2 #include "player-move.h"
3 #include "player-status.h"
7 #include "spells-status.h"
8 #include "object-hook.h"
10 #include "monster-status.h"
11 #include "monsterrace-hook.h"
14 #include "realm-hex.h"
17 /* Hack, monk armour */
18 static bool monk_armour_aux;
19 static bool monk_notify_aux;
24 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
26 static concptr horror_desc[MAX_SAN_HORROR] =
82 * @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)
84 static concptr funny_desc[MAX_SAN_FUNNY] =
145 * @var funny_comments
146 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
148 static concptr funny_comments[MAX_SAN_COMMENT] =
169 * @brief 基本必要経験値テーブル /
170 * Base experience levels, may be adjusted up for race and/or class
172 const s32b player_exp[PY_MAX_LEVEL] =
228 * @brief 基本必要強化値テーブル(アンドロイド専用)
230 const s32b player_exp_a[PY_MAX_LEVEL] =
286 * Return alignment title
288 concptr your_alignment(void)
290 if (p_ptr->align > 150) return _("大善", "Lawful");
291 else if (p_ptr->align > 50) return _("中善", "Good");
292 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
293 else if (p_ptr->align > -11) return _("中立", "Neutral");
294 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
295 else if (p_ptr->align > -151) return _("中悪", "Evil");
296 else return _("大悪", "Chaotic");
301 * Return proficiency level of weapons and misc. skills (except riding)
303 int weapon_exp_level(int weapon_exp)
305 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
306 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
307 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
308 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
309 else return EXP_LEVEL_MASTER;
314 * Return proficiency level of riding
316 int riding_exp_level(int riding_exp)
318 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
319 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
320 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
321 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
322 else return EXP_LEVEL_MASTER;
327 * Return proficiency level of spells
329 int spell_exp_level(int spell_exp)
331 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
332 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
333 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
334 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
335 else return EXP_LEVEL_MASTER;
339 * @brief プレイヤーの全ステータスを更新する /
340 * Calculate the players current "state", taking into account
341 * not only race/class intrinsics, but also objects being worn
342 * and temporary spell effects.
346 * See also calc_mana() and calc_hitpoints().
348 * Take note of the new "speed code", in particular, a very strong
349 * player will start slowing down as soon as he reaches 150 pounds,
350 * but not until he reaches 450 pounds will he be half as fast as
351 * a normal kobold. This both hurts and helps the player, hurts
352 * because in the old days a player could just avoid 300 pounds,
353 * and helps because now carrying 300 pounds is not very painful.
355 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
356 * damage, since that would affect non-combat things. These values
357 * are actually added in later, at the appropriate place.
359 * This function induces various "status" messages.
362 void calc_bonuses(void)
366 int default_hand = 0;
367 int empty_hands_status = empty_hands(TRUE);
370 BIT_FLAGS flgs[TR_FLAG_SIZE];
372 bool yoiyami = FALSE;
373 bool down_saving = FALSE;
375 bool have_dd_s = FALSE, have_dd_t = FALSE;
377 bool have_sw = FALSE, have_kabe = FALSE;
378 bool easy_2weapon = FALSE;
379 bool riding_levitation = FALSE;
380 OBJECT_IDX this_o_idx, next_o_idx = 0;
381 const player_race *tmp_rp_ptr;
383 /* Save the old vision stuff */
384 bool old_telepathy = p_ptr->telepathy;
385 bool old_esp_animal = p_ptr->esp_animal;
386 bool old_esp_undead = p_ptr->esp_undead;
387 bool old_esp_demon = p_ptr->esp_demon;
388 bool old_esp_orc = p_ptr->esp_orc;
389 bool old_esp_troll = p_ptr->esp_troll;
390 bool old_esp_giant = p_ptr->esp_giant;
391 bool old_esp_dragon = p_ptr->esp_dragon;
392 bool old_esp_human = p_ptr->esp_human;
393 bool old_esp_evil = p_ptr->esp_evil;
394 bool old_esp_good = p_ptr->esp_good;
395 bool old_esp_nonliving = p_ptr->esp_nonliving;
396 bool old_esp_unique = p_ptr->esp_unique;
397 bool old_see_inv = p_ptr->see_inv;
398 bool old_mighty_throw = p_ptr->mighty_throw;
400 /* Current feature under player. */
401 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
403 /* Save the old armor class */
404 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
405 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
408 /* Clear extra blows/shots */
409 extra_blows[0] = extra_blows[1] = 0;
411 /* Clear the stat modifiers */
412 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
415 /* Clear the Displayed/Real armor class */
416 p_ptr->dis_ac = p_ptr->ac = 0;
418 /* Clear the Displayed/Real Bonuses */
419 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
420 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
421 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
422 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
423 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
424 p_ptr->dis_to_a = p_ptr->to_a = 0;
428 p_ptr->to_m_chance = 0;
430 /* Clear the Extra Dice Bonuses */
431 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
432 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
434 /* Start with "normal" speed */
437 /* Start with a single blow per current_world_ptr->game_turn */
438 p_ptr->num_blow[0] = 1;
439 p_ptr->num_blow[1] = 1;
441 /* Start with a single shot per current_world_ptr->game_turn */
442 p_ptr->num_fire = 100;
444 /* Reset the "xtra" tval */
445 p_ptr->tval_xtra = 0;
447 /* Reset the "ammo" tval */
448 p_ptr->tval_ammo = 0;
450 /* Clear all the flags */
452 p_ptr->bless_blade = FALSE;
453 p_ptr->xtra_might = FALSE;
454 p_ptr->impact[0] = FALSE;
455 p_ptr->impact[1] = FALSE;
456 p_ptr->pass_wall = FALSE;
457 p_ptr->kill_wall = FALSE;
458 p_ptr->dec_mana = FALSE;
459 p_ptr->easy_spell = FALSE;
460 p_ptr->heavy_spell = FALSE;
461 p_ptr->see_inv = FALSE;
462 p_ptr->free_act = FALSE;
463 p_ptr->slow_digest = FALSE;
464 p_ptr->regenerate = FALSE;
465 p_ptr->can_swim = FALSE;
466 p_ptr->levitation = FALSE;
467 p_ptr->hold_exp = FALSE;
468 p_ptr->telepathy = FALSE;
469 p_ptr->esp_animal = FALSE;
470 p_ptr->esp_undead = FALSE;
471 p_ptr->esp_demon = FALSE;
472 p_ptr->esp_orc = FALSE;
473 p_ptr->esp_troll = FALSE;
474 p_ptr->esp_giant = FALSE;
475 p_ptr->esp_dragon = FALSE;
476 p_ptr->esp_human = FALSE;
477 p_ptr->esp_evil = FALSE;
478 p_ptr->esp_good = FALSE;
479 p_ptr->esp_nonliving = FALSE;
480 p_ptr->esp_unique = FALSE;
482 p_ptr->sustain_str = FALSE;
483 p_ptr->sustain_int = FALSE;
484 p_ptr->sustain_wis = FALSE;
485 p_ptr->sustain_con = FALSE;
486 p_ptr->sustain_dex = FALSE;
487 p_ptr->sustain_chr = FALSE;
488 p_ptr->resist_acid = FALSE;
489 p_ptr->resist_elec = FALSE;
490 p_ptr->resist_fire = FALSE;
491 p_ptr->resist_cold = FALSE;
492 p_ptr->resist_pois = FALSE;
493 p_ptr->resist_conf = FALSE;
494 p_ptr->resist_sound = FALSE;
495 p_ptr->resist_lite = FALSE;
496 p_ptr->resist_dark = FALSE;
497 p_ptr->resist_chaos = FALSE;
498 p_ptr->resist_disen = FALSE;
499 p_ptr->resist_shard = FALSE;
500 p_ptr->resist_nexus = FALSE;
501 p_ptr->resist_blind = FALSE;
502 p_ptr->resist_neth = FALSE;
503 p_ptr->resist_time = FALSE;
504 p_ptr->resist_water = FALSE;
505 p_ptr->resist_fear = FALSE;
506 p_ptr->reflect = FALSE;
507 p_ptr->sh_fire = FALSE;
508 p_ptr->sh_elec = FALSE;
509 p_ptr->sh_cold = FALSE;
510 p_ptr->anti_magic = FALSE;
511 p_ptr->anti_tele = FALSE;
512 p_ptr->warning = FALSE;
513 p_ptr->mighty_throw = FALSE;
514 p_ptr->see_nocto = FALSE;
516 p_ptr->immune_acid = FALSE;
517 p_ptr->immune_elec = FALSE;
518 p_ptr->immune_fire = FALSE;
519 p_ptr->immune_cold = FALSE;
521 p_ptr->ryoute = FALSE;
522 p_ptr->migite = FALSE;
523 p_ptr->hidarite = FALSE;
524 p_ptr->no_flowed = FALSE;
526 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
527 else tmp_rp_ptr = &race_info[p_ptr->prace];
529 /* Base infravision (purely racial) */
530 p_ptr->see_infra = tmp_rp_ptr->infra;
532 /* Base skill -- disarming */
533 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
535 /* Base skill -- magic devices */
536 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
538 /* Base skill -- saving throw */
539 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
541 /* Base skill -- stealth */
542 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
544 /* Base skill -- searching ability */
545 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
547 /* Base skill -- searching frequency */
548 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
550 /* Base skill -- combat (normal) */
551 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
553 /* Base skill -- combat (shooting) */
554 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
556 /* Base skill -- combat (throwing) */
557 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
559 /* Base skill -- digging */
560 p_ptr->skill_dig = 0;
562 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
563 if (has_melee_weapon(INVEN_LARM))
565 p_ptr->hidarite = TRUE;
566 if (!p_ptr->migite) default_hand = 1;
569 if (CAN_TWO_HANDS_WIELDING())
571 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
572 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
574 p_ptr->ryoute = TRUE;
576 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
577 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
579 p_ptr->ryoute = TRUE;
583 switch (p_ptr->pclass)
586 case CLASS_FORCETRAINER:
587 case CLASS_BERSERKER:
588 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
590 p_ptr->migite = TRUE;
591 p_ptr->ryoute = TRUE;
598 if (!p_ptr->migite && !p_ptr->hidarite)
600 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
601 else if (empty_hands_status == EMPTY_HAND_LARM)
603 p_ptr->hidarite = TRUE;
608 if (p_ptr->special_defense & KAMAE_MASK)
610 if (!(empty_hands_status & EMPTY_HAND_RARM))
612 set_action(ACTION_NONE);
616 switch (p_ptr->pclass)
619 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
620 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
623 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
625 case CLASS_CHAOS_WARRIOR:
626 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
627 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
629 case CLASS_MINDCRAFTER:
630 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
631 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
632 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
633 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
636 case CLASS_FORCETRAINER:
637 /* Unencumbered Monks become faster every 10 levels */
638 if (!(heavy_armor()))
640 if (!(prace_is_(RACE_KLACKON) ||
641 prace_is_(RACE_SPRITE) ||
642 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
643 new_speed += (p_ptr->lev) / 10;
645 /* Free action if unencumbered at level 25 */
647 p_ptr->free_act = TRUE;
652 p_ptr->dis_to_a -= 50;
655 p_ptr->resist_sound = TRUE;
658 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
660 case CLASS_BERSERKER:
662 p_ptr->sustain_str = TRUE;
663 p_ptr->sustain_dex = TRUE;
664 p_ptr->sustain_con = TRUE;
665 p_ptr->regenerate = TRUE;
666 p_ptr->free_act = TRUE;
668 if (p_ptr->lev > 29) new_speed++;
669 if (p_ptr->lev > 39) new_speed++;
670 if (p_ptr->lev > 44) new_speed++;
671 if (p_ptr->lev > 49) new_speed++;
672 p_ptr->to_a += 10 + p_ptr->lev / 2;
673 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
674 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
675 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
676 p_ptr->redraw |= PR_STATUS;
678 case CLASS_MIRROR_MASTER:
679 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
682 /* Unencumbered Ninjas become faster every 10 levels */
685 new_speed -= (p_ptr->lev) / 10;
686 p_ptr->skill_stl -= (p_ptr->lev) / 10;
688 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
689 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
692 if (!(prace_is_(RACE_KLACKON) ||
693 prace_is_(RACE_SPRITE) ||
694 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
695 new_speed += (p_ptr->lev) / 10;
696 p_ptr->skill_stl += (p_ptr->lev) / 10;
698 /* Free action if unencumbered at level 25 */
700 p_ptr->free_act = TRUE;
702 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
703 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
705 p_ptr->to_a += p_ptr->lev / 2 + 5;
706 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
708 p_ptr->slow_digest = TRUE;
709 p_ptr->resist_fear = TRUE;
710 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
711 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
712 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
715 p_ptr->oppose_pois = 1;
716 p_ptr->redraw |= PR_STATUS;
718 p_ptr->see_nocto = TRUE;
723 if (p_ptr->mimic_form)
725 switch (p_ptr->mimic_form)
728 p_ptr->hold_exp = TRUE;
729 p_ptr->resist_chaos = TRUE;
730 p_ptr->resist_neth = TRUE;
731 p_ptr->resist_fire = TRUE;
