7 #include "player-move.h"
8 #include "player-status.h"
9 #include "player-effects.h"
10 #include "player-skill.h"
11 #include "player-race.h"
12 #include "player-class.h"
13 #include "player-personality.h"
14 #include "player-damage.h"
16 #include "floor-events.h"
21 #include "spells-status.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
26 #include "monster-status.h"
27 #include "monsterrace-hook.h"
30 #include "realm-hex.h"
31 #include "realm-song.h"
33 #include "cmd-spell.h"
35 #include "objectkind.h"
36 #include "monsterrace.h"
41 #include "view-mainwindow.h"
43 #include "cmd-magiceat.h"
46 * @brief 能力値テーブル / Abbreviations of healthy stats
48 const concptr stat_names[6] =
51 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
53 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
59 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
61 const concptr stat_names_reduced[6] =
64 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
66 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
71 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
72 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
73 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
74 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
78 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
80 static concptr horror_desc[MAX_SAN_HORROR] =
136 * @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)
138 static concptr funny_desc[MAX_SAN_FUNNY] =
199 * @var funny_comments
200 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
202 static concptr funny_comments[MAX_SAN_COMMENT] =
223 * @brief 基本必要経験値テーブル /
224 * Base experience levels, may be adjusted up for race and/or class
226 const s32b player_exp[PY_MAX_LEVEL] =
282 * @brief 基本必要強化値テーブル(アンドロイド専用)
284 const s32b player_exp_a[PY_MAX_LEVEL] =
340 * Return alignment title
342 concptr your_alignment(void)
344 if (p_ptr->align > 150) return _("大善", "Lawful");
345 else if (p_ptr->align > 50) return _("中善", "Good");
346 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
347 else if (p_ptr->align > -11) return _("中立", "Neutral");
348 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
349 else if (p_ptr->align > -151) return _("中悪", "Evil");
350 else return _("大悪", "Chaotic");
355 * Return proficiency level of weapons and misc. skills (except riding)
357 int weapon_exp_level(int weapon_exp)
359 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
360 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
361 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
362 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
363 else return EXP_LEVEL_MASTER;
368 * Return proficiency level of riding
370 int riding_exp_level(int riding_exp)
372 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
373 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
374 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
375 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
376 else return EXP_LEVEL_MASTER;
381 * Return proficiency level of spells
383 int spell_exp_level(int spell_exp)
385 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
386 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
387 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
388 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
389 else return EXP_LEVEL_MASTER;
393 * @brief プレイヤーの全ステータスを更新する /
394 * Calculate the players current "state", taking into account
395 * not only race/class intrinsics, but also objects being worn
396 * and temporary spell effects.
400 * See also calc_mana() and calc_hitpoints().
402 * Take note of the new "speed code", in particular, a very strong
403 * player will start slowing down as soon as he reaches 150 pounds,
404 * but not until he reaches 450 pounds will he be half as fast as
405 * a normal kobold. This both hurts and helps the player, hurts
406 * because in the old days a player could just avoid 300 pounds,
407 * and helps because now carrying 300 pounds is not very painful.
409 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
410 * damage, since that would affect non-combat things. These values
411 * are actually added in later, at the appropriate place.
413 * This function induces various "status" messages.
416 void calc_bonuses(void)
420 int default_hand = 0;
421 int empty_hands_status = empty_hands(TRUE);
424 BIT_FLAGS flgs[TR_FLAG_SIZE];
426 bool yoiyami = FALSE;
427 bool down_saving = FALSE;
430 bool have_dd_s = FALSE, have_dd_t = FALSE;
432 bool have_sw = FALSE, have_kabe = FALSE;
433 bool easy_2weapon = FALSE;
434 bool riding_levitation = FALSE;
435 OBJECT_IDX this_o_idx, next_o_idx = 0;
436 const player_race *tmp_rp_ptr;
438 /* Save the old vision stuff */
439 bool old_telepathy = p_ptr->telepathy;
440 bool old_esp_animal = p_ptr->esp_animal;
441 bool old_esp_undead = p_ptr->esp_undead;
442 bool old_esp_demon = p_ptr->esp_demon;
443 bool old_esp_orc = p_ptr->esp_orc;
444 bool old_esp_troll = p_ptr->esp_troll;
445 bool old_esp_giant = p_ptr->esp_giant;
446 bool old_esp_dragon = p_ptr->esp_dragon;
447 bool old_esp_human = p_ptr->esp_human;
448 bool old_esp_evil = p_ptr->esp_evil;
449 bool old_esp_good = p_ptr->esp_good;
450 bool old_esp_nonliving = p_ptr->esp_nonliving;
451 bool old_esp_unique = p_ptr->esp_unique;
452 bool old_see_inv = p_ptr->see_inv;
453 bool old_mighty_throw = p_ptr->mighty_throw;
455 /* Current feature under player. */
456 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
458 /* Save the old armor class */
459 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
460 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
463 /* Clear extra blows/shots */
464 extra_blows[0] = extra_blows[1] = 0;
466 /* Clear the stat modifiers */
467 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
470 /* Clear the Displayed/Real armor class */
471 p_ptr->dis_ac = p_ptr->ac = 0;
473 /* Clear the Displayed/Real Bonuses */
474 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
475 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
476 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
477 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
478 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
479 p_ptr->dis_to_a = p_ptr->to_a = 0;
483 p_ptr->to_m_chance = 0;
485 /* Clear the Extra Dice Bonuses */
486 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
487 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
489 /* Start with "normal" speed */
492 /* Start with a single blow per current_world_ptr->game_turn */
493 p_ptr->num_blow[0] = 1;
494 p_ptr->num_blow[1] = 1;
496 /* Start with a single shot per current_world_ptr->game_turn */
497 p_ptr->num_fire = 100;
499 /* Reset the "xtra" tval */
500 p_ptr->tval_xtra = 0;
502 /* Reset the "ammo" tval */
503 p_ptr->tval_ammo = 0;
505 /* Clear all the flags */
507 p_ptr->bless_blade = FALSE;
508 p_ptr->xtra_might = FALSE;
509 p_ptr->impact[0] = FALSE;
510 p_ptr->impact[1] = FALSE;
511 p_ptr->pass_wall = FALSE;
512 p_ptr->kill_wall = FALSE;
513 p_ptr->dec_mana = FALSE;
514 p_ptr->easy_spell = FALSE;
515 p_ptr->heavy_spell = FALSE;
516 p_ptr->see_inv = FALSE;
517 p_ptr->free_act = FALSE;
518 p_ptr->slow_digest = FALSE;
519 p_ptr->regenerate = FALSE;
520 p_ptr->can_swim = FALSE;
521 p_ptr->levitation = FALSE;
522 p_ptr->hold_exp = FALSE;
523 p_ptr->telepathy = FALSE;
524 p_ptr->esp_animal = FALSE;
525 p_ptr->esp_undead = FALSE;
526 p_ptr->esp_demon = FALSE;
527 p_ptr->esp_orc = FALSE;
528 p_ptr->esp_troll = FALSE;
529 p_ptr->esp_giant = FALSE;
530 p_ptr->esp_dragon = FALSE;
531 p_ptr->esp_human = FALSE;
532 p_ptr->esp_evil = FALSE;
533 p_ptr->esp_good = FALSE;
534 p_ptr->esp_nonliving = FALSE;
535 p_ptr->esp_unique = FALSE;
537 p_ptr->sustain_str = FALSE;
538 p_ptr->sustain_int = FALSE;
539 p_ptr->sustain_wis = FALSE;
540 p_ptr->sustain_con = FALSE;
541 p_ptr->sustain_dex = FALSE;
542 p_ptr->sustain_chr = FALSE;
543 p_ptr->resist_acid = FALSE;
544 p_ptr->resist_elec = FALSE;
545 p_ptr->resist_fire = FALSE;
546 p_ptr->resist_cold = FALSE;
547 p_ptr->resist_pois = FALSE;
548 p_ptr->resist_conf = FALSE;
549 p_ptr->resist_sound = FALSE;
550 p_ptr->resist_lite = FALSE;
551 p_ptr->resist_dark = FALSE;
552 p_ptr->resist_chaos = FALSE;
553 p_ptr->resist_disen = FALSE;
554 p_ptr->resist_shard = FALSE;
555 p_ptr->resist_nexus = FALSE;
556 p_ptr->resist_blind = FALSE;
557 p_ptr->resist_neth = FALSE;
558 p_ptr->resist_time = FALSE;
559 p_ptr->resist_water = FALSE;
560 p_ptr->resist_fear = FALSE;
561 p_ptr->reflect = FALSE;
562 p_ptr->sh_fire = FALSE;
563 p_ptr->sh_elec = FALSE;
564 p_ptr->sh_cold = FALSE;
565 p_ptr->anti_magic = FALSE;
566 p_ptr->anti_tele = FALSE;
567 p_ptr->warning = FALSE;
568 p_ptr->mighty_throw = FALSE;
569 p_ptr->see_nocto = FALSE;
571 p_ptr->immune_acid = FALSE;
572 p_ptr->immune_elec = FALSE;
573 p_ptr->immune_fire = FALSE;
574 p_ptr->immune_cold = FALSE;
576 p_ptr->ryoute = FALSE;
577 p_ptr->migite = FALSE;
578 p_ptr->hidarite = FALSE;
579 p_ptr->no_flowed = FALSE;
581 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
582 else tmp_rp_ptr = &race_info[p_ptr->prace];
584 /* Base infravision (purely racial) */
585 p_ptr->see_infra = tmp_rp_ptr->infra;
587 /* Base skill -- disarming */
588 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
590 /* Base skill -- magic devices */
591 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
593 /* Base skill -- saving throw */
594 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
596 /* Base skill -- stealth */
597 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
599 /* Base skill -- searching ability */
600 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
602 /* Base skill -- searching frequency */
603 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
605 /* Base skill -- combat (normal) */
606 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
608 /* Base skill -- combat (shooting) */
609 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
611 /* Base skill -- combat (throwing) */
612 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
614 /* Base skill -- digging */
615 p_ptr->skill_dig = 0;
617 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
618 if (has_melee_weapon(INVEN_LARM))
620 p_ptr->hidarite = TRUE;
621 if (!p_ptr->migite) default_hand = 1;
624 if (CAN_TWO_HANDS_WIELDING())
626 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
627 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
629 p_ptr->ryoute = TRUE;
631 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
632 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
634 p_ptr->ryoute = TRUE;
638 switch (p_ptr->pclass)
641 case CLASS_FORCETRAINER:
642 case CLASS_BERSERKER:
643 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
645 p_ptr->migite = TRUE;
646 p_ptr->ryoute = TRUE;
653 if (!p_ptr->migite && !p_ptr->hidarite)
655 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
656 else if (empty_hands_status == EMPTY_HAND_LARM)
658 p_ptr->hidarite = TRUE;
663 if (p_ptr->special_defense & KAMAE_MASK)
665 if (!(empty_hands_status & EMPTY_HAND_RARM))
667 set_action(ACTION_NONE);
671 switch (p_ptr->pclass)
674 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
675 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
678 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
680 case CLASS_CHAOS_WARRIOR:
681 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
682 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
684 case CLASS_MINDCRAFTER:
685 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
686 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
687 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
688 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
691 case CLASS_FORCETRAINER:
692 /* Unencumbered Monks become faster every 10 levels */
693 if (!(heavy_armor()))
695 if (!(PRACE_IS_(RACE_KLACKON) ||
696 PRACE_IS_(RACE_SPRITE) ||
697 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
698 new_speed += (p_ptr->lev) / 10;
700 /* Free action if unencumbered at level 25 */
702 p_ptr->free_act = TRUE;
707 p_ptr->dis_to_a -= 50;
710 p_ptr->resist_sound = TRUE;
713 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
715 case CLASS_BERSERKER:
717 p_ptr->sustain_str = TRUE;
718 p_ptr->sustain_dex = TRUE;
719 p_ptr->sustain_con = TRUE;
720 p_ptr->regenerate = TRUE;
721 p_ptr->free_act = TRUE;
723 if (p_ptr->lev > 29) new_speed++;
724 if (p_ptr->lev > 39) new_speed++;
725 if (p_ptr->lev > 44) new_speed++;
726 if (p_ptr->lev > 49) new_speed++;
727 p_ptr->to_a += 10 + p_ptr->lev / 2;
728 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
729 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
730 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
731 p_ptr->redraw |= PR_STATUS;
733 case CLASS_MIRROR_MASTER:
734 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
737 /* Unencumbered Ninjas become faster every 10 levels */
740 new_speed -= (p_ptr->lev) / 10;
741 p_ptr->skill_stl -= (p_ptr->lev) / 10;
743 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
744 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
747 if (!(PRACE_IS_(RACE_KLACKON) ||
748 PRACE_IS_(RACE_SPRITE) ||
749 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
750 new_speed += (p_ptr->lev) / 10;
751 p_ptr->skill_stl += (p_ptr->lev) / 10;
753 /* Free action if unencumbered at level 25 */
