2 #include "player-move.h"
3 #include "player-status.h"
7 #include "spells-status.h"
8 #include "object-hook.h"
10 #include "monster-status.h"
11 #include "monsterrace-hook.h"
14 #include "realm-hex.h"
16 /* Hack, monk armour */
17 static bool monk_armour_aux;
18 static bool monk_notify_aux;
23 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
25 static concptr horror_desc[MAX_SAN_HORROR] =
81 * @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)
83 static concptr funny_desc[MAX_SAN_FUNNY] =
144 * @var funny_comments
145 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
147 static concptr funny_comments[MAX_SAN_COMMENT] =
168 * @brief 基本必要経験値テーブル /
169 * Base experience levels, may be adjusted up for race and/or class
171 const s32b player_exp[PY_MAX_LEVEL] =
227 * @brief 基本必要強化値テーブル(アンドロイド専用)
229 const s32b player_exp_a[PY_MAX_LEVEL] =
285 * Return alignment title
287 concptr your_alignment(void)
289 if (p_ptr->align > 150) return _("大善", "Lawful");
290 else if (p_ptr->align > 50) return _("中善", "Good");
291 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
292 else if (p_ptr->align > -11) return _("中立", "Neutral");
293 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
294 else if (p_ptr->align > -151) return _("中悪", "Evil");
295 else return _("大悪", "Chaotic");
300 * Return proficiency level of weapons and misc. skills (except riding)
302 int weapon_exp_level(int weapon_exp)
304 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
305 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
306 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
307 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
308 else return EXP_LEVEL_MASTER;
313 * Return proficiency level of riding
315 int riding_exp_level(int riding_exp)
317 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
318 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
319 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
320 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
321 else return EXP_LEVEL_MASTER;
326 * Return proficiency level of spells
328 int spell_exp_level(int spell_exp)
330 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
331 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
332 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
333 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
334 else return EXP_LEVEL_MASTER;
338 * @brief プレイヤーの全ステータスを更新する /
339 * Calculate the players current "state", taking into account
340 * not only race/class intrinsics, but also objects being worn
341 * and temporary spell effects.
345 * See also calc_mana() and calc_hitpoints().
347 * Take note of the new "speed code", in particular, a very strong
348 * player will start slowing down as soon as he reaches 150 pounds,
349 * but not until he reaches 450 pounds will he be half as fast as
350 * a normal kobold. This both hurts and helps the player, hurts
351 * because in the old days a player could just avoid 300 pounds,
352 * and helps because now carrying 300 pounds is not very painful.
354 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
355 * damage, since that would affect non-combat things. These values
356 * are actually added in later, at the appropriate place.
358 * This function induces various "status" messages.
361 void calc_bonuses(void)
365 int default_hand = 0;
366 int empty_hands_status = empty_hands(TRUE);
369 BIT_FLAGS flgs[TR_FLAG_SIZE];
371 bool yoiyami = FALSE;
372 bool down_saving = FALSE;
374 bool have_dd_s = FALSE, have_dd_t = FALSE;
376 bool have_sw = FALSE, have_kabe = FALSE;
377 bool easy_2weapon = FALSE;
378 bool riding_levitation = FALSE;
379 OBJECT_IDX this_o_idx, next_o_idx = 0;
380 const player_race *tmp_rp_ptr;
382 /* Save the old vision stuff */
383 bool old_telepathy = p_ptr->telepathy;
384 bool old_esp_animal = p_ptr->esp_animal;
385 bool old_esp_undead = p_ptr->esp_undead;
386 bool old_esp_demon = p_ptr->esp_demon;
387 bool old_esp_orc = p_ptr->esp_orc;
388 bool old_esp_troll = p_ptr->esp_troll;
389 bool old_esp_giant = p_ptr->esp_giant;
390 bool old_esp_dragon = p_ptr->esp_dragon;
391 bool old_esp_human = p_ptr->esp_human;
392 bool old_esp_evil = p_ptr->esp_evil;
393 bool old_esp_good = p_ptr->esp_good;
394 bool old_esp_nonliving = p_ptr->esp_nonliving;
395 bool old_esp_unique = p_ptr->esp_unique;
396 bool old_see_inv = p_ptr->see_inv;
397 bool old_mighty_throw = p_ptr->mighty_throw;
399 /* Current feature under player. */
400 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
402 /* Save the old armor class */
403 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
404 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
407 /* Clear extra blows/shots */
408 extra_blows[0] = extra_blows[1] = 0;
410 /* Clear the stat modifiers */
411 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
414 /* Clear the Displayed/Real armor class */
415 p_ptr->dis_ac = p_ptr->ac = 0;
417 /* Clear the Displayed/Real Bonuses */
418 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
419 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
420 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
421 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
422 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
423 p_ptr->dis_to_a = p_ptr->to_a = 0;
427 p_ptr->to_m_chance = 0;
429 /* Clear the Extra Dice Bonuses */
430 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
431 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
433 /* Start with "normal" speed */
436 /* Start with a single blow per current_world_ptr->game_turn */
437 p_ptr->num_blow[0] = 1;
438 p_ptr->num_blow[1] = 1;
440 /* Start with a single shot per current_world_ptr->game_turn */
441 p_ptr->num_fire = 100;
443 /* Reset the "xtra" tval */
444 p_ptr->tval_xtra = 0;
446 /* Reset the "ammo" tval */
447 p_ptr->tval_ammo = 0;
449 /* Clear all the flags */
451 p_ptr->bless_blade = FALSE;
452 p_ptr->xtra_might = FALSE;
453 p_ptr->impact[0] = FALSE;
454 p_ptr->impact[1] = FALSE;
455 p_ptr->pass_wall = FALSE;
456 p_ptr->kill_wall = FALSE;
457 p_ptr->dec_mana = FALSE;
458 p_ptr->easy_spell = FALSE;
459 p_ptr->heavy_spell = FALSE;
460 p_ptr->see_inv = FALSE;
461 p_ptr->free_act = FALSE;
462 p_ptr->slow_digest = FALSE;
463 p_ptr->regenerate = FALSE;
464 p_ptr->can_swim = FALSE;
465 p_ptr->levitation = FALSE;
466 p_ptr->hold_exp = FALSE;
467 p_ptr->telepathy = FALSE;
468 p_ptr->esp_animal = FALSE;
469 p_ptr->esp_undead = FALSE;
470 p_ptr->esp_demon = FALSE;
471 p_ptr->esp_orc = FALSE;
472 p_ptr->esp_troll = FALSE;
473 p_ptr->esp_giant = FALSE;
474 p_ptr->esp_dragon = FALSE;
475 p_ptr->esp_human = FALSE;
476 p_ptr->esp_evil = FALSE;
477 p_ptr->esp_good = FALSE;
478 p_ptr->esp_nonliving = FALSE;
479 p_ptr->esp_unique = FALSE;
481 p_ptr->sustain_str = FALSE;
482 p_ptr->sustain_int = FALSE;
483 p_ptr->sustain_wis = FALSE;
484 p_ptr->sustain_con = FALSE;
485 p_ptr->sustain_dex = FALSE;
486 p_ptr->sustain_chr = FALSE;
487 p_ptr->resist_acid = FALSE;
488 p_ptr->resist_elec = FALSE;
489 p_ptr->resist_fire = FALSE;
490 p_ptr->resist_cold = FALSE;
491 p_ptr->resist_pois = FALSE;
492 p_ptr->resist_conf = FALSE;
493 p_ptr->resist_sound = FALSE;
494 p_ptr->resist_lite = FALSE;
495 p_ptr->resist_dark = FALSE;
496 p_ptr->resist_chaos = FALSE;
497 p_ptr->resist_disen = FALSE;
498 p_ptr->resist_shard = FALSE;
499 p_ptr->resist_nexus = FALSE;
500 p_ptr->resist_blind = FALSE;
501 p_ptr->resist_neth = FALSE;
502 p_ptr->resist_time = FALSE;
503 p_ptr->resist_water = FALSE;
504 p_ptr->resist_fear = FALSE;
505 p_ptr->reflect = FALSE;
506 p_ptr->sh_fire = FALSE;
507 p_ptr->sh_elec = FALSE;
508 p_ptr->sh_cold = FALSE;
509 p_ptr->anti_magic = FALSE;
510 p_ptr->anti_tele = FALSE;
511 p_ptr->warning = FALSE;
512 p_ptr->mighty_throw = FALSE;
513 p_ptr->see_nocto = FALSE;
515 p_ptr->immune_acid = FALSE;
516 p_ptr->immune_elec = FALSE;
517 p_ptr->immune_fire = FALSE;
518 p_ptr->immune_cold = FALSE;
520 p_ptr->ryoute = FALSE;
521 p_ptr->migite = FALSE;
522 p_ptr->hidarite = FALSE;
523 p_ptr->no_flowed = FALSE;
525 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
526 else tmp_rp_ptr = &race_info[p_ptr->prace];
528 /* Base infravision (purely racial) */
529 p_ptr->see_infra = tmp_rp_ptr->infra;
531 /* Base skill -- disarming */
532 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
534 /* Base skill -- magic devices */
535 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
537 /* Base skill -- saving throw */
538 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
540 /* Base skill -- stealth */
541 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
543 /* Base skill -- searching ability */
544 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
546 /* Base skill -- searching frequency */
547 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
549 /* Base skill -- combat (normal) */
550 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
552 /* Base skill -- combat (shooting) */
553 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
555 /* Base skill -- combat (throwing) */
556 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
558 /* Base skill -- digging */
559 p_ptr->skill_dig = 0;
561 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
562 if (has_melee_weapon(INVEN_LARM))
564 p_ptr->hidarite = TRUE;
565 if (!p_ptr->migite) default_hand = 1;
568 if (CAN_TWO_HANDS_WIELDING())
570 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
571 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
573 p_ptr->ryoute = TRUE;
575 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
576 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
578 p_ptr->ryoute = TRUE;
582 switch (p_ptr->pclass)
585 case CLASS_FORCETRAINER:
586 case CLASS_BERSERKER:
587 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
589 p_ptr->migite = TRUE;
590 p_ptr->ryoute = TRUE;
597 if (!p_ptr->migite && !p_ptr->hidarite)
599 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
600 else if (empty_hands_status == EMPTY_HAND_LARM)
602 p_ptr->hidarite = TRUE;
607 if (p_ptr->special_defense & KAMAE_MASK)
609 if (!(empty_hands_status & EMPTY_HAND_RARM))
611 set_action(ACTION_NONE);
615 switch (p_ptr->pclass)
618 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
619 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
622 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
624 case CLASS_CHAOS_WARRIOR:
625 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
626 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
628 case CLASS_MINDCRAFTER:
629 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
630 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
631 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
632 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
635 case CLASS_FORCETRAINER:
636 /* Unencumbered Monks become faster every 10 levels */
637 if (!(heavy_armor()))
639 if (!(prace_is_(RACE_KLACKON) ||
640 prace_is_(RACE_SPRITE) ||
641 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
642 new_speed += (p_ptr->lev) / 10;
644 /* Free action if unencumbered at level 25 */
646 p_ptr->free_act = TRUE;
651 p_ptr->dis_to_a -= 50;
654 p_ptr->resist_sound = TRUE;
657 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
659 case CLASS_BERSERKER:
661 p_ptr->sustain_str = TRUE;
662 p_ptr->sustain_dex = TRUE;
663 p_ptr->sustain_con = TRUE;
664 p_ptr->regenerate = TRUE;
665 p_ptr->free_act = TRUE;
667 if (p_ptr->lev > 29) new_speed++;
668 if (p_ptr->lev > 39) new_speed++;
669 if (p_ptr->lev > 44) new_speed++;
670 if (p_ptr->lev > 49) new_speed++;
671 p_ptr->to_a += 10 + p_ptr->lev / 2;
672 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
673 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
674 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
675 p_ptr->redraw |= PR_STATUS;
677 case CLASS_MIRROR_MASTER:
678 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
681 /* Unencumbered Ninjas become faster every 10 levels */
684 new_speed -= (p_ptr->lev) / 10;
685 p_ptr->skill_stl -= (p_ptr->lev) / 10;
687 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
688 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
691 if (!(prace_is_(RACE_KLACKON) ||
692 prace_is_(RACE_SPRITE) ||
693 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
694 new_speed += (p_ptr->lev) / 10;
695 p_ptr->skill_stl += (p_ptr->lev) / 10;
697 /* Free action if unencumbered at level 25 */
699 p_ptr->free_act = TRUE;
701 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
702 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
704 p_ptr->to_a += p_ptr->lev / 2 + 5;
705 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
707 p_ptr->slow_digest = TRUE;
708 p_ptr->resist_fear = TRUE;
709 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
710 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
711 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
714 p_ptr->oppose_pois = 1;
715 p_ptr->redraw |= PR_STATUS;
717 p_ptr->see_nocto = TRUE;
722 if (p_ptr->mimic_form)
724 switch (p_ptr->mimic_form)
727 p_ptr->hold_exp = TRUE;
728 p_ptr->resist_chaos = TRUE;
729 p_ptr->resist_neth = TRUE;
730 p_ptr->resist_fire = TRUE;