732 p_ptr->oppose_fire = 1;
733 p_ptr->see_inv = TRUE;
735 p_ptr->redraw |= PR_STATUS;
737 p_ptr->dis_to_a += 10;
739 case MIMIC_DEMON_LORD:
740 p_ptr->hold_exp = TRUE;
741 p_ptr->resist_chaos = TRUE;
742 p_ptr->resist_neth = TRUE;
743 p_ptr->immune_fire = TRUE;
744 p_ptr->resist_acid = TRUE;
745 p_ptr->resist_fire = TRUE;
746 p_ptr->resist_cold = TRUE;
747 p_ptr->resist_elec = TRUE;
748 p_ptr->resist_pois = TRUE;
749 p_ptr->resist_conf = TRUE;
750 p_ptr->resist_disen = TRUE;
751 p_ptr->resist_nexus = TRUE;
752 p_ptr->resist_fear = TRUE;
753 p_ptr->sh_fire = TRUE;
754 p_ptr->see_inv = TRUE;
755 p_ptr->telepathy = TRUE;
756 p_ptr->levitation = TRUE;
757 p_ptr->kill_wall = TRUE;
760 p_ptr->dis_to_a += 20;
763 p_ptr->resist_dark = TRUE;
764 p_ptr->hold_exp = TRUE;
765 p_ptr->resist_neth = TRUE;
766 p_ptr->resist_cold = TRUE;
767 p_ptr->resist_pois = TRUE;
768 p_ptr->see_inv = TRUE;
771 p_ptr->dis_to_a += 10;
772 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
778 switch (p_ptr->prace)
781 p_ptr->resist_lite = TRUE;
784 p_ptr->hold_exp = TRUE;
787 p_ptr->free_act = TRUE;
790 p_ptr->resist_blind = TRUE;
793 p_ptr->resist_dark = TRUE;
795 case RACE_HALF_TROLL:
796 p_ptr->sustain_str = TRUE;
800 /* High level trolls heal fast... */
801 p_ptr->regenerate = TRUE;
803 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
805 p_ptr->slow_digest = TRUE;
806 /* Let's not make Regeneration
807 * a disadvantage for the poor warriors who can
808 * never learn a spell that satisfies hunger (actually
809 * neither can rogues, but half-trolls are not
810 * supposed to play rogues) */
815 p_ptr->sustain_con = TRUE;
816 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
819 p_ptr->resist_lite = TRUE;
820 p_ptr->see_inv = TRUE;
823 p_ptr->resist_fear = TRUE;
826 p_ptr->resist_dark = TRUE;
827 p_ptr->sustain_str = TRUE;
829 case RACE_HALF_GIANT:
830 p_ptr->sustain_str = TRUE;
831 p_ptr->resist_shard = TRUE;
833 case RACE_HALF_TITAN:
834 p_ptr->resist_chaos = TRUE;
837 p_ptr->resist_sound = TRUE;
840 p_ptr->resist_acid = TRUE;
841 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
844 p_ptr->resist_conf = TRUE;
845 p_ptr->resist_acid = TRUE;
847 /* Klackons become faster */
848 new_speed += (p_ptr->lev) / 10;
851 p_ptr->resist_pois = TRUE;
854 p_ptr->resist_disen = TRUE;
855 p_ptr->resist_dark = TRUE;
858 p_ptr->resist_dark = TRUE;
859 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
862 p_ptr->levitation = TRUE;
863 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
864 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
865 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
866 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
867 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
869 case RACE_MIND_FLAYER:
870 p_ptr->sustain_int = TRUE;
871 p_ptr->sustain_wis = TRUE;
872 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
873 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
876 p_ptr->resist_fire = TRUE;
877 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
880 p_ptr->slow_digest = TRUE;
881 p_ptr->free_act = TRUE;
882 p_ptr->see_inv = TRUE;
883 p_ptr->resist_pois = TRUE;
884 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
887 p_ptr->resist_shard = TRUE;
888 p_ptr->hold_exp = TRUE;
889 p_ptr->see_inv = TRUE;
890 p_ptr->resist_pois = TRUE;
891 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
894 p_ptr->resist_neth = TRUE;
895 p_ptr->hold_exp = TRUE;
896 p_ptr->see_inv = TRUE;
897 p_ptr->resist_pois = TRUE;
898 p_ptr->slow_digest = TRUE;
899 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
902 p_ptr->resist_dark = TRUE;
903 p_ptr->hold_exp = TRUE;
904 p_ptr->resist_neth = TRUE;
905 p_ptr->resist_cold = TRUE;
906 p_ptr->resist_pois = TRUE;
907 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
910 p_ptr->levitation = TRUE;
911 p_ptr->free_act = TRUE;
912 p_ptr->resist_neth = TRUE;
913 p_ptr->hold_exp = TRUE;
914 p_ptr->see_inv = TRUE;
915 p_ptr->resist_pois = TRUE;
916 p_ptr->slow_digest = TRUE;
917 p_ptr->resist_cold = TRUE;
918 p_ptr->pass_wall = TRUE;
919 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
922 p_ptr->levitation = TRUE;
923 p_ptr->resist_lite = TRUE;
925 /* Sprites become faster */
926 new_speed += (p_ptr->lev) / 10;
929 p_ptr->resist_conf = TRUE;
930 p_ptr->resist_sound = TRUE;
933 /* Ents dig like maniacs, but only with their hands. */
934 if (!inventory[INVEN_RARM].k_idx)
935 p_ptr->skill_dig += p_ptr->lev * 10;
936 /* Ents get tougher and stronger as they age, but lose dexterity. */
937 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
938 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
939 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
941 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
942 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
943 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
945 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
946 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
947 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
950 p_ptr->levitation = TRUE;
951 p_ptr->see_inv = TRUE;
954 p_ptr->resist_fire = TRUE;
955 p_ptr->resist_neth = TRUE;
956 p_ptr->hold_exp = TRUE;
957 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
960 p_ptr->oppose_fire = 1;
961 p_ptr->redraw |= PR_STATUS;
965 p_ptr->sustain_con = TRUE;
968 p_ptr->levitation = TRUE;
971 p_ptr->resist_conf = TRUE;
974 p_ptr->slow_digest = TRUE;
975 p_ptr->free_act = TRUE;
976 p_ptr->resist_pois = TRUE;
977 p_ptr->hold_exp = TRUE;
980 p_ptr->resist_water = TRUE;
988 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
990 p_ptr->see_inv = TRUE;
991 p_ptr->free_act = TRUE;
992 p_ptr->slow_digest = TRUE;
993 p_ptr->regenerate = TRUE;
994 p_ptr->levitation = TRUE;
995 p_ptr->hold_exp = TRUE;
996 p_ptr->telepathy = TRUE;
998 p_ptr->sustain_str = TRUE;
999 p_ptr->sustain_int = TRUE;
1000 p_ptr->sustain_wis = TRUE;
1001 p_ptr->sustain_con = TRUE;
1002 p_ptr->sustain_dex = TRUE;
1003 p_ptr->sustain_chr = TRUE;
1004 p_ptr->resist_acid = TRUE;
1005 p_ptr->resist_elec = TRUE;
1006 p_ptr->resist_fire = TRUE;
1007 p_ptr->resist_cold = TRUE;
1008 p_ptr->resist_pois = TRUE;
1009 p_ptr->resist_conf = TRUE;
1010 p_ptr->resist_sound = TRUE;
1011 p_ptr->resist_lite = TRUE;
1012 p_ptr->resist_dark = TRUE;
1013 p_ptr->resist_chaos = TRUE;
1014 p_ptr->resist_disen = TRUE;
1015 p_ptr->resist_shard = TRUE;
1016 p_ptr->resist_nexus = TRUE;
1017 p_ptr->resist_blind = TRUE;
1018 p_ptr->resist_neth = TRUE;
1019 p_ptr->resist_fear = TRUE;
1020 p_ptr->reflect = TRUE;
1021 p_ptr->sh_fire = TRUE;
1022 p_ptr->sh_elec = TRUE;
1023 p_ptr->sh_cold = TRUE;
1025 p_ptr->dis_to_a += 100;
1027 /* Temporary shield */
1028 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1031 p_ptr->dis_to_a += 50;
1034 if (p_ptr->tim_res_nether)
1036 p_ptr->resist_neth = TRUE;
1038 if (p_ptr->tim_sh_fire)
1040 p_ptr->sh_fire = TRUE;
1042 if (p_ptr->tim_res_time)
1044 p_ptr->resist_time = TRUE;
1048 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1050 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1051 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1052 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1054 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1056 p_ptr->to_m_chance += 5;
1057 p_ptr->resist_conf = TRUE;
1061 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1063 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1065 p_ptr->resist_blind = TRUE;
1066 p_ptr->resist_conf = TRUE;
1067 p_ptr->hold_exp = TRUE;
1068 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1070 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1071 /* Munchkin become faster */
1072 new_speed += (p_ptr->lev) / 10 + 5;
1075 if (music_singing(MUSIC_WALL))
1077 p_ptr->kill_wall = TRUE;
1080 /* Hack -- apply racial/class stat maxes */
1081 /* Apply the racial modifiers */
1082 for (i = 0; i < A_MAX; i++)
1084 /* Modify the stats for "race" */
1085 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1089 /* I'm adding the mutations here for the lack of a better place... */
1092 /* Hyper Strength */
1093 if (p_ptr->muta3 & MUT3_HYPER_STR)
1095 p_ptr->stat_add[A_STR] += 4;
1099 if (p_ptr->muta3 & MUT3_PUNY)
1101 p_ptr->stat_add[A_STR] -= 4;
1104 /* Living computer */
1105 if (p_ptr->muta3 & MUT3_HYPER_INT)
1107 p_ptr->stat_add[A_INT] += 4;
1108 p_ptr->stat_add[A_WIS] += 4;
1112 if (p_ptr->muta3 & MUT3_MORONIC)
1114 p_ptr->stat_add[A_INT] -= 4;
1115 p_ptr->stat_add[A_WIS] -= 4;
1118 if (p_ptr->muta3 & MUT3_RESILIENT)
1120 p_ptr->stat_add[A_CON] += 4;
1123 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1125 p_ptr->stat_add[A_CON] += 2;
1129 if (p_ptr->muta3 & MUT3_ALBINO)
1131 p_ptr->stat_add[A_CON] -= 4;
1134 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1136 p_ptr->stat_add[A_CON] -= 2;
1137 p_ptr->stat_add[A_CHR] -= 1;
1138 p_ptr->regenerate = FALSE;
1139 /* Cancel innate regeneration */
1142 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1144 p_ptr->stat_add[A_CHR] -= 4;
1147 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1149 p_ptr->stat_add[A_CHR] -= 1;
1152 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1154 p_ptr->skill_fos += 15;
1155 p_ptr->skill_srh += 15;
1158 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1160 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1163 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1165 p_ptr->skill_stl -= 3;
1168 if (p_ptr->muta3 & MUT3_INFRAVIS)
1170 p_ptr->see_infra += 3;
1173 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1178 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1183 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1185 p_ptr->sh_elec = TRUE;
1188 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1190 p_ptr->sh_fire = TRUE;
1194 if (p_ptr->muta3 & MUT3_WART_SKIN)
1196 p_ptr->stat_add[A_CHR] -= 2;
1198 p_ptr->dis_to_a += 5;
1201 if (p_ptr->muta3 & MUT3_SCALES)
1203 p_ptr->stat_add[A_CHR] -= 1;
1205 p_ptr->dis_to_a += 10;
1208 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1210 p_ptr->stat_add[A_DEX] -= 1;
1212 p_ptr->dis_to_a += 25;
1215 if (p_ptr->muta3 & MUT3_WINGS)
1217 p_ptr->levitation = TRUE;
1220 if (p_ptr->muta3 & MUT3_FEARLESS)
1222 p_ptr->resist_fear = TRUE;
1225 if (p_ptr->muta3 & MUT3_REGEN)
1227 p_ptr->regenerate = TRUE;
1230 if (p_ptr->muta3 & MUT3_ESP)
1232 p_ptr->telepathy = TRUE;
1235 if (p_ptr->muta3 & MUT3_LIMBER)
1237 p_ptr->stat_add[A_DEX] += 3;
1240 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1242 p_ptr->stat_add[A_DEX] -= 3;
1245 if (p_ptr->muta3 & MUT3_MOTION)
1247 p_ptr->free_act = TRUE;
1248 p_ptr->skill_stl += 1;
1251 if (p_ptr->muta3 & MUT3_ILL_NORM)
1253 p_ptr->stat_add[A_CHR] = 0;
1257 if (p_ptr->tsuyoshi)
1259 p_ptr->stat_add[A_STR] += 4;
1260 p_ptr->stat_add[A_CON] += 4;
1263 /* Scan the usable inventory */
1264 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1266 int bonus_to_h, bonus_to_d;
1267 o_ptr = &inventory[i];
1269 /* Skip non-objects */
1270 if (!o_ptr->k_idx) continue;
1272 /* Extract the item flags */
1273 object_flags(o_ptr, flgs);
1275 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1276 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1279 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1280 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1281 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1282 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1283 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1284 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1286 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1288 /* Affect stealth */
1289 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1291 /* Affect searching ability (factor of five) */
1292 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1294 /* Affect searching frequency (factor of five) */
1295 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1297 /* Affect infravision */
1298 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1300 /* Affect digging (factor of 20) */
1301 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1304 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1307 if (have_flag(flgs, TR_BLOWS))
1309 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1310 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1311 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1314 /* Hack -- cause earthquakes */