755 p_ptr->free_act = TRUE;
757 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
758 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
760 p_ptr->to_a += p_ptr->lev / 2 + 5;
761 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
763 p_ptr->slow_digest = TRUE;
764 p_ptr->resist_fear = TRUE;
765 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
766 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
767 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
770 p_ptr->oppose_pois = 1;
771 p_ptr->redraw |= PR_STATUS;
773 p_ptr->see_nocto = TRUE;
778 if (p_ptr->mimic_form)
780 switch (p_ptr->mimic_form)
783 p_ptr->hold_exp = TRUE;
784 p_ptr->resist_chaos = TRUE;
785 p_ptr->resist_neth = TRUE;
786 p_ptr->resist_fire = TRUE;
787 p_ptr->oppose_fire = 1;
788 p_ptr->see_inv = TRUE;
790 p_ptr->redraw |= PR_STATUS;
792 p_ptr->dis_to_a += 10;
794 case MIMIC_DEMON_LORD:
795 p_ptr->hold_exp = TRUE;
796 p_ptr->resist_chaos = TRUE;
797 p_ptr->resist_neth = TRUE;
798 p_ptr->immune_fire = TRUE;
799 p_ptr->resist_acid = TRUE;
800 p_ptr->resist_fire = TRUE;
801 p_ptr->resist_cold = TRUE;
802 p_ptr->resist_elec = TRUE;
803 p_ptr->resist_pois = TRUE;
804 p_ptr->resist_conf = TRUE;
805 p_ptr->resist_disen = TRUE;
806 p_ptr->resist_nexus = TRUE;
807 p_ptr->resist_fear = TRUE;
808 p_ptr->sh_fire = TRUE;
809 p_ptr->see_inv = TRUE;
810 p_ptr->telepathy = TRUE;
811 p_ptr->levitation = TRUE;
812 p_ptr->kill_wall = TRUE;
815 p_ptr->dis_to_a += 20;
818 p_ptr->resist_dark = TRUE;
819 p_ptr->hold_exp = TRUE;
820 p_ptr->resist_neth = TRUE;
821 p_ptr->resist_cold = TRUE;
822 p_ptr->resist_pois = TRUE;
823 p_ptr->see_inv = TRUE;
826 p_ptr->dis_to_a += 10;
827 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
833 switch (p_ptr->prace)
836 p_ptr->resist_lite = TRUE;
839 p_ptr->hold_exp = TRUE;
842 p_ptr->free_act = TRUE;
845 p_ptr->resist_blind = TRUE;
848 p_ptr->resist_dark = TRUE;
850 case RACE_HALF_TROLL:
851 p_ptr->sustain_str = TRUE;
855 /* High level trolls heal fast... */
856 p_ptr->regenerate = TRUE;
858 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
860 p_ptr->slow_digest = TRUE;
861 /* Let's not make Regeneration
862 * a disadvantage for the poor warriors who can
863 * never learn a spell that satisfies hunger (actually
864 * neither can rogues, but half-trolls are not
865 * supposed to play rogues) */
870 p_ptr->sustain_con = TRUE;
871 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
874 p_ptr->resist_lite = TRUE;
875 p_ptr->see_inv = TRUE;
878 p_ptr->resist_fear = TRUE;
881 p_ptr->resist_dark = TRUE;
882 p_ptr->sustain_str = TRUE;
884 case RACE_HALF_GIANT:
885 p_ptr->sustain_str = TRUE;
886 p_ptr->resist_shard = TRUE;
888 case RACE_HALF_TITAN:
889 p_ptr->resist_chaos = TRUE;
892 p_ptr->resist_sound = TRUE;
895 p_ptr->resist_acid = TRUE;
896 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
899 p_ptr->resist_conf = TRUE;
900 p_ptr->resist_acid = TRUE;
902 /* Klackons become faster */
903 new_speed += (p_ptr->lev) / 10;
906 p_ptr->resist_pois = TRUE;
909 p_ptr->resist_disen = TRUE;
910 p_ptr->resist_dark = TRUE;
913 p_ptr->resist_dark = TRUE;
914 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
917 p_ptr->levitation = TRUE;
918 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
919 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
920 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
921 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
922 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
924 case RACE_MIND_FLAYER:
925 p_ptr->sustain_int = TRUE;
926 p_ptr->sustain_wis = TRUE;
927 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
928 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
931 p_ptr->resist_fire = TRUE;
932 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
935 p_ptr->slow_digest = TRUE;
936 p_ptr->free_act = TRUE;
937 p_ptr->see_inv = TRUE;
938 p_ptr->resist_pois = TRUE;
939 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
942 p_ptr->resist_shard = TRUE;
943 p_ptr->hold_exp = TRUE;
944 p_ptr->see_inv = TRUE;
945 p_ptr->resist_pois = TRUE;
946 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
949 p_ptr->resist_neth = TRUE;
950 p_ptr->hold_exp = TRUE;
951 p_ptr->see_inv = TRUE;
952 p_ptr->resist_pois = TRUE;
953 p_ptr->slow_digest = TRUE;
954 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
957 p_ptr->resist_dark = TRUE;
958 p_ptr->hold_exp = TRUE;
959 p_ptr->resist_neth = TRUE;
960 p_ptr->resist_cold = TRUE;
961 p_ptr->resist_pois = TRUE;
962 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
965 p_ptr->levitation = TRUE;
966 p_ptr->free_act = TRUE;
967 p_ptr->resist_neth = TRUE;
968 p_ptr->hold_exp = TRUE;
969 p_ptr->see_inv = TRUE;
970 p_ptr->resist_pois = TRUE;
971 p_ptr->slow_digest = TRUE;
972 p_ptr->resist_cold = TRUE;
973 p_ptr->pass_wall = TRUE;
974 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
977 p_ptr->levitation = TRUE;
978 p_ptr->resist_lite = TRUE;
980 /* Sprites become faster */
981 new_speed += (p_ptr->lev) / 10;
984 p_ptr->resist_conf = TRUE;
985 p_ptr->resist_sound = TRUE;
988 /* Ents dig like maniacs, but only with their hands. */
989 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
990 p_ptr->skill_dig += p_ptr->lev * 10;
991 /* Ents get tougher and stronger as they age, but lose dexterity. */
992 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
993 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
994 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
996 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
997 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
998 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
1000 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
1001 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
1002 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
1005 p_ptr->levitation = TRUE;
1006 p_ptr->see_inv = TRUE;
1009 p_ptr->resist_fire = TRUE;
1010 p_ptr->resist_neth = TRUE;
1011 p_ptr->hold_exp = TRUE;
1012 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1013 if (p_ptr->lev > 44)
1015 p_ptr->oppose_fire = 1;
1016 p_ptr->redraw |= PR_STATUS;
1020 p_ptr->sustain_con = TRUE;
1023 p_ptr->levitation = TRUE;
1026 p_ptr->resist_conf = TRUE;
1029 p_ptr->slow_digest = TRUE;
1030 p_ptr->free_act = TRUE;
1031 p_ptr->resist_pois = TRUE;
1032 p_ptr->hold_exp = TRUE;
1035 p_ptr->resist_water = TRUE;
1043 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1045 p_ptr->see_inv = TRUE;
1046 p_ptr->free_act = TRUE;
1047 p_ptr->slow_digest = TRUE;
1048 p_ptr->regenerate = TRUE;
1049 p_ptr->levitation = TRUE;
1050 p_ptr->hold_exp = TRUE;
1051 p_ptr->telepathy = TRUE;
1053 p_ptr->sustain_str = TRUE;
1054 p_ptr->sustain_int = TRUE;
1055 p_ptr->sustain_wis = TRUE;
1056 p_ptr->sustain_con = TRUE;
1057 p_ptr->sustain_dex = TRUE;
1058 p_ptr->sustain_chr = TRUE;
1059 p_ptr->resist_acid = TRUE;
1060 p_ptr->resist_elec = TRUE;
1061 p_ptr->resist_fire = TRUE;
1062 p_ptr->resist_cold = TRUE;
1063 p_ptr->resist_pois = TRUE;
1064 p_ptr->resist_conf = TRUE;
1065 p_ptr->resist_sound = TRUE;
1066 p_ptr->resist_lite = TRUE;
1067 p_ptr->resist_dark = TRUE;
1068 p_ptr->resist_chaos = TRUE;
1069 p_ptr->resist_disen = TRUE;
1070 p_ptr->resist_shard = TRUE;
1071 p_ptr->resist_nexus = TRUE;
1072 p_ptr->resist_blind = TRUE;
1073 p_ptr->resist_neth = TRUE;
1074 p_ptr->resist_fear = TRUE;
1075 p_ptr->reflect = TRUE;
1076 p_ptr->sh_fire = TRUE;
1077 p_ptr->sh_elec = TRUE;
1078 p_ptr->sh_cold = TRUE;
1080 p_ptr->dis_to_a += 100;
1082 /* Temporary shield */
1083 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1086 p_ptr->dis_to_a += 50;
1089 if (p_ptr->tim_res_nether)
1091 p_ptr->resist_neth = TRUE;
1093 if (p_ptr->tim_sh_fire)
1095 p_ptr->sh_fire = TRUE;
1097 if (p_ptr->tim_res_time)
1099 p_ptr->resist_time = TRUE;
1103 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1105 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1106 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1107 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1109 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1111 p_ptr->to_m_chance += 5;
1112 p_ptr->resist_conf = TRUE;
1116 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1118 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1120 p_ptr->resist_blind = TRUE;
1121 p_ptr->resist_conf = TRUE;
1122 p_ptr->hold_exp = TRUE;
1123 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1125 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1126 /* Munchkin become faster */
1127 new_speed += (p_ptr->lev) / 10 + 5;
1130 if (music_singing(MUSIC_WALL))
1132 p_ptr->kill_wall = TRUE;
1135 /* Hack -- apply racial/class stat maxes */
1136 /* Apply the racial modifiers */
1137 for (i = 0; i < A_MAX; i++)
1139 /* Modify the stats for "race" */
1140 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1144 /* I'm adding the mutations here for the lack of a better place... */
1147 /* Hyper Strength */
1148 if (p_ptr->muta3 & MUT3_HYPER_STR)
1150 p_ptr->stat_add[A_STR] += 4;
1154 if (p_ptr->muta3 & MUT3_PUNY)
1156 p_ptr->stat_add[A_STR] -= 4;
1159 /* Living computer */
1160 if (p_ptr->muta3 & MUT3_HYPER_INT)
1162 p_ptr->stat_add[A_INT] += 4;
1163 p_ptr->stat_add[A_WIS] += 4;
1167 if (p_ptr->muta3 & MUT3_MORONIC)
1169 p_ptr->stat_add[A_INT] -= 4;
1170 p_ptr->stat_add[A_WIS] -= 4;
1173 if (p_ptr->muta3 & MUT3_RESILIENT)
1175 p_ptr->stat_add[A_CON] += 4;
1178 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1180 p_ptr->stat_add[A_CON] += 2;
1184 if (p_ptr->muta3 & MUT3_ALBINO)
1186 p_ptr->stat_add[A_CON] -= 4;
1189 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1191 p_ptr->stat_add[A_CON] -= 2;
1192 p_ptr->stat_add[A_CHR] -= 1;
1193 p_ptr->regenerate = FALSE;
1194 /* Cancel innate regeneration */
1197 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1199 p_ptr->stat_add[A_CHR] -= 4;
1202 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1204 p_ptr->stat_add[A_CHR] -= 1;
1207 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1209 p_ptr->skill_fos += 15;
1210 p_ptr->skill_srh += 15;
1213 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1215 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1218 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1220 p_ptr->skill_stl -= 3;
1223 if (p_ptr->muta3 & MUT3_INFRAVIS)
1225 p_ptr->see_infra += 3;
1228 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1233 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1238 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1240 p_ptr->sh_elec = TRUE;
1243 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1245 p_ptr->sh_fire = TRUE;
1249 if (p_ptr->muta3 & MUT3_WART_SKIN)
1251 p_ptr->stat_add[A_CHR] -= 2;
1253 p_ptr->dis_to_a += 5;
1256 if (p_ptr->muta3 & MUT3_SCALES)
1258 p_ptr->stat_add[A_CHR] -= 1;
1260 p_ptr->dis_to_a += 10;
1263 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1265 p_ptr->stat_add[A_DEX] -= 1;
1267 p_ptr->dis_to_a += 25;
1270 if (p_ptr->muta3 & MUT3_WINGS)
1272 p_ptr->levitation = TRUE;
1275 if (p_ptr->muta3 & MUT3_FEARLESS)
1277 p_ptr->resist_fear = TRUE;
1280 if (p_ptr->muta3 & MUT3_REGEN)
1282 p_ptr->regenerate = TRUE;
1285 if (p_ptr->muta3 & MUT3_ESP)
1287 p_ptr->telepathy = TRUE;
1290 if (p_ptr->muta3 & MUT3_LIMBER)
1292 p_ptr->stat_add[A_DEX] += 3;
1295 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1297 p_ptr->stat_add[A_DEX] -= 3;
1300 if (p_ptr->muta3 & MUT3_MOTION)
1302 p_ptr->free_act = TRUE;
1303 p_ptr->skill_stl += 1;
1306 if (p_ptr->muta3 & MUT3_ILL_NORM)
1308 p_ptr->stat_add[A_CHR] = 0;
1312 if (p_ptr->tsuyoshi)
1314 p_ptr->stat_add[A_STR] += 4;
1315 p_ptr->stat_add[A_CON] += 4;
1318 /* Scan the usable p_ptr->inventory_list */
1319 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1321 int bonus_to_h, bonus_to_d;
1322 o_ptr = &p_ptr->inventory_list[i];
1323 if (!o_ptr->k_idx) continue;
1325 object_flags(o_ptr, flgs);
1327 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1328 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1331 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1332 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1333 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1334 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1335 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1336 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1338 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1340 /* Affect stealth */
1341 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1343 /* Affect searching ability (factor of five) */
1344 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1346 /* Affect searching frequency (factor of five) */
1347 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1349 /* Affect infravision */
1350 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1352 /* Affect digging (factor of 20) */
1353 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1356 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1359 if (have_flag(flgs, TR_BLOWS))
1361 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1362 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1363 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1366 /* Hack -- cause earthquakes */
