_dd[i] += 2;
2467 else if (!(have_flag(flgs, TR_RIDING)))
2470 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2476 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2478 if (penalty < 30) penalty = 30;
2480 p_ptr->to_h[i] -= (s16b)penalty;
2481 p_ptr->dis_to_h[i] -= (s16b)penalty;
2484 p_ptr->riding_wield[i] = TRUE;
2493 p_ptr->riding_ryoute = FALSE;
2495 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2496 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2498 switch (p_ptr->pclass)
2501 case CLASS_FORCETRAINER:
2502 case CLASS_BERSERKER:
2503 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2504 p_ptr->riding_ryoute = TRUE;
2509 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2511 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2515 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2517 if (penalty < 30) penalty = 30;
2519 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2520 p_ptr->to_h_b -= (s16b)penalty;
2521 p_ptr->dis_to_h_b -= (s16b)penalty;
2524 /* Different calculation for monks with empty hands */
2525 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2526 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2528 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2529 p_ptr->num_blow[0] = 0;
2531 if (p_ptr->pclass == CLASS_FORCETRAINER)
2533 if (blow_base > 18) p_ptr->num_blow[0]++;
2534 if (blow_base > 31) p_ptr->num_blow[0]++;
2535 if (blow_base > 44) p_ptr->num_blow[0]++;
2536 if (blow_base > 58) p_ptr->num_blow[0]++;
2539 p_ptr->to_d[0] += P_PTR_KI / 5;
2540 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2545 if (blow_base > 12) p_ptr->num_blow[0]++;
2546 if (blow_base > 22) p_ptr->num_blow[0]++;
2547 if (blow_base > 31) p_ptr->num_blow[0]++;
2548 if (blow_base > 39) p_ptr->num_blow[0]++;
2549 if (blow_base > 46) p_ptr->num_blow[0]++;
2550 if (blow_base > 53) p_ptr->num_blow[0]++;
2551 if (blow_base > 59) p_ptr->num_blow[0]++;
2554 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2555 p_ptr->num_blow[0] /= 2;
2558 p_ptr->to_h[0] += (p_ptr->lev / 3);
2559 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2561 p_ptr->to_d[0] += (p_ptr->lev / 6);
2562 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2565 if (p_ptr->special_defense & KAMAE_BYAKKO)
2568 p_ptr->dis_to_a -= 40;
2571 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2574 p_ptr->dis_to_a -= 50;
2575 p_ptr->resist_acid = TRUE;
2576 p_ptr->resist_fire = TRUE;
2577 p_ptr->resist_elec = TRUE;
2578 p_ptr->resist_cold = TRUE;
2579 p_ptr->resist_pois = TRUE;
2580 p_ptr->sh_fire = TRUE;
2581 p_ptr->sh_elec = TRUE;
2582 p_ptr->sh_cold = TRUE;
2583 p_ptr->levitation = TRUE;
2585 else if (p_ptr->special_defense & KAMAE_GENBU)
2587 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2588 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2589 p_ptr->reflect = TRUE;
2590 p_ptr->num_blow[0] -= 2;
2591 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2592 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2594 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2596 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2597 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2599 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2600 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2601 p_ptr->num_blow[0] /= 2;
2602 p_ptr->levitation = TRUE;
2605 p_ptr->num_blow[0] += 1 + extra_blows[0];
2608 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2610 p_ptr->monk_armour_aux = FALSE;
2614 p_ptr->monk_armour_aux = TRUE;
2617 for (i = 0; i < 2; i++)
2619 if (has_melee_weapon(INVEN_RARM + i))
2621 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2622 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2624 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2625 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2626 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2628 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2630 p_ptr->to_h[i] -= 40;
2631 p_ptr->dis_to_h[i] -= 40;
2632 p_ptr->icky_wield[i] = TRUE;
2635 else if (p_ptr->pclass == CLASS_NINJA)
2637 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2639 p_ptr->to_h[i] -= 40;
2640 p_ptr->dis_to_h[i] -= 40;
2641 p_ptr->icky_wield[i] = TRUE;
2642 p_ptr->num_blow[i] /= 2;
2643 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2649 /* Maximum speed is (+99). (internally it's 110 + 99) */
2650 /* Temporary lightspeed forces to be maximum speed */
2651 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2656 /* Minimum speed is (-99). (internally it's 110 - 99) */
2657 if (new_speed < 11) new_speed = 11;
2659 /* Display the speed (if needed) */
2660 if (p_ptr->pspeed != (byte)new_speed)
2662 p_ptr->pspeed = (byte)new_speed;
2663 p_ptr->redraw |= (PR_SPEED);
2668 if (p_ptr->to_a > (0 - p_ptr->ac))
2669 p_ptr->to_a = 0 - p_ptr->ac;
2670 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2671 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2674 /* Redraw armor (if needed) */
2675 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2677 p_ptr->redraw |= (PR_ARMOR);
2678 p_ptr->window |= (PW_PLAYER);
2681 if (p_ptr->ryoute && !omoi)
2683 int bonus_to_h = 0, bonus_to_d = 0;
2684 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2685 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);
2687 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2688 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2689 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2690 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2693 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;
2695 /* Affect Skill -- stealth (bonus one) */
2696 p_ptr->skill_stl += 1;
2698 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2700 /* Affect Skill -- disarming (DEX and INT) */
2701 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2702 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2704 /* Affect Skill -- magic devices (INT) */
2705 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2707 /* Affect Skill -- saving throw (WIS) */
2708 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2710 /* Affect Skill -- digging (STR) */
2711 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2713 /* Affect Skill -- disarming (Level, by Class) */
2714 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2716 /* Affect Skill -- magic devices (Level, by Class) */
2717 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2719 /* Affect Skill -- saving throw (Level, by Class) */
2720 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2722 /* Affect Skill -- stealth (Level, by Class) */
2723 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2725 /* Affect Skill -- search ability (Level, by Class) */
2726 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2728 /* Affect Skill -- search frequency (Level, by Class) */
2729 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2731 /* Affect Skill -- combat (normal) (Level, by Class) */
2732 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2734 /* Affect Skill -- combat (shooting) (Level, by Class) */
2735 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2737 /* Affect Skill -- combat (throwing) (Level, by Class) */
2738 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2741 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2743 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2744 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2747 /* Limit Skill -- stealth from 0 to 30 */
2748 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2749 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2751 /* Limit Skill -- digging from 1 up */
2752 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2754 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2756 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2758 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;