1315 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1318 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1319 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1320 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1321 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1322 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1323 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1324 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1325 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1326 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1327 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1328 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1329 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1330 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1331 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1332 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1333 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1334 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1335 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1336 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1337 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1338 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1339 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1340 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1341 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1342 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1343 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1344 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1345 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1346 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1347 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1348 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1349 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1350 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1351 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1352 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1354 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1355 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1356 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1357 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1358 if (have_flag(flgs, TR_WARNING)) {
1359 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1360 p_ptr->warning = TRUE;
1363 if (have_flag(flgs, TR_TELEPORT))
1365 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1368 concptr insc = quark_str(o_ptr->inscription);
1370 if (o_ptr->inscription && my_strchr(insc, '.'))
1373 * {.} will stop random teleportation.
1378 /* Controlled random teleportation */
1379 p_ptr->cursed |= TRC_TELEPORT_SELF;
1384 /* Immunity flags */
1385 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1386 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1387 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1388 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1390 /* Resistance flags */
1391 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1392 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1393 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1394 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1395 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1396 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1397 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1398 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1399 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1400 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1401 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1402 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1403 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1404 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1405 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1406 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1408 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1409 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1410 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1411 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1412 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1413 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1416 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1417 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1418 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1419 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1420 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1421 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1423 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1424 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1425 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1426 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1427 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1428 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1429 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1431 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1433 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1435 p_ptr->to_m_chance += 10;
1439 p_ptr->to_m_chance += 3;
1443 if (o_ptr->tval == TV_CAPTURE) continue;
1445 /* Modify the base armor class */
1446 p_ptr->ac += o_ptr->ac;
1448 /* The base armor class is always known */
1449 p_ptr->dis_ac += o_ptr->ac;
1451 /* Apply the bonuses to armor class */
1452 p_ptr->to_a += o_ptr->to_a;
1454 /* Apply the mental bonuses to armor class, if known */
1455 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1457 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1459 int slot = i - INVEN_RARM;
1462 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1464 p_ptr->to_h[slot] -= 15;
1465 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1469 p_ptr->to_h[slot] -= 5;
1470 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1475 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1477 p_ptr->to_h_b -= 15;
1478 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1483 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1488 if (o_ptr->curse_flags & TRC_LOW_AC)
1490 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1493 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1498 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1502 /* Hack -- do not apply "weapon" bonuses */
1503 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1504 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1506 /* Hack -- do not apply "bow" bonuses */
1507 if (i == INVEN_BOW) continue;
1509 bonus_to_h = o_ptr->to_h;
1510 bonus_to_d = o_ptr->to_d;
1512 if (p_ptr->pclass == CLASS_NINJA)
1514 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1515 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1518 /* To Bow and Natural attack */
1520 /* Apply the bonuses to hit/damage */
1521 p_ptr->to_h_b += (s16b)bonus_to_h;
1522 p_ptr->to_h_m += (s16b)bonus_to_h;
1523 p_ptr->to_d_m += (s16b)bonus_to_d;
1525 /* Apply the mental bonuses tp hit/damage, if known */
1526 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1529 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1531 /* Apply the bonuses to hit/damage */
1532 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1533 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1535 /* Apply the mental bonuses tp hit/damage, if known */
1536 if (object_is_known(o_ptr))
1538 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1539 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1542 else if (p_ptr->migite && p_ptr->hidarite)
1544 /* Apply the bonuses to hit/damage */
1545 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1546 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1547 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1548 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1550 /* Apply the mental bonuses tp hit/damage, if known */
1551 if (object_is_known(o_ptr))
1553 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1554 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1555 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1556 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1561 /* Apply the bonuses to hit/damage */
1562 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1563 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1565 /* Apply the mental bonuses to hit/damage, if known */
1566 if (object_is_known(o_ptr))
1568 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1569 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1574 /* Shield skill bonus */
1575 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1577 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1578 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1581 if (old_mighty_throw != p_ptr->mighty_throw)
1583 /* Redraw average damege display of Shuriken */
1584 p_ptr->window |= PW_INVEN;
1587 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1589 /* Monks get extra ac for armour _not worn_ */
1590 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1592 if (!(inventory[INVEN_BODY].k_idx))
1594 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1595 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1597 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1599 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1600 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1602 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1604 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1605 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1607 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1609 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1610 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1612 if (!(inventory[INVEN_HANDS].k_idx))
1614 p_ptr->to_a += (p_ptr->lev / 2);
1615 p_ptr->dis_to_a += (p_ptr->lev / 2);
1617 if (!(inventory[INVEN_FEET].k_idx))
1619 p_ptr->to_a += (p_ptr->lev / 3);
1620 p_ptr->dis_to_a += (p_ptr->lev / 3);
1622 if (p_ptr->special_defense & KAMAE_BYAKKO)
1624 p_ptr->stat_add[A_STR] += 2;
1625 p_ptr->stat_add[A_DEX] += 2;
1626 p_ptr->stat_add[A_CON] -= 3;
1628 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1631 else if (p_ptr->special_defense & KAMAE_GENBU)
1633 p_ptr->stat_add[A_INT] -= 1;
1634 p_ptr->stat_add[A_WIS] -= 1;
1635 p_ptr->stat_add[A_DEX] -= 2;
1636 p_ptr->stat_add[A_CON] += 3;
1638 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1640 p_ptr->stat_add[A_STR] -= 2;
1641 p_ptr->stat_add[A_INT] += 1;
1642 p_ptr->stat_add[A_WIS] += 1;
1643 p_ptr->stat_add[A_DEX] += 2;
1644 p_ptr->stat_add[A_CON] -= 2;
1648 if (p_ptr->special_defense & KATA_KOUKIJIN)
1650 for (i = 0; i < A_MAX; i++)
1651 p_ptr->stat_add[i] += 5;
1653 p_ptr->dis_to_a -= 50;
1656 /* Hack -- aura of fire also provides light */
1657 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1659 /* Golems also get an intrinsic AC bonus */
1660 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1662 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1663 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1667 if (p_ptr->realm1 == REALM_HEX)
1669 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1670 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1671 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1672 if (hex_spelling(HEX_BUILDING))
1674 p_ptr->stat_add[A_STR] += 4;
1675 p_ptr->stat_add[A_DEX] += 4;
1676 p_ptr->stat_add[A_CON] += 4;
1678 if (hex_spelling(HEX_DEMON_AURA))
1680 p_ptr->sh_fire = TRUE;
1681 p_ptr->regenerate = TRUE;
1683 if (hex_spelling(HEX_ICE_ARMOR))
1685 p_ptr->sh_cold = TRUE;
1687 p_ptr->dis_to_a += 30;
1689 if (hex_spelling(HEX_SHOCK_CLOAK))
1691 p_ptr->sh_elec = TRUE;
1694 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1696 ARMOUR_CLASS ac = 0;
1697 o_ptr = &inventory[i];
1698 if (!o_ptr->k_idx) continue;
1699 if (!object_is_armour(o_ptr)) continue;
1700 if (!object_is_cursed(o_ptr)) continue;
1702 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1703 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1704 p_ptr->to_a += (s16b)ac;
1705 p_ptr->dis_to_a += (s16b)ac;
1709 /* Calculate stats */
1710 for (i = 0; i < A_MAX; i++)
1714 /* Extract the new "stat_use" value for the stat */
1715 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1717 /* Notice changes */
1718 if (p_ptr->stat_top[i] != top)
1720 /* Save the new value */
1721 p_ptr->stat_top[i] = (s16b)top;
1722 p_ptr->redraw |= (PR_STATS);
1723 p_ptr->window |= (PW_PLAYER);
1727 /* Extract the new "stat_use" value for the stat */
1728 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1730 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1732 /* 10 to 18/90 charisma, guaranteed, based on level */
1733 if (use < 8 + 2 * p_ptr->lev)
1735 use = 8 + 2 * p_ptr->lev;
1739 /* Notice changes */
1740 if (p_ptr->stat_use[i] != use)
1742 /* Save the new value */
1743 p_ptr->stat_use[i] = (s16b)use;
1744 p_ptr->redraw |= (PR_STATS);
1745 p_ptr->window |= (PW_PLAYER);
1749 /* Values: 3, 4, ..., 17 */
1750 if (use <= 18) ind = (use - 3);
1752 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1753 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1755 /* Range: 18/220+ */
1758 /* Notice changes */
1759 if (p_ptr->stat_ind[i] != ind)
1761 /* Save the new index */
1762 p_ptr->stat_ind[i] = (s16b)ind;
1764 /* Change in CON affects Hitpoints */
1767 p_ptr->update |= (PU_HP);
1770 /* Change in INT may affect Mana/Spells */
1771 else if (i == A_INT)
1773 if (mp_ptr->spell_stat == A_INT)
1775 p_ptr->update |= (PU_MANA | PU_SPELLS);
1779 /* Change in WIS may affect Mana/Spells */
1780 else if (i == A_WIS)
1782 if (mp_ptr->spell_stat == A_WIS)
1784 p_ptr->update |= (PU_MANA | PU_SPELLS);
1788 /* Change in WIS may affect Mana/Spells */