1367 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1370 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1371 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1372 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1373 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1374 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1375 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1376 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1377 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1378 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1379 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1380 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1381 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1382 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1383 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1384 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1385 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1386 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1387 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1388 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1389 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1390 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1391 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1392 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1393 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1394 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1395 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1396 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1397 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1398 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1399 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1400 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1401 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1402 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1403 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1404 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1406 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1407 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1408 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1409 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1410 if (have_flag(flgs, TR_WARNING)) {
1411 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1412 p_ptr->warning = TRUE;
1415 if (have_flag(flgs, TR_TELEPORT))
1417 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1420 concptr insc = quark_str(o_ptr->inscription);
1422 if (o_ptr->inscription && my_strchr(insc, '.'))
1425 * {.} will stop random teleportation.
1430 /* Controlled random teleportation */
1431 p_ptr->cursed |= TRC_TELEPORT_SELF;
1436 /* Immunity flags */
1437 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1438 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1439 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1440 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1442 /* Resistance flags */
1443 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1444 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1445 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1446 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1447 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1448 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1449 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1450 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1451 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1452 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1453 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1454 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1455 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1456 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1457 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1458 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1460 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1461 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1462 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1463 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1464 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1465 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1468 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1469 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1470 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1471 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1472 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1473 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1475 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1476 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1477 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1478 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1479 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1480 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1481 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1483 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1485 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1487 p_ptr->to_m_chance += 10;
1491 p_ptr->to_m_chance += 3;
1495 if (o_ptr->tval == TV_CAPTURE) continue;
1497 /* Modify the base armor class */
1498 p_ptr->ac += o_ptr->ac;
1500 /* The base armor class is always known */
1501 p_ptr->dis_ac += o_ptr->ac;
1503 /* Apply the bonuses to armor class */
1504 p_ptr->to_a += o_ptr->to_a;
1506 /* Apply the mental bonuses to armor class, if known */
1507 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1509 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1511 int slot = i - INVEN_RARM;
1514 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1516 p_ptr->to_h[slot] -= 15;
1517 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1521 p_ptr->to_h[slot] -= 5;
1522 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1527 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1529 p_ptr->to_h_b -= 15;
1530 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1535 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1540 if (o_ptr->curse_flags & TRC_LOW_AC)
1542 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1545 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1550 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1554 /* Hack -- do not apply "weapon" bonuses */
1555 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1556 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1558 /* Hack -- do not apply "bow" bonuses */
1559 if (i == INVEN_BOW) continue;
1561 bonus_to_h = o_ptr->to_h;
1562 bonus_to_d = o_ptr->to_d;
1564 if (p_ptr->pclass == CLASS_NINJA)
1566 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1567 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1570 /* To Bow and Natural attack */
1572 /* Apply the bonuses to hit/damage */
1573 p_ptr->to_h_b += (s16b)bonus_to_h;
1574 p_ptr->to_h_m += (s16b)bonus_to_h;
1575 p_ptr->to_d_m += (s16b)bonus_to_d;
1577 /* Apply the mental bonuses tp hit/damage, if known */
1578 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1581 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1583 /* Apply the bonuses to hit/damage */
1584 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1585 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1587 /* Apply the mental bonuses tp hit/damage, if known */
1588 if (object_is_known(o_ptr))
1590 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1591 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1594 else if (p_ptr->migite && p_ptr->hidarite)
1596 /* Apply the bonuses to hit/damage */
1597 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1598 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1599 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1600 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1602 /* Apply the mental bonuses tp hit/damage, if known */
1603 if (object_is_known(o_ptr))
1605 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1606 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1607 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1608 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1613 /* Apply the bonuses to hit/damage */
1614 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1615 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1617 /* Apply the mental bonuses to hit/damage, if known */
1618 if (object_is_known(o_ptr))
1620 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1621 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1626 /* Shield skill bonus */
1627 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1629 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1630 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1633 if (old_mighty_throw != p_ptr->mighty_throw)
1635 /* Redraw average damege display of Shuriken */
1636 p_ptr->window |= PW_INVEN;
1639 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1641 /* Monks get extra ac for armour _not worn_ */
1642 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1644 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1646 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1647 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1649 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1651 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1652 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1654 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1656 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1657 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1659 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1661 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1662 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1664 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1666 p_ptr->to_a += (p_ptr->lev / 2);
1667 p_ptr->dis_to_a += (p_ptr->lev / 2);
1669 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1671 p_ptr->to_a += (p_ptr->lev / 3);
1672 p_ptr->dis_to_a += (p_ptr->lev / 3);
1674 if (p_ptr->special_defense & KAMAE_BYAKKO)
1676 p_ptr->stat_add[A_STR] += 2;
1677 p_ptr->stat_add[A_DEX] += 2;
1678 p_ptr->stat_add[A_CON] -= 3;
1680 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1683 else if (p_ptr->special_defense & KAMAE_GENBU)
1685 p_ptr->stat_add[A_INT] -= 1;
1686 p_ptr->stat_add[A_WIS] -= 1;
1687 p_ptr->stat_add[A_DEX] -= 2;
1688 p_ptr->stat_add[A_CON] += 3;
1690 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1692 p_ptr->stat_add[A_STR] -= 2;
1693 p_ptr->stat_add[A_INT] += 1;
1694 p_ptr->stat_add[A_WIS] += 1;
1695 p_ptr->stat_add[A_DEX] += 2;
1696 p_ptr->stat_add[A_CON] -= 2;
1700 if (p_ptr->special_defense & KATA_KOUKIJIN)
1702 for (i = 0; i < A_MAX; i++)
1703 p_ptr->stat_add[i] += 5;
1705 p_ptr->dis_to_a -= 50;
1708 /* Hack -- aura of fire also provides light */
1709 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1711 /* Golems also get an intrinsic AC bonus */
1712 if (PRACE_IS_(RACE_GOLEM) || PRACE_IS_(RACE_ANDROID))
1714 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1715 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1719 if (p_ptr->realm1 == REALM_HEX)
1721 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1722 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1723 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1724 if (hex_spelling(HEX_BUILDING))
1726 p_ptr->stat_add[A_STR] += 4;
1727 p_ptr->stat_add[A_DEX] += 4;
1728 p_ptr->stat_add[A_CON] += 4;
1730 if (hex_spelling(HEX_DEMON_AURA))
1732 p_ptr->sh_fire = TRUE;
1733 p_ptr->regenerate = TRUE;
1735 if (hex_spelling(HEX_ICE_ARMOR))
1737 p_ptr->sh_cold = TRUE;
1739 p_ptr->dis_to_a += 30;
1741 if (hex_spelling(HEX_SHOCK_CLOAK))
1743 p_ptr->sh_elec = TRUE;
1746 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1748 ARMOUR_CLASS ac = 0;
1749 o_ptr = &p_ptr->inventory_list[i];
1750 if (!o_ptr->k_idx) continue;
1751 if (!object_is_armour(o_ptr)) continue;
1752 if (!object_is_cursed(o_ptr)) continue;
1754 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1755 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1756 p_ptr->to_a += (s16b)ac;
1757 p_ptr->dis_to_a += (s16b)ac;
1761 /* Calculate stats */
1762 for (i = 0; i < A_MAX; i++)
1766 /* Extract the new "stat_use" value for the stat */
1767 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1769 /* Notice changes */
1770 if (p_ptr->stat_top[i] != top)
1772 /* Save the new value */
1773 p_ptr->stat_top[i] = (s16b)top;
1774 p_ptr->redraw |= (PR_STATS);
1775 p_ptr->window |= (PW_PLAYER);
1779 /* Extract the new "stat_use" value for the stat */
1780 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1782 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1784 /* 10 to 18/90 charisma, guaranteed, based on level */
1785 if (use < 8 + 2 * p_ptr->lev)
1787 use = 8 + 2 * p_ptr->lev;
1791 /* Notice changes */
1792 if (p_ptr->stat_use[i] != use)
1794 /* Save the new value */
1795 p_ptr->stat_use[i] = (s16b)use;
1796 p_ptr->redraw |= (PR_STATS);
1797 p_ptr->window |= (PW_PLAYER);
1801 /* Values: 3, 4, ..., 17 */
1802 if (use <= 18) ind = (use - 3);
1804 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1805 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1807 /* Range: 18/220+ */
1810 /* Notice changes */
1811 if (p_ptr->stat_ind[i] != ind)
1813 /* Save the new index */
1814 p_ptr->stat_ind[i] = (s16b)ind;
1816 /* Change in CON affects Hitpoints */
1819 p_ptr->update |= (PU_HP);
