4 #include "player-move.h"
5 #include "player-status.h"
6 #include "player-effects.h"
7 #include "player-skill.h"
9 #include "floor-events.h"
13 #include "spells-status.h"
15 #include "object-hook.h"
17 #include "monster-status.h"
18 #include "monsterrace-hook.h"
21 #include "realm-hex.h"
23 #include "cmd-spell.h"
28 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
30 static concptr horror_desc[MAX_SAN_HORROR] =
86 * @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)
88 static concptr funny_desc[MAX_SAN_FUNNY] =
149 * @var funny_comments
150 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
152 static concptr funny_comments[MAX_SAN_COMMENT] =
173 * @brief 基本必要経験値テーブル /
174 * Base experience levels, may be adjusted up for race and/or class
176 const s32b player_exp[PY_MAX_LEVEL] =
232 * @brief 基本必要強化値テーブル(アンドロイド専用)
234 const s32b player_exp_a[PY_MAX_LEVEL] =
290 * Return alignment title
292 concptr your_alignment(void)
294 if (p_ptr->align > 150) return _("大善", "Lawful");
295 else if (p_ptr->align > 50) return _("中善", "Good");
296 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
297 else if (p_ptr->align > -11) return _("中立", "Neutral");
298 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
299 else if (p_ptr->align > -151) return _("中悪", "Evil");
300 else return _("大悪", "Chaotic");
305 * Return proficiency level of weapons and misc. skills (except riding)
307 int weapon_exp_level(int weapon_exp)
309 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
310 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
311 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
312 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
313 else return EXP_LEVEL_MASTER;
318 * Return proficiency level of riding
320 int riding_exp_level(int riding_exp)
322 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
323 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
324 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
325 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
326 else return EXP_LEVEL_MASTER;
331 * Return proficiency level of spells
333 int spell_exp_level(int spell_exp)
335 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
336 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
337 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
338 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
339 else return EXP_LEVEL_MASTER;
343 * @brief プレイヤーの全ステータスを更新する /
344 * Calculate the players current "state", taking into account
345 * not only race/class intrinsics, but also objects being worn
346 * and temporary spell effects.
350 * See also calc_mana() and calc_hitpoints().
352 * Take note of the new "speed code", in particular, a very strong
353 * player will start slowing down as soon as he reaches 150 pounds,
354 * but not until he reaches 450 pounds will he be half as fast as
355 * a normal kobold. This both hurts and helps the player, hurts
356 * because in the old days a player could just avoid 300 pounds,
357 * and helps because now carrying 300 pounds is not very painful.
359 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
360 * damage, since that would affect non-combat things. These values
361 * are actually added in later, at the appropriate place.
363 * This function induces various "status" messages.
366 void calc_bonuses(void)
370 int default_hand = 0;
371 int empty_hands_status = empty_hands(TRUE);
374 BIT_FLAGS flgs[TR_FLAG_SIZE];
376 bool yoiyami = FALSE;
377 bool down_saving = FALSE;
380 bool have_dd_s = FALSE, have_dd_t = FALSE;
382 bool have_sw = FALSE, have_kabe = FALSE;
383 bool easy_2weapon = FALSE;
384 bool riding_levitation = FALSE;
385 OBJECT_IDX this_o_idx, next_o_idx = 0;
386 const player_race *tmp_rp_ptr;
388 /* Save the old vision stuff */
389 bool old_telepathy = p_ptr->telepathy;
390 bool old_esp_animal = p_ptr->esp_animal;
391 bool old_esp_undead = p_ptr->esp_undead;
392 bool old_esp_demon = p_ptr->esp_demon;
393 bool old_esp_orc = p_ptr->esp_orc;
394 bool old_esp_troll = p_ptr->esp_troll;
395 bool old_esp_giant = p_ptr->esp_giant;
396 bool old_esp_dragon = p_ptr->esp_dragon;
397 bool old_esp_human = p_ptr->esp_human;
398 bool old_esp_evil = p_ptr->esp_evil;
399 bool old_esp_good = p_ptr->esp_good;
400 bool old_esp_nonliving = p_ptr->esp_nonliving;
401 bool old_esp_unique = p_ptr->esp_unique;
402 bool old_see_inv = p_ptr->see_inv;
403 bool old_mighty_throw = p_ptr->mighty_throw;
405 /* Current feature under player. */
406 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
408 /* Save the old armor class */
409 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
410 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
413 /* Clear extra blows/shots */
414 extra_blows[0] = extra_blows[1] = 0;
416 /* Clear the stat modifiers */
417 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
420 /* Clear the Displayed/Real armor class */
421 p_ptr->dis_ac = p_ptr->ac = 0;
423 /* Clear the Displayed/Real Bonuses */
424 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
425 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
426 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
427 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
428 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
429 p_ptr->dis_to_a = p_ptr->to_a = 0;
433 p_ptr->to_m_chance = 0;
435 /* Clear the Extra Dice Bonuses */
436 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
437 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
439 /* Start with "normal" speed */
442 /* Start with a single blow per current_world_ptr->game_turn */
443 p_ptr->num_blow[0] = 1;
444 p_ptr->num_blow[1] = 1;
446 /* Start with a single shot per current_world_ptr->game_turn */
447 p_ptr->num_fire = 100;
449 /* Reset the "xtra" tval */
450 p_ptr->tval_xtra = 0;
452 /* Reset the "ammo" tval */
453 p_ptr->tval_ammo = 0;
455 /* Clear all the flags */
457 p_ptr->bless_blade = FALSE;
458 p_ptr->xtra_might = FALSE;
459 p_ptr->impact[0] = FALSE;
460 p_ptr->impact[1] = FALSE;
461 p_ptr->pass_wall = FALSE;
462 p_ptr->kill_wall = FALSE;
463 p_ptr->dec_mana = FALSE;
464 p_ptr->easy_spell = FALSE;
465 p_ptr->heavy_spell = FALSE;
466 p_ptr->see_inv = FALSE;
467 p_ptr->free_act = FALSE;
468 p_ptr->slow_digest = FALSE;
469 p_ptr->regenerate = FALSE;
470 p_ptr->can_swim = FALSE;
471 p_ptr->levitation = FALSE;
472 p_ptr->hold_exp = FALSE;
473 p_ptr->telepathy = FALSE;
474 p_ptr->esp_animal = FALSE;
475 p_ptr->esp_undead = FALSE;
476 p_ptr->esp_demon = FALSE;
477 p_ptr->esp_orc = FALSE;
478 p_ptr->esp_troll = FALSE;
479 p_ptr->esp_giant = FALSE;
480 p_ptr->esp_dragon = FALSE;
481 p_ptr->esp_human = FALSE;
482 p_ptr->esp_evil = FALSE;
483 p_ptr->esp_good = FALSE;
484 p_ptr->esp_nonliving = FALSE;
485 p_ptr->esp_unique = FALSE;
487 p_ptr->sustain_str = FALSE;
488 p_ptr->sustain_int = FALSE;
489 p_ptr->sustain_wis = FALSE;
490 p_ptr->sustain_con = FALSE;
491 p_ptr->sustain_dex = FALSE;
492 p_ptr->sustain_chr = FALSE;
493 p_ptr->resist_acid = FALSE;
494 p_ptr->resist_elec = FALSE;
495 p_ptr->resist_fire = FALSE;
496 p_ptr->resist_cold = FALSE;
497 p_ptr->resist_pois = FALSE;
498 p_ptr->resist_conf = FALSE;
499 p_ptr->resist_sound = FALSE;
500 p_ptr->resist_lite = FALSE;
501 p_ptr->resist_dark = FALSE;
502 p_ptr->resist_chaos = FALSE;
503 p_ptr->resist_disen = FALSE;
504 p_ptr->resist_shard = FALSE;
505 p_ptr->resist_nexus = FALSE;
506 p_ptr->resist_blind = FALSE;
507 p_ptr->resist_neth = FALSE;
508 p_ptr->resist_time = FALSE;
509 p_ptr->resist_water = FALSE;
510 p_ptr->resist_fear = FALSE;
511 p_ptr->reflect = FALSE;
512 p_ptr->sh_fire = FALSE;
513 p_ptr->sh_elec = FALSE;
514 p_ptr->sh_cold = FALSE;
515 p_ptr->anti_magic = FALSE;
516 p_ptr->anti_tele = FALSE;
517 p_ptr->warning = FALSE;
518 p_ptr->mighty_throw = FALSE;
519 p_ptr->see_nocto = FALSE;
521 p_ptr->immune_acid = FALSE;
522 p_ptr->immune_elec = FALSE;
523 p_ptr->immune_fire = FALSE;
524 p_ptr->immune_cold = FALSE;
526 p_ptr->ryoute = FALSE;
527 p_ptr->migite = FALSE;
528 p_ptr->hidarite = FALSE;
529 p_ptr->no_flowed = FALSE;
531 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
532 else tmp_rp_ptr = &race_info[p_ptr->prace];
534 /* Base infravision (purely racial) */
535 p_ptr->see_infra = tmp_rp_ptr->infra;
537 /* Base skill -- disarming */
538 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
540 /* Base skill -- magic devices */
541 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
543 /* Base skill -- saving throw */
544 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
546 /* Base skill -- stealth */
547 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
549 /* Base skill -- searching ability */
550 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
552 /* Base skill -- searching frequency */
553 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
555 /* Base skill -- combat (normal) */
556 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
558 /* Base skill -- combat (shooting) */
559 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
561 /* Base skill -- combat (throwing) */
562 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
564 /* Base skill -- digging */
565 p_ptr->skill_dig = 0;
567 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
568 if (has_melee_weapon(INVEN_LARM))
570 p_ptr->hidarite = TRUE;
571 if (!p_ptr->migite) default_hand = 1;
574 if (CAN_TWO_HANDS_WIELDING())
576 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