2760 if (down_saving) p_ptr->skill_sav /= 2;
2762 /* Hack -- Each elemental immunity includes resistance */
2763 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2764 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2765 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2766 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2769 /* Hack -- handle "xtra" mode */
2770 if (current_world_ptr->character_xtra) return;
2772 /* Take note when "heavy bow" changes */
2773 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2775 if (p_ptr->heavy_shoot)
2777 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."));
2779 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2781 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."));
2785 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."));
2789 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2792 for (i = 0; i < 2; i++)
2794 /* Take note when "heavy weapon" changes */
2795 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2797 if (p_ptr->heavy_wield[i])
2799 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."));
2801 else if (has_melee_weapon(INVEN_RARM + i))
2803 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2805 else if (p_ptr->heavy_wield[1 - i])
2807 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2811 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."));
2815 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2818 /* Take note when "heavy weapon" changes */
2819 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2821 if (p_ptr->riding_wield[i])
2823 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."));
2825 else if (!p_ptr->riding)
2827 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2829 else if (has_melee_weapon(INVEN_RARM + i))
2831 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2834 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2837 /* Take note when "illegal weapon" changes */
2838 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2840 if (p_ptr->icky_wield[i])
2842 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."));
2843 if (current_world_ptr->is_loading_now)
2845 chg_virtue(V_FAITH, -1);
2848 else if (has_melee_weapon(INVEN_RARM + i))
2850 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."));
2854 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."));
2858 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2862 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2864 if (p_ptr->riding_ryoute)
2867 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" : "");
2869 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2875 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" : "");
2877 msg_print("You began to control riding pet with one hand.");
2881 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2884 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2888 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."));
2889 if (current_world_ptr->is_loading_now)
2891 chg_virtue(V_HARMONY, -1);
2896 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2899 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2902 for (i = 0; i < INVEN_PACK; i++)
2905 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2906 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2908 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2909 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2912 for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2914 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2915 next_o_idx = o_ptr->next_o_idx;
2918 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2919 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2921 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2922 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2925 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2927 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2929 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2930 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2933 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)))
2935 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2936 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2939 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2941 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2942 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2945 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2947 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2948 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2953 static void calc_alignment(void)
2957 int i, j, neutral[2];
2959 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2961 monster_type *m_ptr;
2962 monster_race *r_ptr;
2963 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2964 if (!monster_is_valid(m_ptr)) continue;
2965 r_ptr = &r_info[m_ptr->r_idx];
2969 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2970 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2974 if (p_ptr->mimic_form)
2976 switch (p_ptr->mimic_form)
2979 p_ptr->align -= 200;
2981 case MIMIC_DEMON_LORD:
2982 p_ptr->align -= 200;
2988 switch (p_ptr->prace)
2991 p_ptr->align += 200;
2994 p_ptr->align -= 200;
2999 for (i = 0; i < 2; i++)
3001 if (has_melee_weapon(INVEN_RARM + i))
3003 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3007 /* Determine player alignment */
3008 for (i = 0, j = 0; i < 8; i++)
3010 switch (p_ptr->vir_types[i])
3013 p_ptr->align += p_ptr->virtues[i] * 2;
3023 p_ptr->align -= p_ptr->virtues[i];
3026 p_ptr->align += p_ptr->virtues[i];
3031 for (i = 0; i < j; i++)
3033 if (p_ptr->align > 0)
3035 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3036 if (p_ptr->align < 0) p_ptr->align = 0;
3038 else if (p_ptr->align < 0)
3040 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3041 if (p_ptr->align > 0) p_ptr->align = 0;
3047 * @brief プレイヤーの最大HPを計算する /
3048 * Calculate the players (maximal) hit points
3049 * Adjust current hitpoints if necessary
3053 static void calc_hitpoints(void)
3058 /* Un-inflate "half-hitpoint bonus per level" value */
3059 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3061 /* Calculate hitpoints */
3062 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3064 if (p_ptr->mimic_form)
3066 if (p_ptr->pclass == CLASS_SORCERER)
3067 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3069 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3070 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3073 if (p_ptr->pclass == CLASS_SORCERER)
3075 if (p_ptr->lev < 30)
3076 mhp = (mhp * (45 + p_ptr->lev) / 100);
3078 mhp = (mhp * 75 / 100);
3079 bonus = (bonus * 65 / 100);
3084 if (p_ptr->pclass == CLASS_BERSERKER)
3086 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3089 /* Always have at least one hitpoint per level */
3090 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3092 /* Factor in the hero / superhero settings */
3093 if (IS_HERO()) mhp += 10;
3094 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3095 if (p_ptr->tsuyoshi) mhp += 50;
3097 /* Factor in the hex spell settings */
3098 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3099 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3101 /* New maximum hitpoints */
3102 if (p_ptr->mhp != mhp)
3104 /* Enforce maximum */
3105 if (p_ptr->chp >= mhp)
3108 p_ptr->chp_frac = 0;
3112 /* レベルアップの時は上昇量を表示する */
3113 if ((level_up == 1) && (mhp > p_ptr->mhp))
3115 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3118 /* Save the new max-hitpoints */
3121 /* Display hitpoints (later) */
3122 p_ptr->redraw |= (PR_HP);
3123 p_ptr->window |= (PW_PLAYER);
3128 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3131 * SWD: Experimental modification: multiple light sources have additive effect.