1789 else if (i == A_CHR)
1791 if (mp_ptr->spell_stat == A_CHR)
1793 p_ptr->update |= (PU_MANA | PU_SPELLS);
1797 p_ptr->window |= (PW_PLAYER);
1802 /* Apply temporary "stun" */
1803 if (p_ptr->stun > 50)
1805 p_ptr->to_h[0] -= 20;
1806 p_ptr->to_h[1] -= 20;
1807 p_ptr->to_h_b -= 20;
1808 p_ptr->to_h_m -= 20;
1809 p_ptr->dis_to_h[0] -= 20;
1810 p_ptr->dis_to_h[1] -= 20;
1811 p_ptr->dis_to_h_b -= 20;
1812 p_ptr->to_d[0] -= 20;
1813 p_ptr->to_d[1] -= 20;
1814 p_ptr->to_d_m -= 20;
1815 p_ptr->dis_to_d[0] -= 20;
1816 p_ptr->dis_to_d[1] -= 20;
1818 else if (p_ptr->stun)
1820 p_ptr->to_h[0] -= 5;
1821 p_ptr->to_h[1] -= 5;
1824 p_ptr->dis_to_h[0] -= 5;
1825 p_ptr->dis_to_h[1] -= 5;
1826 p_ptr->dis_to_h_b -= 5;
1827 p_ptr->to_d[0] -= 5;
1828 p_ptr->to_d[1] -= 5;
1830 p_ptr->dis_to_d[0] -= 5;
1831 p_ptr->dis_to_d[1] -= 5;
1835 if (p_ptr->wraith_form)
1837 p_ptr->reflect = TRUE;
1838 p_ptr->pass_wall = TRUE;
1841 if (p_ptr->kabenuke)
1843 p_ptr->pass_wall = TRUE;
1846 /* Temporary blessing */
1850 p_ptr->dis_to_a += 5;
1851 p_ptr->to_h[0] += 10;
1852 p_ptr->to_h[1] += 10;
1853 p_ptr->to_h_b += 10;
1854 p_ptr->to_h_m += 10;
1855 p_ptr->dis_to_h[0] += 10;
1856 p_ptr->dis_to_h[1] += 10;
1857 p_ptr->dis_to_h_b += 10;
1860 if (p_ptr->magicdef)
1862 p_ptr->resist_blind = TRUE;
1863 p_ptr->resist_conf = TRUE;
1864 p_ptr->reflect = TRUE;
1865 p_ptr->free_act = TRUE;
1866 p_ptr->levitation = TRUE;
1869 /* Temporary "Hero" */
1872 p_ptr->to_h[0] += 12;
1873 p_ptr->to_h[1] += 12;
1874 p_ptr->to_h_b += 12;
1875 p_ptr->to_h_m += 12;
1876 p_ptr->dis_to_h[0] += 12;
1877 p_ptr->dis_to_h[1] += 12;
1878 p_ptr->dis_to_h_b += 12;
1881 /* Temporary "Beserk" */
1884 p_ptr->to_h[0] += 12;
1885 p_ptr->to_h[1] += 12;
1886 p_ptr->to_h_b -= 12;
1887 p_ptr->to_h_m += 12;
1888 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1889 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1890 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1891 p_ptr->dis_to_h[0] += 12;
1892 p_ptr->dis_to_h[1] += 12;
1893 p_ptr->dis_to_h_b -= 12;
1894 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1895 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1897 p_ptr->dis_to_a -= 10;
1898 p_ptr->skill_stl -= 7;
1899 p_ptr->skill_dev -= 20;
1900 p_ptr->skill_sav -= 30;
1901 p_ptr->skill_srh -= 15;
1902 p_ptr->skill_fos -= 15;
1903 p_ptr->skill_tht -= 20;
1904 p_ptr->skill_dig += 30;
1907 /* Temporary "fast" */
1913 /* Temporary "slow" */
1919 /* Temporary "telepathy" */
1922 p_ptr->telepathy = TRUE;
1925 if (p_ptr->ele_immune)
1927 if (p_ptr->special_defense & DEFENSE_ACID)
1928 p_ptr->immune_acid = TRUE;
1929 else if (p_ptr->special_defense & DEFENSE_ELEC)
1930 p_ptr->immune_elec = TRUE;
1931 else if (p_ptr->special_defense & DEFENSE_FIRE)
1932 p_ptr->immune_fire = TRUE;
1933 else if (p_ptr->special_defense & DEFENSE_COLD)
1934 p_ptr->immune_cold = TRUE;
1937 /* Temporary see invisible */
1938 if (p_ptr->tim_invis)
1940 p_ptr->see_inv = TRUE;
1943 /* Temporary infravision boost */
1944 if (p_ptr->tim_infra)
1946 p_ptr->see_infra += 3;
1949 /* Temporary regeneration boost */
1950 if (p_ptr->tim_regen)
1952 p_ptr->regenerate = TRUE;
1955 /* Temporary levitation */
1956 if (p_ptr->tim_levitation)
1958 p_ptr->levitation = TRUE;
1961 /* Temporary reflection */
1962 if (p_ptr->tim_reflect)
1964 p_ptr->reflect = TRUE;
1967 /* Hack -- Hero/Shero -> Res fear */
1968 if (IS_HERO() || p_ptr->shero)
1970 p_ptr->resist_fear = TRUE;
1974 /* Hack -- Telepathy Change */
1975 if (p_ptr->telepathy != old_telepathy)
1977 p_ptr->update |= (PU_MONSTERS);
1980 if ((p_ptr->esp_animal != old_esp_animal) ||
1981 (p_ptr->esp_undead != old_esp_undead) ||
1982 (p_ptr->esp_demon != old_esp_demon) ||
1983 (p_ptr->esp_orc != old_esp_orc) ||
1984 (p_ptr->esp_troll != old_esp_troll) ||
1985 (p_ptr->esp_giant != old_esp_giant) ||
1986 (p_ptr->esp_dragon != old_esp_dragon) ||
1987 (p_ptr->esp_human != old_esp_human) ||
1988 (p_ptr->esp_evil != old_esp_evil) ||
1989 (p_ptr->esp_good != old_esp_good) ||
1990 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1991 (p_ptr->esp_unique != old_esp_unique))
1993 p_ptr->update |= (PU_MONSTERS);
1996 /* Hack -- See Invis Change */
1997 if (p_ptr->see_inv != old_see_inv)
1999 p_ptr->update |= (PU_MONSTERS);
2002 /* Bloating slows the player down (a little) */
2003 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2005 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2007 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2008 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2010 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2011 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2014 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2016 int penalty1, penalty2;
2017 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
2018 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
2019 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
2021 penalty1 = penalty1 / 2 - 5;
2022 penalty2 = penalty2 / 2 - 5;
2025 p_ptr->dis_to_a += 10;
2029 if (penalty1 > 0) penalty1 /= 2;
2030 if (penalty2 > 0) penalty2 /= 2;
2032 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
2034 penalty1 = MAX(0, penalty1 - 10);
2035 penalty2 = MAX(0, penalty2 - 10);
2037 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2039 penalty1 = MIN(0, penalty1);
2040 penalty2 = MIN(0, penalty2);
2042 p_ptr->dis_to_a += 10;
2046 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2048 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2051 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2052 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2053 p_ptr->to_h[0] -= (s16b)penalty1;
2054 p_ptr->to_h[1] -= (s16b)penalty2;
2055 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2056 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2059 /* Extract the current weight (in tenth pounds) */
2060 j = p_ptr->total_weight;
2064 /* Extract the "weight limit" (in tenth pounds) */
2065 i = (int)weight_limit();
2069 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2070 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2071 SPEED speed = riding_m_ptr->mspeed;
2073 if (riding_m_ptr->mspeed > 110)
2075 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2076 if (new_speed < 110) new_speed = 110;
2082 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2083 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2084 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2085 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2086 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2088 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2089 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2091 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;
2093 /* Extract the "weight limit" */
2094 i = 1500 + riding_r_ptr->level * 25;
2097 /* Apply "encumbrance" from weight */
2098 if (j > i) new_speed -= ((j - i) / (i / 5));
2100 /* Searching slows the player down */
2101 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2104 if (p_ptr->prace == RACE_MERFOLK)
2106 if (have_flag(f_ptr->flags, FF_WATER))
2108 new_speed += (2 + p_ptr->lev / 10);
2110 else if (!p_ptr->levitation)
2117 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2118 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2119 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2120 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2121 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2122 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2123 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2124 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2125 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2126 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2127 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2128 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2129 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2131 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2132 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2133 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2134 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2135 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2136 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2137 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2138 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2139 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2140 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2143 /* Obtain the "hold" value */
2144 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2147 /* Examine the "current bow" */
2148 o_ptr = &inventory[INVEN_BOW];
2150 /* It is hard to carholdry a heavy bow */
2151 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2152 if (p_ptr->heavy_shoot)
2154 /* Hard to wield a heavy bow */
2155 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2156 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2159 /* Compute "extra shots" if needed */
2162 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2164 /* Apply special flags */
2165 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2168 p_ptr->num_fire = calc_num_fire(o_ptr);
2170 /* Snipers love Cross bows */
2171 if ((p_ptr->pclass == CLASS_SNIPER) &&
2172 (p_ptr->tval_ammo == TV_BOLT))
2174 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2175 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2180 if (p_ptr->ryoute) hold *= 2;
2182 for (i = 0; i < 2; i++)
2184 /* Examine the "main weapon" */
2185 o_ptr = &inventory[INVEN_RARM + i];
2187 object_flags(o_ptr, flgs);
2189 /* Assume not heavy */
2190 p_ptr->heavy_wield[i] = FALSE;
2191 p_ptr->icky_wield[i] = FALSE;
2192 p_ptr->riding_wield[i] = FALSE;
2194 if (!has_melee_weapon(INVEN_RARM + i))
2196 p_ptr->num_blow[i] = 1;
2199 /* It is hard to hold a heavy weapon */
2200 if (hold < o_ptr->weight / 10)
2202 /* Hard to wield a heavy weapon */
2203 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2204 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2207 p_ptr->heavy_wield[i] = TRUE;
2209 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2211 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2214 p_ptr->dis_to_a += 5;
2217 /* Normal weapons */
2218 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2220 int str_index, dex_index;
2222 int num = 0, wgt = 0, mul = 0, div = 0;
2224 /* Analyze the class */
2225 switch (p_ptr->pclass)
2228 num = 6; wgt = 70; mul = 5; break;
2230 case CLASS_BERSERKER:
2231 num = 6; wgt = 70; mul = 7; break;
2234 case CLASS_HIGH_MAGE:
2235 case CLASS_BLUE_MAGE:
2236 num = 3; wgt = 100; mul = 2; break;
2239 case CLASS_MAGIC_EATER:
2240 case CLASS_MINDCRAFTER:
2241 num = 5; wgt = 100; mul = 3; break;
2244 num = 5; wgt = 40; mul = 3; break;
2247 num = 5; wgt = 70; mul = 4; break;
2251 num = 5; wgt = 70; mul = 4; break;
2254 num = 5; wgt = 150; mul = 5; break;
2256 case CLASS_WARRIOR_MAGE:
2257 case CLASS_RED_MAGE:
2258 num = 5; wgt = 70; mul = 3; break;
2260 case CLASS_CHAOS_WARRIOR:
2261 num = 5; wgt = 70; mul = 4; break;
2264 num = 5; wgt = 60; mul = 3; break;
2267 num = 4; wgt = 100; mul = 3; break;
2269 case CLASS_IMITATOR:
2270 num = 5; wgt = 70; mul = 4; break;
2272 case CLASS_BEASTMASTER:
2273 num = 5; wgt = 70; mul = 3; break;
2276 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2277 else { num = 5; wgt = 100; mul = 3; }
2280 case CLASS_SORCERER:
2281 num = 1; wgt = 1; mul = 1; break;
2286 num = 4; wgt = 70; mul = 2; break;
2288 case CLASS_FORCETRAINER:
2289 num = 4; wgt = 60; mul = 2; break;
2291 case CLASS_MIRROR_MASTER:
2292 num = 3; wgt = 100; mul = 3; break;
2295 num = 4; wgt = 20; mul = 1; break;
2298 /* Hex - extra mights gives +1 bonus to max blows */
2299 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2301 /* Enforce a minimum "weight" (tenth pounds) */
2302 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2304 /* Access the strength vs weight */
2305 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2307 if (p_ptr->ryoute && !omoi) str_index++;
2308 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2311 if (str_index > 11) str_index = 11;
2313 /* Index by dexterity */
2314 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2317 if (dex_index > 11) dex_index = 11;
2319 /* Use the blows table */
2320 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2323 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2325 /* Add in the "bonus blows" */
2326 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2329 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2330 else if (p_ptr->pclass == CLASS_BERSERKER)
2332 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2334 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2336 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2338 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2341 /* Require at least one blow */
2342 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2344 /* Boost digging skill by weapon weight */
2345 p_ptr->skill_dig += (o_ptr->weight / 10);
2349 /* Priest weapon penalty for non-blessed edged weapons */