731 p_ptr->oppose_fire = 1;
732 p_ptr->see_inv = TRUE;
734 p_ptr->redraw |= PR_STATUS;
736 p_ptr->dis_to_a += 10;
738 case MIMIC_DEMON_LORD:
739 p_ptr->hold_exp = TRUE;
740 p_ptr->resist_chaos = TRUE;
741 p_ptr->resist_neth = TRUE;
742 p_ptr->immune_fire = TRUE;
743 p_ptr->resist_acid = TRUE;
744 p_ptr->resist_fire = TRUE;
745 p_ptr->resist_cold = TRUE;
746 p_ptr->resist_elec = TRUE;
747 p_ptr->resist_pois = TRUE;
748 p_ptr->resist_conf = TRUE;
749 p_ptr->resist_disen = TRUE;
750 p_ptr->resist_nexus = TRUE;
751 p_ptr->resist_fear = TRUE;
752 p_ptr->sh_fire = TRUE;
753 p_ptr->see_inv = TRUE;
754 p_ptr->telepathy = TRUE;
755 p_ptr->levitation = TRUE;
756 p_ptr->kill_wall = TRUE;
759 p_ptr->dis_to_a += 20;
762 p_ptr->resist_dark = TRUE;
763 p_ptr->hold_exp = TRUE;
764 p_ptr->resist_neth = TRUE;
765 p_ptr->resist_cold = TRUE;
766 p_ptr->resist_pois = TRUE;
767 p_ptr->see_inv = TRUE;
770 p_ptr->dis_to_a += 10;
771 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
777 switch (p_ptr->prace)
780 p_ptr->resist_lite = TRUE;
783 p_ptr->hold_exp = TRUE;
786 p_ptr->free_act = TRUE;
789 p_ptr->resist_blind = TRUE;
792 p_ptr->resist_dark = TRUE;
794 case RACE_HALF_TROLL:
795 p_ptr->sustain_str = TRUE;
799 /* High level trolls heal fast... */
800 p_ptr->regenerate = TRUE;
802 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
804 p_ptr->slow_digest = TRUE;
805 /* Let's not make Regeneration
806 * a disadvantage for the poor warriors who can
807 * never learn a spell that satisfies hunger (actually
808 * neither can rogues, but half-trolls are not
809 * supposed to play rogues) */
814 p_ptr->sustain_con = TRUE;
815 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
818 p_ptr->resist_lite = TRUE;
819 p_ptr->see_inv = TRUE;
822 p_ptr->resist_fear = TRUE;
825 p_ptr->resist_dark = TRUE;
826 p_ptr->sustain_str = TRUE;
828 case RACE_HALF_GIANT:
829 p_ptr->sustain_str = TRUE;
830 p_ptr->resist_shard = TRUE;
832 case RACE_HALF_TITAN:
833 p_ptr->resist_chaos = TRUE;
836 p_ptr->resist_sound = TRUE;
839 p_ptr->resist_acid = TRUE;
840 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
843 p_ptr->resist_conf = TRUE;
844 p_ptr->resist_acid = TRUE;
846 /* Klackons become faster */
847 new_speed += (p_ptr->lev) / 10;
850 p_ptr->resist_pois = TRUE;
853 p_ptr->resist_disen = TRUE;
854 p_ptr->resist_dark = TRUE;
857 p_ptr->resist_dark = TRUE;
858 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
861 p_ptr->levitation = TRUE;
862 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
863 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
864 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
865 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
866 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
868 case RACE_MIND_FLAYER:
869 p_ptr->sustain_int = TRUE;
870 p_ptr->sustain_wis = TRUE;
871 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
872 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
875 p_ptr->resist_fire = TRUE;
876 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
879 p_ptr->slow_digest = TRUE;
880 p_ptr->free_act = TRUE;
881 p_ptr->see_inv = TRUE;
882 p_ptr->resist_pois = TRUE;
883 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
886 p_ptr->resist_shard = TRUE;
887 p_ptr->hold_exp = TRUE;
888 p_ptr->see_inv = TRUE;
889 p_ptr->resist_pois = TRUE;
890 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
893 p_ptr->resist_neth = TRUE;
894 p_ptr->hold_exp = TRUE;
895 p_ptr->see_inv = TRUE;
896 p_ptr->resist_pois = TRUE;
897 p_ptr->slow_digest = TRUE;
898 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
901 p_ptr->resist_dark = TRUE;
902 p_ptr->hold_exp = TRUE;
903 p_ptr->resist_neth = TRUE;
904 p_ptr->resist_cold = TRUE;
905 p_ptr->resist_pois = TRUE;
906 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
909 p_ptr->levitation = TRUE;
910 p_ptr->free_act = TRUE;
911 p_ptr->resist_neth = TRUE;
912 p_ptr->hold_exp = TRUE;
913 p_ptr->see_inv = TRUE;
914 p_ptr->resist_pois = TRUE;
915 p_ptr->slow_digest = TRUE;
916 p_ptr->resist_cold = TRUE;
917 p_ptr->pass_wall = TRUE;
918 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
921 p_ptr->levitation = TRUE;
922 p_ptr->resist_lite = TRUE;
924 /* Sprites become faster */
925 new_speed += (p_ptr->lev) / 10;
928 p_ptr->resist_conf = TRUE;
929 p_ptr->resist_sound = TRUE;
932 /* Ents dig like maniacs, but only with their hands. */
933 if (!inventory[INVEN_RARM].k_idx)
934 p_ptr->skill_dig += p_ptr->lev * 10;
935 /* Ents get tougher and stronger as they age, but lose dexterity. */
936 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
937 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
938 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
940 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
941 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
942 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
944 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
945 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
946 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
949 p_ptr->levitation = TRUE;
950 p_ptr->see_inv = TRUE;
953 p_ptr->resist_fire = TRUE;
954 p_ptr->resist_neth = TRUE;
955 p_ptr->hold_exp = TRUE;
956 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
959 p_ptr->oppose_fire = 1;
960 p_ptr->redraw |= PR_STATUS;
964 p_ptr->sustain_con = TRUE;
967 p_ptr->levitation = TRUE;
970 p_ptr->resist_conf = TRUE;
973 p_ptr->slow_digest = TRUE;
974 p_ptr->free_act = TRUE;
975 p_ptr->resist_pois = TRUE;
976 p_ptr->hold_exp = TRUE;
979 p_ptr->resist_water = TRUE;
987 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
989 p_ptr->see_inv = TRUE;
990 p_ptr->free_act = TRUE;
991 p_ptr->slow_digest = TRUE;
992 p_ptr->regenerate = TRUE;
993 p_ptr->levitation = TRUE;
994 p_ptr->hold_exp = TRUE;
995 p_ptr->telepathy = TRUE;
997 p_ptr->sustain_str = TRUE;
998 p_ptr->sustain_int = TRUE;
999 p_ptr->sustain_wis = TRUE;
1000 p_ptr->sustain_con = TRUE;
1001 p_ptr->sustain_dex = TRUE;
1002 p_ptr->sustain_chr = TRUE;
1003 p_ptr->resist_acid = TRUE;
1004 p_ptr->resist_elec = TRUE;
1005 p_ptr->resist_fire = TRUE;
1006 p_ptr->resist_cold = TRUE;
1007 p_ptr->resist_pois = TRUE;
1008 p_ptr->resist_conf = TRUE;
1009 p_ptr->resist_sound = TRUE;
1010 p_ptr->resist_lite = TRUE;
1011 p_ptr->resist_dark = TRUE;
1012 p_ptr->resist_chaos = TRUE;
1013 p_ptr->resist_disen = TRUE;
1014 p_ptr->resist_shard = TRUE;
1015 p_ptr->resist_nexus = TRUE;
1016 p_ptr->resist_blind = TRUE;
1017 p_ptr->resist_neth = TRUE;
1018 p_ptr->resist_fear = TRUE;
1019 p_ptr->reflect = TRUE;
1020 p_ptr->sh_fire = TRUE;
1021 p_ptr->sh_elec = TRUE;
1022 p_ptr->sh_cold = TRUE;
1024 p_ptr->dis_to_a += 100;
1026 /* Temporary shield */
1027 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1030 p_ptr->dis_to_a += 50;
1033 if (p_ptr->tim_res_nether)
1035 p_ptr->resist_neth = TRUE;
1037 if (p_ptr->tim_sh_fire)
1039 p_ptr->sh_fire = TRUE;
1041 if (p_ptr->tim_res_time)
1043 p_ptr->resist_time = TRUE;
1047 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1049 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1050 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1051 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1053 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1055 p_ptr->to_m_chance += 5;
1056 p_ptr->resist_conf = TRUE;
1060 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1062 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1064 p_ptr->resist_blind = TRUE;
1065 p_ptr->resist_conf = TRUE;
1066 p_ptr->hold_exp = TRUE;
1067 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1069 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1070 /* Munchkin become faster */
1071 new_speed += (p_ptr->lev) / 10 + 5;
1074 if (music_singing(MUSIC_WALL))
1076 p_ptr->kill_wall = TRUE;
1079 /* Hack -- apply racial/class stat maxes */
1080 /* Apply the racial modifiers */
1081 for (i = 0; i < A_MAX; i++)
1083 /* Modify the stats for "race" */
1084 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1088 /* I'm adding the mutations here for the lack of a better place... */
1091 /* Hyper Strength */
1092 if (p_ptr->muta3 & MUT3_HYPER_STR)
1094 p_ptr->stat_add[A_STR] += 4;
1098 if (p_ptr->muta3 & MUT3_PUNY)
1100 p_ptr->stat_add[A_STR] -= 4;
1103 /* Living computer */
1104 if (p_ptr->muta3 & MUT3_HYPER_INT)
1106 p_ptr->stat_add[A_INT] += 4;
1107 p_ptr->stat_add[A_WIS] += 4;
1111 if (p_ptr->muta3 & MUT3_MORONIC)
1113 p_ptr->stat_add[A_INT] -= 4;
1114 p_ptr->stat_add[A_WIS] -= 4;
1117 if (p_ptr->muta3 & MUT3_RESILIENT)
1119 p_ptr->stat_add[A_CON] += 4;
1122 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1124 p_ptr->stat_add[A_CON] += 2;
1128 if (p_ptr->muta3 & MUT3_ALBINO)
1130 p_ptr->stat_add[A_CON] -= 4;
1133 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1135 p_ptr->stat_add[A_CON] -= 2;
1136 p_ptr->stat_add[A_CHR] -= 1;
1137 p_ptr->regenerate = FALSE;
1138 /* Cancel innate regeneration */
1141 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1143 p_ptr->stat_add[A_CHR] -= 4;
1146 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1148 p_ptr->stat_add[A_CHR] -= 1;
1151 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1153 p_ptr->skill_fos += 15;
1154 p_ptr->skill_srh += 15;
1157 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1159 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1162 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1164 p_ptr->skill_stl -= 3;
1167 if (p_ptr->muta3 & MUT3_INFRAVIS)
1169 p_ptr->see_infra += 3;
1172 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1177 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1182 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1184 p_ptr->sh_elec = TRUE;
1187 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1189 p_ptr->sh_fire = TRUE;
1193 if (p_ptr->muta3 & MUT3_WART_SKIN)
1195 p_ptr->stat_add[A_CHR] -= 2;
1197 p_ptr->dis_to_a += 5;
1200 if (p_ptr->muta3 & MUT3_SCALES)
1202 p_ptr->stat_add[A_CHR] -= 1;
1204 p_ptr->dis_to_a += 10;
1207 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1209 p_ptr->stat_add[A_DEX] -= 1;
1211 p_ptr->dis_to_a += 25;
1214 if (p_ptr->muta3 & MUT3_WINGS)
1216 p_ptr->levitation = TRUE;
1219 if (p_ptr->muta3 & MUT3_FEARLESS)
1221 p_ptr->resist_fear = TRUE;
1224 if (p_ptr->muta3 & MUT3_REGEN)
1226 p_ptr->regenerate = TRUE;
1229 if (p_ptr->muta3 & MUT3_ESP)
1231 p_ptr->telepathy = TRUE;
1234 if (p_ptr->muta3 & MUT3_LIMBER)
1236 p_ptr->stat_add[A_DEX] += 3;
1239 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1241 p_ptr->stat_add[A_DEX] -= 3;
1244 if (p_ptr->muta3 & MUT3_MOTION)
1246 p_ptr->free_act = TRUE;
1247 p_ptr->skill_stl += 1;
1250 if (p_ptr->muta3 & MUT3_ILL_NORM)
1252 p_ptr->stat_add[A_CHR] = 0;
1256 if (p_ptr->tsuyoshi)
1258 p_ptr->stat_add[A_STR] += 4;
1259 p_ptr->stat_add[A_CON] += 4;
1262 /* Scan the usable inventory */
1263 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1265 int bonus_to_h, bonus_to_d;
1266 o_ptr = &inventory[i];
1268 /* Skip non-objects */
1269 if (!o_ptr->k_idx) continue;
1271 /* Extract the item flags */
1272 object_flags(o_ptr, flgs);
1274 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1275 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1278 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1279 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1280 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1281 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1282 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1283 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1285 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1287 /* Affect stealth */
1288 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1290 /* Affect searching ability (factor of five) */
1291 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1293 /* Affect searching frequency (factor of five) */
1294 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1296 /* Affect infravision */
1297 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1299 /* Affect digging (factor of 20) */
1300 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1303 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1306 if (have_flag(flgs, TR_BLOWS))
1308 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1309 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1310 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1313 /* Hack -- cause earthquakes */