3133 static void calc_torch(void)
3138 BIT_FLAGS flgs[TR_FLAG_SIZE];
3140 /* Assume no light */
3141 p_ptr->cur_lite = 0;
3143 /* Loop through all wielded items */
3144 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3146 o_ptr = &p_ptr->inventory_list[i];
3147 /* Skip empty slots */
3148 if (!o_ptr->k_idx) continue;
3150 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3153 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3155 if (o_ptr->tval == TV_LITE)
3157 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3158 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3161 object_flags(o_ptr, flgs);
3163 /* calc the lite_radius */
3166 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3167 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3168 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3169 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3170 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3171 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3172 p_ptr->cur_lite += rad;
3175 /* max radius is 14 (was 5) without rewriting other code -- */
3176 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3177 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3178 p_ptr->cur_lite = 1;
3181 * check if the player doesn't have light radius,
3182 * but does weakly glow as an intrinsic.
3184 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3186 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3187 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3189 /* end experimental mods */
3191 /* Notice changes in the "lite radius" */
3192 if (p_ptr->old_lite != p_ptr->cur_lite)
3194 /* Hack -- PU_MON_LITE for monsters' darkness */
3195 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3197 /* Remember the old lite */
3198 p_ptr->old_lite = p_ptr->cur_lite;
3200 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3201 set_superstealth(FALSE);
3206 * @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。 /
3207 * Calculate number of spells player should have, and forget,
3208 * or remember, spells until that number is properly reflected.
3211 * Note that this function induces various "status" messages,
3212 * which must be bypasses until the character is created.
3214 static void calc_spells(void)
3216 int i, j, k, levels;
3218 int num_boukyaku = 0;
3220 const magic_type *s_ptr;
3226 /* Hack -- must be literate */
3227 if (!mp_ptr->spell_book) return;
3229 /* Hack -- wait for creation */
3230 if (!current_world_ptr->character_generated) return;
3232 /* Hack -- handle "xtra" mode */
3233 if (current_world_ptr->character_xtra) return;
3235 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3237 p_ptr->new_spells = 0;
3241 p = spell_category_name(mp_ptr->spell_book);
3243 /* Determine the number of spells allowed */
3244 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3246 /* Hack -- no negative spells */
3247 if (levels < 0) levels = 0;
3249 /* Extract total allowed spells */
3250 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3252 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3256 if (p_ptr->pclass == CLASS_SAMURAI)
3260 else if (p_ptr->realm2 == REALM_NONE)
3262 num_allowed = (num_allowed + 1) / 2;
3263 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3265 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3267 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3271 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3274 /* Count the number of spells we know */
3275 for (j = 0; j < 64; j++)
3277 /* Count known spells */
3279 (p_ptr->spell_forgotten1 & (1L << j)) :
3280 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3286 /* See how many spells we must forget or may learn */
3287 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3289 /* Forget spells which are too hard */
3290 for (i = 63; i >= 0; i--)
3292 /* Efficiency -- all done */
3293 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3295 /* Access the spell */
3296 j = p_ptr->spell_order[i];
3298 /* Skip non-spells */
3299 if (j >= 99) continue;
3303 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3306 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3308 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3311 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3313 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3315 /* Skip spells we are allowed to know */
3316 if (s_ptr->slevel <= p_ptr->lev) continue;
3320 (p_ptr->spell_learned1 & (1L << j)) :
3321 (p_ptr->spell_learned2 & (1L << (j - 32))))
3323 /* Mark as forgotten */
3326 p_ptr->spell_forgotten1 |= (1L << j);
3327 which = p_ptr->realm1;
3331 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3332 which = p_ptr->realm2;
3335 /* No longer known */
3338 p_ptr->spell_learned1 &= ~(1L << j);
3339 which = p_ptr->realm1;
3343 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3344 which = p_ptr->realm2;
3348 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3350 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3354 /* One more can be learned */
3355 p_ptr->new_spells++;
3360 /* Forget spells if we know too many spells */
3361 for (i = 63; i >= 0; i--)
3363 /* Stop when possible */
3364 if (p_ptr->new_spells >= 0) break;
3366 /* Efficiency -- all done */
3367 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3369 /* Get the (i+1)th spell learned */
3370 j = p_ptr->spell_order[i];
3372 /* Skip unknown spells */
3373 if (j >= 99) continue;
3375 /* Forget it (if learned) */
3377 (p_ptr->spell_learned1 & (1L << j)) :
3378 (p_ptr->spell_learned2 & (1L << (j - 32))))
3380 /* Mark as forgotten */