2350 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2351 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2353 /* Reduce the real bonuses */
2354 p_ptr->to_h[i] -= 2;
2355 p_ptr->to_d[i] -= 2;
2357 /* Reduce the mental bonuses */
2358 p_ptr->dis_to_h[i] -= 2;
2359 p_ptr->dis_to_d[i] -= 2;
2362 p_ptr->icky_wield[i] = TRUE;
2364 else if (p_ptr->pclass == CLASS_BERSERKER)
2366 p_ptr->to_h[i] += p_ptr->lev / 5;
2367 p_ptr->to_d[i] += p_ptr->lev / 6;
2368 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2369 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2370 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2372 p_ptr->to_h[i] += p_ptr->lev / 5;
2373 p_ptr->to_d[i] += p_ptr->lev / 6;
2374 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2375 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2378 else if (p_ptr->pclass == CLASS_SORCERER)
2380 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2382 /* Reduce the real bonuses */
2383 p_ptr->to_h[i] -= 200;
2384 p_ptr->to_d[i] -= 200;
2386 /* Reduce the mental bonuses */
2387 p_ptr->dis_to_h[i] -= 200;
2388 p_ptr->dis_to_d[i] -= 200;
2391 p_ptr->icky_wield[i] = TRUE;
2395 /* Reduce the real bonuses */
2396 p_ptr->to_h[i] -= 30;
2397 p_ptr->to_d[i] -= 10;
2399 /* Reduce the mental bonuses */
2400 p_ptr->dis_to_h[i] -= 30;
2401 p_ptr->dis_to_d[i] -= 10;
2405 if (p_ptr->realm1 == REALM_HEX)
2407 if (object_is_cursed(o_ptr))
2409 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2410 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2411 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2412 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2413 if (hex_spelling(HEX_RUNESWORD))
2415 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2416 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2417 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2423 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2425 p_ptr->to_h[i] += 15;
2426 p_ptr->dis_to_h[i] += 15;
2427 p_ptr->to_dd[i] += 2;
2429 else if (!(have_flag(flgs, TR_RIDING)))
2432 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2438 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2440 if (penalty < 30) penalty = 30;
2442 p_ptr->to_h[i] -= (s16b)penalty;
2443 p_ptr->dis_to_h[i] -= (s16b)penalty;
2446 p_ptr->riding_wield[i] = TRUE;
2455 p_ptr->riding_ryoute = FALSE;
2457 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2458 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2460 switch (p_ptr->pclass)
2463 case CLASS_FORCETRAINER:
2464 case CLASS_BERSERKER:
2465 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2466 p_ptr->riding_ryoute = TRUE;
2471 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2473 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2477 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2479 if (penalty < 30) penalty = 30;
2481 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2482 p_ptr->to_h_b -= (s16b)penalty;
2483 p_ptr->dis_to_h_b -= (s16b)penalty;
2486 /* Different calculation for monks with empty hands */
2487 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2488 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2490 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2491 p_ptr->num_blow[0] = 0;
2493 if (p_ptr->pclass == CLASS_FORCETRAINER)
2495 if (blow_base > 18) p_ptr->num_blow[0]++;
2496 if (blow_base > 31) p_ptr->num_blow[0]++;
2497 if (blow_base > 44) p_ptr->num_blow[0]++;
2498 if (blow_base > 58) p_ptr->num_blow[0]++;
2501 p_ptr->to_d[0] += P_PTR_KI / 5;
2502 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2507 if (blow_base > 12) p_ptr->num_blow[0]++;
2508 if (blow_base > 22) p_ptr->num_blow[0]++;
2509 if (blow_base > 31) p_ptr->num_blow[0]++;
2510 if (blow_base > 39) p_ptr->num_blow[0]++;
2511 if (blow_base > 46) p_ptr->num_blow[0]++;
2512 if (blow_base > 53) p_ptr->num_blow[0]++;
2513 if (blow_base > 59) p_ptr->num_blow[0]++;
2516 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2517 p_ptr->num_blow[0] /= 2;
2520 p_ptr->to_h[0] += (p_ptr->lev / 3);
2521 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2523 p_ptr->to_d[0] += (p_ptr->lev / 6);
2524 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2527 if (p_ptr->special_defense & KAMAE_BYAKKO)
2530 p_ptr->dis_to_a -= 40;
2533 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2536 p_ptr->dis_to_a -= 50;
2537 p_ptr->resist_acid = TRUE;
2538 p_ptr->resist_fire = TRUE;
2539 p_ptr->resist_elec = TRUE;
2540 p_ptr->resist_cold = TRUE;
2541 p_ptr->resist_pois = TRUE;
2542 p_ptr->sh_fire = TRUE;
2543 p_ptr->sh_elec = TRUE;
2544 p_ptr->sh_cold = TRUE;
2545 p_ptr->levitation = TRUE;
2547 else if (p_ptr->special_defense & KAMAE_GENBU)
2549 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2550 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2551 p_ptr->reflect = TRUE;
2552 p_ptr->num_blow[0] -= 2;
2553 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2554 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2556 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2558 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2559 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2561 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2562 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2563 p_ptr->num_blow[0] /= 2;
2564 p_ptr->levitation = TRUE;
2567 p_ptr->num_blow[0] += 1 + extra_blows[0];
2570 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2572 monk_armour_aux = FALSE;
2576 monk_armour_aux = TRUE;
2579 for (i = 0; i < 2; i++)
2581 if (has_melee_weapon(INVEN_RARM + i))
2583 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2584 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2586 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2587 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2588 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2590 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2592 p_ptr->to_h[i] -= 40;
2593 p_ptr->dis_to_h[i] -= 40;
2594 p_ptr->icky_wield[i] = TRUE;
2597 else if (p_ptr->pclass == CLASS_NINJA)
2599 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2601 p_ptr->to_h[i] -= 40;
2602 p_ptr->dis_to_h[i] -= 40;
2603 p_ptr->icky_wield[i] = TRUE;
2604 p_ptr->num_blow[i] /= 2;
2605 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2611 /* Maximum speed is (+99). (internally it's 110 + 99) */
2612 /* Temporary lightspeed forces to be maximum speed */
2613 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2618 /* Minimum speed is (-99). (internally it's 110 - 99) */
2619 if (new_speed < 11) new_speed = 11;
2621 /* Display the speed (if needed) */
2622 if (p_ptr->pspeed != (byte)new_speed)
2624 p_ptr->pspeed = (byte)new_speed;
2625 p_ptr->redraw |= (PR_SPEED);
2630 if (p_ptr->to_a > (0 - p_ptr->ac))
2631 p_ptr->to_a = 0 - p_ptr->ac;
2632 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2633 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2636 /* Redraw armor (if needed) */
2637 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2639 p_ptr->redraw |= (PR_ARMOR);
2640 p_ptr->window |= (PW_PLAYER);
2643 if (p_ptr->ryoute && !omoi)
2645 int bonus_to_h = 0, bonus_to_d = 0;
2646 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2647 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);
2649 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2650 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2651 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2652 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2655 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;
2657 /* Affect Skill -- stealth (bonus one) */
2658 p_ptr->skill_stl += 1;
2660 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2662 /* Affect Skill -- disarming (DEX and INT) */
2663 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2664 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2666 /* Affect Skill -- magic devices (INT) */
2667 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2669 /* Affect Skill -- saving throw (WIS) */
2670 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2672 /* Affect Skill -- digging (STR) */
2673 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2675 /* Affect Skill -- disarming (Level, by Class) */
2676 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2678 /* Affect Skill -- magic devices (Level, by Class) */
2679 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2681 /* Affect Skill -- saving throw (Level, by Class) */
2682 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2684 /* Affect Skill -- stealth (Level, by Class) */
2685 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2687 /* Affect Skill -- search ability (Level, by Class) */
2688 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2690 /* Affect Skill -- search frequency (Level, by Class) */
2691 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2693 /* Affect Skill -- combat (normal) (Level, by Class) */
2694 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2696 /* Affect Skill -- combat (shooting) (Level, by Class) */
2697 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2699 /* Affect Skill -- combat (throwing) (Level, by Class) */
2700 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2703 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2705 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2706 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2709 /* Limit Skill -- stealth from 0 to 30 */
2710 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2711 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2713 /* Limit Skill -- digging from 1 up */
2714 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2716 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2718 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2720 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;
2722 if (down_saving) p_ptr->skill_sav /= 2;
2724 /* Hack -- Each elemental immunity includes resistance */
2725 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2726 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2727 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2728 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2731 /* Hack -- handle "xtra" mode */
2732 if (character_xtra) return;
2734 /* Take note when "heavy bow" changes */
2735 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2737 if (p_ptr->heavy_shoot)
2739 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."));
2741 else if (inventory[INVEN_BOW].k_idx)
2743 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."));
2747 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."));
2751 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2754 for (i = 0; i < 2; i++)
2756 /* Take note when "heavy weapon" changes */
2757 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2759 if (p_ptr->heavy_wield[i])
2761 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."));
2763 else if (has_melee_weapon(INVEN_RARM + i))
2765 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2767 else if (p_ptr->heavy_wield[1 - i])
2769 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2773 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."));
2777 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2780 /* Take note when "heavy weapon" changes */
2781 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2783 if (p_ptr->riding_wield[i])
2785 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."));
2787 else if (!p_ptr->riding)
2789 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2791 else if (has_melee_weapon(INVEN_RARM + i))
2793 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2796 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2799 /* Take note when "illegal weapon" changes */
2800 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2802 if (p_ptr->icky_wield[i])
2804 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."));
2807 chg_virtue(V_FAITH, -1);
2810 else if (has_melee_weapon(INVEN_RARM + i))
2812 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."));
2816 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."));
2820 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2824 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2826 if (p_ptr->riding_ryoute)
2829 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" : "");
2831 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2837 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" : "");
2839 msg_print("You began to control riding pet with one hand.");
2843 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2846 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2850 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."));
2853 chg_virtue(V_HARMONY, -1);
2858 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2861 monk_notify_aux = monk_armour_aux;
2864 for (i = 0; i < INVEN_PACK; i++)
2867 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2868 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2870 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2871 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2874 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)