1314 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1317 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1318 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1319 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1320 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1321 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1322 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1323 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1324 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1325 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1326 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1327 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1328 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1329 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1330 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1331 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1332 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1333 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1334 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1335 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1336 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1337 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1338 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1339 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1340 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1341 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1342 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1343 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1344 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1345 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1346 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1347 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1348 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1349 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1350 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1351 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1353 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1354 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1355 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1356 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1357 if (have_flag(flgs, TR_WARNING)) {
1358 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1359 p_ptr->warning = TRUE;
1362 if (have_flag(flgs, TR_TELEPORT))
1364 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1367 concptr insc = quark_str(o_ptr->inscription);
1369 if (o_ptr->inscription && my_strchr(insc, '.'))
1372 * {.} will stop random teleportation.
1377 /* Controlled random teleportation */
1378 p_ptr->cursed |= TRC_TELEPORT_SELF;
1383 /* Immunity flags */
1384 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1385 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1386 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1387 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1389 /* Resistance flags */
1390 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1391 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1392 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1393 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1394 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1395 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1396 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1397 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1398 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1399 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1400 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1401 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1402 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1403 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1404 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1405 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1407 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1408 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1409 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1410 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1411 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1412 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1415 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1416 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1417 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1418 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1419 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1420 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1422 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1423 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1424 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1425 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1426 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1427 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1428 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1430 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1432 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1434 p_ptr->to_m_chance += 10;
1438 p_ptr->to_m_chance += 3;
1442 if (o_ptr->tval == TV_CAPTURE) continue;
1444 /* Modify the base armor class */
1445 p_ptr->ac += o_ptr->ac;
1447 /* The base armor class is always known */
1448 p_ptr->dis_ac += o_ptr->ac;
1450 /* Apply the bonuses to armor class */
1451 p_ptr->to_a += o_ptr->to_a;
1453 /* Apply the mental bonuses to armor class, if known */
1454 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1456 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1458 int slot = i - INVEN_RARM;
1461 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1463 p_ptr->to_h[slot] -= 15;
1464 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1468 p_ptr->to_h[slot] -= 5;
1469 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1474 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1476 p_ptr->to_h_b -= 15;
1477 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1482 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1487 if (o_ptr->curse_flags & TRC_LOW_AC)
1489 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1492 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1497 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1501 /* Hack -- do not apply "weapon" bonuses */
1502 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1503 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1505 /* Hack -- do not apply "bow" bonuses */
1506 if (i == INVEN_BOW) continue;
1508 bonus_to_h = o_ptr->to_h;
1509 bonus_to_d = o_ptr->to_d;
1511 if (p_ptr->pclass == CLASS_NINJA)
1513 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1514 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1517 /* To Bow and Natural attack */
1519 /* Apply the bonuses to hit/damage */
1520 p_ptr->to_h_b += (s16b)bonus_to_h;
1521 p_ptr->to_h_m += (s16b)bonus_to_h;
1522 p_ptr->to_d_m += (s16b)bonus_to_d;
1524 /* Apply the mental bonuses tp hit/damage, if known */
1525 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1528 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1530 /* Apply the bonuses to hit/damage */
1531 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1532 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1534 /* Apply the mental bonuses tp hit/damage, if known */
1535 if (object_is_known(o_ptr))
1537 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1538 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1541 else if (p_ptr->migite && p_ptr->hidarite)
1543 /* Apply the bonuses to hit/damage */
1544 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1545 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1546 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1547 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1549 /* Apply the mental bonuses tp hit/damage, if known */
1550 if (object_is_known(o_ptr))
1552 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1553 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1554 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1555 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1560 /* Apply the bonuses to hit/damage */
1561 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1562 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1564 /* Apply the mental bonuses to hit/damage, if known */
1565 if (object_is_known(o_ptr))
1567 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1568 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1573 /* Shield skill bonus */
1574 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1576 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1577 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1580 if (old_mighty_throw != p_ptr->mighty_throw)
1582 /* Redraw average damege display of Shuriken */
1583 p_ptr->window |= PW_INVEN;
1586 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1588 /* Monks get extra ac for armour _not worn_ */
1589 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1591 if (!(inventory[INVEN_BODY].k_idx))
1593 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1594 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1596 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1598 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1599 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1601 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1603 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1604 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1606 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1608 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1609 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1611 if (!(inventory[INVEN_HANDS].k_idx))
1613 p_ptr->to_a += (p_ptr->lev / 2);
1614 p_ptr->dis_to_a += (p_ptr->lev / 2);
1616 if (!(inventory[INVEN_FEET].k_idx))
1618 p_ptr->to_a += (p_ptr->lev / 3);
1619 p_ptr->dis_to_a += (p_ptr->lev / 3);
1621 if (p_ptr->special_defense & KAMAE_BYAKKO)
1623 p_ptr->stat_add[A_STR] += 2;
1624 p_ptr->stat_add[A_DEX] += 2;
1625 p_ptr->stat_add[A_CON] -= 3;
1627 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1630 else if (p_ptr->special_defense & KAMAE_GENBU)
1632 p_ptr->stat_add[A_INT] -= 1;
1633 p_ptr->stat_add[A_WIS] -= 1;
1634 p_ptr->stat_add[A_DEX] -= 2;
1635 p_ptr->stat_add[A_CON] += 3;
1637 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1639 p_ptr->stat_add[A_STR] -= 2;
1640 p_ptr->stat_add[A_INT] += 1;
1641 p_ptr->stat_add[A_WIS] += 1;
1642 p_ptr->stat_add[A_DEX] += 2;
1643 p_ptr->stat_add[A_CON] -= 2;
1647 if (p_ptr->special_defense & KATA_KOUKIJIN)
1649 for (i = 0; i < A_MAX; i++)
1650 p_ptr->stat_add[i] += 5;
1652 p_ptr->dis_to_a -= 50;
1655 /* Hack -- aura of fire also provides light */
1656 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1658 /* Golems also get an intrinsic AC bonus */
1659 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1661 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1662 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1666 if (p_ptr->realm1 == REALM_HEX)
1668 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1669 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1670 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1671 if (hex_spelling(HEX_BUILDING))
1673 p_ptr->stat_add[A_STR] += 4;
1674 p_ptr->stat_add[A_DEX] += 4;
1675 p_ptr->stat_add[A_CON] += 4;
1677 if (hex_spelling(HEX_DEMON_AURA))
1679 p_ptr->sh_fire = TRUE;
1680 p_ptr->regenerate = TRUE;
1682 if (hex_spelling(HEX_ICE_ARMOR))
1684 p_ptr->sh_cold = TRUE;
1686 p_ptr->dis_to_a += 30;
1688 if (hex_spelling(HEX_SHOCK_CLOAK))
1690 p_ptr->sh_elec = TRUE;
1693 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1695 ARMOUR_CLASS ac = 0;
1696 o_ptr = &inventory[i];
1697 if (!o_ptr->k_idx) continue;
1698 if (!object_is_armour(o_ptr)) continue;
1699 if (!object_is_cursed(o_ptr)) continue;
1701 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1702 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1703 p_ptr->to_a += (s16b)ac;
1704 p_ptr->dis_to_a += (s16b)ac;
1708 /* Calculate stats */
1709 for (i = 0; i < A_MAX; i++)
1713 /* Extract the new "stat_use" value for the stat */
1714 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1716 /* Notice changes */
1717 if (p_ptr->stat_top[i] != top)
1719 /* Save the new value */
1720 p_ptr->stat_top[i] = (s16b)top;
1721 p_ptr->redraw |= (PR_STATS);
1722 p_ptr->window |= (PW_PLAYER);
1726 /* Extract the new "stat_use" value for the stat */
1727 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1729 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1731 /* 10 to 18/90 charisma, guaranteed, based on level */
1732 if (use < 8 + 2 * p_ptr->lev)
1734 use = 8 + 2 * p_ptr->lev;
1738 /* Notice changes */
1739 if (p_ptr->stat_use[i] != use)
1741 /* Save the new value */
1742 p_ptr->stat_use[i] = (s16b)use;
1743 p_ptr->redraw |= (PR_STATS);
1744 p_ptr->window |= (PW_PLAYER);
1748 /* Values: 3, 4, ..., 17 */
1749 if (use <= 18) ind = (use - 3);
1751 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1752 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1754 /* Range: 18/220+ */
1757 /* Notice changes */
1758 if (p_ptr->stat_ind[i] != ind)
1760 /* Save the new index */
1761 p_ptr->stat_ind[i] = (s16b)ind;
1763 /* Change in CON affects Hitpoints */
1766 p_ptr->update |= (PU_HP);
1769 /* Change in INT may affect Mana/Spells */
1770 else if (i == A_INT)
1772 if (mp_ptr->spell_stat == A_INT)
1774 p_ptr->update |= (PU_MANA | PU_SPELLS);
1778 /* Change in WIS may affect Mana/Spells */
1779 else if (i == A_WIS)
1781 if (mp_ptr->spell_stat == A_WIS)
1783 p_ptr->update |= (PU_MANA | PU_SPELLS);
1787 /* Change in WIS may affect Mana/Spells */