577 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
579 p_ptr->ryoute = TRUE;
581 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
582 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
584 p_ptr->ryoute = TRUE;
588 switch (p_ptr->pclass)
591 case CLASS_FORCETRAINER:
592 case CLASS_BERSERKER:
593 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
595 p_ptr->migite = TRUE;
596 p_ptr->ryoute = TRUE;
603 if (!p_ptr->migite && !p_ptr->hidarite)
605 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
606 else if (empty_hands_status == EMPTY_HAND_LARM)
608 p_ptr->hidarite = TRUE;
613 if (p_ptr->special_defense & KAMAE_MASK)
615 if (!(empty_hands_status & EMPTY_HAND_RARM))
617 set_action(ACTION_NONE);
621 switch (p_ptr->pclass)
624 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
625 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
628 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
630 case CLASS_CHAOS_WARRIOR:
631 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
632 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
634 case CLASS_MINDCRAFTER:
635 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
636 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
637 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
638 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
641 case CLASS_FORCETRAINER:
642 /* Unencumbered Monks become faster every 10 levels */
643 if (!(heavy_armor()))
645 if (!(prace_is_(RACE_KLACKON) ||
646 prace_is_(RACE_SPRITE) ||
647 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
648 new_speed += (p_ptr->lev) / 10;
650 /* Free action if unencumbered at level 25 */
652 p_ptr->free_act = TRUE;
657 p_ptr->dis_to_a -= 50;
660 p_ptr->resist_sound = TRUE;
663 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
665 case CLASS_BERSERKER:
667 p_ptr->sustain_str = TRUE;
668 p_ptr->sustain_dex = TRUE;
669 p_ptr->sustain_con = TRUE;
670 p_ptr->regenerate = TRUE;
671 p_ptr->free_act = TRUE;
673 if (p_ptr->lev > 29) new_speed++;
674 if (p_ptr->lev > 39) new_speed++;
675 if (p_ptr->lev > 44) new_speed++;
676 if (p_ptr->lev > 49) new_speed++;
677 p_ptr->to_a += 10 + p_ptr->lev / 2;
678 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
679 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
680 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
681 p_ptr->redraw |= PR_STATUS;
683 case CLASS_MIRROR_MASTER:
684 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
687 /* Unencumbered Ninjas become faster every 10 levels */
690 new_speed -= (p_ptr->lev) / 10;
691 p_ptr->skill_stl -= (p_ptr->lev) / 10;
693 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
694 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
697 if (!(prace_is_(RACE_KLACKON) ||
698 prace_is_(RACE_SPRITE) ||
699 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
700 new_speed += (p_ptr->lev) / 10;
701 p_ptr->skill_stl += (p_ptr->lev) / 10;
703 /* Free action if unencumbered at level 25 */
705 p_ptr->free_act = TRUE;
707 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
708 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
710 p_ptr->to_a += p_ptr->lev / 2 + 5;
711 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
713 p_ptr->slow_digest = TRUE;
714 p_ptr->resist_fear = TRUE;
715 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
716 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
717 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
720 p_ptr->oppose_pois = 1;
721 p_ptr->redraw |= PR_STATUS;
723 p_ptr->see_nocto = TRUE;
728 if (p_ptr->mimic_form)
730 switch (p_ptr->mimic_form)
733 p_ptr->hold_exp = TRUE;
734 p_ptr->resist_chaos = TRUE;
735 p_ptr->resist_neth = TRUE;
736 p_ptr->resist_fire = TRUE;
737 p_ptr->oppose_fire = 1;
738 p_ptr->see_inv = TRUE;
740 p_ptr->redraw |= PR_STATUS;
742 p_ptr->dis_to_a += 10;
744 case MIMIC_DEMON_LORD:
745 p_ptr->hold_exp = TRUE;
746 p_ptr->resist_chaos = TRUE;
747 p_ptr->resist_neth = TRUE;
748 p_ptr->immune_fire = TRUE;
749 p_ptr->resist_acid = TRUE;
750 p_ptr->resist_fire = TRUE;
751 p_ptr->resist_cold = TRUE;
752 p_ptr->resist_elec = TRUE;
753 p_ptr->resist_pois = TRUE;
754 p_ptr->resist_conf = TRUE;
755 p_ptr->resist_disen = TRUE;
756 p_ptr->resist_nexus = TRUE;
757 p_ptr->resist_fear = TRUE;
758 p_ptr->sh_fire = TRUE;
759 p_ptr->see_inv = TRUE;
760 p_ptr->telepathy = TRUE;
761 p_ptr->levitation = TRUE;
762 p_ptr->kill_wall = TRUE;
765 p_ptr->dis_to_a += 20;
768 p_ptr->resist_dark = TRUE;
769 p_ptr->hold_exp = TRUE;
770 p_ptr->resist_neth = TRUE;
771 p_ptr->resist_cold = TRUE;
772 p_ptr->resist_pois = TRUE;
773 p_ptr->see_inv = TRUE;
776 p_ptr->dis_to_a += 10;
777 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
783 switch (p_ptr->prace)
786 p_ptr->resist_lite = TRUE;
789 p_ptr->hold_exp = TRUE;
792 p_ptr->free_act = TRUE;
795 p_ptr->resist_blind = TRUE;
798 p_ptr->resist_dark = TRUE;
800 case RACE_HALF_TROLL:
801 p_ptr->sustain_str = TRUE;
805 /* High level trolls heal fast... */
806 p_ptr->regenerate = TRUE;
808 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
810 p_ptr->slow_digest = TRUE;
811 /* Let's not make Regeneration
812 * a disadvantage for the poor warriors who can
813 * never learn a spell that satisfies hunger (actually
814 * neither can rogues, but half-trolls are not
815 * supposed to play rogues) */
820 p_ptr->sustain_con = TRUE;
821 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
824 p_ptr->resist_lite = TRUE;
825 p_ptr->see_inv = TRUE;
828 p_ptr->resist_fear = TRUE;
831 p_ptr->resist_dark = TRUE;
832 p_ptr->sustain_str = TRUE;
834 case RACE_HALF_GIANT:
835 p_ptr->sustain_str = TRUE;
836 p_ptr->resist_shard = TRUE;
838 case RACE_HALF_TITAN:
839 p_ptr->resist_chaos = TRUE;
842 p_ptr->resist_sound = TRUE;
845 p_ptr->resist_acid = TRUE;
846 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
849 p_ptr->resist_conf = TRUE;
850 p_ptr->resist_acid = TRUE;
852 /* Klackons become faster */
853 new_speed += (p_ptr->lev) / 10;
856 p_ptr->resist_pois = TRUE;
859 p_ptr->resist_disen = TRUE;
860 p_ptr->resist_dark = TRUE;
863 p_ptr->resist_dark = TRUE;
864 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
867 p_ptr->levitation = TRUE;
868 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
869 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
870 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
871 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
872 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
874 case RACE_MIND_FLAYER:
875 p_ptr->sustain_int = TRUE;
876 p_ptr->sustain_wis = TRUE;
877 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
878 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
881 p_ptr->resist_fire = TRUE;
882 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
885 p_ptr->slow_digest = TRUE;
886 p_ptr->free_act = TRUE;
887 p_ptr->see_inv = TRUE;
888 p_ptr->resist_pois = TRUE;
889 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
892 p_ptr->resist_shard = TRUE;
893 p_ptr->hold_exp = TRUE;
894 p_ptr->see_inv = TRUE;
895 p_ptr->resist_pois = TRUE;
896 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
899 p_ptr->resist_neth = TRUE;
900 p_ptr->hold_exp = TRUE;
901 p_ptr->see_inv = TRUE;
902 p_ptr->resist_pois = TRUE;
903 p_ptr->slow_digest = TRUE;
904 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
907 p_ptr->resist_dark = TRUE;
908 p_ptr->hold_exp = TRUE;
909 p_ptr->resist_neth = TRUE;
910 p_ptr->resist_cold = TRUE;
911 p_ptr->resist_pois = TRUE;
912 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
915 p_ptr->levitation = TRUE;
916 p_ptr->free_act = TRUE;
917 p_ptr->resist_neth = TRUE;
918 p_ptr->hold_exp = TRUE;
919 p_ptr->see_inv = TRUE;
920 p_ptr->resist_pois = TRUE;
921 p_ptr->slow_digest = TRUE;
922 p_ptr->resist_cold = TRUE;
923 p_ptr->pass_wall = TRUE;
924 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
927 p_ptr->levitation = TRUE;
928 p_ptr->resist_lite = TRUE;
930 /* Sprites become faster */
931 new_speed += (p_ptr->lev) / 10;
934 p_ptr->resist_conf = TRUE;
935 p_ptr->resist_sound = TRUE;
938 /* Ents dig like maniacs, but only with their hands. */
939 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
940 p_ptr->skill_dig += p_ptr->lev * 10;
941 /* Ents get tougher and stronger as they age, but lose dexterity. */
942 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
943 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
944 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
946 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
947 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
948 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
950 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
951 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
952 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
955 p_ptr->levitation = TRUE;
956 p_ptr->see_inv = TRUE;
959 p_ptr->resist_fire = TRUE;
960 p_ptr->resist_neth = TRUE;
961 p_ptr->hold_exp = TRUE;
962 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
965 p_ptr->oppose_fire = 1;
966 p_ptr->redraw |= PR_STATUS;
970 p_ptr->sustain_con = TRUE;
973 p_ptr->levitation = TRUE;
976 p_ptr->resist_conf = TRUE;
979 p_ptr->slow_digest = TRUE;
980 p_ptr->free_act = TRUE;
981 p_ptr->resist_pois = TRUE;
982 p_ptr->hold_exp = TRUE;
985 p_ptr->resist_water = TRUE;
993 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
995 p_ptr->see_inv = TRUE;