1822 /* Change in INT may affect Mana/Spells */
1823 else if (i == A_INT)
1825 if (mp_ptr->spell_stat == A_INT)
1827 p_ptr->update |= (PU_MANA | PU_SPELLS);
1831 /* Change in WIS may affect Mana/Spells */
1832 else if (i == A_WIS)
1834 if (mp_ptr->spell_stat == A_WIS)
1836 p_ptr->update |= (PU_MANA | PU_SPELLS);
1840 /* Change in WIS may affect Mana/Spells */
1841 else if (i == A_CHR)
1843 if (mp_ptr->spell_stat == A_CHR)
1845 p_ptr->update |= (PU_MANA | PU_SPELLS);
1849 p_ptr->window |= (PW_PLAYER);
1854 /* Apply temporary "stun" */
1855 if (p_ptr->stun > 50)
1857 p_ptr->to_h[0] -= 20;
1858 p_ptr->to_h[1] -= 20;
1859 p_ptr->to_h_b -= 20;
1860 p_ptr->to_h_m -= 20;
1861 p_ptr->dis_to_h[0] -= 20;
1862 p_ptr->dis_to_h[1] -= 20;
1863 p_ptr->dis_to_h_b -= 20;
1864 p_ptr->to_d[0] -= 20;
1865 p_ptr->to_d[1] -= 20;
1866 p_ptr->to_d_m -= 20;
1867 p_ptr->dis_to_d[0] -= 20;
1868 p_ptr->dis_to_d[1] -= 20;
1870 else if (p_ptr->stun)
1872 p_ptr->to_h[0] -= 5;
1873 p_ptr->to_h[1] -= 5;
1876 p_ptr->dis_to_h[0] -= 5;
1877 p_ptr->dis_to_h[1] -= 5;
1878 p_ptr->dis_to_h_b -= 5;
1879 p_ptr->to_d[0] -= 5;
1880 p_ptr->to_d[1] -= 5;
1882 p_ptr->dis_to_d[0] -= 5;
1883 p_ptr->dis_to_d[1] -= 5;
1887 if (p_ptr->wraith_form)
1889 p_ptr->reflect = TRUE;
1890 p_ptr->pass_wall = TRUE;
1893 if (p_ptr->kabenuke)
1895 p_ptr->pass_wall = TRUE;
1898 /* Temporary blessing */
1902 p_ptr->dis_to_a += 5;
1903 p_ptr->to_h[0] += 10;
1904 p_ptr->to_h[1] += 10;
1905 p_ptr->to_h_b += 10;
1906 p_ptr->to_h_m += 10;
1907 p_ptr->dis_to_h[0] += 10;
1908 p_ptr->dis_to_h[1] += 10;
1909 p_ptr->dis_to_h_b += 10;
1912 if (p_ptr->magicdef)
1914 p_ptr->resist_blind = TRUE;
1915 p_ptr->resist_conf = TRUE;
1916 p_ptr->reflect = TRUE;
1917 p_ptr->free_act = TRUE;
1918 p_ptr->levitation = TRUE;
1921 /* Temporary "Hero" */
1924 p_ptr->to_h[0] += 12;
1925 p_ptr->to_h[1] += 12;
1926 p_ptr->to_h_b += 12;
1927 p_ptr->to_h_m += 12;
1928 p_ptr->dis_to_h[0] += 12;
1929 p_ptr->dis_to_h[1] += 12;
1930 p_ptr->dis_to_h_b += 12;
1933 /* Temporary "Beserk" */
1936 p_ptr->to_h[0] += 12;
1937 p_ptr->to_h[1] += 12;
1938 p_ptr->to_h_b -= 12;
1939 p_ptr->to_h_m += 12;
1940 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1941 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1942 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1943 p_ptr->dis_to_h[0] += 12;
1944 p_ptr->dis_to_h[1] += 12;
1945 p_ptr->dis_to_h_b -= 12;
1946 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1947 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1949 p_ptr->dis_to_a -= 10;
1950 p_ptr->skill_stl -= 7;
1951 p_ptr->skill_dev -= 20;
1952 p_ptr->skill_sav -= 30;
1953 p_ptr->skill_srh -= 15;
1954 p_ptr->skill_fos -= 15;
1955 p_ptr->skill_tht -= 20;
1956 p_ptr->skill_dig += 30;
1959 /* Temporary "fast" */
1965 /* Temporary "slow" */
1971 /* Temporary "telepathy" */
1974 p_ptr->telepathy = TRUE;
1977 if (p_ptr->ele_immune)
1979 if (p_ptr->special_defense & DEFENSE_ACID)
1980 p_ptr->immune_acid = TRUE;
1981 else if (p_ptr->special_defense & DEFENSE_ELEC)
1982 p_ptr->immune_elec = TRUE;
1983 else if (p_ptr->special_defense & DEFENSE_FIRE)
1984 p_ptr->immune_fire = TRUE;
1985 else if (p_ptr->special_defense & DEFENSE_COLD)
1986 p_ptr->immune_cold = TRUE;
1989 /* Temporary see invisible */
1990 if (p_ptr->tim_invis)
1992 p_ptr->see_inv = TRUE;
1995 /* Temporary infravision boost */
1996 if (p_ptr->tim_infra)
1998 p_ptr->see_infra += 3;
2001 /* Temporary regeneration boost */
2002 if (p_ptr->tim_regen)
2004 p_ptr->regenerate = TRUE;
2007 /* Temporary levitation */
2008 if (p_ptr->tim_levitation)
2010 p_ptr->levitation = TRUE;
2013 /* Temporary reflection */
2014 if (p_ptr->tim_reflect)
2016 p_ptr->reflect = TRUE;
2019 /* Hack -- Hero/Shero -> Res fear */
2020 if (IS_HERO() || p_ptr->shero)
2022 p_ptr->resist_fear = TRUE;
2026 /* Hack -- Telepathy Change */
2027 if (p_ptr->telepathy != old_telepathy)
2029 p_ptr->update |= (PU_MONSTERS);
2032 if ((p_ptr->esp_animal != old_esp_animal) ||
2033 (p_ptr->esp_undead != old_esp_undead) ||
2034 (p_ptr->esp_demon != old_esp_demon) ||
2035 (p_ptr->esp_orc != old_esp_orc) ||
2036 (p_ptr->esp_troll != old_esp_troll) ||
2037 (p_ptr->esp_giant != old_esp_giant) ||
2038 (p_ptr->esp_dragon != old_esp_dragon) ||
2039 (p_ptr->esp_human != old_esp_human) ||
2040 (p_ptr->esp_evil != old_esp_evil) ||
2041 (p_ptr->esp_good != old_esp_good) ||
2042 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2043 (p_ptr->esp_unique != old_esp_unique))
2045 p_ptr->update |= (PU_MONSTERS);
2048 /* Hack -- See Invis Change */
2049 if (p_ptr->see_inv != old_see_inv)
2051 p_ptr->update |= (PU_MONSTERS);
2054 /* Bloating slows the player down (a little) */
2055 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2057 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2059 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2060 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2062 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2063 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2066 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2068 int penalty1, penalty2;
2069 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2070 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2071 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2073 penalty1 = penalty1 / 2 - 5;
2074 penalty2 = penalty2 / 2 - 5;
2077 p_ptr->dis_to_a += 10;
2081 if (penalty1 > 0) penalty1 /= 2;
2082 if (penalty2 > 0) penalty2 /= 2;
2084 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2086 penalty1 = MAX(0, penalty1 - 10);
2087 penalty2 = MAX(0, penalty2 - 10);
2089 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2091 penalty1 = MIN(0, penalty1);
2092 penalty2 = MIN(0, penalty2);
2094 p_ptr->dis_to_a += 10;
2098 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2100 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2103 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2104 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2105 p_ptr->to_h[0] -= (s16b)penalty1;
2106 p_ptr->to_h[1] -= (s16b)penalty2;
2107 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2108 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2111 /* Extract the current weight (in tenth pounds) */
2112 j = p_ptr->total_weight;
2116 /* Extract the "weight limit" (in tenth pounds) */
2117 i = (int)weight_limit();
2121 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2122 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2123 SPEED speed = riding_m_ptr->mspeed;
2125 if (riding_m_ptr->mspeed > 110)
2127 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2128 if (new_speed < 110) new_speed = 110;
2134 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2135 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2136 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2137 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2138 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2140 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2141 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2143 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;
2145 /* Extract the "weight limit" */
2146 i = 1500 + riding_r_ptr->level * 25;
2149 /* Apply "encumbrance" from weight */
2150 if (j > i) new_speed -= ((j - i) / (i / 5));
2152 /* Searching slows the player down */
2153 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2156 if (p_ptr->prace == RACE_MERFOLK)
2158 if (have_flag(f_ptr->flags, FF_WATER))
2160 new_speed += (2 + p_ptr->lev / 10);
2162 else if (!p_ptr->levitation)
2169 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2170 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2171 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2172 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2173 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2174 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2175 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2176 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2177 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2178 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2179 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2180 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2181 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2183 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2184 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2185 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2186 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2187 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2188 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2189 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2190 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2191 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2192 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2195 /* Obtain the "hold" value */
2196 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2199 /* Examine the "current bow" */
2200 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2202 /* It is hard to carholdry a heavy bow */
2203 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2204 if (p_ptr->heavy_shoot)
2206 /* Hard to wield a heavy bow */
2207 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2208 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2211 /* Compute "extra shots" if needed */
2214 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2216 /* Apply special flags */
2217 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2220 p_ptr->num_fire = calc_num_fire(o_ptr);
2222 /* Snipers love Cross bows */
2223 if ((p_ptr->pclass == CLASS_SNIPER) &&
2224 (p_ptr->tval_ammo == TV_BOLT))
2226 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2227 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2232 if (p_ptr->ryoute) hold *= 2;
2234 for (i = 0; i < 2; i++)
2236 /* Examine the "main weapon" */
2237 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2239 object_flags(o_ptr, flgs);
2241 /* Assume not heavy */
2242 p_ptr->heavy_wield[i] = FALSE;
2243 p_ptr->icky_wield[i] = FALSE;
2244 p_ptr->riding_wield[i] = FALSE;
2246 if (!has_melee_weapon(INVEN_RARM + i))
2248 p_ptr->num_blow[i] = 1;
2251 /* It is hard to hold a heavy weapon */
2252 if (hold < o_ptr->weight / 10)
2254 /* Hard to wield a heavy weapon */
2255 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2256 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2259 p_ptr->heavy_wield[i] = TRUE;
2261 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2263 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2266 p_ptr->dis_to_a += 5;
2269 /* Normal weapons */
2270 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2272 int str_index, dex_index;
2274 int num = 0, wgt = 0, mul = 0, div = 0;
2276 /* Analyze the class */
2277 switch (p_ptr->pclass)
2280 num = 6; wgt = 70; mul = 5; break;
2282 case CLASS_BERSERKER:
2283 num = 6; wgt = 70; mul = 7; break;
2286 case CLASS_HIGH_MAGE:
2287 case CLASS_BLUE_MAGE:
2288 num = 3; wgt = 100; mul = 2; break;
2291 case CLASS_MAGIC_EATER:
2292 case CLASS_MINDCRAFTER:
2293 num = 5; wgt = 100; mul = 3; break;
2296 num = 5; wgt = 40; mul = 3; break;
2299 num = 5; wgt = 70; mul = 4; break;
2303 num = 5; wgt = 70; mul = 4; break;
2306 num = 5; wgt = 150; mul = 5; break;
2308 case CLASS_WARRIOR_MAGE:
2309 case CLASS_RED_MAGE:
2310 num = 5; wgt = 70; mul = 3; break;
2312 case CLASS_CHAOS_WARRIOR:
2313 num = 5; wgt = 70; mul = 4; break;
2316 num = 5; wgt = 60; mul = 3; break;
2319 num = 4; wgt = 100; mul = 3; break;
2321 case CLASS_IMITATOR:
2322 num = 5; wgt = 70; mul = 4; break;
2324 case CLASS_BEASTMASTER:
2325 num = 5; wgt = 70; mul = 3; break;
2328 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2329 else { num = 5; wgt = 100; mul = 3; }
2332 case CLASS_SORCERER:
2333 num = 1; wgt = 1; mul = 1; break;
2338 num = 4; wgt = 70; mul = 2; break;
2340 case CLASS_FORCETRAINER:
2341 num = 4; wgt = 60; mul = 2; break;
2343 case CLASS_MIRROR_MASTER:
2344 num = 3; wgt = 100; mul = 3; break;
2347 num = 4; wgt = 20; mul = 1; break;
2350 /* Hex - extra mights gives +1 bonus to max blows */
2351 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2353 /* Enforce a minimum "weight" (tenth pounds) */
2354 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2356 /* Access the strength vs weight */
2357 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2359 if (p_ptr->ryoute && !omoi) str_index++;
2360 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2363 if (str_index > 11) str_index = 11;
2365 /* Index by dexterity */
2366 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2369 if (dex_index > 11) dex_index = 11;
2371 /* Use the blows table */
2372 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2375 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2377 /* Add in the "bonus blows" */
2378 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2381 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2382 else if (p_ptr->pclass == CLASS_BERSERKER)
2384 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2386 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2388 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2390 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2393 /* Require at least one blow */
2394 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2396 /* Boost digging skill by weapon weight */