1788 else if (i == A_CHR)
1790 if (mp_ptr->spell_stat == A_CHR)
1792 p_ptr->update |= (PU_MANA | PU_SPELLS);
1796 p_ptr->window |= (PW_PLAYER);
1801 /* Apply temporary "stun" */
1802 if (p_ptr->stun > 50)
1804 p_ptr->to_h[0] -= 20;
1805 p_ptr->to_h[1] -= 20;
1806 p_ptr->to_h_b -= 20;
1807 p_ptr->to_h_m -= 20;
1808 p_ptr->dis_to_h[0] -= 20;
1809 p_ptr->dis_to_h[1] -= 20;
1810 p_ptr->dis_to_h_b -= 20;
1811 p_ptr->to_d[0] -= 20;
1812 p_ptr->to_d[1] -= 20;
1813 p_ptr->to_d_m -= 20;
1814 p_ptr->dis_to_d[0] -= 20;
1815 p_ptr->dis_to_d[1] -= 20;
1817 else if (p_ptr->stun)
1819 p_ptr->to_h[0] -= 5;
1820 p_ptr->to_h[1] -= 5;
1823 p_ptr->dis_to_h[0] -= 5;
1824 p_ptr->dis_to_h[1] -= 5;
1825 p_ptr->dis_to_h_b -= 5;
1826 p_ptr->to_d[0] -= 5;
1827 p_ptr->to_d[1] -= 5;
1829 p_ptr->dis_to_d[0] -= 5;
1830 p_ptr->dis_to_d[1] -= 5;
1834 if (p_ptr->wraith_form)
1836 p_ptr->reflect = TRUE;
1837 p_ptr->pass_wall = TRUE;
1840 if (p_ptr->kabenuke)
1842 p_ptr->pass_wall = TRUE;
1845 /* Temporary blessing */
1849 p_ptr->dis_to_a += 5;
1850 p_ptr->to_h[0] += 10;
1851 p_ptr->to_h[1] += 10;
1852 p_ptr->to_h_b += 10;
1853 p_ptr->to_h_m += 10;
1854 p_ptr->dis_to_h[0] += 10;
1855 p_ptr->dis_to_h[1] += 10;
1856 p_ptr->dis_to_h_b += 10;
1859 if (p_ptr->magicdef)
1861 p_ptr->resist_blind = TRUE;
1862 p_ptr->resist_conf = TRUE;
1863 p_ptr->reflect = TRUE;
1864 p_ptr->free_act = TRUE;
1865 p_ptr->levitation = TRUE;
1868 /* Temporary "Hero" */
1871 p_ptr->to_h[0] += 12;
1872 p_ptr->to_h[1] += 12;
1873 p_ptr->to_h_b += 12;
1874 p_ptr->to_h_m += 12;
1875 p_ptr->dis_to_h[0] += 12;
1876 p_ptr->dis_to_h[1] += 12;
1877 p_ptr->dis_to_h_b += 12;
1880 /* Temporary "Beserk" */
1883 p_ptr->to_h[0] += 12;
1884 p_ptr->to_h[1] += 12;
1885 p_ptr->to_h_b -= 12;
1886 p_ptr->to_h_m += 12;
1887 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1888 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1889 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1890 p_ptr->dis_to_h[0] += 12;
1891 p_ptr->dis_to_h[1] += 12;
1892 p_ptr->dis_to_h_b -= 12;
1893 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1894 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1896 p_ptr->dis_to_a -= 10;
1897 p_ptr->skill_stl -= 7;
1898 p_ptr->skill_dev -= 20;
1899 p_ptr->skill_sav -= 30;
1900 p_ptr->skill_srh -= 15;
1901 p_ptr->skill_fos -= 15;
1902 p_ptr->skill_tht -= 20;
1903 p_ptr->skill_dig += 30;
1906 /* Temporary "fast" */
1912 /* Temporary "slow" */
1918 /* Temporary "telepathy" */
1921 p_ptr->telepathy = TRUE;
1924 if (p_ptr->ele_immune)
1926 if (p_ptr->special_defense & DEFENSE_ACID)
1927 p_ptr->immune_acid = TRUE;
1928 else if (p_ptr->special_defense & DEFENSE_ELEC)
1929 p_ptr->immune_elec = TRUE;
1930 else if (p_ptr->special_defense & DEFENSE_FIRE)
1931 p_ptr->immune_fire = TRUE;
1932 else if (p_ptr->special_defense & DEFENSE_COLD)
1933 p_ptr->immune_cold = TRUE;
1936 /* Temporary see invisible */
1937 if (p_ptr->tim_invis)
1939 p_ptr->see_inv = TRUE;
1942 /* Temporary infravision boost */
1943 if (p_ptr->tim_infra)
1945 p_ptr->see_infra += 3;
1948 /* Temporary regeneration boost */
1949 if (p_ptr->tim_regen)
1951 p_ptr->regenerate = TRUE;
1954 /* Temporary levitation */
1955 if (p_ptr->tim_levitation)
1957 p_ptr->levitation = TRUE;
1960 /* Temporary reflection */
1961 if (p_ptr->tim_reflect)
1963 p_ptr->reflect = TRUE;
1966 /* Hack -- Hero/Shero -> Res fear */
1967 if (IS_HERO() || p_ptr->shero)
1969 p_ptr->resist_fear = TRUE;
1973 /* Hack -- Telepathy Change */
1974 if (p_ptr->telepathy != old_telepathy)
1976 p_ptr->update |= (PU_MONSTERS);
1979 if ((p_ptr->esp_animal != old_esp_animal) ||
1980 (p_ptr->esp_undead != old_esp_undead) ||
1981 (p_ptr->esp_demon != old_esp_demon) ||
1982 (p_ptr->esp_orc != old_esp_orc) ||
1983 (p_ptr->esp_troll != old_esp_troll) ||
1984 (p_ptr->esp_giant != old_esp_giant) ||
1985 (p_ptr->esp_dragon != old_esp_dragon) ||
1986 (p_ptr->esp_human != old_esp_human) ||
1987 (p_ptr->esp_evil != old_esp_evil) ||
1988 (p_ptr->esp_good != old_esp_good) ||
1989 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1990 (p_ptr->esp_unique != old_esp_unique))
1992 p_ptr->update |= (PU_MONSTERS);
1995 /* Hack -- See Invis Change */
1996 if (p_ptr->see_inv != old_see_inv)
1998 p_ptr->update |= (PU_MONSTERS);
2001 /* Bloating slows the player down (a little) */
2002 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2004 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2006 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2007 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2009 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2010 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2013 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2015 int penalty1, penalty2;
2016 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
2017 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
2018 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
2020 penalty1 = penalty1 / 2 - 5;
2021 penalty2 = penalty2 / 2 - 5;
2024 p_ptr->dis_to_a += 10;
2028 if (penalty1 > 0) penalty1 /= 2;
2029 if (penalty2 > 0) penalty2 /= 2;
2031 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
2033 penalty1 = MAX(0, penalty1 - 10);
2034 penalty2 = MAX(0, penalty2 - 10);
2036 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2038 penalty1 = MIN(0, penalty1);
2039 penalty2 = MIN(0, penalty2);
2041 p_ptr->dis_to_a += 10;
2045 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2047 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2050 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2051 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2052 p_ptr->to_h[0] -= (s16b)penalty1;
2053 p_ptr->to_h[1] -= (s16b)penalty2;
2054 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2055 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2058 /* Extract the current weight (in tenth pounds) */
2059 j = p_ptr->total_weight;
2063 /* Extract the "weight limit" (in tenth pounds) */
2064 i = (int)weight_limit();
2068 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2069 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2070 SPEED speed = riding_m_ptr->mspeed;
2072 if (riding_m_ptr->mspeed > 110)
2074 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2075 if (new_speed < 110) new_speed = 110;
2081 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2082 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2083 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2084 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2085 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2087 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2088 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2090 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;
2092 /* Extract the "weight limit" */
2093 i = 1500 + riding_r_ptr->level * 25;
2096 /* Apply "encumbrance" from weight */
2097 if (j > i) new_speed -= ((j - i) / (i / 5));
2099 /* Searching slows the player down */
2100 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2103 if (p_ptr->prace == RACE_MERFOLK)
2105 if (have_flag(f_ptr->flags, FF_WATER))
2107 new_speed += (2 + p_ptr->lev / 10);
2109 else if (!p_ptr->levitation)
2116 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2117 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2118 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2119 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2120 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2121 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2122 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2123 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2124 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2125 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2126 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2127 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2128 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2130 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2131 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2132 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2133 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2134 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2135 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2136 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2137 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2138 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2139 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2142 /* Obtain the "hold" value */
2143 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2146 /* Examine the "current bow" */
2147 o_ptr = &inventory[INVEN_BOW];
2149 /* It is hard to carholdry a heavy bow */
2150 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2151 if (p_ptr->heavy_shoot)
2153 /* Hard to wield a heavy bow */
2154 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2155 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2158 /* Compute "extra shots" if needed */
2161 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2163 /* Apply special flags */
2164 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2167 p_ptr->num_fire = calc_num_fire(o_ptr);
2169 /* Snipers love Cross bows */
2170 if ((p_ptr->pclass == CLASS_SNIPER) &&
2171 (p_ptr->tval_ammo == TV_BOLT))
2173 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2174 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2179 if (p_ptr->ryoute) hold *= 2;
2181 for (i = 0; i < 2; i++)
2183 /* Examine the "main weapon" */
2184 o_ptr = &inventory[INVEN_RARM + i];
2186 object_flags(o_ptr, flgs);
2188 /* Assume not heavy */
2189 p_ptr->heavy_wield[i] = FALSE;
2190 p_ptr->icky_wield[i] = FALSE;
2191 p_ptr->riding_wield[i] = FALSE;
2193 if (!has_melee_weapon(INVEN_RARM + i))
2195 p_ptr->num_blow[i] = 1;
2198 /* It is hard to hold a heavy weapon */
2199 if (hold < o_ptr->weight / 10)
2201 /* Hard to wield a heavy weapon */
2202 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2203 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2206 p_ptr->heavy_wield[i] = TRUE;
2208 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2210 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2213 p_ptr->dis_to_a += 5;
2216 /* Normal weapons */
2217 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2219 int str_index, dex_index;
2221 int num = 0, wgt = 0, mul = 0, div = 0;
2223 /* Analyze the class */
2224 switch (p_ptr->pclass)
2227 num = 6; wgt = 70; mul = 5; break;
2229 case CLASS_BERSERKER:
2230 num = 6; wgt = 70; mul = 7; break;
2233 case CLASS_HIGH_MAGE:
2234 case CLASS_BLUE_MAGE:
2235 num = 3; wgt = 100; mul = 2; break;
2238 case CLASS_MAGIC_EATER:
2239 case CLASS_MINDCRAFTER:
2240 num = 5; wgt = 100; mul = 3; break;
2243 num = 5; wgt = 40; mul = 3; break;
2246 num = 5; wgt = 70; mul = 4; break;
2250 num = 5; wgt = 70; mul = 4; break;
2253 num = 5; wgt = 150; mul = 5; break;
2255 case CLASS_WARRIOR_MAGE:
2256 case CLASS_RED_MAGE:
2257 num = 5; wgt = 70; mul = 3; break;
2259 case CLASS_CHAOS_WARRIOR:
2260 num = 5; wgt = 70; mul = 4; break;
2263 num = 5; wgt = 60; mul = 3; break;
2266 num = 4; wgt = 100; mul = 3; break;
2268 case CLASS_IMITATOR:
2269 num = 5; wgt = 70; mul = 4; break;
2271 case CLASS_BEASTMASTER:
2272 num = 5; wgt = 70; mul = 3; break;
2275 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2276 else { num = 5; wgt = 100; mul = 3; }
2279 case CLASS_SORCERER:
2280 num = 1; wgt = 1; mul = 1; break;
2285 num = 4; wgt = 70; mul = 2; break;
2287 case CLASS_FORCETRAINER:
2288 num = 4; wgt = 60; mul = 2; break;
2290 case CLASS_MIRROR_MASTER:
2291 num = 3; wgt = 100; mul = 3; break;
2294 num = 4; wgt = 20; mul = 1; break;
2297 /* Hex - extra mights gives +1 bonus to max blows */
2298 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2300 /* Enforce a minimum "weight" (tenth pounds) */
2301 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2303 /* Access the strength vs weight */
2304 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2306 if (p_ptr->ryoute && !omoi) str_index++;
2307 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2310 if (str_index > 11) str_index = 11;
2312 /* Index by dexterity */
2313 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2316 if (dex_index > 11) dex_index = 11;
2318 /* Use the blows table */
2319 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2322 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2324 /* Add in the "bonus blows" */
2325 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2328 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2329 else if (p_ptr->pclass == CLASS_BERSERKER)
2331 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2333 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2335 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2337 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2340 /* Require at least one blow */
2341 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2343 /* Boost digging skill by weapon weight */
2344 p_ptr->skill_dig += (o_ptr->weight / 10);
2348 /* Priest weapon penalty for non-blessed edged weapons */