996 p_ptr->free_act = TRUE;
997 p_ptr->slow_digest = TRUE;
998 p_ptr->regenerate = TRUE;
999 p_ptr->levitation = TRUE;
1000 p_ptr->hold_exp = TRUE;
1001 p_ptr->telepathy = TRUE;
1003 p_ptr->sustain_str = TRUE;
1004 p_ptr->sustain_int = TRUE;
1005 p_ptr->sustain_wis = TRUE;
1006 p_ptr->sustain_con = TRUE;
1007 p_ptr->sustain_dex = TRUE;
1008 p_ptr->sustain_chr = TRUE;
1009 p_ptr->resist_acid = TRUE;
1010 p_ptr->resist_elec = TRUE;
1011 p_ptr->resist_fire = TRUE;
1012 p_ptr->resist_cold = TRUE;
1013 p_ptr->resist_pois = TRUE;
1014 p_ptr->resist_conf = TRUE;
1015 p_ptr->resist_sound = TRUE;
1016 p_ptr->resist_lite = TRUE;
1017 p_ptr->resist_dark = TRUE;
1018 p_ptr->resist_chaos = TRUE;
1019 p_ptr->resist_disen = TRUE;
1020 p_ptr->resist_shard = TRUE;
1021 p_ptr->resist_nexus = TRUE;
1022 p_ptr->resist_blind = TRUE;
1023 p_ptr->resist_neth = TRUE;
1024 p_ptr->resist_fear = TRUE;
1025 p_ptr->reflect = TRUE;
1026 p_ptr->sh_fire = TRUE;
1027 p_ptr->sh_elec = TRUE;
1028 p_ptr->sh_cold = TRUE;
1030 p_ptr->dis_to_a += 100;
1032 /* Temporary shield */
1033 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1036 p_ptr->dis_to_a += 50;
1039 if (p_ptr->tim_res_nether)
1041 p_ptr->resist_neth = TRUE;
1043 if (p_ptr->tim_sh_fire)
1045 p_ptr->sh_fire = TRUE;
1047 if (p_ptr->tim_res_time)
1049 p_ptr->resist_time = TRUE;
1053 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1055 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1056 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1057 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1059 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1061 p_ptr->to_m_chance += 5;
1062 p_ptr->resist_conf = TRUE;
1066 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1068 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1070 p_ptr->resist_blind = TRUE;
1071 p_ptr->resist_conf = TRUE;
1072 p_ptr->hold_exp = TRUE;
1073 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1075 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1076 /* Munchkin become faster */
1077 new_speed += (p_ptr->lev) / 10 + 5;
1080 if (music_singing(MUSIC_WALL))
1082 p_ptr->kill_wall = TRUE;
1085 /* Hack -- apply racial/class stat maxes */
1086 /* Apply the racial modifiers */
1087 for (i = 0; i < A_MAX; i++)
1089 /* Modify the stats for "race" */
1090 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1094 /* I'm adding the mutations here for the lack of a better place... */
1097 /* Hyper Strength */
1098 if (p_ptr->muta3 & MUT3_HYPER_STR)
1100 p_ptr->stat_add[A_STR] += 4;
1104 if (p_ptr->muta3 & MUT3_PUNY)
1106 p_ptr->stat_add[A_STR] -= 4;
1109 /* Living computer */
1110 if (p_ptr->muta3 & MUT3_HYPER_INT)
1112 p_ptr->stat_add[A_INT] += 4;
1113 p_ptr->stat_add[A_WIS] += 4;
1117 if (p_ptr->muta3 & MUT3_MORONIC)
1119 p_ptr->stat_add[A_INT] -= 4;
1120 p_ptr->stat_add[A_WIS] -= 4;
1123 if (p_ptr->muta3 & MUT3_RESILIENT)
1125 p_ptr->stat_add[A_CON] += 4;
1128 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1130 p_ptr->stat_add[A_CON] += 2;
1134 if (p_ptr->muta3 & MUT3_ALBINO)
1136 p_ptr->stat_add[A_CON] -= 4;
1139 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1141 p_ptr->stat_add[A_CON] -= 2;
1142 p_ptr->stat_add[A_CHR] -= 1;
1143 p_ptr->regenerate = FALSE;
1144 /* Cancel innate regeneration */
1147 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1149 p_ptr->stat_add[A_CHR] -= 4;
1152 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1154 p_ptr->stat_add[A_CHR] -= 1;
1157 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1159 p_ptr->skill_fos += 15;
1160 p_ptr->skill_srh += 15;
1163 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1165 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1168 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1170 p_ptr->skill_stl -= 3;
1173 if (p_ptr->muta3 & MUT3_INFRAVIS)
1175 p_ptr->see_infra += 3;
1178 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1183 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1188 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1190 p_ptr->sh_elec = TRUE;
1193 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1195 p_ptr->sh_fire = TRUE;
1199 if (p_ptr->muta3 & MUT3_WART_SKIN)
1201 p_ptr->stat_add[A_CHR] -= 2;
1203 p_ptr->dis_to_a += 5;
1206 if (p_ptr->muta3 & MUT3_SCALES)
1208 p_ptr->stat_add[A_CHR] -= 1;
1210 p_ptr->dis_to_a += 10;
1213 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1215 p_ptr->stat_add[A_DEX] -= 1;
1217 p_ptr->dis_to_a += 25;
1220 if (p_ptr->muta3 & MUT3_WINGS)
1222 p_ptr->levitation = TRUE;
1225 if (p_ptr->muta3 & MUT3_FEARLESS)
1227 p_ptr->resist_fear = TRUE;
1230 if (p_ptr->muta3 & MUT3_REGEN)
1232 p_ptr->regenerate = TRUE;
1235 if (p_ptr->muta3 & MUT3_ESP)
1237 p_ptr->telepathy = TRUE;
1240 if (p_ptr->muta3 & MUT3_LIMBER)
1242 p_ptr->stat_add[A_DEX] += 3;
1245 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1247 p_ptr->stat_add[A_DEX] -= 3;
1250 if (p_ptr->muta3 & MUT3_MOTION)
1252 p_ptr->free_act = TRUE;
1253 p_ptr->skill_stl += 1;
1256 if (p_ptr->muta3 & MUT3_ILL_NORM)
1258 p_ptr->stat_add[A_CHR] = 0;
1262 if (p_ptr->tsuyoshi)
1264 p_ptr->stat_add[A_STR] += 4;
1265 p_ptr->stat_add[A_CON] += 4;
1268 /* Scan the usable p_ptr->inventory_list */
1269 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1271 int bonus_to_h, bonus_to_d;
1272 o_ptr = &p_ptr->inventory_list[i];
1273 if (!o_ptr->k_idx) continue;
1275 object_flags(o_ptr, flgs);
1277 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1278 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1281 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1282 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1283 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1284 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1285 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1286 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1288 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1290 /* Affect stealth */
1291 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1293 /* Affect searching ability (factor of five) */
1294 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1296 /* Affect searching frequency (factor of five) */
1297 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1299 /* Affect infravision */
1300 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1302 /* Affect digging (factor of 20) */
1303 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1306 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1309 if (have_flag(flgs, TR_BLOWS))
1311 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1312 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1313 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1316 /* Hack -- cause earthquakes */
1317 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1320 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1321 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1322 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1323 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1324 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1325 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1326 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1327 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1328 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1329 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1330 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1331 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1332 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1333 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1334 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1335 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1336 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1337 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1338 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1339 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1340 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1341 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1342 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1343 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1344 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1345 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1346 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1347 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1348 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1349 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1350 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1351 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1352 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1353 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1354 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1356 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1357 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1358 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1359 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1360 if (have_flag(flgs, TR_WARNING)) {
1361 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1362 p_ptr->warning = TRUE;
1365 if (have_flag(flgs, TR_TELEPORT))
1367 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1370 concptr insc = quark_str(o_ptr->inscription);
1372 if (o_ptr->inscription && my_strchr(insc, '.'))
1375 * {.} will stop random teleportation.