3383 p_ptr->spell_forgotten1 |= (1L << j);
3384 which = p_ptr->realm1;
3388 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3389 which = p_ptr->realm2;
3392 /* No longer known */
3395 p_ptr->spell_learned1 &= ~(1L << j);
3396 which = p_ptr->realm1;
3400 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3401 which = p_ptr->realm2;
3405 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3407 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3411 /* One more can be learned */
3412 p_ptr->new_spells++;
3417 /* Check for spells to remember */
3418 for (i = 0; i < 64; i++)
3420 /* None left to remember */
3421 if (p_ptr->new_spells <= 0) break;
3423 /* Efficiency -- all done */
3424 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3426 /* Get the next spell we learned */
3427 j = p_ptr->spell_order[i];
3429 /* Skip unknown spells */
3432 /* Access the spell */
3433 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3436 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3438 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3441 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3443 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3445 /* Skip spells we cannot remember */
3446 if (s_ptr->slevel > p_ptr->lev) continue;
3448 /* First set of spells */
3450 (p_ptr->spell_forgotten1 & (1L << j)) :
3451 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3453 /* No longer forgotten */
3456 p_ptr->spell_forgotten1 &= ~(1L << j);
3457 which = p_ptr->realm1;
3461 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3462 which = p_ptr->realm2;
3465 /* Known once more */
3468 p_ptr->spell_learned1 |= (1L << j);
3469 which = p_ptr->realm1;
3473 p_ptr->spell_learned2 |= (1L << (j - 32));
3474 which = p_ptr->realm2;
3478 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3480 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3484 /* One less can be learned */
3485 p_ptr->new_spells--;
3491 if (p_ptr->realm2 == REALM_NONE)
3493 /* Count spells that can be learned */
3494 for (j = 0; j < 32; j++)
3496 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3497 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3499 /* Skip spells we cannot remember */
3500 if (s_ptr->slevel > p_ptr->lev) continue;
3502 /* Skip spells we already know */
3503 if (p_ptr->spell_learned1 & (1L << j))
3512 if ((p_ptr->new_spells > k) &&
3513 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3515 p_ptr->new_spells = (s16b)k;
3519 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3521 /* Spell count changed */
3522 if (p_ptr->old_spells != p_ptr->new_spells)
3524 /* Message if needed */
3525 if (p_ptr->new_spells)
3528 if (p_ptr->new_spells < 10) {
3529 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3532 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3535 msg_format("You can learn %d more %s%s.",
3536 p_ptr->new_spells, p,
3537 (p_ptr->new_spells != 1) ? "s" : "");
3542 /* Save the new_spells value */
3543 p_ptr->old_spells = p_ptr->new_spells;
3545 /* Redraw Study Status */
3546 p_ptr->redraw |= (PR_STUDY);
3548 /* Redraw object recall */
3549 p_ptr->window |= (PW_OBJECT);
3554 * @brief プレイヤーの最大MPを計算する /
3555 * Calculate maximum mana. You do not need to know any spells.
3556 * Note that mana is lowered by heavy (or inappropriate) armor.
3559 * This function induces status messages.
3561 static void calc_mana(void)
3563 int msp, levels, cur_wgt, max_wgt;
3568 /* Hack -- Must be literate */
3569 if (!mp_ptr->spell_book) return;
3571 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3572 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3573 (p_ptr->pclass == CLASS_BLUE_MAGE))
3575 levels = p_ptr->lev;
3579 if (mp_ptr->spell_first > p_ptr->lev)
3584 /* Display mana later */
3585 p_ptr->redraw |= (PR_MANA);
3589 /* Extract "effective" player level */
3590 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3593 if (p_ptr->pclass == CLASS_SAMURAI)
3595 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3596 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3600 /* Extract total mana */
3601 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3603 /* Hack -- usually add one mana */
3606 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3608 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3610 /* Hack: High mages have a 25% mana bonus */
3611 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3613 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3616 /* Only mages are affected */
3617 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3619 BIT_FLAGS flgs[TR_FLAG_SIZE];
3621 /* Assume player is not encumbered by gloves */
3622 p_ptr->cumber_glove = FALSE;
3624 /* Get the gloves */
3625 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3627 /* Examine the gloves */
3628 object_flags(o_ptr, flgs);
3630 /* Normal gloves hurt mage-type spells */
3632 !(have_flag(flgs, TR_FREE_ACT)) &&
3633 !(have_flag(flgs, TR_DEC_MANA)) &&
3634 !(have_flag(flgs, TR_EASY_SPELL)) &&
3635 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3636 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3639 p_ptr->cumber_glove = TRUE;
3642 msp = (3 * msp) / 4;
3647 /* Assume player not encumbered by armor */
3648 p_ptr->cumber_armor = FALSE;
3650 /* Weigh the armor */
3652 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3653 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3654 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3655 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3656 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3657 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3658 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3660 /* Subtract a percentage of maximum mana. */