2349 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2350 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2352 /* Reduce the real bonuses */
2353 p_ptr->to_h[i] -= 2;
2354 p_ptr->to_d[i] -= 2;
2356 /* Reduce the mental bonuses */
2357 p_ptr->dis_to_h[i] -= 2;
2358 p_ptr->dis_to_d[i] -= 2;
2361 p_ptr->icky_wield[i] = TRUE;
2363 else if (p_ptr->pclass == CLASS_BERSERKER)
2365 p_ptr->to_h[i] += p_ptr->lev / 5;
2366 p_ptr->to_d[i] += p_ptr->lev / 6;
2367 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2368 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2369 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2371 p_ptr->to_h[i] += p_ptr->lev / 5;
2372 p_ptr->to_d[i] += p_ptr->lev / 6;
2373 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2374 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2377 else if (p_ptr->pclass == CLASS_SORCERER)
2379 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2381 /* Reduce the real bonuses */
2382 p_ptr->to_h[i] -= 200;
2383 p_ptr->to_d[i] -= 200;
2385 /* Reduce the mental bonuses */
2386 p_ptr->dis_to_h[i] -= 200;
2387 p_ptr->dis_to_d[i] -= 200;
2390 p_ptr->icky_wield[i] = TRUE;
2394 /* Reduce the real bonuses */
2395 p_ptr->to_h[i] -= 30;
2396 p_ptr->to_d[i] -= 10;
2398 /* Reduce the mental bonuses */
2399 p_ptr->dis_to_h[i] -= 30;
2400 p_ptr->dis_to_d[i] -= 10;
2404 if (p_ptr->realm1 == REALM_HEX)
2406 if (object_is_cursed(o_ptr))
2408 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2409 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2410 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2411 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2412 if (hex_spelling(HEX_RUNESWORD))
2414 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2415 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2416 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2422 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2424 p_ptr->to_h[i] += 15;
2425 p_ptr->dis_to_h[i] += 15;
2426 p_ptr->to_dd[i] += 2;
2428 else if (!(have_flag(flgs, TR_RIDING)))
2431 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2437 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2439 if (penalty < 30) penalty = 30;
2441 p_ptr->to_h[i] -= (s16b)penalty;
2442 p_ptr->dis_to_h[i] -= (s16b)penalty;
2445 p_ptr->riding_wield[i] = TRUE;
2454 p_ptr->riding_ryoute = FALSE;
2456 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2457 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2459 switch (p_ptr->pclass)
2462 case CLASS_FORCETRAINER:
2463 case CLASS_BERSERKER:
2464 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2465 p_ptr->riding_ryoute = TRUE;
2470 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2472 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
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 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2481 p_ptr->to_h_b -= (s16b)penalty;
2482 p_ptr->dis_to_h_b -= (s16b)penalty;
2485 /* Different calculation for monks with empty hands */
2486 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2487 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2489 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2490 p_ptr->num_blow[0] = 0;
2492 if (p_ptr->pclass == CLASS_FORCETRAINER)
2494 if (blow_base > 18) p_ptr->num_blow[0]++;
2495 if (blow_base > 31) p_ptr->num_blow[0]++;
2496 if (blow_base > 44) p_ptr->num_blow[0]++;
2497 if (blow_base > 58) p_ptr->num_blow[0]++;
2500 p_ptr->to_d[0] += P_PTR_KI / 5;
2501 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2506 if (blow_base > 12) p_ptr->num_blow[0]++;
2507 if (blow_base > 22) p_ptr->num_blow[0]++;
2508 if (blow_base > 31) p_ptr->num_blow[0]++;
2509 if (blow_base > 39) p_ptr->num_blow[0]++;
2510 if (blow_base > 46) p_ptr->num_blow[0]++;
2511 if (blow_base > 53) p_ptr->num_blow[0]++;
2512 if (blow_base > 59) p_ptr->num_blow[0]++;
2515 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2516 p_ptr->num_blow[0] /= 2;
2519 p_ptr->to_h[0] += (p_ptr->lev / 3);
2520 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2522 p_ptr->to_d[0] += (p_ptr->lev / 6);
2523 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2526 if (p_ptr->special_defense & KAMAE_BYAKKO)
2529 p_ptr->dis_to_a -= 40;
2532 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2535 p_ptr->dis_to_a -= 50;
2536 p_ptr->resist_acid = TRUE;
2537 p_ptr->resist_fire = TRUE;
2538 p_ptr->resist_elec = TRUE;
2539 p_ptr->resist_cold = TRUE;
2540 p_ptr->resist_pois = TRUE;
2541 p_ptr->sh_fire = TRUE;
2542 p_ptr->sh_elec = TRUE;
2543 p_ptr->sh_cold = TRUE;
2544 p_ptr->levitation = TRUE;
2546 else if (p_ptr->special_defense & KAMAE_GENBU)
2548 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2549 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2550 p_ptr->reflect = TRUE;
2551 p_ptr->num_blow[0] -= 2;
2552 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2553 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2555 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2557 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2558 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2560 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2561 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2562 p_ptr->num_blow[0] /= 2;
2563 p_ptr->levitation = TRUE;
2566 p_ptr->num_blow[0] += 1 + extra_blows[0];
2569 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2571 monk_armour_aux = FALSE;
2575 monk_armour_aux = TRUE;
2578 for (i = 0; i < 2; i++)
2580 if (has_melee_weapon(INVEN_RARM + i))
2582 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2583 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2585 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2586 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2587 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2589 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2591 p_ptr->to_h[i] -= 40;
2592 p_ptr->dis_to_h[i] -= 40;
2593 p_ptr->icky_wield[i] = TRUE;
2596 else if (p_ptr->pclass == CLASS_NINJA)
2598 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2600 p_ptr->to_h[i] -= 40;
2601 p_ptr->dis_to_h[i] -= 40;
2602 p_ptr->icky_wield[i] = TRUE;
2603 p_ptr->num_blow[i] /= 2;
2604 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2610 /* Maximum speed is (+99). (internally it's 110 + 99) */
2611 /* Temporary lightspeed forces to be maximum speed */
2612 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2617 /* Minimum speed is (-99). (internally it's 110 - 99) */
2618 if (new_speed < 11) new_speed = 11;
2620 /* Display the speed (if needed) */
2621 if (p_ptr->pspeed != (byte)new_speed)
2623 p_ptr->pspeed = (byte)new_speed;
2624 p_ptr->redraw |= (PR_SPEED);
2629 if (p_ptr->to_a > (0 - p_ptr->ac))
2630 p_ptr->to_a = 0 - p_ptr->ac;
2631 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2632 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2635 /* Redraw armor (if needed) */
2636 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2638 p_ptr->redraw |= (PR_ARMOR);
2639 p_ptr->window |= (PW_PLAYER);
2642 if (p_ptr->ryoute && !omoi)
2644 int bonus_to_h = 0, bonus_to_d = 0;
2645 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2646 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);
2648 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2649 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2650 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2651 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2654 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;
2656 /* Affect Skill -- stealth (bonus one) */
2657 p_ptr->skill_stl += 1;
2659 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2661 /* Affect Skill -- disarming (DEX and INT) */
2662 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2663 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2665 /* Affect Skill -- magic devices (INT) */
2666 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2668 /* Affect Skill -- saving throw (WIS) */
2669 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2671 /* Affect Skill -- digging (STR) */
2672 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2674 /* Affect Skill -- disarming (Level, by Class) */
2675 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2677 /* Affect Skill -- magic devices (Level, by Class) */
2678 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2680 /* Affect Skill -- saving throw (Level, by Class) */
2681 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2683 /* Affect Skill -- stealth (Level, by Class) */
2684 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2686 /* Affect Skill -- search ability (Level, by Class) */
2687 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2689 /* Affect Skill -- search frequency (Level, by Class) */
2690 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2692 /* Affect Skill -- combat (normal) (Level, by Class) */
2693 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2695 /* Affect Skill -- combat (shooting) (Level, by Class) */
2696 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2698 /* Affect Skill -- combat (throwing) (Level, by Class) */
2699 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2702 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2704 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2705 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2708 /* Limit Skill -- stealth from 0 to 30 */
2709 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2710 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2712 /* Limit Skill -- digging from 1 up */
2713 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2715 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2717 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2719 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;
2721 if (down_saving) p_ptr->skill_sav /= 2;
2723 /* Hack -- Each elemental immunity includes resistance */
2724 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2725 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2726 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2727 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2730 /* Hack -- handle "xtra" mode */
2731 if (character_xtra) return;
2733 /* Take note when "heavy bow" changes */
2734 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2736 if (p_ptr->heavy_shoot)
2738 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."));
2740 else if (inventory[INVEN_BOW].k_idx)
2742 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."));
2746 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."));
2750 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2753 for (i = 0; i < 2; i++)
2755 /* Take note when "heavy weapon" changes */
2756 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2758 if (p_ptr->heavy_wield[i])
2760 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."));
2762 else if (has_melee_weapon(INVEN_RARM + i))
2764 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2766 else if (p_ptr->heavy_wield[1 - i])
2768 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2772 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."));
2776 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2779 /* Take note when "heavy weapon" changes */
2780 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2782 if (p_ptr->riding_wield[i])
2784 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."));
2786 else if (!p_ptr->riding)
2788 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2790 else if (has_melee_weapon(INVEN_RARM + i))
2792 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2795 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2798 /* Take note when "illegal weapon" changes */
2799 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2801 if (p_ptr->icky_wield[i])
2803 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."));
2806 chg_virtue(V_FAITH, -1);
2809 else if (has_melee_weapon(INVEN_RARM + i))
2811 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."));
2815 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."));
2819 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2823 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2825 if (p_ptr->riding_ryoute)
2828 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" : "");
2830 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2836 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" : "");
2838 msg_print("You began to control riding pet with one hand.");
2842 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2845 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2849 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."));
2852 chg_virtue(V_HARMONY, -1);
2857 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2860 monk_notify_aux = monk_armour_aux;
2863 for (i = 0; i < INVEN_PACK; i++)
2866 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2867 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2869 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2870 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2873 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)