1380 /* Controlled random teleportation */
1381 p_ptr->cursed |= TRC_TELEPORT_SELF;
1386 /* Immunity flags */
1387 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1388 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1389 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1390 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1392 /* Resistance flags */
1393 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1394 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1395 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1396 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1397 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1398 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1399 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1400 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1401 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1402 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1403 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1404 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1405 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1406 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1407 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1408 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1410 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1411 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1412 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1413 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1414 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1415 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1418 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1419 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1420 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1421 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1422 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1423 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1425 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1426 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1427 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1428 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1429 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1430 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1431 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1433 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1435 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1437 p_ptr->to_m_chance += 10;
1441 p_ptr->to_m_chance += 3;
1445 if (o_ptr->tval == TV_CAPTURE) continue;
1447 /* Modify the base armor class */
1448 p_ptr->ac += o_ptr->ac;
1450 /* The base armor class is always known */
1451 p_ptr->dis_ac += o_ptr->ac;
1453 /* Apply the bonuses to armor class */
1454 p_ptr->to_a += o_ptr->to_a;
1456 /* Apply the mental bonuses to armor class, if known */
1457 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1459 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1461 int slot = i - INVEN_RARM;
1464 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1466 p_ptr->to_h[slot] -= 15;
1467 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1471 p_ptr->to_h[slot] -= 5;
1472 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1477 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1479 p_ptr->to_h_b -= 15;
1480 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1485 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1490 if (o_ptr->curse_flags & TRC_LOW_AC)
1492 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1495 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1500 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1504 /* Hack -- do not apply "weapon" bonuses */
1505 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1506 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1508 /* Hack -- do not apply "bow" bonuses */
1509 if (i == INVEN_BOW) continue;
1511 bonus_to_h = o_ptr->to_h;
1512 bonus_to_d = o_ptr->to_d;
1514 if (p_ptr->pclass == CLASS_NINJA)
1516 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1517 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1520 /* To Bow and Natural attack */
1522 /* Apply the bonuses to hit/damage */
1523 p_ptr->to_h_b += (s16b)bonus_to_h;
1524 p_ptr->to_h_m += (s16b)bonus_to_h;
1525 p_ptr->to_d_m += (s16b)bonus_to_d;
1527 /* Apply the mental bonuses tp hit/damage, if known */
1528 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1531 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1533 /* Apply the bonuses to hit/damage */
1534 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1535 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1537 /* Apply the mental bonuses tp hit/damage, if known */
1538 if (object_is_known(o_ptr))
1540 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1541 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1544 else if (p_ptr->migite && p_ptr->hidarite)
1546 /* Apply the bonuses to hit/damage */
1547 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1548 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1549 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1550 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1552 /* Apply the mental bonuses tp hit/damage, if known */
1553 if (object_is_known(o_ptr))
1555 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1556 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1557 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1558 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1563 /* Apply the bonuses to hit/damage */
1564 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1565 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1567 /* Apply the mental bonuses to hit/damage, if known */
1568 if (object_is_known(o_ptr))
1570 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1571 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1576 /* Shield skill bonus */
1577 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1579 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1580 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1583 if (old_mighty_throw != p_ptr->mighty_throw)
1585 /* Redraw average damege display of Shuriken */
1586 p_ptr->window |= PW_INVEN;
1589 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1591 /* Monks get extra ac for armour _not worn_ */
1592 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1594 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1596 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1597 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1599 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1601 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1602 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1604 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1606 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1607 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1609 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1611 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1612 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1614 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1616 p_ptr->to_a += (p_ptr->lev / 2);
1617 p_ptr->dis_to_a += (p_ptr->lev / 2);
1619 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1621 p_ptr->to_a += (p_ptr->lev / 3);
1622 p_ptr->dis_to_a += (p_ptr->lev / 3);
1624 if (p_ptr->special_defense & KAMAE_BYAKKO)
1626 p_ptr->stat_add[A_STR] += 2;
1627 p_ptr->stat_add[A_DEX] += 2;
1628 p_ptr->stat_add[A_CON] -= 3;
1630 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1633 else if (p_ptr->special_defense & KAMAE_GENBU)
1635 p_ptr->stat_add[A_INT] -= 1;
1636 p_ptr->stat_add[A_WIS] -= 1;
1637 p_ptr->stat_add[A_DEX] -= 2;
1638 p_ptr->stat_add[A_CON] += 3;
1640 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1642 p_ptr->stat_add[A_STR] -= 2;
1643 p_ptr->stat_add[A_INT] += 1;
1644 p_ptr->stat_add[A_WIS] += 1;
1645 p_ptr->stat_add[A_DEX] += 2;
1646 p_ptr->stat_add[A_CON] -= 2;
1650 if (p_ptr->special_defense & KATA_KOUKIJIN)
1652 for (i = 0; i < A_MAX; i++)
1653 p_ptr->stat_add[i] += 5;
1655 p_ptr->dis_to_a -= 50;
1658 /* Hack -- aura of fire also provides light */
1659 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1661 /* Golems also get an intrinsic AC bonus */
1662 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1664 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1665 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1669 if (p_ptr->realm1 == REALM_HEX)
1671 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1672 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1673 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1674 if (hex_spelling(HEX_BUILDING))
1676 p_ptr->stat_add[A_STR] += 4;
1677 p_ptr->stat_add[A_DEX] += 4;
1678 p_ptr->stat_add[A_CON] += 4;
1680 if (hex_spelling(HEX_DEMON_AURA))
1682 p_ptr->sh_fire = TRUE;
1683 p_ptr->regenerate = TRUE;
1685 if (hex_spelling(HEX_ICE_ARMOR))
1687 p_ptr->sh_cold = TRUE;
1689 p_ptr->dis_to_a += 30;
1691 if (hex_spelling(HEX_SHOCK_CLOAK))
1693 p_ptr->sh_elec = TRUE;
1696 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1698 ARMOUR_CLASS ac = 0;
1699 o_ptr = &p_ptr->inventory_list[i];
1700 if (!o_ptr->k_idx) continue;
1701 if (!object_is_armour(o_ptr)) continue;
1702 if (!object_is_cursed(o_ptr)) continue;
1704 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1705 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1706 p_ptr->to_a += (s16b)ac;
1707 p_ptr->dis_to_a += (s16b)ac;
1711 /* Calculate stats */
1712 for (i = 0; i < A_MAX; i++)
1716 /* Extract the new "stat_use" value for the stat */
1717 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1719 /* Notice changes */
1720 if (p_ptr->stat_top[i] != top)
1722 /* Save the new value */
1723 p_ptr->stat_top[i] = (s16b)top;
1724 p_ptr->redraw |= (PR_STATS);
1725 p_ptr->window |= (PW_PLAYER);
1729 /* Extract the new "stat_use" value for the stat */
1730 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1732 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1734 /* 10 to 18/90 charisma, guaranteed, based on level */
1735 if (use < 8 + 2 * p_ptr->lev)
1737 use = 8 + 2 * p_ptr->lev;
1741 /* Notice changes */
1742 if (p_ptr->stat_use[i] != use)
1744 /* Save the new value */
1745 p_ptr->stat_use[i] = (s16b)use;
1746 p_ptr->redraw |= (PR_STATS);
1747 p_ptr->window |= (PW_PLAYER);
1751 /* Values: 3, 4, ..., 17 */
1752 if (use <= 18) ind = (use - 3);
1754 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1755 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1757 /* Range: 18/220+ */
1760 /* Notice changes */
1761 if (p_ptr->stat_ind[i] != ind)
1763 /* Save the new index */
1764 p_ptr->stat_ind[i] = (s16b)ind;
1766 /* Change in CON affects Hitpoints */
1769 p_ptr->update |= (PU_HP);
1772 /* Change in INT may affect Mana/Spells */
1773 else if (i == A_INT)
1775 if (mp_ptr->spell_stat == A_INT)
1777 p_ptr->update |= (PU_MANA | PU_SPELLS);
1781 /* Change in WIS may affect Mana/Spells */
1782 else if (i == A_WIS)
1784 if (mp_ptr->spell_stat == A_WIS)
1786 p_ptr->update |= (PU_MANA | PU_SPELLS);
1790 /* Change in WIS may affect Mana/Spells */
1791 else if (i == A_CHR)
1793 if (mp_ptr->spell_stat == A_CHR)
1795 p_ptr->update |= (PU_MANA | PU_SPELLS);
1799 p_ptr->window |= (PW_PLAYER);
1804 /* Apply temporary "stun" */
1805 if (p_ptr->stun > 50)
1807 p_ptr->to_h[0] -= 20;
1808 p_ptr->to_h[1] -= 20;
1809 p_ptr->to_h_b -= 20;
1810 p_ptr->to_h_m -= 20;
1811 p_ptr->dis_to_h[0] -= 20;
1812 p_ptr->dis_to_h[1] -= 20;
1813 p_ptr->dis_to_h_b -= 20;
1814 p_ptr->to_d[0] -= 20;
1815 p_ptr->to_d[1] -= 20;
1816 p_ptr->to_d_m -= 20;
1817 p_ptr->dis_to_d[0] -= 20;
1818 p_ptr->dis_to_d[1] -= 20;
1820 else if (p_ptr->stun)
1822 p_ptr->to_h[0] -= 5;
1823 p_ptr->to_h[1] -= 5;
1826 p_ptr->dis_to_h[0] -= 5;
1827 p_ptr->dis_to_h[1] -= 5;
1828 p_ptr->dis_to_h_b -= 5;
1829 p_ptr->to_d[0] -= 5;
1830 p_ptr->to_d[1] -= 5;
1832 p_ptr->dis_to_d[0] -= 5;
1833 p_ptr->dis_to_d[1] -= 5;
1837 if (p_ptr->wraith_form)
1839 p_ptr->reflect = TRUE;
1840 p_ptr->pass_wall = TRUE;
1843 if (p_ptr->kabenuke)
1845 p_ptr->pass_wall = TRUE;
1848 /* Temporary blessing */
1852 p_ptr->dis_to_a += 5;
1853 p_ptr->to_h[0] += 10;
1854 p_ptr->to_h[1] += 10;
1855 p_ptr->to_h_b += 10;
1856 p_ptr->to_h_m += 10;
1857 p_ptr->dis_to_h[0] += 10;
1858 p_ptr->dis_to_h[1] += 10;
1859 p_ptr->dis_to_h_b += 10;
1862 if (p_ptr->magicdef)
1864 p_ptr->resist_blind = TRUE;
1865 p_ptr->resist_conf = TRUE;
1866 p_ptr->reflect = TRUE;
1867 p_ptr->free_act = TRUE;
1868 p_ptr->levitation = TRUE;
1871 /* Temporary "Hero" */
1874 p_ptr->to_h[0] += 12;