3661 switch (p_ptr->pclass)
3663 /* For these classes, mana is halved if armour
3664 * is 30 pounds over their weight limit. */
3666 case CLASS_HIGH_MAGE:
3667 case CLASS_BLUE_MAGE:
3669 case CLASS_FORCETRAINER:
3670 case CLASS_SORCERER:
3672 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3673 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3677 /* Mana halved if armour is 40 pounds over weight limit. */
3682 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3683 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3687 case CLASS_MINDCRAFTER:
3688 case CLASS_BEASTMASTER:
3689 case CLASS_MIRROR_MASTER:
3691 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3692 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3696 /* Mana halved if armour is 50 pounds over weight limit. */
3699 case CLASS_RED_MAGE:
3700 case CLASS_WARRIOR_MAGE:
3702 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3703 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3707 /* Mana halved if armour is 60 pounds over weight limit. */
3709 case CLASS_CHAOS_WARRIOR:
3711 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3712 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3716 /* For new classes created, but not yet added to this formula. */
3723 /* Determine the weight allowance */
3724 max_wgt = mp_ptr->spell_weight;
3726 /* Heavy armor penalizes mana by a percentage. -LM- */
3727 if ((cur_wgt - max_wgt) > 0)
3730 p_ptr->cumber_armor = TRUE;
3732 /* Subtract a percentage of maximum mana. */
3733 switch (p_ptr->pclass)
3735 /* For these classes, mana is halved if armour
3736 * is 30 pounds over their weight limit. */
3738 case CLASS_HIGH_MAGE:
3739 case CLASS_BLUE_MAGE:
3741 msp -= msp * (cur_wgt - max_wgt) / 600;
3745 /* Mana halved if armour is 40 pounds over weight limit. */
3747 case CLASS_MINDCRAFTER:
3748 case CLASS_BEASTMASTER:
3750 case CLASS_FORCETRAINER:
3752 case CLASS_MIRROR_MASTER:
3754 msp -= msp * (cur_wgt - max_wgt) / 800;
3758 case CLASS_SORCERER:
3760 msp -= msp * (cur_wgt - max_wgt) / 900;
3764 /* Mana halved if armour is 50 pounds over weight limit. */
3768 case CLASS_RED_MAGE:
3770 msp -= msp * (cur_wgt - max_wgt) / 1000;
3774 /* Mana halved if armour is 60 pounds over weight limit. */
3776 case CLASS_CHAOS_WARRIOR:
3777 case CLASS_WARRIOR_MAGE:
3779 msp -= msp * (cur_wgt - max_wgt) / 1200;
3785 p_ptr->cumber_armor = FALSE;
3789 /* For new classes created, but not yet added to this formula. */
3792 msp -= msp * (cur_wgt - max_wgt) / 800;
3798 /* Mana can never be negative */
3799 if (msp < 0) msp = 0;
3802 /* Maximum mana has changed */
3803 if (p_ptr->msp != msp)
3805 /* Enforce maximum */
3806 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3809 p_ptr->csp_frac = 0;
3813 /* レベルアップの時は上昇量を表示する */
3814 if ((level_up == 1) && (msp > p_ptr->msp))
3816 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3822 /* Display mana later */
3823 p_ptr->redraw |= (PR_MANA);
3824 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3828 /* Hack -- handle "xtra" mode */
3829 if (current_world_ptr->character_xtra) return;
3831 /* Take note when "glove state" changes */
3832 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3834 if (p_ptr->cumber_glove)
3836 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."));
3840 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."));
3844 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3848 /* Take note when "armor state" changes */
3849 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3851 if (p_ptr->cumber_armor)
3853 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."));
3857 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."));
3861 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3866 * @brief 装備中の射撃武器の威力倍率を返す /
3867 * calcurate the fire rate of target object
3868 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3869 * @return 射撃倍率の値(100で1.00倍)
3871 s16b calc_num_fire(object_type *o_ptr)
3873 int extra_shots = 0;
3876 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3878 BIT_FLAGS flgs[TR_FLAG_SIZE];
3880 /* Scan the usable p_ptr->inventory_list */
3881 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3883 q_ptr = &p_ptr->inventory_list[i];
3884 if (!q_ptr->k_idx) continue;
3886 /* Do not apply current equip */
3887 if (i == INVEN_BOW) continue;
3889 object_flags(q_ptr, flgs);
3892 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3895 object_flags(o_ptr, flgs);
3896 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3898 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3902 num += (extra_shots * 100);
3904 /* Hack -- Rangers love Bows */
3905 if ((p_ptr->pclass == CLASS_RANGER) &&
3906 (tval_ammo == TV_ARROW))
3908 num += (p_ptr->lev * 4);
3911 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3912 (tval_ammo == TV_ARROW))
3914 num += (p_ptr->lev * 3);
3917 if (p_ptr->pclass == CLASS_ARCHER)
3919 if (tval_ammo == TV_ARROW)
3920 num += ((p_ptr->lev * 5) + 50);
3921 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3922 num += (p_ptr->lev * 4);
3926 * Addendum -- also "Reward" high level warriors,
3927 * with _any_ missile weapon -- TY
3929 if (p_ptr->pclass == CLASS_WARRIOR &&
3930 (tval_ammo <= TV_BOLT) &&
3931 (tval_ammo >= TV_SHOT))
3933 num += (p_ptr->lev * 2);
3935 if ((p_ptr->pclass == CLASS_ROGUE) &&
3936 (tval_ammo == TV_SHOT))
3938 num += (p_ptr->lev * 4);
3945 * @brief プレイヤーの所持重量制限を計算する /
3946 * Computes current weight limit.