2875 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2876 next_o_idx = o_ptr->next_o_idx;
2879 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2880 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2882 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2883 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2886 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2888 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2890 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2891 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2894 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)))
2896 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2897 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2900 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2902 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2903 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2906 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2908 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2909 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2914 static void calc_alignment(void)
2918 int i, j, neutral[2];
2920 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2922 monster_type *m_ptr;
2923 monster_race *r_ptr;
2924 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2925 if (!monster_is_valid(m_ptr)) continue;
2926 r_ptr = &r_info[m_ptr->r_idx];
2930 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2931 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2935 if (p_ptr->mimic_form)
2937 switch (p_ptr->mimic_form)
2940 p_ptr->align -= 200;
2942 case MIMIC_DEMON_LORD:
2943 p_ptr->align -= 200;
2949 switch (p_ptr->prace)
2952 p_ptr->align += 200;
2955 p_ptr->align -= 200;
2960 for (i = 0; i < 2; i++)
2962 if (has_melee_weapon(INVEN_RARM + i))
2964 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2968 /* Determine player alignment */
2969 for (i = 0, j = 0; i < 8; i++)
2971 switch (p_ptr->vir_types[i])
2974 p_ptr->align += p_ptr->virtues[i] * 2;
2984 p_ptr->align -= p_ptr->virtues[i];
2987 p_ptr->align += p_ptr->virtues[i];
2992 for (i = 0; i < j; i++)
2994 if (p_ptr->align > 0)
2996 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2997 if (p_ptr->align < 0) p_ptr->align = 0;
2999 else if (p_ptr->align < 0)
3001 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3002 if (p_ptr->align > 0) p_ptr->align = 0;
3008 * @brief プレイヤーの最大HPを計算する /
3009 * Calculate the players (maximal) hit points
3010 * Adjust current hitpoints if necessary
3014 static void calc_hitpoints(void)
3019 /* Un-inflate "half-hitpoint bonus per level" value */
3020 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3022 /* Calculate hitpoints */
3023 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3025 if (p_ptr->mimic_form)
3027 if (p_ptr->pclass == CLASS_SORCERER)
3028 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3030 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3031 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3034 if (p_ptr->pclass == CLASS_SORCERER)
3036 if (p_ptr->lev < 30)
3037 mhp = (mhp * (45 + p_ptr->lev) / 100);
3039 mhp = (mhp * 75 / 100);
3040 bonus = (bonus * 65 / 100);
3045 if (p_ptr->pclass == CLASS_BERSERKER)
3047 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3050 /* Always have at least one hitpoint per level */
3051 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3053 /* Factor in the hero / superhero settings */
3054 if (IS_HERO()) mhp += 10;
3055 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3056 if (p_ptr->tsuyoshi) mhp += 50;
3058 /* Factor in the hex spell settings */
3059 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3060 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3062 /* New maximum hitpoints */
3063 if (p_ptr->mhp != mhp)
3065 /* Enforce maximum */
3066 if (p_ptr->chp >= mhp)
3069 p_ptr->chp_frac = 0;
3073 /* レベルアップの時は上昇量を表示する */
3074 if ((level_up == 1) && (mhp > p_ptr->mhp))
3076 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3079 /* Save the new max-hitpoints */
3082 /* Display hitpoints (later) */
3083 p_ptr->redraw |= (PR_HP);
3084 p_ptr->window |= (PW_PLAYER);
3089 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3092 * SWD: Experimental modification: multiple light sources have additive effect.
3094 static void calc_torch(void)
3099 BIT_FLAGS flgs[TR_FLAG_SIZE];
3101 /* Assume no light */
3102 p_ptr->cur_lite = 0;
3104 /* Loop through all wielded items */
3105 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3107 o_ptr = &inventory[i];
3108 /* Skip empty slots */
3109 if (!o_ptr->k_idx) continue;
3111 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3114 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3116 if (o_ptr->tval == TV_LITE)
3118 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3119 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3122 object_flags(o_ptr, flgs);
3124 /* calc the lite_radius */
3127 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3128 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3129 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3130 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3131 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3132 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3133 p_ptr->cur_lite += rad;
3136 /* max radius is 14 (was 5) without rewriting other code -- */
3137 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3138 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3139 p_ptr->cur_lite = 1;
3142 * check if the player doesn't have light radius,
3143 * but does weakly glow as an intrinsic.
3145 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3147 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3148 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3150 /* end experimental mods */
3152 /* Notice changes in the "lite radius" */
3153 if (p_ptr->old_lite != p_ptr->cur_lite)
3155 /* Hack -- PU_MON_LITE for monsters' darkness */
3156 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3158 /* Remember the old lite */
3159 p_ptr->old_lite = p_ptr->cur_lite;
3161 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3162 set_superstealth(FALSE);
3167 * @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。 /
3168 * Calculate number of spells player should have, and forget,
3169 * or remember, spells until that number is properly reflected.
3172 * Note that this function induces various "status" messages,
3173 * which must be bypasses until the character is created.
3175 static void calc_spells(void)
3177 int i, j, k, levels;
3179 int num_boukyaku = 0;
3181 const magic_type *s_ptr;
3187 /* Hack -- must be literate */
3188 if (!mp_ptr->spell_book) return;
3190 /* Hack -- wait for creation */
3191 if (!character_generated) return;
3193 /* Hack -- handle "xtra" mode */
3194 if (character_xtra) return;
3196 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3198 p_ptr->new_spells = 0;
3202 p = spell_category_name(mp_ptr->spell_book);
3204 /* Determine the number of spells allowed */
3205 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3207 /* Hack -- no negative spells */
3208 if (levels < 0) levels = 0;
3210 /* Extract total allowed spells */
3211 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3213 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3217 if (p_ptr->pclass == CLASS_SAMURAI)
3221 else if (p_ptr->realm2 == REALM_NONE)
3223 num_allowed = (num_allowed + 1) / 2;
3224 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3226 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3228 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3232 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3235 /* Count the number of spells we know */
3236 for (j = 0; j < 64; j++)
3238 /* Count known spells */
3240 (p_ptr->spell_forgotten1 & (1L << j)) :
3241 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3247 /* See how many spells we must forget or may learn */
3248 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3250 /* Forget spells which are too hard */
3251 for (i = 63; i >= 0; i--)
3253 /* Efficiency -- all done */
3254 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3256 /* Access the spell */
3257 j = p_ptr->spell_order[i];
3259 /* Skip non-spells */
3260 if (j >= 99) continue;
3264 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3267 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3269 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3272 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3274 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3276 /* Skip spells we are allowed to know */
3277 if (s_ptr->slevel <= p_ptr->lev) continue;
3281 (p_ptr->spell_learned1 & (1L << j)) :
3282 (p_ptr->spell_learned2 & (1L << (j - 32))))
3284 /* Mark as forgotten */
3287 p_ptr->spell_forgotten1 |= (1L << j);
3288 which = p_ptr->realm1;
3292 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3293 which = p_ptr->realm2;
3296 /* No longer known */
3299 p_ptr->spell_learned1 &= ~(1L << j);
3300 which = p_ptr->realm1;
3304 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3305 which = p_ptr->realm2;
3309 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3311 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3315 /* One more can be learned */
3316 p_ptr->new_spells++;
3321 /* Forget spells if we know too many spells */
3322 for (i = 63; i >= 0; i--)
3324 /* Stop when possible */
3325 if (p_ptr->new_spells >= 0) break;
3327 /* Efficiency -- all done */
3328 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3330 /* Get the (i+1)th spell learned */
3331 j = p_ptr->spell_order[i];
3333 /* Skip unknown spells */
3334 if (j >= 99) continue;
3336 /* Forget it (if learned) */
3338 (p_ptr->spell_learned1 & (1L << j)) :
3339 (p_ptr->spell_learned2 & (1L << (j - 32))))
3341 /* Mark as forgotten */
3344 p_ptr->spell_forgotten1 |= (1L << j);
3345 which = p_ptr->realm1;
3349 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3350 which = p_ptr->realm2;
3353 /* No longer known */
3356 p_ptr->spell_learned1 &= ~(1L << j);
3357 which = p_ptr->realm1;
3361 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3362 which = p_ptr->realm2;
3366 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3368 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3372 /* One more can be learned */
3373 p_ptr->new_spells++;
3378 /* Check for spells to remember */
3379 for (i = 0; i < 64; i++)
3381 /* None left to remember */
3382 if (p_ptr->new_spells <= 0) break;
3384 /* Efficiency -- all done */
3385 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3387 /* Get the next spell we learned */
3388 j = p_ptr->spell_order[i];
3390 /* Skip unknown spells */
3393 /* Access the spell */
3394 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3397 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3399 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3402 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3404 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3406 /* Skip spells we cannot remember */
3407 if (s_ptr->slevel > p_ptr->lev) continue;
3409 /* First set of spells */
3411 (p_ptr->spell_forgotten1 & (1L << j)) :
3412 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3414 /* No longer forgotten */
3417 p_ptr->spell_forgotten1 &= ~(1L << j);
3418 which = p_ptr->realm1;
3422 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3423 which = p_ptr->realm2;
3426 /* Known once more */
3429 p_ptr->spell_learned1 |= (1L << j);
3430 which = p_ptr->realm1;
3434 p_ptr->spell_learned2 |= (1L << (j - 32));
3435 which = p_ptr->realm2;
3439 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3441 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3445 /* One less can be learned */
3446 p_ptr->new_spells--;
3452 if (p_ptr->realm2 == REALM_NONE)
3454 /* Count spells that can be learned */
3455 for (j = 0; j < 32; j++)
3457 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3458 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3460 /* Skip spells we cannot remember */
3461 if (s_ptr->slevel > p_ptr->lev) continue;
3463 /* Skip spells we already know */
3464 if (p_ptr->spell_learned1 & (1L << j))
3473 if ((p_ptr->new_spells > k) &&
3474 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3476 p_ptr->new_spells = (s16b)k;
3480 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3482 /* Spell count changed */
3483 if (p_ptr->old_spells != p_ptr->new_spells)
3485 /* Message if needed */
3486 if (p_ptr->new_spells)
3489 if (p_ptr->new_spells < 10) {
3490 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3493 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3496 msg_format("You can learn %d more %s%s.",
3497 p_ptr->new_spells, p,
3498 (p_ptr->new_spells != 1) ? "s" : "");
3503 /* Save the new_spells value */
3504 p_ptr->old_spells = p_ptr->new_spells;
3506 /* Redraw Study Status */
3507 p_ptr->redraw |= (PR_STUDY);
3509 /* Redraw object recall */
3510 p_ptr->window |= (PW_OBJECT);
3515 * @brief プレイヤーの最大MPを計算する /
3516 * Calculate maximum mana. You do not need to know any spells.