1875 p_ptr->to_h[1] += 12;
1876 p_ptr->to_h_b += 12;
1877 p_ptr->to_h_m += 12;
1878 p_ptr->dis_to_h[0] += 12;
1879 p_ptr->dis_to_h[1] += 12;
1880 p_ptr->dis_to_h_b += 12;
1883 /* Temporary "Beserk" */
1886 p_ptr->to_h[0] += 12;
1887 p_ptr->to_h[1] += 12;
1888 p_ptr->to_h_b -= 12;
1889 p_ptr->to_h_m += 12;
1890 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1891 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1892 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1893 p_ptr->dis_to_h[0] += 12;
1894 p_ptr->dis_to_h[1] += 12;
1895 p_ptr->dis_to_h_b -= 12;
1896 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1897 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1899 p_ptr->dis_to_a -= 10;
1900 p_ptr->skill_stl -= 7;
1901 p_ptr->skill_dev -= 20;
1902 p_ptr->skill_sav -= 30;
1903 p_ptr->skill_srh -= 15;
1904 p_ptr->skill_fos -= 15;
1905 p_ptr->skill_tht -= 20;
1906 p_ptr->skill_dig += 30;
1909 /* Temporary "fast" */
1915 /* Temporary "slow" */
1921 /* Temporary "telepathy" */
1924 p_ptr->telepathy = TRUE;
1927 if (p_ptr->ele_immune)
1929 if (p_ptr->special_defense & DEFENSE_ACID)
1930 p_ptr->immune_acid = TRUE;
1931 else if (p_ptr->special_defense & DEFENSE_ELEC)
1932 p_ptr->immune_elec = TRUE;
1933 else if (p_ptr->special_defense & DEFENSE_FIRE)
1934 p_ptr->immune_fire = TRUE;
1935 else if (p_ptr->special_defense & DEFENSE_COLD)
1936 p_ptr->immune_cold = TRUE;
1939 /* Temporary see invisible */
1940 if (p_ptr->tim_invis)
1942 p_ptr->see_inv = TRUE;
1945 /* Temporary infravision boost */
1946 if (p_ptr->tim_infra)
1948 p_ptr->see_infra += 3;
1951 /* Temporary regeneration boost */
1952 if (p_ptr->tim_regen)
1954 p_ptr->regenerate = TRUE;
1957 /* Temporary levitation */
1958 if (p_ptr->tim_levitation)
1960 p_ptr->levitation = TRUE;
1963 /* Temporary reflection */
1964 if (p_ptr->tim_reflect)
1966 p_ptr->reflect = TRUE;
1969 /* Hack -- Hero/Shero -> Res fear */
1970 if (IS_HERO() || p_ptr->shero)
1972 p_ptr->resist_fear = TRUE;
1976 /* Hack -- Telepathy Change */
1977 if (p_ptr->telepathy != old_telepathy)
1979 p_ptr->update |= (PU_MONSTERS);
1982 if ((p_ptr->esp_animal != old_esp_animal) ||
1983 (p_ptr->esp_undead != old_esp_undead) ||
1984 (p_ptr->esp_demon != old_esp_demon) ||
1985 (p_ptr->esp_orc != old_esp_orc) ||
1986 (p_ptr->esp_troll != old_esp_troll) ||
1987 (p_ptr->esp_giant != old_esp_giant) ||
1988 (p_ptr->esp_dragon != old_esp_dragon) ||
1989 (p_ptr->esp_human != old_esp_human) ||
1990 (p_ptr->esp_evil != old_esp_evil) ||
1991 (p_ptr->esp_good != old_esp_good) ||
1992 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1993 (p_ptr->esp_unique != old_esp_unique))
1995 p_ptr->update |= (PU_MONSTERS);
1998 /* Hack -- See Invis Change */
1999 if (p_ptr->see_inv != old_see_inv)
2001 p_ptr->update |= (PU_MONSTERS);
2004 /* Bloating slows the player down (a little) */
2005 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2007 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2009 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2010 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2012 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2013 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2016 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2018 int penalty1, penalty2;
2019 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2020 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2021 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2023 penalty1 = penalty1 / 2 - 5;
2024 penalty2 = penalty2 / 2 - 5;
2027 p_ptr->dis_to_a += 10;
2031 if (penalty1 > 0) penalty1 /= 2;
2032 if (penalty2 > 0) penalty2 /= 2;
2034 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2036 penalty1 = MAX(0, penalty1 - 10);
2037 penalty2 = MAX(0, penalty2 - 10);
2039 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2041 penalty1 = MIN(0, penalty1);
2042 penalty2 = MIN(0, penalty2);
2044 p_ptr->dis_to_a += 10;
2048 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2050 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2053 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2054 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2055 p_ptr->to_h[0] -= (s16b)penalty1;
2056 p_ptr->to_h[1] -= (s16b)penalty2;
2057 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2058 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2061 /* Extract the current weight (in tenth pounds) */
2062 j = p_ptr->total_weight;
2066 /* Extract the "weight limit" (in tenth pounds) */
2067 i = (int)weight_limit();
2071 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2072 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2073 SPEED speed = riding_m_ptr->mspeed;
2075 if (riding_m_ptr->mspeed > 110)
2077 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2078 if (new_speed < 110) new_speed = 110;
2084 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2085 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2086 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2087 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2088 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2090 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2091 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2093 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;
2095 /* Extract the "weight limit" */
2096 i = 1500 + riding_r_ptr->level * 25;
2099 /* Apply "encumbrance" from weight */
2100 if (j > i) new_speed -= ((j - i) / (i / 5));
2102 /* Searching slows the player down */
2103 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2106 if (p_ptr->prace == RACE_MERFOLK)
2108 if (have_flag(f_ptr->flags, FF_WATER))
2110 new_speed += (2 + p_ptr->lev / 10);
2112 else if (!p_ptr->levitation)
2119 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2120 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2121 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2122 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2123 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2124 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2125 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2126 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2127 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2128 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2129 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2130 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2131 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2133 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2134 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2135 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2136 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2137 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2138 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2139 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2140 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2141 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2142 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2145 /* Obtain the "hold" value */
2146 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2149 /* Examine the "current bow" */
2150 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2152 /* It is hard to carholdry a heavy bow */
2153 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2154 if (p_ptr->heavy_shoot)
2156 /* Hard to wield a heavy bow */
2157 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2158 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2161 /* Compute "extra shots" if needed */
2164 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2166 /* Apply special flags */
2167 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2170 p_ptr->num_fire = calc_num_fire(o_ptr);
2172 /* Snipers love Cross bows */
2173 if ((p_ptr->pclass == CLASS_SNIPER) &&
2174 (p_ptr->tval_ammo == TV_BOLT))
2176 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2177 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2182 if (p_ptr->ryoute) hold *= 2;
2184 for (i = 0; i < 2; i++)
2186 /* Examine the "main weapon" */
2187 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2189 object_flags(o_ptr, flgs);
2191 /* Assume not heavy */
2192 p_ptr->heavy_wield[i] = FALSE;
2193 p_ptr->icky_wield[i] = FALSE;
2194 p_ptr->riding_wield[i] = FALSE;
2196 if (!has_melee_weapon(INVEN_RARM + i))
2198 p_ptr->num_blow[i] = 1;
2201 /* It is hard to hold a heavy weapon */
2202 if (hold < o_ptr->weight / 10)
2204 /* Hard to wield a heavy weapon */
2205 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2206 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2209 p_ptr->heavy_wield[i] = TRUE;
2211 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2213 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2216 p_ptr->dis_to_a += 5;
2219 /* Normal weapons */
2220 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2222 int str_index, dex_index;
2224 int num = 0, wgt = 0, mul = 0, div = 0;
2226 /* Analyze the class */
2227 switch (p_ptr->pclass)
2230 num = 6; wgt = 70; mul = 5; break;
2232 case CLASS_BERSERKER:
2233 num = 6; wgt = 70; mul = 7; break;
2236 case CLASS_HIGH_MAGE:
2237 case CLASS_BLUE_MAGE:
2238 num = 3; wgt = 100; mul = 2; break;
2241 case CLASS_MAGIC_EATER:
2242 case CLASS_MINDCRAFTER:
2243 num = 5; wgt = 100; mul = 3; break;
2246 num = 5; wgt = 40; mul = 3; break;
2249 num = 5; wgt = 70; mul = 4; break;
2253 num = 5; wgt = 70; mul = 4; break;
2256 num = 5; wgt = 150; mul = 5; break;
2258 case CLASS_WARRIOR_MAGE:
2259 case CLASS_RED_MAGE:
2260 num = 5; wgt = 70; mul = 3; break;
2262 case CLASS_CHAOS_WARRIOR:
2263 num = 5; wgt = 70; mul = 4; break;
2266 num = 5; wgt = 60; mul = 3; break;
2269 num = 4; wgt = 100; mul = 3; break;
2271 case CLASS_IMITATOR:
2272 num = 5; wgt = 70; mul = 4; break;
2274 case CLASS_BEASTMASTER:
2275 num = 5; wgt = 70; mul = 3; break;
2278 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2279 else { num = 5; wgt = 100; mul = 3; }
2282 case CLASS_SORCERER:
2283 num = 1; wgt = 1; mul = 1; break;
2288 num = 4; wgt = 70; mul = 2; break;
2290 case CLASS_FORCETRAINER:
2291 num = 4; wgt = 60; mul = 2; break;
2293 case CLASS_MIRROR_MASTER:
2294 num = 3; wgt = 100; mul = 3; break;
2297 num = 4; wgt = 20; mul = 1; break;
2300 /* Hex - extra mights gives +1 bonus to max blows */
2301 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2303 /* Enforce a minimum "weight" (tenth pounds) */
2304 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2306 /* Access the strength vs weight */
2307 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2309 if (p_ptr->ryoute && !omoi) str_index++;
2310 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2313 if (str_index > 11) str_index = 11;
2315 /* Index by dexterity */
2316 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2319 if (dex_index > 11) dex_index = 11;
2321 /* Use the blows table */
2322 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2325 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2327 /* Add in the "bonus blows" */
2328 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2331 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2332 else if (p_ptr->pclass == CLASS_BERSERKER)
2334 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2336 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2338 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2340 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2343 /* Require at least one blow */
2344 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2346 /* Boost digging skill by weapon weight */
2347 p_ptr->skill_dig += (o_ptr->weight / 10);
2351 /* Priest weapon penalty for non-blessed edged weapons */
2352 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2353 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2355 /* Reduce the real bonuses */
2356 p_ptr->to_h[i] -= 2;
2357 p_ptr->to_d[i] -= 2;
2359 /* Reduce the mental bonuses */
2360 p_ptr->dis_to_h[i] -= 2;
2361 p_ptr->dis_to_d[i] -= 2;
2364 p_ptr->icky_wield[i] = TRUE;
2366 else if (p_ptr->pclass == CLASS_BERSERKER)
2368 p_ptr->to_h[i] += p_ptr->lev / 5;
2369 p_ptr->to_d[i] += p_ptr->lev / 6;
2370 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2371 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2372 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2374 p_ptr->to_h[i] += p_ptr->lev / 5;
2375 p_ptr->to_d[i] += p_ptr->lev / 6;
2376 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2377 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2380 else if (p_ptr->pclass == CLASS_SORCERER)
2382 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2384 /* Reduce the real bonuses */
2385 p_ptr->to_h[i] -= 200;