2397 p_ptr->skill_dig += (o_ptr->weight / 10);
2401 /* Priest weapon penalty for non-blessed edged weapons */
2402 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2403 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2405 /* Reduce the real bonuses */
2406 p_ptr->to_h[i] -= 2;
2407 p_ptr->to_d[i] -= 2;
2409 /* Reduce the mental bonuses */
2410 p_ptr->dis_to_h[i] -= 2;
2411 p_ptr->dis_to_d[i] -= 2;
2414 p_ptr->icky_wield[i] = TRUE;
2416 else if (p_ptr->pclass == CLASS_BERSERKER)
2418 p_ptr->to_h[i] += p_ptr->lev / 5;
2419 p_ptr->to_d[i] += p_ptr->lev / 6;
2420 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2421 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2422 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2424 p_ptr->to_h[i] += p_ptr->lev / 5;
2425 p_ptr->to_d[i] += p_ptr->lev / 6;
2426 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2427 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2430 else if (p_ptr->pclass == CLASS_SORCERER)
2432 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2434 /* Reduce the real bonuses */
2435 p_ptr->to_h[i] -= 200;
2436 p_ptr->to_d[i] -= 200;
2438 /* Reduce the mental bonuses */
2439 p_ptr->dis_to_h[i] -= 200;
2440 p_ptr->dis_to_d[i] -= 200;
2443 p_ptr->icky_wield[i] = TRUE;
2447 /* Reduce the real bonuses */
2448 p_ptr->to_h[i] -= 30;
2449 p_ptr->to_d[i] -= 10;
2451 /* Reduce the mental bonuses */
2452 p_ptr->dis_to_h[i] -= 30;
2453 p_ptr->dis_to_d[i] -= 10;
2457 if (p_ptr->realm1 == REALM_HEX)
2459 if (object_is_cursed(o_ptr))
2461 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2462 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2463 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2464 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2465 if (hex_spelling(HEX_RUNESWORD))
2467 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2468 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2469 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2475 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2477 p_ptr->to_h[i] += 15;
2478 p_ptr->dis_to_h[i] += 15;
2479 p_ptr->to_dd[i] += 2;
2481 else if (!(have_flag(flgs, TR_RIDING)))
2484 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2490 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2492 if (penalty < 30) penalty = 30;
2494 p_ptr->to_h[i] -= (s16b)penalty;
2495 p_ptr->dis_to_h[i] -= (s16b)penalty;
2498 p_ptr->riding_wield[i] = TRUE;
2507 p_ptr->riding_ryoute = FALSE;
2509 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2510 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2512 switch (p_ptr->pclass)
2515 case CLASS_FORCETRAINER:
2516 case CLASS_BERSERKER:
2517 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2518 p_ptr->riding_ryoute = TRUE;
2523 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2525 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2529 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2531 if (penalty < 30) penalty = 30;
2533 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2534 p_ptr->to_h_b -= (s16b)penalty;
2535 p_ptr->dis_to_h_b -= (s16b)penalty;
2538 /* Different calculation for monks with empty hands */
2539 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2540 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2542 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2543 p_ptr->num_blow[0] = 0;
2545 if (p_ptr->pclass == CLASS_FORCETRAINER)
2547 if (blow_base > 18) p_ptr->num_blow[0]++;
2548 if (blow_base > 31) p_ptr->num_blow[0]++;
2549 if (blow_base > 44) p_ptr->num_blow[0]++;
2550 if (blow_base > 58) p_ptr->num_blow[0]++;
2553 p_ptr->to_d[0] += P_PTR_KI / 5;
2554 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2559 if (blow_base > 12) p_ptr->num_blow[0]++;
2560 if (blow_base > 22) p_ptr->num_blow[0]++;
2561 if (blow_base > 31) p_ptr->num_blow[0]++;
2562 if (blow_base > 39) p_ptr->num_blow[0]++;
2563 if (blow_base > 46) p_ptr->num_blow[0]++;
2564 if (blow_base > 53) p_ptr->num_blow[0]++;
2565 if (blow_base > 59) p_ptr->num_blow[0]++;
2568 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2569 p_ptr->num_blow[0] /= 2;
2572 p_ptr->to_h[0] += (p_ptr->lev / 3);
2573 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2575 p_ptr->to_d[0] += (p_ptr->lev / 6);
2576 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2579 if (p_ptr->special_defense & KAMAE_BYAKKO)
2582 p_ptr->dis_to_a -= 40;
2585 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2588 p_ptr->dis_to_a -= 50;
2589 p_ptr->resist_acid = TRUE;
2590 p_ptr->resist_fire = TRUE;
2591 p_ptr->resist_elec = TRUE;
2592 p_ptr->resist_cold = TRUE;
2593 p_ptr->resist_pois = TRUE;
2594 p_ptr->sh_fire = TRUE;
2595 p_ptr->sh_elec = TRUE;
2596 p_ptr->sh_cold = TRUE;
2597 p_ptr->levitation = TRUE;
2599 else if (p_ptr->special_defense & KAMAE_GENBU)
2601 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2602 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2603 p_ptr->reflect = TRUE;
2604 p_ptr->num_blow[0] -= 2;
2605 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2606 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2608 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2610 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2611 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2613 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2614 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2615 p_ptr->num_blow[0] /= 2;
2616 p_ptr->levitation = TRUE;
2619 p_ptr->num_blow[0] += 1 + extra_blows[0];
2622 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2624 p_ptr->monk_armour_aux = FALSE;
2628 p_ptr->monk_armour_aux = TRUE;
2631 for (i = 0; i < 2; i++)
2633 if (has_melee_weapon(INVEN_RARM + i))
2635 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2636 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2638 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2639 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2640 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2642 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2644 p_ptr->to_h[i] -= 40;
2645 p_ptr->dis_to_h[i] -= 40;
2646 p_ptr->icky_wield[i] = TRUE;
2649 else if (p_ptr->pclass == CLASS_NINJA)
2651 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2653 p_ptr->to_h[i] -= 40;
2654 p_ptr->dis_to_h[i] -= 40;
2655 p_ptr->icky_wield[i] = TRUE;
2656 p_ptr->num_blow[i] /= 2;
2657 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2663 /* Maximum speed is (+99). (internally it's 110 + 99) */
2664 /* Temporary lightspeed forces to be maximum speed */
2665 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2670 /* Minimum speed is (-99). (internally it's 110 - 99) */
2671 if (new_speed < 11) new_speed = 11;
2673 /* Display the speed (if needed) */
2674 if (p_ptr->pspeed != (byte)new_speed)
2676 p_ptr->pspeed = (byte)new_speed;
2677 p_ptr->redraw |= (PR_SPEED);
2682 if (p_ptr->to_a > (0 - p_ptr->ac))
2683 p_ptr->to_a = 0 - p_ptr->ac;
2684 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2685 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2688 /* Redraw armor (if needed) */
2689 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2691 p_ptr->redraw |= (PR_ARMOR);
2692 p_ptr->window |= (PW_PLAYER);
2695 if (p_ptr->ryoute && !omoi)
2697 int bonus_to_h = 0, bonus_to_d = 0;
2698 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2699 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);
2701 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2702 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2703 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2704 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2707 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;
2709 /* Affect Skill -- stealth (bonus one) */
2710 p_ptr->skill_stl += 1;
2712 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2714 /* Affect Skill -- disarming (DEX and INT) */
2715 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2716 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2718 /* Affect Skill -- magic devices (INT) */
2719 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2721 /* Affect Skill -- saving throw (WIS) */
2722 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2724 /* Affect Skill -- digging (STR) */
2725 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2727 /* Affect Skill -- disarming (Level, by Class) */
2728 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2730 /* Affect Skill -- magic devices (Level, by Class) */
2731 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2733 /* Affect Skill -- saving throw (Level, by Class) */
2734 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2736 /* Affect Skill -- stealth (Level, by Class) */
2737 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2739 /* Affect Skill -- search ability (Level, by Class) */
2740 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2742 /* Affect Skill -- search frequency (Level, by Class) */
2743 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2745 /* Affect Skill -- combat (normal) (Level, by Class) */
2746 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2748 /* Affect Skill -- combat (shooting) (Level, by Class) */
2749 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2751 /* Affect Skill -- combat (throwing) (Level, by Class) */
2752 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2755 if ((PRACE_IS_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2757 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2758 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2761 /* Limit Skill -- stealth from 0 to 30 */
2762 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2763 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2765 /* Limit Skill -- digging from 1 up */
2766 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2768 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2770 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2772 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;
2774 if (down_saving) p_ptr->skill_sav /= 2;
2776 /* Hack -- Each elemental immunity includes resistance */
2777 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2778 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2779 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2780 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2783 /* Hack -- handle "xtra" mode */
2784 if (current_world_ptr->character_xtra) return;
2786 /* Take note when "heavy bow" changes */
2787 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2789 if (p_ptr->heavy_shoot)
2791 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."));
2793 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2795 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."));
2799 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."));
2803 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2806 for (i = 0; i < 2; i++)
2808 /* Take note when "heavy weapon" changes */
2809 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2811 if (p_ptr->heavy_wield[i])
2813 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."));
2815 else if (has_melee_weapon(INVEN_RARM + i))
2817 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2819 else if (p_ptr->heavy_wield[1 - i])
2821 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2825 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."));
2829 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2832 /* Take note when "heavy weapon" changes */
2833 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2835 if (p_ptr->riding_wield[i])
2837 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."));
2839 else if (!p_ptr->riding)
2841 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2843 else if (has_melee_weapon(INVEN_RARM + i))
2845 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2848 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2851 /* Take note when "illegal weapon" changes */
2852 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2854 if (p_ptr->icky_wield[i])
2856 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."));
2857 if (current_world_ptr->is_loading_now)
2859 chg_virtue(V_FAITH, -1);
2862 else if (has_melee_weapon(INVEN_RARM + i))
2864 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."));
2868 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."));
2872 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2876 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2878 if (p_ptr->riding_ryoute)
2881 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" : "");
2883 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2889 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" : "");
2891 msg_print("You began to control riding pet with one hand.");
2895 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2898 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2902 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."));
2903 if (current_world_ptr->is_loading_now)
2905 chg_virtue(V_HARMONY, -1);
2910 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2913 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2916 for (i = 0; i < INVEN_PACK; i++)
2919 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2920 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2922 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2923 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2926 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)