3949 WEIGHT weight_limit(void)
3953 /* Weight limit based only on strength */
3954 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3955 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3957 /* Return the result */
3962 * @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 /
3963 * @param i 判定する手のID(右手:0 左手:1)
3964 * @return 持っているならばTRUE
3966 bool has_melee_weapon(int i)
3968 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3972 * @brief プレイヤーの現在開いている手の状態を返す
3973 * @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。
3974 * @return 開いている手のビットフラグ
3976 BIT_FLAGS16 empty_hands(bool riding_control)
3978 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3980 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3981 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3983 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3985 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3986 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3994 * @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。
3995 * @return ペナルティが適用されるならばTRUE。
3997 bool heavy_armor(void)
3999 WEIGHT monk_arm_wgt = 0;
4001 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
4003 /* Weight the armor */
4004 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
4005 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
4006 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
4007 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
4008 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
4009 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
4010 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
4012 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
4016 * @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"
4018 * @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。
4020 void update_creature(player_type *creature_ptr)
4022 if (!creature_ptr->update) return;
4024 /* Actually do auto-destroy */
4025 if (creature_ptr->update & (PU_AUTODESTROY))
4027 creature_ptr->update &= ~(PU_AUTODESTROY);
4028 autopick_delayed_alter();
4030 if (creature_ptr->update & (PU_COMBINE))
4032 creature_ptr->update &= ~(PU_COMBINE);
4036 /* Reorder the pack */
4037 if (creature_ptr->update & (PU_REORDER))
4039 creature_ptr->update &= ~(PU_REORDER);
4043 if (creature_ptr->update & (PU_BONUS))
4045 creature_ptr->update &= ~(PU_BONUS);
4050 if (creature_ptr->update & (PU_TORCH))
4052 creature_ptr->update &= ~(PU_TORCH);
4056 if (creature_ptr->update & (PU_HP))
4058 creature_ptr->update &= ~(PU_HP);
4062 if (creature_ptr->update & (PU_MANA))
4064 creature_ptr->update &= ~(PU_MANA);
4068 if (creature_ptr->update & (PU_SPELLS))
4070 creature_ptr->update &= ~(PU_SPELLS);
4074 /* Character is not ready yet, no screen updates */
4075 if (!current_world_ptr->character_generated) return;
4077 /* Character is in "icky" mode, no screen updates */
4078 if (current_world_ptr->character_icky) return;
4080 if (creature_ptr->update & (PU_UN_LITE))
4082 creature_ptr->update &= ~(PU_UN_LITE);
4086 if (creature_ptr->update & (PU_UN_VIEW))
4088 creature_ptr->update &= ~(PU_UN_VIEW);
4092 if (creature_ptr->update & (PU_VIEW))
4094 creature_ptr->update &= ~(PU_VIEW);
4098 if (creature_ptr->update & (PU_LITE))
4100 creature_ptr->update &= ~(PU_LITE);
4105 if (creature_ptr->update & (PU_FLOW))
4107 creature_ptr->update &= ~(PU_FLOW);
4111 if (creature_ptr->update & (PU_DISTANCE))
4113 creature_ptr->update &= ~(PU_DISTANCE);
4115 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4116 /* creature_ptr->update &= ~(PU_MONSTERS); */
4118 update_monsters(TRUE);
4121 if (creature_ptr->update & (PU_MON_LITE))
4123 creature_ptr->update &= ~(PU_MON_LITE);
4128 * Mega-Hack -- Delayed visual update
4129 * Only used if update_view(), update_lite() or update_mon_lite() was called
4131 if (creature_ptr->update & (PU_DELAY_VIS))
4133 creature_ptr->update &= ~(PU_DELAY_VIS);
4134 delayed_visual_update();
4137 if (creature_ptr->update & (PU_MONSTERS))
4139 creature_ptr->update &= ~(PU_MONSTERS);
4140 update_monsters(FALSE);
4145 * @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
4146 * @return 魔道書を一冊も持っていないならTRUEを返す
4148 bool player_has_no_spellbooks(void)
4153 for (i = 0; i < INVEN_PACK; i++)
4155 o_ptr = &p_ptr->inventory_list[i];
4156 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4159 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4161 o_ptr = ¤t_floor_ptr->o_list[i];
4162 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4168 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4170 creature_ptr->energy_use = (ENERGY)need_cost;
4173 void free_turn(player_type *creature_ptr)
4175 creature_ptr->energy_use = 0;
4179 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4182 * @return 配置に成功したらTRUE
4184 bool player_place(POSITION y, POSITION x)
4186 /* Paranoia XXX XXX */
4187 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4189 /* Save player location */
4198 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
4201 void wreck_the_pattern(void)
4205 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4207 if (pattern_type == PATTERN_TILE_WRECKED)
4209 /* Ruined already */
4213 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4214 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4216 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4217 to_ruin = randint1(45) + 35;
4221 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4223 if (pattern_tile(r_y, r_x) &&
4224 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4226 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4230 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4235 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4236 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4237 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
4240 void sanity_blast(monster_type *m_ptr, bool necro)
4244 if (p_ptr->inside_battle || !current_world_ptr->character_dungeon) return;
4246 if (!necro && m_ptr)
4248 GAME_TEXT m_name[MAX_NLEN];
4249 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4251 power = r_ptr->level / 2;
4253 monster_desc(m_name, m_ptr, 0);
4255 if (!(r_ptr->flags1 & RF1_UNIQUE))
4257 if (r_ptr->flags1 & RF1_FRIENDS)
4262 if (!current_world_ptr->is_loading_now)
4263 return; /* No effect yet, just loaded... */
4266 return; /* Cannot see it for some reason */
4268 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4272 return; /* Pet eldritch horrors are safe most of the time */