2386 p_ptr->to_d[i] -= 200;
2388 /* Reduce the mental bonuses */
2389 p_ptr->dis_to_h[i] -= 200;
2390 p_ptr->dis_to_d[i] -= 200;
2393 p_ptr->icky_wield[i] = TRUE;
2397 /* Reduce the real bonuses */
2398 p_ptr->to_h[i] -= 30;
2399 p_ptr->to_d[i] -= 10;
2401 /* Reduce the mental bonuses */
2402 p_ptr->dis_to_h[i] -= 30;
2403 p_ptr->dis_to_d[i] -= 10;
2407 if (p_ptr->realm1 == REALM_HEX)
2409 if (object_is_cursed(o_ptr))
2411 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2412 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2413 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2414 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2415 if (hex_spelling(HEX_RUNESWORD))
2417 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2418 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2419 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2425 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2427 p_ptr->to_h[i] += 15;
2428 p_ptr->dis_to_h[i] += 15;
2429 p_ptr->to_dd[i] += 2;
2431 else if (!(have_flag(flgs, TR_RIDING)))
2434 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2440 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2442 if (penalty < 30) penalty = 30;
2444 p_ptr->to_h[i] -= (s16b)penalty;
2445 p_ptr->dis_to_h[i] -= (s16b)penalty;
2448 p_ptr->riding_wield[i] = TRUE;
2457 p_ptr->riding_ryoute = FALSE;
2459 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2460 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2462 switch (p_ptr->pclass)
2465 case CLASS_FORCETRAINER:
2466 case CLASS_BERSERKER:
2467 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2468 p_ptr->riding_ryoute = TRUE;
2473 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2475 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2479 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2481 if (penalty < 30) penalty = 30;
2483 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2484 p_ptr->to_h_b -= (s16b)penalty;
2485 p_ptr->dis_to_h_b -= (s16b)penalty;
2488 /* Different calculation for monks with empty hands */
2489 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2490 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2492 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2493 p_ptr->num_blow[0] = 0;
2495 if (p_ptr->pclass == CLASS_FORCETRAINER)
2497 if (blow_base > 18) p_ptr->num_blow[0]++;
2498 if (blow_base > 31) p_ptr->num_blow[0]++;
2499 if (blow_base > 44) p_ptr->num_blow[0]++;
2500 if (blow_base > 58) p_ptr->num_blow[0]++;
2503 p_ptr->to_d[0] += P_PTR_KI / 5;
2504 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2509 if (blow_base > 12) p_ptr->num_blow[0]++;
2510 if (blow_base > 22) p_ptr->num_blow[0]++;
2511 if (blow_base > 31) p_ptr->num_blow[0]++;
2512 if (blow_base > 39) p_ptr->num_blow[0]++;
2513 if (blow_base > 46) p_ptr->num_blow[0]++;
2514 if (blow_base > 53) p_ptr->num_blow[0]++;
2515 if (blow_base > 59) p_ptr->num_blow[0]++;
2518 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2519 p_ptr->num_blow[0] /= 2;
2522 p_ptr->to_h[0] += (p_ptr->lev / 3);
2523 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2525 p_ptr->to_d[0] += (p_ptr->lev / 6);
2526 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2529 if (p_ptr->special_defense & KAMAE_BYAKKO)
2532 p_ptr->dis_to_a -= 40;
2535 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2538 p_ptr->dis_to_a -= 50;
2539 p_ptr->resist_acid = TRUE;
2540 p_ptr->resist_fire = TRUE;
2541 p_ptr->resist_elec = TRUE;
2542 p_ptr->resist_cold = TRUE;
2543 p_ptr->resist_pois = TRUE;
2544 p_ptr->sh_fire = TRUE;
2545 p_ptr->sh_elec = TRUE;
2546 p_ptr->sh_cold = TRUE;
2547 p_ptr->levitation = TRUE;
2549 else if (p_ptr->special_defense & KAMAE_GENBU)
2551 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2552 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2553 p_ptr->reflect = TRUE;
2554 p_ptr->num_blow[0] -= 2;
2555 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2556 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2558 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2560 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2561 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2563 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2564 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2565 p_ptr->num_blow[0] /= 2;
2566 p_ptr->levitation = TRUE;
2569 p_ptr->num_blow[0] += 1 + extra_blows[0];
2572 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2574 p_ptr->monk_armour_aux = FALSE;
2578 p_ptr->monk_armour_aux = TRUE;
2581 for (i = 0; i < 2; i++)
2583 if (has_melee_weapon(INVEN_RARM + i))
2585 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2586 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2588 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2589 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2590 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2592 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2594 p_ptr->to_h[i] -= 40;
2595 p_ptr->dis_to_h[i] -= 40;
2596 p_ptr->icky_wield[i] = TRUE;
2599 else if (p_ptr->pclass == CLASS_NINJA)
2601 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2603 p_ptr->to_h[i] -= 40;
2604 p_ptr->dis_to_h[i] -= 40;
2605 p_ptr->icky_wield[i] = TRUE;
2606 p_ptr->num_blow[i] /= 2;
2607 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2613 /* Maximum speed is (+99). (internally it's 110 + 99) */
2614 /* Temporary lightspeed forces to be maximum speed */
2615 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2620 /* Minimum speed is (-99). (internally it's 110 - 99) */
2621 if (new_speed < 11) new_speed = 11;
2623 /* Display the speed (if needed) */
2624 if (p_ptr->pspeed != (byte)new_speed)
2626 p_ptr->pspeed = (byte)new_speed;
2627 p_ptr->redraw |= (PR_SPEED);
2632 if (p_ptr->to_a > (0 - p_ptr->ac))
2633 p_ptr->to_a = 0 - p_ptr->ac;
2634 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2635 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2638 /* Redraw armor (if needed) */
2639 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2641 p_ptr->redraw |= (PR_ARMOR);
2642 p_ptr->window |= (PW_PLAYER);
2645 if (p_ptr->ryoute && !omoi)
2647 int bonus_to_h = 0, bonus_to_d = 0;
2648 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2649 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);
2651 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2652 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2653 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2654 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2657 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;
2659 /* Affect Skill -- stealth (bonus one) */
2660 p_ptr->skill_stl += 1;
2662 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2664 /* Affect Skill -- disarming (DEX and INT) */
2665 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2666 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2668 /* Affect Skill -- magic devices (INT) */
2669 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2671 /* Affect Skill -- saving throw (WIS) */
2672 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2674 /* Affect Skill -- digging (STR) */
2675 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2677 /* Affect Skill -- disarming (Level, by Class) */
2678 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2680 /* Affect Skill -- magic devices (Level, by Class) */
2681 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2683 /* Affect Skill -- saving throw (Level, by Class) */
2684 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2686 /* Affect Skill -- stealth (Level, by Class) */
2687 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2689 /* Affect Skill -- search ability (Level, by Class) */
2690 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2692 /* Affect Skill -- search frequency (Level, by Class) */
2693 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2695 /* Affect Skill -- combat (normal) (Level, by Class) */
2696 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2698 /* Affect Skill -- combat (shooting) (Level, by Class) */
2699 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2701 /* Affect Skill -- combat (throwing) (Level, by Class) */
2702 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2705 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2707 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2708 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2711 /* Limit Skill -- stealth from 0 to 30 */
2712 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2713 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2715 /* Limit Skill -- digging from 1 up */
2716 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2718 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2720 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2722 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;
2724 if (down_saving) p_ptr->skill_sav /= 2;
2726 /* Hack -- Each elemental immunity includes resistance */
2727 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2728 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2729 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2730 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2733 /* Hack -- handle "xtra" mode */
2734 if (character_xtra) return;
2736 /* Take note when "heavy bow" changes */
2737 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2739 if (p_ptr->heavy_shoot)
2741 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."));
2743 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2745 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."));
2749 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."));
2753 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2756 for (i = 0; i < 2; i++)
2758 /* Take note when "heavy weapon" changes */
2759 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2761 if (p_ptr->heavy_wield[i])
2763 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."));
2765 else if (has_melee_weapon(INVEN_RARM + i))
2767 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2769 else if (p_ptr->heavy_wield[1 - i])
2771 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2775 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."));
2779 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2782 /* Take note when "heavy weapon" changes */
2783 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2785 if (p_ptr->riding_wield[i])
2787 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."));
2789 else if (!p_ptr->riding)
2791 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2793 else if (has_melee_weapon(INVEN_RARM + i))
2795 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2798 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2801 /* Take note when "illegal weapon" changes */
2802 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2804 if (p_ptr->icky_wield[i])
2806 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."));
2809 chg_virtue(V_FAITH, -1);
2812 else if (has_melee_weapon(INVEN_RARM + i))
2814 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."));
2818 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."));
2822 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2826 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2828 if (p_ptr->riding_ryoute)
2831 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" : "");
2833 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2839 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" : "");
2841 msg_print("You began to control riding pet with one hand.");
2845 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2848 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2852 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."));
2855 chg_virtue(V_HARMONY, -1);
2860 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2863 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2866 for (i = 0; i < INVEN_PACK; i++)
2869 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2870 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2872 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2873 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2876 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)
2878 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2879 next_o_idx = o_ptr->next_o_idx;
2882 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2883 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2885 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2886 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2889 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2891 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2893 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2894 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2897 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)))