3517 * Note that mana is lowered by heavy (or inappropriate) armor.
3520 * This function induces status messages.
3522 static void calc_mana(void)
3524 int msp, levels, cur_wgt, max_wgt;
3529 /* Hack -- Must be literate */
3530 if (!mp_ptr->spell_book) return;
3532 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3533 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3534 (p_ptr->pclass == CLASS_BLUE_MAGE))
3536 levels = p_ptr->lev;
3540 if (mp_ptr->spell_first > p_ptr->lev)
3545 /* Display mana later */
3546 p_ptr->redraw |= (PR_MANA);
3550 /* Extract "effective" player level */
3551 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3554 if (p_ptr->pclass == CLASS_SAMURAI)
3556 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3557 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3561 /* Extract total mana */
3562 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3564 /* Hack -- usually add one mana */
3567 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3569 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3571 /* Hack: High mages have a 25% mana bonus */
3572 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3574 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3577 /* Only mages are affected */
3578 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3580 BIT_FLAGS flgs[TR_FLAG_SIZE];
3582 /* Assume player is not encumbered by gloves */
3583 p_ptr->cumber_glove = FALSE;
3585 /* Get the gloves */
3586 o_ptr = &inventory[INVEN_HANDS];
3588 /* Examine the gloves */
3589 object_flags(o_ptr, flgs);
3591 /* Normal gloves hurt mage-type spells */
3593 !(have_flag(flgs, TR_FREE_ACT)) &&
3594 !(have_flag(flgs, TR_DEC_MANA)) &&
3595 !(have_flag(flgs, TR_EASY_SPELL)) &&
3596 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3597 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3600 p_ptr->cumber_glove = TRUE;
3603 msp = (3 * msp) / 4;
3608 /* Assume player not encumbered by armor */
3609 p_ptr->cumber_armor = FALSE;
3611 /* Weigh the armor */
3613 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3614 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3615 cur_wgt += inventory[INVEN_BODY].weight;
3616 cur_wgt += inventory[INVEN_HEAD].weight;
3617 cur_wgt += inventory[INVEN_OUTER].weight;
3618 cur_wgt += inventory[INVEN_HANDS].weight;
3619 cur_wgt += inventory[INVEN_FEET].weight;
3621 /* Subtract a percentage of maximum mana. */
3622 switch (p_ptr->pclass)
3624 /* For these classes, mana is halved if armour
3625 * is 30 pounds over their weight limit. */
3627 case CLASS_HIGH_MAGE:
3628 case CLASS_BLUE_MAGE:
3630 case CLASS_FORCETRAINER:
3631 case CLASS_SORCERER:
3633 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3634 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3638 /* Mana halved if armour is 40 pounds over weight limit. */
3643 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3644 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3648 case CLASS_MINDCRAFTER:
3649 case CLASS_BEASTMASTER:
3650 case CLASS_MIRROR_MASTER:
3652 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3653 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3657 /* Mana halved if armour is 50 pounds over weight limit. */
3660 case CLASS_RED_MAGE:
3661 case CLASS_WARRIOR_MAGE:
3663 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3664 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3668 /* Mana halved if armour is 60 pounds over weight limit. */
3670 case CLASS_CHAOS_WARRIOR:
3672 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3673 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3677 /* For new classes created, but not yet added to this formula. */
3684 /* Determine the weight allowance */
3685 max_wgt = mp_ptr->spell_weight;
3687 /* Heavy armor penalizes mana by a percentage. -LM- */
3688 if ((cur_wgt - max_wgt) > 0)
3691 p_ptr->cumber_armor = TRUE;
3693 /* Subtract a percentage of maximum mana. */
3694 switch (p_ptr->pclass)
3696 /* For these classes, mana is halved if armour
3697 * is 30 pounds over their weight limit. */
3699 case CLASS_HIGH_MAGE:
3700 case CLASS_BLUE_MAGE:
3702 msp -= msp * (cur_wgt - max_wgt) / 600;
3706 /* Mana halved if armour is 40 pounds over weight limit. */
3708 case CLASS_MINDCRAFTER:
3709 case CLASS_BEASTMASTER:
3711 case CLASS_FORCETRAINER:
3713 case CLASS_MIRROR_MASTER:
3715 msp -= msp * (cur_wgt - max_wgt) / 800;
3719 case CLASS_SORCERER:
3721 msp -= msp * (cur_wgt - max_wgt) / 900;
3725 /* Mana halved if armour is 50 pounds over weight limit. */
3729 case CLASS_RED_MAGE:
3731 msp -= msp * (cur_wgt - max_wgt) / 1000;
3735 /* Mana halved if armour is 60 pounds over weight limit. */
3737 case CLASS_CHAOS_WARRIOR:
3738 case CLASS_WARRIOR_MAGE:
3740 msp -= msp * (cur_wgt - max_wgt) / 1200;
3746 p_ptr->cumber_armor = FALSE;
3750 /* For new classes created, but not yet added to this formula. */
3753 msp -= msp * (cur_wgt - max_wgt) / 800;
3759 /* Mana can never be negative */
3760 if (msp < 0) msp = 0;
3763 /* Maximum mana has changed */
3764 if (p_ptr->msp != msp)
3766 /* Enforce maximum */
3767 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3770 p_ptr->csp_frac = 0;
3774 /* レベルアップの時は上昇量を表示する */
3775 if ((level_up == 1) && (msp > p_ptr->msp))
3777 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3783 /* Display mana later */
3784 p_ptr->redraw |= (PR_MANA);
3785 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3789 /* Hack -- handle "xtra" mode */
3790 if (character_xtra) return;
3792 /* Take note when "glove state" changes */
3793 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3795 if (p_ptr->cumber_glove)
3797 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."));
3801 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."));
3805 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3809 /* Take note when "armor state" changes */
3810 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3812 if (p_ptr->cumber_armor)
3814 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."));
3818 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."));
3822 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3827 * @brief 装備中の射撃武器の威力倍率を返す /
3828 * calcurate the fire rate of target object
3829 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3830 * @return 射撃倍率の値(100で1.00倍)
3832 s16b calc_num_fire(object_type *o_ptr)
3834 int extra_shots = 0;
3837 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3839 BIT_FLAGS flgs[TR_FLAG_SIZE];
3841 /* Scan the usable inventory */
3842 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3844 q_ptr = &inventory[i];
3846 /* Skip non-objects */
3847 if (!q_ptr->k_idx) continue;
3849 /* Do not apply current equip */
3850 if (i == INVEN_BOW) continue;
3852 /* Extract the item flags */
3853 object_flags(q_ptr, flgs);
3856 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3859 object_flags(o_ptr, flgs);
3860 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3862 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3866 num += (extra_shots * 100);
3868 /* Hack -- Rangers love Bows */
3869 if ((p_ptr->pclass == CLASS_RANGER) &&
3870 (tval_ammo == TV_ARROW))
3872 num += (p_ptr->lev * 4);
3875 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3876 (tval_ammo == TV_ARROW))
3878 num += (p_ptr->lev * 3);
3881 if (p_ptr->pclass == CLASS_ARCHER)
3883 if (tval_ammo == TV_ARROW)
3884 num += ((p_ptr->lev * 5) + 50);
3885 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3886 num += (p_ptr->lev * 4);
3890 * Addendum -- also "Reward" high level warriors,
3891 * with _any_ missile weapon -- TY
3893 if (p_ptr->pclass == CLASS_WARRIOR &&
3894 (tval_ammo <= TV_BOLT) &&
3895 (tval_ammo >= TV_SHOT))
3897 num += (p_ptr->lev * 2);
3899 if ((p_ptr->pclass == CLASS_ROGUE) &&
3900 (tval_ammo == TV_SHOT))
3902 num += (p_ptr->lev * 4);
3909 * @brief プレイヤーの所持重量制限を計算する /
3910 * Computes current weight limit.