2876 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2877 next_o_idx = o_ptr->next_o_idx;
2880 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2881 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2883 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2884 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2887 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2889 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2891 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2892 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2895 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)))
2897 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2898 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2901 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2903 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2904 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2907 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2909 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2910 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2915 static void calc_alignment(void)
2919 int i, j, neutral[2];
2921 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2923 monster_type *m_ptr;
2924 monster_race *r_ptr;
2925 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2926 if (!monster_is_valid(m_ptr)) continue;
2927 r_ptr = &r_info[m_ptr->r_idx];
2931 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2932 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2936 if (p_ptr->mimic_form)
2938 switch (p_ptr->mimic_form)
2941 p_ptr->align -= 200;
2943 case MIMIC_DEMON_LORD:
2944 p_ptr->align -= 200;
2950 switch (p_ptr->prace)
2953 p_ptr->align += 200;
2956 p_ptr->align -= 200;
2961 for (i = 0; i < 2; i++)
2963 if (has_melee_weapon(INVEN_RARM + i))
2965 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2969 /* Determine player alignment */
2970 for (i = 0, j = 0; i < 8; i++)
2972 switch (p_ptr->vir_types[i])
2975 p_ptr->align += p_ptr->virtues[i] * 2;
2985 p_ptr->align -= p_ptr->virtues[i];
2988 p_ptr->align += p_ptr->virtues[i];
2993 for (i = 0; i < j; i++)
2995 if (p_ptr->align > 0)
2997 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2998 if (p_ptr->align < 0) p_ptr->align = 0;
3000 else if (p_ptr->align < 0)
3002 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3003 if (p_ptr->align > 0) p_ptr->align = 0;
3009 * @brief プレイヤーの最大HPを計算する /
3010 * Calculate the players (maximal) hit points
3011 * Adjust current hitpoints if necessary
3015 static void calc_hitpoints(void)
3020 /* Un-inflate "half-hitpoint bonus per level" value */
3021 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3023 /* Calculate hitpoints */
3024 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3026 if (p_ptr->mimic_form)
3028 if (p_ptr->pclass == CLASS_SORCERER)
3029 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3031 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3032 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3035 if (p_ptr->pclass == CLASS_SORCERER)
3037 if (p_ptr->lev < 30)
3038 mhp = (mhp * (45 + p_ptr->lev) / 100);
3040 mhp = (mhp * 75 / 100);
3041 bonus = (bonus * 65 / 100);
3046 if (p_ptr->pclass == CLASS_BERSERKER)
3048 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3051 /* Always have at least one hitpoint per level */
3052 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3054 /* Factor in the hero / superhero settings */
3055 if (IS_HERO()) mhp += 10;
3056 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3057 if (p_ptr->tsuyoshi) mhp += 50;
3059 /* Factor in the hex spell settings */
3060 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3061 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3063 /* New maximum hitpoints */
3064 if (p_ptr->mhp != mhp)
3066 /* Enforce maximum */
3067 if (p_ptr->chp >= mhp)
3070 p_ptr->chp_frac = 0;
3074 /* レベルアップの時は上昇量を表示する */
3075 if ((level_up == 1) && (mhp > p_ptr->mhp))
3077 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3080 /* Save the new max-hitpoints */
3083 /* Display hitpoints (later) */
3084 p_ptr->redraw |= (PR_HP);
3085 p_ptr->window |= (PW_PLAYER);
3090 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3093 * SWD: Experimental modification: multiple light sources have additive effect.
3095 static void calc_torch(void)
3100 BIT_FLAGS flgs[TR_FLAG_SIZE];
3102 /* Assume no light */
3103 p_ptr->cur_lite = 0;
3105 /* Loop through all wielded items */
3106 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3108 o_ptr = &inventory[i];
3109 /* Skip empty slots */
3110 if (!o_ptr->k_idx) continue;
3112 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3115 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3117 if (o_ptr->tval == TV_LITE)
3119 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3120 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3123 object_flags(o_ptr, flgs);
3125 /* calc the lite_radius */
3128 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3129 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3130 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3131 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3132 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3133 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3134 p_ptr->cur_lite += rad;
3137 /* max radius is 14 (was 5) without rewriting other code -- */
3138 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3139 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3140 p_ptr->cur_lite = 1;
3143 * check if the player doesn't have light radius,
3144 * but does weakly glow as an intrinsic.
3146 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3148 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3149 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3151 /* end experimental mods */
3153 /* Notice changes in the "lite radius" */
3154 if (p_ptr->old_lite != p_ptr->cur_lite)
3156 /* Hack -- PU_MON_LITE for monsters' darkness */
3157 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3159 /* Remember the old lite */
3160 p_ptr->old_lite = p_ptr->cur_lite;
3162 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3163 set_superstealth(FALSE);
3168 * @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。 /
3169 * Calculate number of spells player should have, and forget,
3170 * or remember, spells until that number is properly reflected.
3173 * Note that this function induces various "status" messages,
3174 * which must be bypasses until the character is created.
3176 static void calc_spells(void)
3178 int i, j, k, levels;
3180 int num_boukyaku = 0;
3182 const magic_type *s_ptr;
3188 /* Hack -- must be literate */
3189 if (!mp_ptr->spell_book) return;
3191 /* Hack -- wait for creation */
3192 if (!character_generated) return;
3194 /* Hack -- handle "xtra" mode */
3195 if (character_xtra) return;
3197 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3199 p_ptr->new_spells = 0;
3203 p = spell_category_name(mp_ptr->spell_book);
3205 /* Determine the number of spells allowed */
3206 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3208 /* Hack -- no negative spells */
3209 if (levels < 0) levels = 0;
3211 /* Extract total allowed spells */
3212 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3214 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3218 if (p_ptr->pclass == CLASS_SAMURAI)
3222 else if (p_ptr->realm2 == REALM_NONE)
3224 num_allowed = (num_allowed + 1) / 2;
3225 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3227 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3229 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3233 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3236 /* Count the number of spells we know */
3237 for (j = 0; j < 64; j++)
3239 /* Count known spells */
3241 (p_ptr->spell_forgotten1 & (1L << j)) :
3242 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3248 /* See how many spells we must forget or may learn */
3249 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3251 /* Forget spells which are too hard */
3252 for (i = 63; i >= 0; i--)
3254 /* Efficiency -- all done */
3255 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3257 /* Access the spell */
3258 j = p_ptr->spell_order[i];
3260 /* Skip non-spells */
3261 if (j >= 99) continue;
3265 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3268 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3270 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3273 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3275 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3277 /* Skip spells we are allowed to know */
3278 if (s_ptr->slevel <= p_ptr->lev) continue;
3282 (p_ptr->spell_learned1 & (1L << j)) :
3283 (p_ptr->spell_learned2 & (1L << (j - 32))))
3285 /* Mark as forgotten */
3288 p_ptr->spell_forgotten1 |= (1L << j);
3289 which = p_ptr->realm1;
3293 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3294 which = p_ptr->realm2;
3297 /* No longer known */
3300 p_ptr->spell_learned1 &= ~(1L << j);
3301 which = p_ptr->realm1;
3305 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3306 which = p_ptr->realm2;
3310 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3312 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3316 /* One more can be learned */
3317 p_ptr->new_spells++;
3322 /* Forget spells if we know too many spells */
3323 for (i = 63; i >= 0; i--)
3325 /* Stop when possible */
3326 if (p_ptr->new_spells >= 0) break;
3328 /* Efficiency -- all done */
3329 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3331 /* Get the (i+1)th spell learned */
3332 j = p_ptr->spell_order[i];
3334 /* Skip unknown spells */
3335 if (j >= 99) continue;
3337 /* Forget it (if learned) */
3339 (p_ptr->spell_learned1 & (1L << j)) :
3340 (p_ptr->spell_learned2 & (1L << (j - 32))))
3342 /* Mark as forgotten */
3345 p_ptr->spell_forgotten1 |= (1L << j);
3346 which = p_ptr->realm1;
3350 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3351 which = p_ptr->realm2;
3354 /* No longer known */
3357 p_ptr->spell_learned1 &= ~(1L << j);
3358 which = p_ptr->realm1;
3362 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3363 which = p_ptr->realm2;
3367 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3369 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3373 /* One more can be learned */
3374 p_ptr->new_spells++;
3379 /* Check for spells to remember */
3380 for (i = 0; i < 64; i++)
3382 /* None left to remember */
3383 if (p_ptr->new_spells <= 0) break;
3385 /* Efficiency -- all done */
3386 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3388 /* Get the next spell we learned */
3389 j = p_ptr->spell_order[i];
3391 /* Skip unknown spells */
3394 /* Access the spell */
3395 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3398 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3400 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3403 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3405 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3407 /* Skip spells we cannot remember */
3408 if (s_ptr->slevel > p_ptr->lev) continue;
3410 /* First set of spells */
3412 (p_ptr->spell_forgotten1 & (1L << j)) :
3413 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3415 /* No longer forgotten */
3418 p_ptr->spell_forgotten1 &= ~(1L << j);
3419 which = p_ptr->realm1;
3423 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3424 which = p_ptr->realm2;
3427 /* Known once more */
3430 p_ptr->spell_learned1 |= (1L << j);
3431 which = p_ptr->realm1;
3435 p_ptr->spell_learned2 |= (1L << (j - 32));
3436 which = p_ptr->realm2;
3440 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3442 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3446 /* One less can be learned */
3447 p_ptr->new_spells--;
3453 if (p_ptr->realm2 == REALM_NONE)
3455 /* Count spells that can be learned */
3456 for (j = 0; j < 32; j++)
3458 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3459 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3461 /* Skip spells we cannot remember */
3462 if (s_ptr->slevel > p_ptr->lev) continue;
3464 /* Skip spells we already know */
3465 if (p_ptr->spell_learned1 & (1L << j))
3474 if ((p_ptr->new_spells > k) &&
3475 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3477 p_ptr->new_spells = (s16b)k;
3481 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3483 /* Spell count changed */
3484 if (p_ptr->old_spells != p_ptr->new_spells)
3486 /* Message if needed */
3487 if (p_ptr->new_spells)
3490 if (p_ptr->new_spells < 10) {
3491 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3494 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3497 msg_format("You can learn %d more %s%s.",
3498 p_ptr->new_spells, p,
3499 (p_ptr->new_spells != 1) ? "s" : "");
3504 /* Save the new_spells value */
3505 p_ptr->old_spells = p_ptr->new_spells;
3507 /* Redraw Study Status */
3508 p_ptr->redraw |= (PR_STUDY);
3510 /* Redraw object recall */
3511 p_ptr->window |= (PW_OBJECT);
3516 * @brief プレイヤーの最大MPを計算する /
3517 * Calculate maximum mana. You do not need to know any spells.