2899 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2900 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2903 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2905 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2906 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2909 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2911 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2912 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2917 static void calc_alignment(void)
2921 int i, j, neutral[2];
2923 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2925 monster_type *m_ptr;
2926 monster_race *r_ptr;
2927 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2928 if (!monster_is_valid(m_ptr)) continue;
2929 r_ptr = &r_info[m_ptr->r_idx];
2933 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2934 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2938 if (p_ptr->mimic_form)
2940 switch (p_ptr->mimic_form)
2943 p_ptr->align -= 200;
2945 case MIMIC_DEMON_LORD:
2946 p_ptr->align -= 200;
2952 switch (p_ptr->prace)
2955 p_ptr->align += 200;
2958 p_ptr->align -= 200;
2963 for (i = 0; i < 2; i++)
2965 if (has_melee_weapon(INVEN_RARM + i))
2967 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2971 /* Determine player alignment */
2972 for (i = 0, j = 0; i < 8; i++)
2974 switch (p_ptr->vir_types[i])
2977 p_ptr->align += p_ptr->virtues[i] * 2;
2987 p_ptr->align -= p_ptr->virtues[i];
2990 p_ptr->align += p_ptr->virtues[i];
2995 for (i = 0; i < j; i++)
2997 if (p_ptr->align > 0)
2999 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3000 if (p_ptr->align < 0) p_ptr->align = 0;
3002 else if (p_ptr->align < 0)
3004 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3005 if (p_ptr->align > 0) p_ptr->align = 0;
3011 * @brief プレイヤーの最大HPを計算する /
3012 * Calculate the players (maximal) hit points
3013 * Adjust current hitpoints if necessary
3017 static void calc_hitpoints(void)
3022 /* Un-inflate "half-hitpoint bonus per level" value */
3023 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3025 /* Calculate hitpoints */
3026 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3028 if (p_ptr->mimic_form)
3030 if (p_ptr->pclass == CLASS_SORCERER)
3031 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3033 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3034 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3037 if (p_ptr->pclass == CLASS_SORCERER)
3039 if (p_ptr->lev < 30)
3040 mhp = (mhp * (45 + p_ptr->lev) / 100);
3042 mhp = (mhp * 75 / 100);
3043 bonus = (bonus * 65 / 100);
3048 if (p_ptr->pclass == CLASS_BERSERKER)
3050 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3053 /* Always have at least one hitpoint per level */
3054 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3056 /* Factor in the hero / superhero settings */
3057 if (IS_HERO()) mhp += 10;
3058 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3059 if (p_ptr->tsuyoshi) mhp += 50;
3061 /* Factor in the hex spell settings */
3062 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3063 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3065 /* New maximum hitpoints */
3066 if (p_ptr->mhp != mhp)
3068 /* Enforce maximum */
3069 if (p_ptr->chp >= mhp)
3072 p_ptr->chp_frac = 0;
3076 /* レベルアップの時は上昇量を表示する */
3077 if ((level_up == 1) && (mhp > p_ptr->mhp))
3079 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3082 /* Save the new max-hitpoints */
3085 /* Display hitpoints (later) */
3086 p_ptr->redraw |= (PR_HP);
3087 p_ptr->window |= (PW_PLAYER);
3092 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3095 * SWD: Experimental modification: multiple light sources have additive effect.
3097 static void calc_torch(void)
3102 BIT_FLAGS flgs[TR_FLAG_SIZE];
3104 /* Assume no light */
3105 p_ptr->cur_lite = 0;
3107 /* Loop through all wielded items */
3108 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3110 o_ptr = &p_ptr->inventory_list[i];
3111 /* Skip empty slots */
3112 if (!o_ptr->k_idx) continue;
3114 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3117 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3119 if (o_ptr->tval == TV_LITE)
3121 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3122 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3125 object_flags(o_ptr, flgs);
3127 /* calc the lite_radius */
3130 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3131 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3132 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3133 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3134 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3135 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3136 p_ptr->cur_lite += rad;
3139 /* max radius is 14 (was 5) without rewriting other code -- */
3140 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3141 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3142 p_ptr->cur_lite = 1;
3145 * check if the player doesn't have light radius,
3146 * but does weakly glow as an intrinsic.
3148 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3150 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3151 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3153 /* end experimental mods */
3155 /* Notice changes in the "lite radius" */
3156 if (p_ptr->old_lite != p_ptr->cur_lite)
3158 /* Hack -- PU_MON_LITE for monsters' darkness */
3159 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3161 /* Remember the old lite */
3162 p_ptr->old_lite = p_ptr->cur_lite;
3164 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3165 set_superstealth(FALSE);
3170 * @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。 /
3171 * Calculate number of spells player should have, and forget,
3172 * or remember, spells until that number is properly reflected.
3175 * Note that this function induces various "status" messages,
3176 * which must be bypasses until the character is created.
3178 static void calc_spells(void)
3180 int i, j, k, levels;
3182 int num_boukyaku = 0;
3184 const magic_type *s_ptr;
3190 /* Hack -- must be literate */
3191 if (!mp_ptr->spell_book) return;
3193 /* Hack -- wait for creation */
3194 if (!character_generated) return;
3196 /* Hack -- handle "xtra" mode */
3197 if (character_xtra) return;
3199 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3201 p_ptr->new_spells = 0;
3205 p = spell_category_name(mp_ptr->spell_book);
3207 /* Determine the number of spells allowed */
3208 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3210 /* Hack -- no negative spells */
3211 if (levels < 0) levels = 0;
3213 /* Extract total allowed spells */
3214 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3216 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3220 if (p_ptr->pclass == CLASS_SAMURAI)
3224 else if (p_ptr->realm2 == REALM_NONE)
3226 num_allowed = (num_allowed + 1) / 2;
3227 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3229 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3231 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3235 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3238 /* Count the number of spells we know */
3239 for (j = 0; j < 64; j++)
3241 /* Count known spells */
3243 (p_ptr->spell_forgotten1 & (1L << j)) :
3244 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3250 /* See how many spells we must forget or may learn */
3251 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3253 /* Forget spells which are too hard */
3254 for (i = 63; i >= 0; i--)
3256 /* Efficiency -- all done */
3257 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3259 /* Access the spell */
3260 j = p_ptr->spell_order[i];
3262 /* Skip non-spells */
3263 if (j >= 99) continue;
3267 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3270 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3272 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3275 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3277 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3279 /* Skip spells we are allowed to know */
3280 if (s_ptr->slevel <= p_ptr->lev) continue;
3284 (p_ptr->spell_learned1 & (1L << j)) :
3285 (p_ptr->spell_learned2 & (1L << (j - 32))))
3287 /* Mark as forgotten */
3290 p_ptr->spell_forgotten1 |= (1L << j);
3291 which = p_ptr->realm1;
3295 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3296 which = p_ptr->realm2;
3299 /* No longer known */
3302 p_ptr->spell_learned1 &= ~(1L << j);
3303 which = p_ptr->realm1;
3307 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3308 which = p_ptr->realm2;
3312 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3314 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3318 /* One more can be learned */
3319 p_ptr->new_spells++;
3324 /* Forget spells if we know too many spells */
3325 for (i = 63; i >= 0; i--)
3327 /* Stop when possible */
3328 if (p_ptr->new_spells >= 0) break;
3330 /* Efficiency -- all done */
3331 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3333 /* Get the (i+1)th spell learned */
3334 j = p_ptr->spell_order[i];
3336 /* Skip unknown spells */
3337 if (j >= 99) continue;
3339 /* Forget it (if learned) */
3341 (p_ptr->spell_learned1 & (1L << j)) :
3342 (p_ptr->spell_learned2 & (1L << (j - 32))))
3344 /* Mark as forgotten */
3347 p_ptr->spell_forgotten1 |= (1L << j);
3348 which = p_ptr->realm1;
3352 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3353 which = p_ptr->realm2;
3356 /* No longer known */
3359 p_ptr->spell_learned1 &= ~(1L << j);
3360 which = p_ptr->realm1;
3364 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3365 which = p_ptr->realm2;
3369 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3371 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3375 /* One more can be learned */
3376 p_ptr->new_spells++;
3381 /* Check for spells to remember */
3382 for (i = 0; i < 64; i++)
3384 /* None left to remember */
3385 if (p_ptr->new_spells <= 0) break;
3387 /* Efficiency -- all done */
3388 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3390 /* Get the next spell we learned */
3391 j = p_ptr->spell_order[i];
3393 /* Skip unknown spells */
3396 /* Access the spell */
3397 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3400 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3402 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3405 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3407 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3409 /* Skip spells we cannot remember */
3410 if (s_ptr->slevel > p_ptr->lev) continue;
3412 /* First set of spells */
3414 (p_ptr->spell_forgotten1 & (1L << j)) :
3415 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3417 /* No longer forgotten */
3420 p_ptr->spell_forgotten1 &= ~(1L << j);
3421 which = p_ptr->realm1;
3425 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3426 which = p_ptr->realm2;
3429 /* Known once more */
3432 p_ptr->spell_learned1 |= (1L << j);
3433 which = p_ptr->realm1;
3437 p_ptr->spell_learned2 |= (1L << (j - 32));
3438 which = p_ptr->realm2;
3442 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3444 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3448 /* One less can be learned */
3449 p_ptr->new_spells--;
3455 if (p_ptr->realm2 == REALM_NONE)
3457 /* Count spells that can be learned */
3458 for (j = 0; j < 32; j++)
3460 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3461 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3463 /* Skip spells we cannot remember */
3464 if (s_ptr->slevel > p_ptr->lev) continue;
3466 /* Skip spells we already know */
3467 if (p_ptr->spell_learned1 & (1L << j))
3476 if ((p_ptr->new_spells > k) &&
3477 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3479 p_ptr->new_spells = (s16b)k;
3483 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3485 /* Spell count changed */
3486 if (p_ptr->old_spells != p_ptr->new_spells)
3488 /* Message if needed */
3489 if (p_ptr->new_spells)
3492 if (p_ptr->new_spells < 10) {
3493 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3496 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3499 msg_format("You can learn %d more %s%s.",
3500 p_ptr->new_spells, p,
3501 (p_ptr->new_spells != 1) ? "s" : "");
3506 /* Save the new_spells value */
3507 p_ptr->old_spells = p_ptr->new_spells;
3509 /* Redraw Study Status */
3510 p_ptr->redraw |= (PR_STUDY);
3512 /* Redraw object recall */
3513 p_ptr->window |= (PW_OBJECT);
3518 * @brief プレイヤーの最大MPを計算する /
3519 * Calculate maximum mana. You do not need to know any spells.