4274 if (randint1(100) > power) return;
4276 if (saving_throw(p_ptr->skill_sav - power))
4278 return; /* Save, no adverse effects */
4283 /* Something silly happens... */
4284 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4285 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4289 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4290 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4293 return; /* Never mind; we can't see it clearly enough */
4296 /* Something frightening happens... */
4297 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4298 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4300 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4302 /* Demon characters are unaffected */
4303 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4304 if (p_ptr->wizard) return;
4306 /* Undead characters are 50% likely to be unaffected */
4307 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4308 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4309 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4311 if (saving_throw(25 + p_ptr->lev)) return;
4316 monster_race *r_ptr;
4317 GAME_TEXT m_name[MAX_NLEN];
4320 get_mon_num_prep(get_nightmare, NULL);
4322 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4323 power = r_ptr->level + 10;
4324 desc = r_name + r_ptr->name;
4326 get_mon_num_prep(NULL, NULL);
4329 if (!(r_ptr->flags1 & RF1_UNIQUE))
4330 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4333 sprintf(m_name, "%s", desc);
4335 if (!(r_ptr->flags1 & RF1_UNIQUE))
4337 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4341 if (saving_throw(p_ptr->skill_sav * 100 / power))
4343 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4350 /* Something silly happens... */
4351 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4352 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4356 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4357 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4360 /* Never mind; we can't see it clearly enough */
4364 /* Something frightening happens... */
4365 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4366 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4368 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4370 if (!p_ptr->mimic_form)
4372 switch (p_ptr->prace)
4374 /* Demons may make a saving throw */
4377 if (saving_throw(20 + p_ptr->lev)) return;
4379 /* Undead may make a saving throw */
4384 if (saving_throw(10 + p_ptr->lev)) return;
4390 /* Demons may make a saving throw */
4391 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4393 if (saving_throw(20 + p_ptr->lev)) return;
4395 /* Undead may make a saving throw */
4396 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4398 if (saving_throw(10 + p_ptr->lev)) return;
4404 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4407 if (saving_throw(p_ptr->skill_sav - power))
4413 (void)do_dec_stat(A_INT);
4414 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4417 (void)do_dec_stat(A_WIS);
4418 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4420 switch (randint1(21))
4423 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4425 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4427 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4431 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4434 if (p_ptr->muta3 & MUT3_HYPER_INT)
4436 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4437 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4439 p_ptr->muta3 |= MUT3_MORONIC;
4445 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4447 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4449 /* Duh, the following should never happen, but anyway... */
4450 if (p_ptr->muta3 & MUT3_FEARLESS)
4452 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4453 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4456 p_ptr->muta2 |= MUT2_COWARDICE;
4462 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4464 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4465 p_ptr->muta2 |= MUT2_HALLU;
4471 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4473 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4474 p_ptr->muta2 |= MUT2_BERS_RAGE;
4484 if (!p_ptr->resist_conf)
4486 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4488 if (!p_ptr->free_act)
4490 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4492 if (!p_ptr->resist_chaos)
4494 (void)set_image(p_ptr->image + randint0(250) + 150);
4503 if (lose_all_info())
4504 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4508 p_ptr->update |= PU_BONUS;
4514 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4515 * Advance experience levels and print experience
4518 void check_experience(void)
4520 bool level_reward = FALSE;
4521 bool level_mutation = FALSE;
4522 bool level_inc_stat = FALSE;
4523 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4524 PLAYER_LEVEL old_lev = p_ptr->lev;
4526 /* Hack -- lower limit */
4527 if (p_ptr->exp < 0) p_ptr->exp = 0;
4528 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4529 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4531 /* Hack -- upper limit */
4532 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4533 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4534 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4536 /* Hack -- maintain "max" experience */
4537 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4539 /* Hack -- maintain "max max" experience */
4540 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4542 /* Redraw experience */
4543 p_ptr->redraw |= (PR_EXP);
4547 /* Lose levels while possible */
4548 while ((p_ptr->lev > 1) &&
4549 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4553 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4554 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4555 p_ptr->window |= (PW_PLAYER);
4560 /* Gain levels while possible */
4561 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4562 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4567 /* Save the highest level */
4568 if (p_ptr->lev > p_ptr->max_plv)
4570 p_ptr->max_plv = p_ptr->lev;
4572 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4573 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4575 level_reward = TRUE;
4577 if (p_ptr->prace == RACE_BEASTMAN)
4579 if (one_in_(5)) level_mutation = TRUE;
4581 level_inc_stat = TRUE;