3518 * Note that mana is lowered by heavy (or inappropriate) armor.
3521 * This function induces status messages.
3523 static void calc_mana(void)
3525 int msp, levels, cur_wgt, max_wgt;
3530 /* Hack -- Must be literate */
3531 if (!mp_ptr->spell_book) return;
3533 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3534 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3535 (p_ptr->pclass == CLASS_BLUE_MAGE))
3537 levels = p_ptr->lev;
3541 if (mp_ptr->spell_first > p_ptr->lev)
3546 /* Display mana later */
3547 p_ptr->redraw |= (PR_MANA);
3551 /* Extract "effective" player level */
3552 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3555 if (p_ptr->pclass == CLASS_SAMURAI)
3557 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3558 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3562 /* Extract total mana */
3563 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3565 /* Hack -- usually add one mana */
3568 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3570 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3572 /* Hack: High mages have a 25% mana bonus */
3573 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3575 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3578 /* Only mages are affected */
3579 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3581 BIT_FLAGS flgs[TR_FLAG_SIZE];
3583 /* Assume player is not encumbered by gloves */
3584 p_ptr->cumber_glove = FALSE;
3586 /* Get the gloves */
3587 o_ptr = &inventory[INVEN_HANDS];
3589 /* Examine the gloves */
3590 object_flags(o_ptr, flgs);
3592 /* Normal gloves hurt mage-type spells */
3594 !(have_flag(flgs, TR_FREE_ACT)) &&
3595 !(have_flag(flgs, TR_DEC_MANA)) &&
3596 !(have_flag(flgs, TR_EASY_SPELL)) &&
3597 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3598 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3601 p_ptr->cumber_glove = TRUE;
3604 msp = (3 * msp) / 4;
3609 /* Assume player not encumbered by armor */
3610 p_ptr->cumber_armor = FALSE;
3612 /* Weigh the armor */
3614 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3615 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3616 cur_wgt += inventory[INVEN_BODY].weight;
3617 cur_wgt += inventory[INVEN_HEAD].weight;
3618 cur_wgt += inventory[INVEN_OUTER].weight;
3619 cur_wgt += inventory[INVEN_HANDS].weight;
3620 cur_wgt += inventory[INVEN_FEET].weight;
3622 /* Subtract a percentage of maximum mana. */
3623 switch (p_ptr->pclass)
3625 /* For these classes, mana is halved if armour
3626 * is 30 pounds over their weight limit. */
3628 case CLASS_HIGH_MAGE:
3629 case CLASS_BLUE_MAGE:
3631 case CLASS_FORCETRAINER:
3632 case CLASS_SORCERER:
3634 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3635 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3639 /* Mana halved if armour is 40 pounds over weight limit. */
3644 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3645 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3649 case CLASS_MINDCRAFTER:
3650 case CLASS_BEASTMASTER:
3651 case CLASS_MIRROR_MASTER:
3653 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3654 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3658 /* Mana halved if armour is 50 pounds over weight limit. */
3661 case CLASS_RED_MAGE:
3662 case CLASS_WARRIOR_MAGE:
3664 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3665 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3669 /* Mana halved if armour is 60 pounds over weight limit. */
3671 case CLASS_CHAOS_WARRIOR:
3673 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3674 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3678 /* For new classes created, but not yet added to this formula. */
3685 /* Determine the weight allowance */
3686 max_wgt = mp_ptr->spell_weight;
3688 /* Heavy armor penalizes mana by a percentage. -LM- */
3689 if ((cur_wgt - max_wgt) > 0)
3692 p_ptr->cumber_armor = TRUE;
3694 /* Subtract a percentage of maximum mana. */
3695 switch (p_ptr->pclass)
3697 /* For these classes, mana is halved if armour
3698 * is 30 pounds over their weight limit. */
3700 case CLASS_HIGH_MAGE:
3701 case CLASS_BLUE_MAGE:
3703 msp -= msp * (cur_wgt - max_wgt) / 600;
3707 /* Mana halved if armour is 40 pounds over weight limit. */
3709 case CLASS_MINDCRAFTER:
3710 case CLASS_BEASTMASTER:
3712 case CLASS_FORCETRAINER:
3714 case CLASS_MIRROR_MASTER:
3716 msp -= msp * (cur_wgt - max_wgt) / 800;
3720 case CLASS_SORCERER:
3722 msp -= msp * (cur_wgt - max_wgt) / 900;
3726 /* Mana halved if armour is 50 pounds over weight limit. */
3730 case CLASS_RED_MAGE:
3732 msp -= msp * (cur_wgt - max_wgt) / 1000;
3736 /* Mana halved if armour is 60 pounds over weight limit. */
3738 case CLASS_CHAOS_WARRIOR:
3739 case CLASS_WARRIOR_MAGE:
3741 msp -= msp * (cur_wgt - max_wgt) / 1200;
3747 p_ptr->cumber_armor = FALSE;
3751 /* For new classes created, but not yet added to this formula. */
3754 msp -= msp * (cur_wgt - max_wgt) / 800;
3760 /* Mana can never be negative */
3761 if (msp < 0) msp = 0;
3764 /* Maximum mana has changed */
3765 if (p_ptr->msp != msp)
3767 /* Enforce maximum */
3768 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3771 p_ptr->csp_frac = 0;
3775 /* レベルアップの時は上昇量を表示する */
3776 if ((level_up == 1) && (msp > p_ptr->msp))
3778 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3784 /* Display mana later */
3785 p_ptr->redraw |= (PR_MANA);
3786 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3790 /* Hack -- handle "xtra" mode */
3791 if (character_xtra) return;
3793 /* Take note when "glove state" changes */
3794 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3796 if (p_ptr->cumber_glove)
3798 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."));
3802 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."));
3806 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3810 /* Take note when "armor state" changes */
3811 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3813 if (p_ptr->cumber_armor)
3815 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."));
3819 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."));
3823 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3828 * @brief 装備中の射撃武器の威力倍率を返す /
3829 * calcurate the fire rate of target object
3830 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3831 * @return 射撃倍率の値(100で1.00倍)
3833 s16b calc_num_fire(object_type *o_ptr)
3835 int extra_shots = 0;
3838 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3840 BIT_FLAGS flgs[TR_FLAG_SIZE];
3842 /* Scan the usable inventory */
3843 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3845 q_ptr = &inventory[i];
3847 /* Skip non-objects */
3848 if (!q_ptr->k_idx) continue;
3850 /* Do not apply current equip */
3851 if (i == INVEN_BOW) continue;
3853 /* Extract the item flags */
3854 object_flags(q_ptr, flgs);
3857 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3860 object_flags(o_ptr, flgs);
3861 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3863 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3867 num += (extra_shots * 100);
3869 /* Hack -- Rangers love Bows */
3870 if ((p_ptr->pclass == CLASS_RANGER) &&
3871 (tval_ammo == TV_ARROW))
3873 num += (p_ptr->lev * 4);
3876 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3877 (tval_ammo == TV_ARROW))
3879 num += (p_ptr->lev * 3);
3882 if (p_ptr->pclass == CLASS_ARCHER)
3884 if (tval_ammo == TV_ARROW)
3885 num += ((p_ptr->lev * 5) + 50);
3886 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3887 num += (p_ptr->lev * 4);
3891 * Addendum -- also "Reward" high level warriors,
3892 * with _any_ missile weapon -- TY
3894 if (p_ptr->pclass == CLASS_WARRIOR &&
3895 (tval_ammo <= TV_BOLT) &&
3896 (tval_ammo >= TV_SHOT))
3898 num += (p_ptr->lev * 2);
3900 if ((p_ptr->pclass == CLASS_ROGUE) &&
3901 (tval_ammo == TV_SHOT))
3903 num += (p_ptr->lev * 4);
3910 * @brief プレイヤーの所持重量制限を計算する /
3911 * Computes current weight limit.