2928 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2929 next_o_idx = o_ptr->next_o_idx;
2932 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2933 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2935 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2936 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2939 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2941 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2943 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2944 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2947 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)))
2949 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2950 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2953 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2955 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2956 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2959 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2961 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2962 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2967 static void calc_alignment(void)
2971 int i, j, neutral[2];
2973 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2975 monster_type *m_ptr;
2976 monster_race *r_ptr;
2977 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2978 if (!monster_is_valid(m_ptr)) continue;
2979 r_ptr = &r_info[m_ptr->r_idx];
2983 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2984 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2988 if (p_ptr->mimic_form)
2990 switch (p_ptr->mimic_form)
2993 p_ptr->align -= 200;
2995 case MIMIC_DEMON_LORD:
2996 p_ptr->align -= 200;
3002 switch (p_ptr->prace)
3005 p_ptr->align += 200;
3008 p_ptr->align -= 200;
3013 for (i = 0; i < 2; i++)
3015 if (has_melee_weapon(INVEN_RARM + i))
3017 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3021 /* Determine player alignment */
3022 for (i = 0, j = 0; i < 8; i++)
3024 switch (p_ptr->vir_types[i])
3027 p_ptr->align += p_ptr->virtues[i] * 2;
3037 p_ptr->align -= p_ptr->virtues[i];
3040 p_ptr->align += p_ptr->virtues[i];
3045 for (i = 0; i < j; i++)
3047 if (p_ptr->align > 0)
3049 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3050 if (p_ptr->align < 0) p_ptr->align = 0;
3052 else if (p_ptr->align < 0)
3054 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3055 if (p_ptr->align > 0) p_ptr->align = 0;
3061 * @brief プレイヤーの最大HPを計算する /
3062 * Calculate the players (maximal) hit points
3063 * Adjust current hitpoints if necessary
3067 static void calc_hitpoints(void)
3072 /* Un-inflate "half-hitpoint bonus per level" value */
3073 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3075 /* Calculate hitpoints */
3076 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3078 if (p_ptr->mimic_form)
3080 if (p_ptr->pclass == CLASS_SORCERER)
3081 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3083 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3084 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3087 if (p_ptr->pclass == CLASS_SORCERER)
3089 if (p_ptr->lev < 30)
3090 mhp = (mhp * (45 + p_ptr->lev) / 100);
3092 mhp = (mhp * 75 / 100);
3093 bonus = (bonus * 65 / 100);
3098 if (p_ptr->pclass == CLASS_BERSERKER)
3100 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3103 /* Always have at least one hitpoint per level */
3104 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3106 /* Factor in the hero / superhero settings */
3107 if (IS_HERO()) mhp += 10;
3108 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3109 if (p_ptr->tsuyoshi) mhp += 50;
3111 /* Factor in the hex spell settings */
3112 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3113 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3115 /* New maximum hitpoints */
3116 if (p_ptr->mhp != mhp)
3118 /* Enforce maximum */
3119 if (p_ptr->chp >= mhp)
3122 p_ptr->chp_frac = 0;
3126 /* レベルアップの時は上昇量を表示する */
3127 if (p_ptr->level_up_message && (mhp > p_ptr->mhp))
3129 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3132 /* Save the new max-hitpoints */
3135 /* Display hitpoints (later) */
3136 p_ptr->redraw |= (PR_HP);
3137 p_ptr->window |= (PW_PLAYER);
3142 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3145 * SWD: Experimental modification: multiple light sources have additive effect.
3147 static void calc_torch(void)
3152 BIT_FLAGS flgs[TR_FLAG_SIZE];
3154 /* Assume no light */
3155 p_ptr->cur_lite = 0;
3157 /* Loop through all wielded items */
3158 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3160 o_ptr = &p_ptr->inventory_list[i];
3161 /* Skip empty slots */
3162 if (!o_ptr->k_idx) continue;
3164 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3167 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3169 if (o_ptr->tval == TV_LITE)
3171 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3172 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3175 object_flags(o_ptr, flgs);
3177 /* calc the lite_radius */
3180 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3181 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3182 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3183 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3184 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3185 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3186 p_ptr->cur_lite += rad;
3189 /* max radius is 14 (was 5) without rewriting other code -- */
3190 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3191 p_ptr->cur_lite = 1;
3194 * check if the player doesn't have light radius,
3195 * but does weakly glow as an intrinsic.
3197 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3199 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3200 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3202 /* end experimental mods */
3204 /* Notice changes in the "lite radius" */
3205 if (p_ptr->old_lite != p_ptr->cur_lite)
3207 /* Hack -- PU_MON_LITE for monsters' darkness */
3208 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3210 /* Remember the old lite */
3211 p_ptr->old_lite = p_ptr->cur_lite;
3213 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3214 set_superstealth(FALSE);
3219 * @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。 /
3220 * Calculate number of spells player should have, and forget,
3221 * or remember, spells until that number is properly reflected.
3224 * Note that this function induces various "status" messages,
3225 * which must be bypasses until the character is created.
3227 static void calc_spells(void)
3229 int i, j, k, levels;
3231 int num_boukyaku = 0;
3233 const magic_type *s_ptr;
3239 /* Hack -- must be literate */
3240 if (!mp_ptr->spell_book) return;
3242 /* Hack -- wait for creation */
3243 if (!current_world_ptr->character_generated) return;
3245 /* Hack -- handle "xtra" mode */
3246 if (current_world_ptr->character_xtra) return;
3248 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3250 p_ptr->new_spells = 0;
3254 p = spell_category_name(mp_ptr->spell_book);
3256 /* Determine the number of spells allowed */
3257 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3259 /* Hack -- no negative spells */
3260 if (levels < 0) levels = 0;
3262 /* Extract total allowed spells */
3263 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3265 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3269 if (p_ptr->pclass == CLASS_SAMURAI)
3273 else if (p_ptr->realm2 == REALM_NONE)
3275 num_allowed = (num_allowed + 1) / 2;
3276 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3278 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3280 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3284 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3287 /* Count the number of spells we know */
3288 for (j = 0; j < 64; j++)
3290 /* Count known spells */
3292 (p_ptr->spell_forgotten1 & (1L << j)) :
3293 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3299 /* See how many spells we must forget or may learn */
3300 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3302 /* Forget spells which are too hard */
3303 for (i = 63; i >= 0; i--)
3305 /* Efficiency -- all done */
3306 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3308 /* Access the spell */
3309 j = p_ptr->spell_order[i];
3311 /* Skip non-spells */
3312 if (j >= 99) continue;
3316 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3319 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3321 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3324 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3326 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3328 /* Skip spells we are allowed to know */
3329 if (s_ptr->slevel <= p_ptr->lev) continue;
3333 (p_ptr->spell_learned1 & (1L << j)) :
3334 (p_ptr->spell_learned2 & (1L << (j - 32))))
3336 /* Mark as forgotten */
3339 p_ptr->spell_forgotten1 |= (1L << j);
3340 which = p_ptr->realm1;
3344 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3345 which = p_ptr->realm2;
3348 /* No longer known */
3351 p_ptr->spell_learned1 &= ~(1L << j);
3352 which = p_ptr->realm1;
3356 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3357 which = p_ptr->realm2;
3361 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3363 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3367 /* One more can be learned */
3368 p_ptr->new_spells++;
3373 /* Forget spells if we know too many spells */
3374 for (i = 63; i >= 0; i--)
3376 /* Stop when possible */
3377 if (p_ptr->new_spells >= 0) break;
3379 /* Efficiency -- all done */
3380 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3382 /* Get the (i+1)th spell learned */
3383 j = p_ptr->spell_order[i];
3385 /* Skip unknown spells */
3386 if (j >= 99) continue;
3388 /* Forget it (if learned) */
3390 (p_ptr->spell_learned1 & (1L << j)) :
3391 (p_ptr->spell_learned2 & (1L << (j - 32))))
3393 /* Mark as forgotten */
3396 p_ptr->spell_forgotten1 |= (1L << j);
3397 which = p_ptr->realm1;
3401 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3402 which = p_ptr->realm2;
3405 /* No longer known */
3408 p_ptr->spell_learned1 &= ~(1L << j);
3409 which = p_ptr->realm1;
3413 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3414 which = p_ptr->realm2;
3418 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3420 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3424 /* One more can be learned */
3425 p_ptr->new_spells++;
3430 /* Check for spells to remember */
3431 for (i = 0; i < 64; i++)
3433 /* None left to remember */
3434 if (p_ptr->new_spells <= 0) break;
3436 /* Efficiency -- all done */
3437 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3439 /* Get the next spell we learned */
3440 j = p_ptr->spell_order[i];
3442 /* Skip unknown spells */
3445 /* Access the spell */
3446 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3449 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3451 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3454 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3456 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3458 /* Skip spells we cannot remember */
3459 if (s_ptr->slevel > p_ptr->lev) continue;
3461 /* First set of spells */
3463 (p_ptr->spell_forgotten1 & (1L << j)) :
3464 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3466 /* No longer forgotten */
3469 p_ptr->spell_forgotten1 &= ~(1L << j);
3470 which = p_ptr->realm1;
3474 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3475 which = p_ptr->realm2;
3478 /* Known once more */
3481 p_ptr->spell_learned1 |= (1L << j);
3482 which = p_ptr->realm1;
3486 p_ptr->spell_learned2 |= (1L << (j - 32));
3487 which = p_ptr->realm2;
3491 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3493 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3497 /* One less can be learned */
3498 p_ptr->new_spells--;
3504 if (p_ptr->realm2 == REALM_NONE)
3506 /* Count spells that can be learned */
3507 for (j = 0; j < 32; j++)
3509 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3510 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3512 /* Skip spells we cannot remember */
3513 if (s_ptr->slevel > p_ptr->lev) continue;
3515 /* Skip spells we already know */
3516 if (p_ptr->spell_learned1 & (1L << j))
3525 if ((p_ptr->new_spells > k) &&
3526 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3528 p_ptr->new_spells = (s16b)k;
3532 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3534 /* Spell count changed */
3535 if (p_ptr->old_spells != p_ptr->new_spells)
3537 /* Message if needed */
3538 if (p_ptr->new_spells)
3541 if (p_ptr->new_spells < 10) {
3542 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3545 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3548 msg_format("You can learn %d more %s%s.",
3549 p_ptr->new_spells, p,
3550 (p_ptr->new_spells != 1) ? "s" : "");
3555 /* Save the new_spells value */
3556 p_ptr->old_spells = p_ptr->new_spells;
3558 /* Redraw Study Status */
3559 p_ptr->redraw |= (PR_STUDY);
3561 /* Redraw object recall */
3562 p_ptr->window |= (PW_OBJECT);
3567 * @brief プレイヤーの最大MPを計算する /
3568 * Calculate maximum mana. You do not need to know any spells.
3569 * Note that mana is lowered by heavy (or inappropriate) armor.
3572 * This function induces status messages.