3913 WEIGHT weight_limit(void)
3917 /* Weight limit based only on strength */
3918 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3919 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3921 /* Return the result */
3926 * @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 /
3927 * @param i 判定する手のID(右手:0 左手:1)
3928 * @return 持っているならばTRUE
3930 bool has_melee_weapon(int i)
3932 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3936 * @brief プレイヤーの現在開いている手の状態を返す
3937 * @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。
3938 * @return 開いている手のビットフラグ
3940 BIT_FLAGS16 empty_hands(bool riding_control)
3942 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3944 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3945 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3947 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3949 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3950 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3958 * @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。
3959 * @return ペナルティが適用されるならばTRUE。
3961 bool heavy_armor(void)
3963 WEIGHT monk_arm_wgt = 0;
3965 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3967 /* Weight the armor */
3968 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3969 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3970 monk_arm_wgt += inventory[INVEN_BODY].weight;
3971 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3972 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3973 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3974 monk_arm_wgt += inventory[INVEN_FEET].weight;
3976 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3980 * @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"
3982 * @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。
3984 void update_creature(player_type *creature_ptr)
3986 if (!creature_ptr->update) return;
3988 /* Actually do auto-destroy */
3989 if (creature_ptr->update & (PU_AUTODESTROY))
3991 creature_ptr->update &= ~(PU_AUTODESTROY);
3992 autopick_delayed_alter();
3994 if (creature_ptr->update & (PU_COMBINE))
3996 creature_ptr->update &= ~(PU_COMBINE);
4000 /* Reorder the pack */
4001 if (creature_ptr->update & (PU_REORDER))
4003 creature_ptr->update &= ~(PU_REORDER);
4007 if (creature_ptr->update & (PU_BONUS))
4009 creature_ptr->update &= ~(PU_BONUS);
4014 if (creature_ptr->update & (PU_TORCH))
4016 creature_ptr->update &= ~(PU_TORCH);
4020 if (creature_ptr->update & (PU_HP))
4022 creature_ptr->update &= ~(PU_HP);
4026 if (creature_ptr->update & (PU_MANA))
4028 creature_ptr->update &= ~(PU_MANA);
4032 if (creature_ptr->update & (PU_SPELLS))
4034 creature_ptr->update &= ~(PU_SPELLS);
4038 /* Character is not ready yet, no screen updates */
4039 if (!character_generated) return;
4041 /* Character is in "icky" mode, no screen updates */
4042 if (character_icky) return;
4044 if (creature_ptr->update & (PU_UN_LITE))
4046 creature_ptr->update &= ~(PU_UN_LITE);
4050 if (creature_ptr->update & (PU_UN_VIEW))
4052 creature_ptr->update &= ~(PU_UN_VIEW);
4056 if (creature_ptr->update & (PU_VIEW))
4058 creature_ptr->update &= ~(PU_VIEW);
4062 if (creature_ptr->update & (PU_LITE))
4064 creature_ptr->update &= ~(PU_LITE);
4069 if (creature_ptr->update & (PU_FLOW))
4071 creature_ptr->update &= ~(PU_FLOW);
4075 if (creature_ptr->update & (PU_DISTANCE))
4077 creature_ptr->update &= ~(PU_DISTANCE);
4079 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4080 /* creature_ptr->update &= ~(PU_MONSTERS); */
4082 update_monsters(TRUE);
4085 if (creature_ptr->update & (PU_MON_LITE))
4087 creature_ptr->update &= ~(PU_MON_LITE);
4092 * Mega-Hack -- Delayed visual update
4093 * Only used if update_view(), update_lite() or update_mon_lite() was called
4095 if (creature_ptr->update & (PU_DELAY_VIS))
4097 creature_ptr->update &= ~(PU_DELAY_VIS);
4098 delayed_visual_update();
4101 if (creature_ptr->update & (PU_MONSTERS))
4103 creature_ptr->update &= ~(PU_MONSTERS);
4104 update_monsters(FALSE);
4109 * @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
4110 * @return 魔道書を一冊も持っていないならTRUEを返す
4112 bool player_has_no_spellbooks(void)
4117 for (i = 0; i < INVEN_PACK; i++)
4119 o_ptr = &inventory[i];
4120 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4123 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4125 o_ptr = ¤t_floor_ptr->o_list[i];
4126 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4132 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4134 creature_ptr->energy_use = (ENERGY)need_cost;
4137 void free_turn(player_type *creature_ptr)
4139 creature_ptr->energy_use = 0;
4143 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4146 * @return 配置に成功したらTRUE
4148 bool player_place(POSITION y, POSITION x)
4150 /* Paranoia XXX XXX */
4151 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4153 /* Save player location */
4162 * @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
4165 void wreck_the_pattern(void)
4169 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4171 if (pattern_type == PATTERN_TILE_WRECKED)
4173 /* Ruined already */
4177 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4178 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4180 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4181 to_ruin = randint1(45) + 35;
4185 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4187 if (pattern_tile(r_y, r_x) &&
4188 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4190 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4194 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4199 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4200 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4201 * @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
4204 void sanity_blast(monster_type *m_ptr, bool necro)
4208 if (p_ptr->inside_battle || !character_dungeon) return;
4210 if (!necro && m_ptr)
4212 GAME_TEXT m_name[MAX_NLEN];
4213 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4215 power = r_ptr->level / 2;
4217 monster_desc(m_name, m_ptr, 0);
4219 if (!(r_ptr->flags1 & RF1_UNIQUE))
4221 if (r_ptr->flags1 & RF1_FRIENDS)
4226 if (!is_loading_now)
4227 return; /* No effect yet, just loaded... */
4230 return; /* Cannot see it for some reason */
4232 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4236 return; /* Pet eldritch horrors are safe most of the time */
4238 if (randint1(100) > power) return;
4240 if (saving_throw(p_ptr->skill_sav - power))
4242 return; /* Save, no adverse effects */
4247 /* Something silly happens... */
4248 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4249 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4253 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4254 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4257 return; /* Never mind; we can't see it clearly enough */
4260 /* Something frightening happens... */
4261 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4262 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4264 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4266 /* Demon characters are unaffected */
4267 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4268 if (p_ptr->wizard) return;
4270 /* Undead characters are 50% likely to be unaffected */
4271 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4272 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4273 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4275 if (saving_throw(25 + p_ptr->lev)) return;
4280 monster_race *r_ptr;
4281 GAME_TEXT m_name[MAX_NLEN];
4284 get_mon_num_prep(get_nightmare, NULL);
4286 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4287 power = r_ptr->level + 10;
4288 desc = r_name + r_ptr->name;
4290 get_mon_num_prep(NULL, NULL);
4293 if (!(r_ptr->flags1 & RF1_UNIQUE))
4294 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4297 sprintf(m_name, "%s", desc);
4299 if (!(r_ptr->flags1 & RF1_UNIQUE))
4301 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4305 if (saving_throw(p_ptr->skill_sav * 100 / power))
4307 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4314 /* Something silly happens... */
4315 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4316 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4320 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4321 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4324 /* Never mind; we can't see it clearly enough */
4328 /* Something frightening happens... */
4329 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4330 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4332 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4334 if (!p_ptr->mimic_form)
4336 switch (p_ptr->prace)
4338 /* Demons may make a saving throw */
4341 if (saving_throw(20 + p_ptr->lev)) return;
4343 /* Undead may make a saving throw */
4348 if (saving_throw(10 + p_ptr->lev)) return;
4354 /* Demons may make a saving throw */
4355 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4357 if (saving_throw(20 + p_ptr->lev)) return;
4359 /* Undead may make a saving throw */
4360 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4362 if (saving_throw(10 + p_ptr->lev)) return;
4368 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!"));
4371 if (saving_throw(p_ptr->skill_sav - power))
4377 (void)do_dec_stat(A_INT);
4378 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4381 (void)do_dec_stat(A_WIS);
4382 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4384 switch (randint1(21))
4387 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4389 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4391 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!"));
4395 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!"));
4398 if (p_ptr->muta3 & MUT3_HYPER_INT)
4400 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."));
4401 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4403 p_ptr->muta3 |= MUT3_MORONIC;
4409 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4411 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4413 /* Duh, the following should never happen, but anyway... */
4414 if (p_ptr->muta3 & MUT3_FEARLESS)
4416 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."));
4417 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4420 p_ptr->muta2 |= MUT2_COWARDICE;
4426 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4428 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!"));
4429 p_ptr->muta2 |= MUT2_HALLU;
4435 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4437 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!"));
4438 p_ptr->muta2 |= MUT2_BERS_RAGE;
4448 if (!p_ptr->resist_conf)
4450 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4452 if (!p_ptr->free_act)
4454 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4456 if (!p_ptr->resist_chaos)
4458 (void)set_image(p_ptr->image + randint0(250) + 150);
4467 if (lose_all_info())
4468 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!"));
4472 p_ptr->update |= PU_BONUS;
4478 * @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 /
4479 * Advance experience levels and print experience
4482 void check_experience(void)
4484 bool level_reward = FALSE;
4485 bool level_mutation = FALSE;
4486 bool level_inc_stat = FALSE;
4487 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4488 PLAYER_LEVEL old_lev = p_ptr->lev;
4490 /* Hack -- lower limit */
4491 if (p_ptr->exp < 0) p_ptr->exp = 0;
4492 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4493 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4495 /* Hack -- upper limit */
4496 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4497 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4498 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4500 /* Hack -- maintain "max" experience */
4501 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4503 /* Hack -- maintain "max max" experience */
4504 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4506 /* Redraw experience */
4507 p_ptr->redraw |= (PR_EXP);
4511 /* Lose levels while possible */
4512 while ((p_ptr->lev > 1) &&
4513 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4517 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4518 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4519 p_ptr->window |= (PW_PLAYER);
4524 /* Gain levels while possible */
4525 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4526 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4531 /* Save the highest level */
4532 if (p_ptr->lev > p_ptr->max_plv)
4534 p_ptr->max_plv = p_ptr->lev;
4536 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4537 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4539 level_reward = TRUE;
4541 if (p_ptr->prace == RACE_BEASTMAN)
4543 if (one_in_(5)) level_mutation = TRUE;
4545 level_inc_stat = TRUE;
4547 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4552 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4554 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4555 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4556 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4566 if (!(p_ptr->max_plv % 10))
4575 cnv_stat(p_ptr->stat_max[0], tmp);
4576 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4577 cnv_stat(p_ptr->stat_max[1], tmp);
4578 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4579 cnv_stat(p_ptr->stat_max[2], tmp);
4580 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4581 cnv_stat(p_ptr->stat_max[3], tmp);
4582 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4583 cnv_stat(p_ptr->stat_max[4], tmp);
4584 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4585 cnv_stat(p_ptr->stat_max[5], tmp);
4586 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4589 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4594 if ((choice >= 'a') && (choice <= 'f')) break;
4596 for (n = 0; n < A_MAX; n++)
4597 if (n != choice - 'a')
4599 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4601 do_inc_stat(choice - 'a');
4604 else if (!(p_ptr->max_plv % 2))
4605 do_inc_stat(randint0(6));
4610 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4611 (void)gain_mutation(p_ptr, 0);
4612 level_mutation = FALSE;
4616 * 報酬でレベルが上ると再帰的に check_experience() が
4621 gain_level_reward(0);
4622 level_reward = FALSE;
4625 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4626 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4627 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4631 /* Load an autopick preference file */
4632 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4636 * @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
4638 * @param out_val 出力先文字列ポインタ
4641 void cnv_stat(int val, char *out_val)
4646 int bonus = (val - 18);
4650 sprintf(out_val, "18/%3s", "***");
4652 else if (bonus >= 100)
4654 sprintf(out_val, "18/%03d", bonus);
4658 sprintf(out_val, " 18/%02d", bonus);
4665 sprintf(out_val, " %2d", val);
4670 * @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。
4671 * Modify a stat value by a "modifier", return new value
4673 * @param amount 加減算値
4677 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4678 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4679 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4680 * Or even: 18/13, 18/03, 18, 17, ..., 3
4683 s16b modify_stat_value(int value, int amount)
4690 /* Apply each point */
4691 for (i = 0; i < amount; i++)
4693 /* One point at a time */
4694 if (value < 18) value++;
4696 /* Ten "points" at a time */
4702 else if (amount < 0)
4704 /* Apply each point */
4705 for (i = 0; i < (0 - amount); i++)
4707 /* Ten points at a time */
4708 if (value >= 18 + 10) value -= 10;
4710 /* Hack -- prevent weirdness */
4711 else if (value > 18) value = 18;
4713 /* One point at a time */
4714 else if (value > 3) value--;
4718 /* Return new value */
4719 return (s16b)(value);