3914 WEIGHT weight_limit(void)
3918 /* Weight limit based only on strength */
3919 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3920 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3922 /* Return the result */
3927 * @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 /
3928 * @param i 判定する手のID(右手:0 左手:1)
3929 * @return 持っているならばTRUE
3931 bool has_melee_weapon(int i)
3933 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3937 * @brief プレイヤーの現在開いている手の状態を返す
3938 * @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。
3939 * @return 開いている手のビットフラグ
3941 BIT_FLAGS16 empty_hands(bool riding_control)
3943 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3945 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3946 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3948 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3950 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3951 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3959 * @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。
3960 * @return ペナルティが適用されるならばTRUE。
3962 bool heavy_armor(void)
3964 WEIGHT monk_arm_wgt = 0;
3966 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3968 /* Weight the armor */
3969 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3970 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3971 monk_arm_wgt += inventory[INVEN_BODY].weight;
3972 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3973 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3974 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3975 monk_arm_wgt += inventory[INVEN_FEET].weight;
3977 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3981 * @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"
3983 * @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。
3985 void update_creature(player_type *creature_ptr)
3987 if (!creature_ptr->update) return;
3989 /* Actually do auto-destroy */
3990 if (creature_ptr->update & (PU_AUTODESTROY))
3992 creature_ptr->update &= ~(PU_AUTODESTROY);
3993 autopick_delayed_alter();
3995 if (creature_ptr->update & (PU_COMBINE))
3997 creature_ptr->update &= ~(PU_COMBINE);
4001 /* Reorder the pack */
4002 if (creature_ptr->update & (PU_REORDER))
4004 creature_ptr->update &= ~(PU_REORDER);
4008 if (creature_ptr->update & (PU_BONUS))
4010 creature_ptr->update &= ~(PU_BONUS);
4015 if (creature_ptr->update & (PU_TORCH))
4017 creature_ptr->update &= ~(PU_TORCH);
4021 if (creature_ptr->update & (PU_HP))
4023 creature_ptr->update &= ~(PU_HP);
4027 if (creature_ptr->update & (PU_MANA))
4029 creature_ptr->update &= ~(PU_MANA);
4033 if (creature_ptr->update & (PU_SPELLS))
4035 creature_ptr->update &= ~(PU_SPELLS);
4039 /* Character is not ready yet, no screen updates */
4040 if (!character_generated) return;
4042 /* Character is in "icky" mode, no screen updates */
4043 if (character_icky) return;
4045 if (creature_ptr->update & (PU_UN_LITE))
4047 creature_ptr->update &= ~(PU_UN_LITE);
4051 if (creature_ptr->update & (PU_UN_VIEW))
4053 creature_ptr->update &= ~(PU_UN_VIEW);
4057 if (creature_ptr->update & (PU_VIEW))
4059 creature_ptr->update &= ~(PU_VIEW);
4063 if (creature_ptr->update & (PU_LITE))
4065 creature_ptr->update &= ~(PU_LITE);
4070 if (creature_ptr->update & (PU_FLOW))
4072 creature_ptr->update &= ~(PU_FLOW);
4076 if (creature_ptr->update & (PU_DISTANCE))
4078 creature_ptr->update &= ~(PU_DISTANCE);
4080 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4081 /* creature_ptr->update &= ~(PU_MONSTERS); */
4083 update_monsters(TRUE);
4086 if (creature_ptr->update & (PU_MON_LITE))
4088 creature_ptr->update &= ~(PU_MON_LITE);
4093 * Mega-Hack -- Delayed visual update
4094 * Only used if update_view(), update_lite() or update_mon_lite() was called
4096 if (creature_ptr->update & (PU_DELAY_VIS))
4098 creature_ptr->update &= ~(PU_DELAY_VIS);
4099 delayed_visual_update();
4102 if (creature_ptr->update & (PU_MONSTERS))
4104 creature_ptr->update &= ~(PU_MONSTERS);
4105 update_monsters(FALSE);
4110 * @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
4111 * @return 魔道書を一冊も持っていないならTRUEを返す
4113 bool player_has_no_spellbooks(void)
4118 for (i = 0; i < INVEN_PACK; i++)
4120 o_ptr = &inventory[i];
4121 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4124 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4126 o_ptr = ¤t_floor_ptr->o_list[i];
4127 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4133 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4135 creature_ptr->energy_use = (ENERGY)need_cost;
4138 void free_turn(player_type *creature_ptr)
4140 creature_ptr->energy_use = 0;
4144 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4147 * @return 配置に成功したらTRUE
4149 bool player_place(POSITION y, POSITION x)
4151 /* Paranoia XXX XXX */
4152 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4154 /* Save player location */
4163 * @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
4166 void wreck_the_pattern(void)
4170 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4172 if (pattern_type == PATTERN_TILE_WRECKED)
4174 /* Ruined already */
4178 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4179 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4181 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4182 to_ruin = randint1(45) + 35;
4186 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4188 if (pattern_tile(r_y, r_x) &&
4189 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4191 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4195 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4200 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4201 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4202 * @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
4205 void sanity_blast(monster_type *m_ptr, bool necro)
4209 if (p_ptr->inside_battle || !character_dungeon) return;
4211 if (!necro && m_ptr)
4213 GAME_TEXT m_name[MAX_NLEN];
4214 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4216 power = r_ptr->level / 2;
4218 monster_desc(m_name, m_ptr, 0);
4220 if (!(r_ptr->flags1 & RF1_UNIQUE))
4222 if (r_ptr->flags1 & RF1_FRIENDS)
4227 if (!is_loading_now)
4228 return; /* No effect yet, just loaded... */
4231 return; /* Cannot see it for some reason */
4233 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4237 return; /* Pet eldritch horrors are safe most of the time */
4239 if (randint1(100) > power) return;
4241 if (saving_throw(p_ptr->skill_sav - power))
4243 return; /* Save, no adverse effects */
4248 /* Something silly happens... */
4249 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4250 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4254 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4255 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4258 return; /* Never mind; we can't see it clearly enough */
4261 /* Something frightening happens... */
4262 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4263 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4265 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4267 /* Demon characters are unaffected */
4268 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4269 if (p_ptr->wizard) return;
4271 /* Undead characters are 50% likely to be unaffected */
4272 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4273 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4274 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4276 if (saving_throw(25 + p_ptr->lev)) return;
4281 monster_race *r_ptr;
4282 GAME_TEXT m_name[MAX_NLEN];
4285 get_mon_num_prep(get_nightmare, NULL);
4287 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4288 power = r_ptr->level + 10;
4289 desc = r_name + r_ptr->name;
4291 get_mon_num_prep(NULL, NULL);
4294 if (!(r_ptr->flags1 & RF1_UNIQUE))
4295 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4298 sprintf(m_name, "%s", desc);
4300 if (!(r_ptr->flags1 & RF1_UNIQUE))
4302 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4306 if (saving_throw(p_ptr->skill_sav * 100 / power))
4308 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4315 /* Something silly happens... */
4316 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4317 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4321 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4322 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4325 /* Never mind; we can't see it clearly enough */
4329 /* Something frightening happens... */
4330 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4331 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4333 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4335 if (!p_ptr->mimic_form)
4337 switch (p_ptr->prace)
4339 /* Demons may make a saving throw */
4342 if (saving_throw(20 + p_ptr->lev)) return;
4344 /* Undead may make a saving throw */
4349 if (saving_throw(10 + p_ptr->lev)) return;
4355 /* Demons may make a saving throw */
4356 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4358 if (saving_throw(20 + p_ptr->lev)) return;
4360 /* Undead may make a saving throw */
4361 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4363 if (saving_throw(10 + p_ptr->lev)) return;
4369 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!"));
4372 if (saving_throw(p_ptr->skill_sav - power))
4378 (void)do_dec_stat(A_INT);
4379 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4382 (void)do_dec_stat(A_WIS);
4383 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4385 switch (randint1(21))
4388 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4390 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4392 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!"));
4396 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!"));
4399 if (p_ptr->muta3 & MUT3_HYPER_INT)
4401 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."));
4402 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4404 p_ptr->muta3 |= MUT3_MORONIC;
4410 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4412 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4414 /* Duh, the following should never happen, but anyway... */
4415 if (p_ptr->muta3 & MUT3_FEARLESS)
4417 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."));
4418 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4421 p_ptr->muta2 |= MUT2_COWARDICE;
4427 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4429 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!"));
4430 p_ptr->muta2 |= MUT2_HALLU;
4436 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4438 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!"));
4439 p_ptr->muta2 |= MUT2_BERS_RAGE;
4449 if (!p_ptr->resist_conf)
4451 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4453 if (!p_ptr->free_act)
4455 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4457 if (!p_ptr->resist_chaos)
4459 (void)set_image(p_ptr->image + randint0(250) + 150);
4468 if (lose_all_info())
4469 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!"));
4473 p_ptr->update |= PU_BONUS;
4479 * @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 /
4480 * Advance experience levels and print experience
4483 void check_experience(void)
4485 bool level_reward = FALSE;
4486 bool level_mutation = FALSE;
4487 bool level_inc_stat = FALSE;
4488 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4489 PLAYER_LEVEL old_lev = p_ptr->lev;
4491 /* Hack -- lower limit */
4492 if (p_ptr->exp < 0) p_ptr->exp = 0;
4493 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4494 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4496 /* Hack -- upper limit */
4497 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4498 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4499 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4501 /* Hack -- maintain "max" experience */
4502 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4504 /* Hack -- maintain "max max" experience */
4505 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4507 /* Redraw experience */
4508 p_ptr->redraw |= (PR_EXP);
4512 /* Lose levels while possible */
4513 while ((p_ptr->lev > 1) &&
4514 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4518 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4519 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4520 p_ptr->window |= (PW_PLAYER);
4525 /* Gain levels while possible */
4526 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4527 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4532 /* Save the highest level */
4533 if (p_ptr->lev > p_ptr->max_plv)
4535 p_ptr->max_plv = p_ptr->lev;
4537 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4538 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4540 level_reward = TRUE;
4542 if (p_ptr->prace == RACE_BEASTMAN)
4544 if (one_in_(5)) level_mutation = TRUE;
4546 level_inc_stat = TRUE;
4548 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4553 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4555 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4556 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4557 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4567 if (!(p_ptr->max_plv % 10))
4576 cnv_stat(p_ptr->stat_max[0], tmp);
4577 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4578 cnv_stat(p_ptr->stat_max[1], tmp);
4579 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4580 cnv_stat(p_ptr->stat_max[2], tmp);
4581 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4582 cnv_stat(p_ptr->stat_max[3], tmp);
4583 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4584 cnv_stat(p_ptr->stat_max[4], tmp);
4585 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4586 cnv_stat(p_ptr->stat_max[5], tmp);
4587 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4590 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4595 if ((choice >= 'a') && (choice <= 'f')) break;
4597 for (n = 0; n < A_MAX; n++)
4598 if (n != choice - 'a')
4600 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4602 do_inc_stat(choice - 'a');
4605 else if (!(p_ptr->max_plv % 2))
4606 do_inc_stat(randint0(6));
4611 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4612 (void)gain_mutation(p_ptr, 0);
4613 level_mutation = FALSE;
4617 * 報酬でレベルが上ると再帰的に check_experience() が
4622 gain_level_reward(0);
4623 level_reward = FALSE;
4626 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4627 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4628 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4632 /* Load an autopick preference file */
4633 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4637 * @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
4639 * @param out_val 出力先文字列ポインタ
4642 void cnv_stat(int val, char *out_val)
4647 int bonus = (val - 18);
4651 sprintf(out_val, "18/%3s", "***");
4653 else if (bonus >= 100)
4655 sprintf(out_val, "18/%03d", bonus);
4659 sprintf(out_val, " 18/%02d", bonus);
4666 sprintf(out_val, " %2d", val);
4671 * @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。
4672 * Modify a stat value by a "modifier", return new value
4674 * @param amount 加減算値
4678 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4679 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4680 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4681 * Or even: 18/13, 18/03, 18, 17, ..., 3
4684 s16b modify_stat_value(int value, int amount)
4691 /* Apply each point */
4692 for (i = 0; i < amount; i++)
4694 /* One point at a time */
4695 if (value < 18) value++;
4697 /* Ten "points" at a time */
4703 else if (amount < 0)
4705 /* Apply each point */
4706 for (i = 0; i < (0 - amount); i++)
4708 /* Ten points at a time */
4709 if (value >= 18 + 10) value -= 10;
4711 /* Hack -- prevent weirdness */
4712 else if (value > 18) value = 18;
4714 /* One point at a time */
4715 else if (value > 3) value--;
4719 /* Return new value */
4720 return (s16b)(value);