3574 static void calc_mana(void)
3576 int msp, levels, cur_wgt, max_wgt;
3581 /* Hack -- Must be literate */
3582 if (!mp_ptr->spell_book) return;
3584 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3585 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3586 (p_ptr->pclass == CLASS_BLUE_MAGE))
3588 levels = p_ptr->lev;
3592 if (mp_ptr->spell_first > p_ptr->lev)
3597 /* Display mana later */
3598 p_ptr->redraw |= (PR_MANA);
3602 /* Extract "effective" player level */
3603 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3606 if (p_ptr->pclass == CLASS_SAMURAI)
3608 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3609 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3613 /* Extract total mana */
3614 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3616 /* Hack -- usually add one mana */
3619 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3621 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3623 /* Hack: High mages have a 25% mana bonus */
3624 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3626 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3629 /* Only mages are affected */
3630 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3632 BIT_FLAGS flgs[TR_FLAG_SIZE];
3634 /* Assume player is not encumbered by gloves */
3635 p_ptr->cumber_glove = FALSE;
3637 /* Get the gloves */
3638 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3640 /* Examine the gloves */
3641 object_flags(o_ptr, flgs);
3643 /* Normal gloves hurt mage-type spells */
3645 !(have_flag(flgs, TR_FREE_ACT)) &&
3646 !(have_flag(flgs, TR_DEC_MANA)) &&
3647 !(have_flag(flgs, TR_EASY_SPELL)) &&
3648 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3649 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3652 p_ptr->cumber_glove = TRUE;
3655 msp = (3 * msp) / 4;
3660 /* Assume player not encumbered by armor */
3661 p_ptr->cumber_armor = FALSE;
3663 /* Weigh the armor */
3665 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3666 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3667 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3668 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3669 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3670 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3671 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3673 /* Subtract a percentage of maximum mana. */
3674 switch (p_ptr->pclass)
3676 /* For these classes, mana is halved if armour
3677 * is 30 pounds over their weight limit. */
3679 case CLASS_HIGH_MAGE:
3680 case CLASS_BLUE_MAGE:
3682 case CLASS_FORCETRAINER:
3683 case CLASS_SORCERER:
3685 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3686 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3690 /* Mana halved if armour is 40 pounds over weight limit. */
3695 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3696 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3700 case CLASS_MINDCRAFTER:
3701 case CLASS_BEASTMASTER:
3702 case CLASS_MIRROR_MASTER:
3704 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3705 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3709 /* Mana halved if armour is 50 pounds over weight limit. */
3712 case CLASS_RED_MAGE:
3713 case CLASS_WARRIOR_MAGE:
3715 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3716 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3720 /* Mana halved if armour is 60 pounds over weight limit. */
3722 case CLASS_CHAOS_WARRIOR:
3724 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3725 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3729 /* For new classes created, but not yet added to this formula. */
3736 /* Determine the weight allowance */
3737 max_wgt = mp_ptr->spell_weight;
3739 /* Heavy armor penalizes mana by a percentage. -LM- */
3740 if ((cur_wgt - max_wgt) > 0)
3743 p_ptr->cumber_armor = TRUE;
3745 /* Subtract a percentage of maximum mana. */
3746 switch (p_ptr->pclass)
3748 /* For these classes, mana is halved if armour
3749 * is 30 pounds over their weight limit. */
3751 case CLASS_HIGH_MAGE:
3752 case CLASS_BLUE_MAGE:
3754 msp -= msp * (cur_wgt - max_wgt) / 600;
3758 /* Mana halved if armour is 40 pounds over weight limit. */
3760 case CLASS_MINDCRAFTER:
3761 case CLASS_BEASTMASTER:
3763 case CLASS_FORCETRAINER:
3765 case CLASS_MIRROR_MASTER:
3767 msp -= msp * (cur_wgt - max_wgt) / 800;
3771 case CLASS_SORCERER:
3773 msp -= msp * (cur_wgt - max_wgt) / 900;
3777 /* Mana halved if armour is 50 pounds over weight limit. */
3781 case CLASS_RED_MAGE:
3783 msp -= msp * (cur_wgt - max_wgt) / 1000;
3787 /* Mana halved if armour is 60 pounds over weight limit. */
3789 case CLASS_CHAOS_WARRIOR:
3790 case CLASS_WARRIOR_MAGE:
3792 msp -= msp * (cur_wgt - max_wgt) / 1200;
3798 p_ptr->cumber_armor = FALSE;
3802 /* For new classes created, but not yet added to this formula. */
3805 msp -= msp * (cur_wgt - max_wgt) / 800;
3811 /* Mana can never be negative */
3812 if (msp < 0) msp = 0;
3815 /* Maximum mana has changed */
3816 if (p_ptr->msp != msp)
3818 /* Enforce maximum */
3819 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3822 p_ptr->csp_frac = 0;
3826 /* レベルアップの時は上昇量を表示する */
3827 if (p_ptr->level_up_message && (msp > p_ptr->msp))
3829 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3835 /* Display mana later */
3836 p_ptr->redraw |= (PR_MANA);
3837 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3841 /* Hack -- handle "xtra" mode */
3842 if (current_world_ptr->character_xtra) return;
3844 /* Take note when "glove state" changes */
3845 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3847 if (p_ptr->cumber_glove)
3849 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."));
3853 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."));
3857 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3861 /* Take note when "armor state" changes */
3862 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3864 if (p_ptr->cumber_armor)
3866 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."));
3870 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."));
3874 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3879 * @brief 装備中の射撃武器の威力倍率を返す /
3880 * calcurate the fire rate of target object
3881 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3882 * @return 射撃倍率の値(100で1.00倍)
3884 s16b calc_num_fire(object_type *o_ptr)
3886 int extra_shots = 0;
3889 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3891 BIT_FLAGS flgs[TR_FLAG_SIZE];
3893 /* Scan the usable p_ptr->inventory_list */
3894 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3896 q_ptr = &p_ptr->inventory_list[i];
3897 if (!q_ptr->k_idx) continue;
3899 /* Do not apply current equip */
3900 if (i == INVEN_BOW) continue;
3902 object_flags(q_ptr, flgs);
3905 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3908 object_flags(o_ptr, flgs);
3909 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3911 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3915 num += (extra_shots * 100);
3917 /* Hack -- Rangers love Bows */
3918 if ((p_ptr->pclass == CLASS_RANGER) &&
3919 (tval_ammo == TV_ARROW))
3921 num += (p_ptr->lev * 4);
3924 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3925 (tval_ammo == TV_ARROW))
3927 num += (p_ptr->lev * 3);
3930 if (p_ptr->pclass == CLASS_ARCHER)
3932 if (tval_ammo == TV_ARROW)
3933 num += ((p_ptr->lev * 5) + 50);
3934 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3935 num += (p_ptr->lev * 4);
3939 * Addendum -- also "Reward" high level warriors,
3940 * with _any_ missile weapon -- TY
3942 if (p_ptr->pclass == CLASS_WARRIOR &&
3943 (tval_ammo <= TV_BOLT) &&
3944 (tval_ammo >= TV_SHOT))
3946 num += (p_ptr->lev * 2);
3948 if ((p_ptr->pclass == CLASS_ROGUE) &&
3949 (tval_ammo == TV_SHOT))
3951 num += (p_ptr->lev * 4);
3958 * @brief プレイヤーの所持重量制限を計算する /
3959 * Computes current weight limit.
3962 WEIGHT weight_limit(void)
3966 /* Weight limit based only on strength */
3967 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3968 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3970 /* Return the result */
3975 * @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 /
3976 * @param i 判定する手のID(右手:0 左手:1)
3977 * @return 持っているならばTRUE
3979 bool has_melee_weapon(int i)
3981 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3985 * @brief プレイヤーの現在開いている手の状態を返す
3986 * @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。
3987 * @return 開いている手のビットフラグ
3989 BIT_FLAGS16 empty_hands(bool riding_control)
3991 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3993 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3994 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3996 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3998 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3999 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
4007 * @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。
4008 * @return ペナルティが適用されるならばTRUE。
4010 bool heavy_armor(void)
4012 WEIGHT monk_arm_wgt = 0;
4014 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
4016 /* Weight the armor */
4017 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
4018 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
4019 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
4020 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
4021 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
4022 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
4023 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
4025 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
4029 * @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"
4031 * @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。
4033 void update_creature(player_type *creature_ptr)
4035 if (!creature_ptr->update) return;
4037 /* Actually do auto-destroy */
4038 if (creature_ptr->update & (PU_AUTODESTROY))
4040 creature_ptr->update &= ~(PU_AUTODESTROY);
4041 autopick_delayed_alter();
4043 if (creature_ptr->update & (PU_COMBINE))
4045 creature_ptr->update &= ~(PU_COMBINE);
4049 /* Reorder the pack */
4050 if (creature_ptr->update & (PU_REORDER))
4052 creature_ptr->update &= ~(PU_REORDER);
4056 if (creature_ptr->update & (PU_BONUS))
4058 creature_ptr->update &= ~(PU_BONUS);
4063 if (creature_ptr->update & (PU_TORCH))
4065 creature_ptr->update &= ~(PU_TORCH);
4069 if (creature_ptr->update & (PU_HP))
4071 creature_ptr->update &= ~(PU_HP);
4075 if (creature_ptr->update & (PU_MANA))
4077 creature_ptr->update &= ~(PU_MANA);
4081 if (creature_ptr->update & (PU_SPELLS))
4083 creature_ptr->update &= ~(PU_SPELLS);
4087 /* Character is not ready yet, no screen updates */
4088 if (!current_world_ptr->character_generated) return;
4090 /* Character is in "icky" mode, no screen updates */
4091 if (current_world_ptr->character_icky) return;
4093 if (creature_ptr->update & (PU_UN_LITE))
4095 creature_ptr->update &= ~(PU_UN_LITE);
4099 if (creature_ptr->update & (PU_UN_VIEW))
4101 creature_ptr->update &= ~(PU_UN_VIEW);
4105 if (creature_ptr->update & (PU_VIEW))
4107 creature_ptr->update &= ~(PU_VIEW);
4111 if (creature_ptr->update & (PU_LITE))
4113 creature_ptr->update &= ~(PU_LITE);
4118 if (creature_ptr->update & (PU_FLOW))
4120 creature_ptr->update &= ~(PU_FLOW);
4124 if (creature_ptr->update & (PU_DISTANCE))
4126 creature_ptr->update &= ~(PU_DISTANCE);
4128 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4129 /* creature_ptr->update &= ~(PU_MONSTERS); */
4131 update_monsters(TRUE);
4134 if (creature_ptr->update & (PU_MON_LITE))
4136 creature_ptr->update &= ~(PU_MON_LITE);
4141 * Mega-Hack -- Delayed visual update
4142 * Only used if update_view(), update_lite() or update_mon_lite() was called
4144 if (creature_ptr->update & (PU_DELAY_VIS))
4146 creature_ptr->update &= ~(PU_DELAY_VIS);
4147 delayed_visual_update();
4150 if (creature_ptr->update & (PU_MONSTERS))
4152 creature_ptr->update &= ~(PU_MONSTERS);
4153 update_monsters(FALSE);
4158 * @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
4159 * @return 魔道書を一冊も持っていないならTRUEを返す
4161 bool player_has_no_spellbooks(void)
4166 for (i = 0; i < INVEN_PACK; i++)
4168 o_ptr = &p_ptr->inventory_list[i];
4169 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4172 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4174 o_ptr = ¤t_floor_ptr->o_list[i];
4175 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4181 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4183 creature_ptr->energy_use = (ENERGY)need_cost;
4186 void free_turn(player_type *creature_ptr)
4188 creature_ptr->energy_use = 0;
4192 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4195 * @return 配置に成功したらTRUE
4197 bool player_place(POSITION y, POSITION x)
4199 /* Paranoia XXX XXX */
4200 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4202 /* Save player location */
4211 * @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
4214 void wreck_the_pattern(void)
4218 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4220 if (pattern_type == PATTERN_TILE_WRECKED)
4222 /* Ruined already */
4226 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4227 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4229 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4230 to_ruin = randint1(45) + 35;
4234 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4236 if (pattern_tile(r_y, r_x) &&
4237 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4239 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4243 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4248 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4249 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4250 * @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