4583 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4588 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4590 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4591 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4592 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4602 if (!(p_ptr->max_plv % 10))
4611 cnv_stat(p_ptr->stat_max[0], tmp);
4612 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4613 cnv_stat(p_ptr->stat_max[1], tmp);
4614 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4615 cnv_stat(p_ptr->stat_max[2], tmp);
4616 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4617 cnv_stat(p_ptr->stat_max[3], tmp);
4618 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4619 cnv_stat(p_ptr->stat_max[4], tmp);
4620 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4621 cnv_stat(p_ptr->stat_max[5], tmp);
4622 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4625 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4630 if ((choice >= 'a') && (choice <= 'f')) break;
4632 for (n = 0; n < A_MAX; n++)
4633 if (n != choice - 'a')
4635 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4637 do_inc_stat(choice - 'a');
4640 else if (!(p_ptr->max_plv % 2))
4641 do_inc_stat(randint0(6));
4646 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4647 (void)gain_mutation(p_ptr, 0);
4648 level_mutation = FALSE;
4652 * 報酬でレベルが上ると再帰的に check_experience() が
4657 gain_level_reward(0);
4658 level_reward = FALSE;
4661 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4662 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4663 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4667 /* Load an autopick preference file */
4668 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4672 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
4674 * @param out_val 出力先文字列ポインタ
4677 void cnv_stat(int val, char *out_val)
4682 int bonus = (val - 18);
4686 sprintf(out_val, "18/%3s", "***");
4688 else if (bonus >= 100)
4690 sprintf(out_val, "18/%03d", bonus);
4694 sprintf(out_val, " 18/%02d", bonus);
4701 sprintf(out_val, " %2d", val);
4706 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
4707 * Modify a stat value by a "modifier", return new value
4709 * @param amount 加減算値
4713 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4714 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4715 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4716 * Or even: 18/13, 18/03, 18, 17, ..., 3
4719 s16b modify_stat_value(int value, int amount)
4726 /* Apply each point */
4727 for (i = 0; i < amount; i++)
4729 /* One point at a time */
4730 if (value < 18) value++;
4732 /* Ten "points" at a time */
4738 else if (amount < 0)
4740 /* Apply each point */
4741 for (i = 0; i < (0 - amount); i++)
4743 /* Ten points at a time */
4744 if (value >= 18 + 10) value -= 10;
4746 /* Hack -- prevent weirdness */
4747 else if (value > 18) value = 18;
4749 /* One point at a time */
4750 else if (value > 3) value--;
4754 /* Return new value */
4755 return (s16b)(value);
4761 * Hack -- Calculates the total number of points earned -JWT-
4765 long calc_score(void)
4769 u32b point, point_h, point_l;
4770 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4772 if (!preserve_mode) mult += 10;
4773 if (!autoroller) mult += 10;
4774 if (!smart_learn) mult -= 20;
4775 if (smart_cheat) mult += 30;
4776 if (ironman_shops) mult += 50;
4777 if (ironman_small_levels) mult += 10;
4778 if (ironman_empty_levels) mult += 20;
4779 if (!powerup_home) mult += 50;
4780 if (ironman_rooms) mult += 100;
4781 if (ironman_nightmare) mult += 100;
4783 if (mult < 5) mult = 5;
4785 for (i = 0; i < max_d_idx; i++)
4786 if (max_dlv[i] > max_dl)
4787 max_dl = max_dlv[i];
4789 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4790 point_h = point_l / 0x10000L;
4791 point_l = point_l % 0x10000L;
4794 point_h += point_l / 0x10000L;
4795 point_l %= 0x10000L;
4797 point_l += ((point_h % 100) << 16);
4801 point = (point_h << 16) + (point_l);
4802 if (p_ptr->arena_number >= 0)
4803 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4805 if (ironman_downward) point *= 2;
4806 if (p_ptr->pclass == CLASS_BERSERKER)
4808 if (p_ptr->prace == RACE_SPECTRE)
4812 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4815 if (p_ptr->total_winner) point = 2;
4817 if (easy_band) point = (0 - point);
4823 void cheat_death(player_type *creature_ptr)
4825 /* Mark social class, reset age, if needed */
4826 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
4829 creature_ptr->age++;
4832 creature_ptr->noscore |= 0x0001;
4834 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
4837 (void)life_stream(FALSE, FALSE);
4839 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4842 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
4844 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
4846 for (; magic_idx < EATER_EXT * 3; magic_idx++)
4848 creature_ptr->magic_num1[magic_idx] = 0;
4852 /* Restore spell points */
4853 creature_ptr->csp = creature_ptr->msp;
4854 creature_ptr->csp_frac = 0;
4856 /* Hack -- cancel recall */
4857 if (creature_ptr->word_recall)
4859 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
4862 /* Hack -- Prevent recall */
4863 creature_ptr->word_recall = 0;
4864 creature_ptr->redraw |= (PR_STATUS);
4867 /* Hack -- cancel alter */
4868 if (creature_ptr->alter_reality)
4870 /* Hack -- Prevent alter */
4871 creature_ptr->alter_reality = 0;
4872 creature_ptr->redraw |= (PR_STATUS);
4875 /* Note cause of death */
4876 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
4879 creature_ptr->is_dead = FALSE;
4881 /* Hack -- Prevent starvation */
4882 (void)set_food(PY_FOOD_MAX - 1);
4884 current_floor_ptr->dun_level = 0;
4885 creature_ptr->inside_arena = FALSE;
4886 creature_ptr->inside_battle = FALSE;
4888 creature_ptr->inside_quest = 0;
4889 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
4890 p_ptr->dungeon_idx = 0;
4891 if (lite_town || vanilla_town)
4893 creature_ptr->wilderness_y = 1;
4894 creature_ptr->wilderness_x = 1;
4897 creature_ptr->oldpy = 10;
4898 creature_ptr->oldpx = 34;
4902 creature_ptr->oldpy = 33;
4903 creature_ptr->oldpx = 131;
4908 creature_ptr->wilderness_y = 48;
4909 creature_ptr->wilderness_x = 5;
4910 creature_ptr->oldpy = 33;
4911 creature_ptr->oldpx = 131;
4913 creature_ptr->wild_mode = FALSE;
4914 creature_ptr->leaving = TRUE;
4916 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
4920 /* Prepare next floor */