4253 void sanity_blast(monster_type *m_ptr, bool necro)
4257 if (p_ptr->inside_battle || !current_world_ptr->character_dungeon) return;
4259 if (!necro && m_ptr)
4261 GAME_TEXT m_name[MAX_NLEN];
4262 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4264 power = r_ptr->level / 2;
4266 monster_desc(m_name, m_ptr, 0);
4268 if (!(r_ptr->flags1 & RF1_UNIQUE))
4270 if (r_ptr->flags1 & RF1_FRIENDS)
4275 if (!current_world_ptr->is_loading_now)
4276 return; /* No effect yet, just loaded... */
4279 return; /* Cannot see it for some reason */
4281 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4285 return; /* Pet eldritch horrors are safe most of the time */
4287 if (randint1(100) > power) return;
4289 if (saving_throw(p_ptr->skill_sav - power))
4291 return; /* Save, no adverse effects */
4296 /* Something silly happens... */
4297 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4298 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4302 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4303 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4306 return; /* Never mind; we can't see it clearly enough */
4309 /* Something frightening happens... */
4310 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4311 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4313 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4315 /* Demon characters are unaffected */
4316 if (PRACE_IS_(RACE_IMP) || PRACE_IS_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4317 if (p_ptr->wizard) return;
4319 /* Undead characters are 50% likely to be unaffected */
4320 if (PRACE_IS_(RACE_SKELETON) || PRACE_IS_(RACE_ZOMBIE)
4321 || PRACE_IS_(RACE_VAMPIRE) || PRACE_IS_(RACE_SPECTRE) ||
4322 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4324 if (saving_throw(25 + p_ptr->lev)) return;
4329 monster_race *r_ptr;
4330 GAME_TEXT m_name[MAX_NLEN];
4333 get_mon_num_prep(get_nightmare, NULL);
4335 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4336 power = r_ptr->level + 10;
4337 desc = r_name + r_ptr->name;
4339 get_mon_num_prep(NULL, NULL);
4342 if (!(r_ptr->flags1 & RF1_UNIQUE))
4343 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4346 sprintf(m_name, "%s", desc);
4348 if (!(r_ptr->flags1 & RF1_UNIQUE))
4350 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4354 if (saving_throw(p_ptr->skill_sav * 100 / power))
4356 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4363 /* Something silly happens... */
4364 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4365 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4369 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4370 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4373 /* Never mind; we can't see it clearly enough */
4377 /* Something frightening happens... */
4378 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4379 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4381 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4383 if (!p_ptr->mimic_form)
4385 switch (p_ptr->prace)
4387 /* Demons may make a saving throw */
4390 if (saving_throw(20 + p_ptr->lev)) return;
4392 /* Undead may make a saving throw */
4397 if (saving_throw(10 + p_ptr->lev)) return;
4403 /* Demons may make a saving throw */
4404 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4406 if (saving_throw(20 + p_ptr->lev)) return;
4408 /* Undead may make a saving throw */
4409 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4411 if (saving_throw(10 + p_ptr->lev)) return;
4417 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!"));
4420 if (saving_throw(p_ptr->skill_sav - power))
4426 (void)do_dec_stat(A_INT);
4427 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4430 (void)do_dec_stat(A_WIS);
4431 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4433 switch (randint1(21))
4436 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4438 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4440 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!"));
4444 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!"));
4447 if (p_ptr->muta3 & MUT3_HYPER_INT)
4449 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."));
4450 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4452 p_ptr->muta3 |= MUT3_MORONIC;
4458 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4460 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4462 /* Duh, the following should never happen, but anyway... */
4463 if (p_ptr->muta3 & MUT3_FEARLESS)
4465 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."));
4466 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4469 p_ptr->muta2 |= MUT2_COWARDICE;
4475 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4477 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!"));
4478 p_ptr->muta2 |= MUT2_HALLU;
4484 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4486 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!"));
4487 p_ptr->muta2 |= MUT2_BERS_RAGE;
4497 if (!p_ptr->resist_conf)
4499 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4501 if (!p_ptr->free_act)
4503 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4505 if (!p_ptr->resist_chaos)
4507 (void)set_image(p_ptr->image + randint0(250) + 150);
4516 if (lose_all_info())
4517 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!"));
4521 p_ptr->update |= PU_BONUS;
4527 * @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 /
4528 * Advance experience levels and print experience
4531 void check_experience(void)
4533 bool level_reward = FALSE;
4534 bool level_mutation = FALSE;
4535 bool level_inc_stat = FALSE;
4536 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4537 PLAYER_LEVEL old_lev = p_ptr->lev;
4539 /* Hack -- lower limit */
4540 if (p_ptr->exp < 0) p_ptr->exp = 0;
4541 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4542 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4544 /* Hack -- upper limit */
4545 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4546 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4547 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4549 /* Hack -- maintain "max" experience */
4550 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4552 /* Hack -- maintain "max max" experience */
4553 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4555 /* Redraw experience */
4556 p_ptr->redraw |= (PR_EXP);
4560 /* Lose levels while possible */
4561 while ((p_ptr->lev > 1) &&
4562 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4566 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4567 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4568 p_ptr->window |= (PW_PLAYER);
4573 /* Gain levels while possible */
4574 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4575 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4580 /* Save the highest level */
4581 if (p_ptr->lev > p_ptr->max_plv)
4583 p_ptr->max_plv = p_ptr->lev;
4585 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4586 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4588 level_reward = TRUE;
4590 if (p_ptr->prace == RACE_BEASTMAN)
4592 if (one_in_(5)) level_mutation = TRUE;
4594 level_inc_stat = TRUE;
4596 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4601 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4603 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4604 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4605 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4608 p_ptr->level_up_message = TRUE;
4611 p_ptr->level_up_message = FALSE;
4615 if (!(p_ptr->max_plv % 10))
4624 cnv_stat(p_ptr->stat_max[0], tmp);
4625 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4626 cnv_stat(p_ptr->stat_max[1], tmp);
4627 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4628 cnv_stat(p_ptr->stat_max[2], tmp);
4629 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4630 cnv_stat(p_ptr->stat_max[3], tmp);
4631 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4632 cnv_stat(p_ptr->stat_max[4], tmp);
4633 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4634 cnv_stat(p_ptr->stat_max[5], tmp);
4635 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4638 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4643 if ((choice >= 'a') && (choice <= 'f')) break;
4645 for (n = 0; n < A_MAX; n++)
4646 if (n != choice - 'a')
4648 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4650 do_inc_stat(choice - 'a');
4653 else if (!(p_ptr->max_plv % 2))
4654 do_inc_stat(randint0(6));
4659 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4660 (void)gain_mutation(p_ptr, 0);
4661 level_mutation = FALSE;
4665 * 報酬でレベルが上ると再帰的に check_experience() が
4670 gain_level_reward(0);
4671 level_reward = FALSE;
4674 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4675 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4676 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4680 /* Load an autopick preference file */
4681 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4685 * @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
4687 * @param out_val 出力先文字列ポインタ
4690 void cnv_stat(int val, char *out_val)
4695 int bonus = (val - 18);
4699 sprintf(out_val, "18/%3s", "***");
4701 else if (bonus >= 100)
4703 sprintf(out_val, "18/%03d", bonus);
4707 sprintf(out_val, " 18/%02d", bonus);
4714 sprintf(out_val, " %2d", val);
4719 * @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。
4720 * Modify a stat value by a "modifier", return new value
4722 * @param amount 加減算値
4726 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4727 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4728 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4729 * Or even: 18/13, 18/03, 18, 17, ..., 3
4732 s16b modify_stat_value(int value, int amount)
4739 /* Apply each point */
4740 for (i = 0; i < amount; i++)
4742 /* One point at a time */
4743 if (value < 18) value++;
4745 /* Ten "points" at a time */
4751 else if (amount < 0)
4753 /* Apply each point */
4754 for (i = 0; i < (0 - amount); i++)
4756 /* Ten points at a time */
4757 if (value >= 18 + 10) value -= 10;
4759 /* Hack -- prevent weirdness */
4760 else if (value > 18) value = 18;
4762 /* One point at a time */
4763 else if (value > 3) value--;
4767 /* Return new value */
4768 return (s16b)(value);
4774 * Hack -- Calculates the total number of points earned -JWT-
4778 long calc_score(void)
4782 u32b point, point_h, point_l;
4783 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4785 if (!preserve_mode) mult += 10;
4786 if (!autoroller) mult += 10;
4787 if (!smart_learn) mult -= 20;
4788 if (smart_cheat) mult += 30;
4789 if (ironman_shops) mult += 50;
4790 if (ironman_small_levels) mult += 10;
4791 if (ironman_empty_levels) mult += 20;
4792 if (!powerup_home) mult += 50;
4793 if (ironman_rooms) mult += 100;
4794 if (ironman_nightmare) mult += 100;
4796 if (mult < 5) mult = 5;
4798 for (i = 0; i < max_d_idx; i++)
4799 if (max_dlv[i] > max_dl)
4800 max_dl = max_dlv[i];
4802 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4803 point_h = point_l / 0x10000L;
4804 point_l = point_l % 0x10000L;
4807 point_h += point_l / 0x10000L;
4808 point_l %= 0x10000L;
4810 point_l += ((point_h % 100) << 16);
4814 point = (point_h << 16) + (point_l);
4815 if (p_ptr->arena_number >= 0)
4816 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4818 if (ironman_downward) point *= 2;
4819 if (p_ptr->pclass == CLASS_BERSERKER)
4821 if (p_ptr->prace == RACE_SPECTRE)
4825 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4828 if (p_ptr->total_winner) point = 2;
4830 if (easy_band) point = (0 - point);
4836 void cheat_death(player_type *creature_ptr)
4838 /* Mark social class, reset age, if needed */
4839 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
4842 creature_ptr->age++;
4845 creature_ptr->noscore |= 0x0001;
4847 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
4850 (void)life_stream(FALSE, FALSE);
4852 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4855 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
4857 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
4859 for (; magic_idx < EATER_EXT * 3; magic_idx++)
4861 creature_ptr->magic_num1[magic_idx] = 0;
4865 /* Restore spell points */
4866 creature_ptr->csp = creature_ptr->msp;
4867 creature_ptr->csp_frac = 0;
4869 /* Hack -- cancel recall */
4870 if (creature_ptr->word_recall)
4872 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
4875 /* Hack -- Prevent recall */
4876 creature_ptr->word_recall = 0;
4877 creature_ptr->redraw |= (PR_STATUS);
4880 /* Hack -- cancel alter */
4881 if (creature_ptr->alter_reality)
4883 /* Hack -- Prevent alter */
4884 creature_ptr->alter_reality = 0;
4885 creature_ptr->redraw |= (PR_STATUS);
4888 /* Note cause of death */
4889 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
4892 creature_ptr->is_dead = FALSE;
4894 /* Hack -- Prevent starvation */
4895 (void)set_food(PY_FOOD_MAX - 1);
4897 current_floor_ptr->dun_level = 0;
4898 creature_ptr->inside_arena = FALSE;
4899 creature_ptr->inside_battle = FALSE;
4901 creature_ptr->inside_quest = 0;
4902 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
4903 p_ptr->dungeon_idx = 0;
4904 if (lite_town || vanilla_town)
4906 creature_ptr->wilderness_y = 1;
4907 creature_ptr->wilderness_x = 1;
4910 creature_ptr->oldpy = 10;
4911 creature_ptr->oldpx = 34;
4915 creature_ptr->oldpy = 33;
4916 creature_ptr->oldpx = 131;
4921 creature_ptr->wilderness_y = 48;
4922 creature_ptr->wilderness_x = 5;
4923 creature_ptr->oldpy = 33;
4924 creature_ptr->oldpx = 131;
4926 creature_ptr->wild_mode = FALSE;
4927 creature_ptr->leaving = TRUE;
4929 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
4933 /* Prepare next floor */