3520 * Note that mana is lowered by heavy (or inappropriate) armor.
3523 * This function induces status messages.
3525 static void calc_mana(void)
3527 int msp, levels, cur_wgt, max_wgt;
3532 /* Hack -- Must be literate */
3533 if (!mp_ptr->spell_book) return;
3535 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3536 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3537 (p_ptr->pclass == CLASS_BLUE_MAGE))
3539 levels = p_ptr->lev;
3543 if (mp_ptr->spell_first > p_ptr->lev)
3548 /* Display mana later */
3549 p_ptr->redraw |= (PR_MANA);
3553 /* Extract "effective" player level */
3554 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3557 if (p_ptr->pclass == CLASS_SAMURAI)
3559 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3560 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3564 /* Extract total mana */
3565 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3567 /* Hack -- usually add one mana */
3570 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3572 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3574 /* Hack: High mages have a 25% mana bonus */
3575 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3577 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3580 /* Only mages are affected */
3581 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3583 BIT_FLAGS flgs[TR_FLAG_SIZE];
3585 /* Assume player is not encumbered by gloves */
3586 p_ptr->cumber_glove = FALSE;
3588 /* Get the gloves */
3589 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3591 /* Examine the gloves */
3592 object_flags(o_ptr, flgs);
3594 /* Normal gloves hurt mage-type spells */
3596 !(have_flag(flgs, TR_FREE_ACT)) &&
3597 !(have_flag(flgs, TR_DEC_MANA)) &&
3598 !(have_flag(flgs, TR_EASY_SPELL)) &&
3599 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3600 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3603 p_ptr->cumber_glove = TRUE;
3606 msp = (3 * msp) / 4;
3611 /* Assume player not encumbered by armor */
3612 p_ptr->cumber_armor = FALSE;
3614 /* Weigh the armor */
3616 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3617 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3618 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3619 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3620 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3621 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3622 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3624 /* Subtract a percentage of maximum mana. */
3625 switch (p_ptr->pclass)
3627 /* For these classes, mana is halved if armour
3628 * is 30 pounds over their weight limit. */
3630 case CLASS_HIGH_MAGE:
3631 case CLASS_BLUE_MAGE:
3633 case CLASS_FORCETRAINER:
3634 case CLASS_SORCERER:
3636 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3637 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3641 /* Mana halved if armour is 40 pounds over weight limit. */
3646 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3647 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3651 case CLASS_MINDCRAFTER:
3652 case CLASS_BEASTMASTER:
3653 case CLASS_MIRROR_MASTER:
3655 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3656 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3660 /* Mana halved if armour is 50 pounds over weight limit. */
3663 case CLASS_RED_MAGE:
3664 case CLASS_WARRIOR_MAGE:
3666 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3667 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3671 /* Mana halved if armour is 60 pounds over weight limit. */
3673 case CLASS_CHAOS_WARRIOR:
3675 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3676 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3680 /* For new classes created, but not yet added to this formula. */
3687 /* Determine the weight allowance */
3688 max_wgt = mp_ptr->spell_weight;
3690 /* Heavy armor penalizes mana by a percentage. -LM- */
3691 if ((cur_wgt - max_wgt) > 0)
3694 p_ptr->cumber_armor = TRUE;
3696 /* Subtract a percentage of maximum mana. */
3697 switch (p_ptr->pclass)
3699 /* For these classes, mana is halved if armour
3700 * is 30 pounds over their weight limit. */
3702 case CLASS_HIGH_MAGE:
3703 case CLASS_BLUE_MAGE:
3705 msp -= msp * (cur_wgt - max_wgt) / 600;
3709 /* Mana halved if armour is 40 pounds over weight limit. */
3711 case CLASS_MINDCRAFTER:
3712 case CLASS_BEASTMASTER:
3714 case CLASS_FORCETRAINER:
3716 case CLASS_MIRROR_MASTER:
3718 msp -= msp * (cur_wgt - max_wgt) / 800;
3722 case CLASS_SORCERER:
3724 msp -= msp * (cur_wgt - max_wgt) / 900;
3728 /* Mana halved if armour is 50 pounds over weight limit. */
3732 case CLASS_RED_MAGE:
3734 msp -= msp * (cur_wgt - max_wgt) / 1000;
3738 /* Mana halved if armour is 60 pounds over weight limit. */
3740 case CLASS_CHAOS_WARRIOR:
3741 case CLASS_WARRIOR_MAGE:
3743 msp -= msp * (cur_wgt - max_wgt) / 1200;
3749 p_ptr->cumber_armor = FALSE;
3753 /* For new classes created, but not yet added to this formula. */
3756 msp -= msp * (cur_wgt - max_wgt) / 800;
3762 /* Mana can never be negative */
3763 if (msp < 0) msp = 0;
3766 /* Maximum mana has changed */
3767 if (p_ptr->msp != msp)
3769 /* Enforce maximum */
3770 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3773 p_ptr->csp_frac = 0;
3777 /* レベルアップの時は上昇量を表示する */
3778 if ((level_up == 1) && (msp > p_ptr->msp))
3780 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3786 /* Display mana later */
3787 p_ptr->redraw |= (PR_MANA);
3788 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3792 /* Hack -- handle "xtra" mode */
3793 if (character_xtra) return;
3795 /* Take note when "glove state" changes */
3796 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3798 if (p_ptr->cumber_glove)
3800 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."));
3804 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."));
3808 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3812 /* Take note when "armor state" changes */
3813 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3815 if (p_ptr->cumber_armor)
3817 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."));
3821 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."));
3825 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3830 * @brief 装備中の射撃武器の威力倍率を返す /
3831 * calcurate the fire rate of target object
3832 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3833 * @return 射撃倍率の値(100で1.00倍)
3835 s16b calc_num_fire(object_type *o_ptr)
3837 int extra_shots = 0;
3840 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3842 BIT_FLAGS flgs[TR_FLAG_SIZE];
3844 /* Scan the usable p_ptr->inventory_list */
3845 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3847 q_ptr = &p_ptr->inventory_list[i];
3848 if (!q_ptr->k_idx) continue;
3850 /* Do not apply current equip */
3851 if (i == INVEN_BOW) continue;
3853 object_flags(q_ptr, flgs);
3856 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3859 object_flags(o_ptr, flgs);
3860 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3862 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3866 num += (extra_shots * 100);
3868 /* Hack -- Rangers love Bows */
3869 if ((p_ptr->pclass == CLASS_RANGER) &&
3870 (tval_ammo == TV_ARROW))
3872 num += (p_ptr->lev * 4);
3875 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3876 (tval_ammo == TV_ARROW))
3878 num += (p_ptr->lev * 3);
3881 if (p_ptr->pclass == CLASS_ARCHER)
3883 if (tval_ammo == TV_ARROW)
3884 num += ((p_ptr->lev * 5) + 50);
3885 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3886 num += (p_ptr->lev * 4);
3890 * Addendum -- also "Reward" high level warriors,
3891 * with _any_ missile weapon -- TY
3893 if (p_ptr->pclass == CLASS_WARRIOR &&
3894 (tval_ammo <= TV_BOLT) &&
3895 (tval_ammo >= TV_SHOT))
3897 num += (p_ptr->lev * 2);
3899 if ((p_ptr->pclass == CLASS_ROGUE) &&
3900 (tval_ammo == TV_SHOT))
3902 num += (p_ptr->lev * 4);
3909 * @brief プレイヤーの所持重量制限を計算する /
3910 * Computes current weight limit.
3913 WEIGHT weight_limit(void)
3917 /* Weight limit based only on strength */
3918 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3919 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3921 /* Return the result */
3926 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3927 * @param i 判定する手のID(右手:0 左手:1)
3928 * @return 持っているならばTRUE
3930 bool has_melee_weapon(int i)
3932 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3936 * @brief プレイヤーの現在開いている手の状態を返す
3937 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
3938 * @return 開いている手のビットフラグ
3940 BIT_FLAGS16 empty_hands(bool riding_control)
3942 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3944 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3945 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3947 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3949 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3950 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3958 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
3959 * @return ペナルティが適用されるならばTRUE。
3961 bool heavy_armor(void)
3963 WEIGHT monk_arm_wgt = 0;
3965 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3967 /* Weight the armor */
3968 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3969 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3970 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3971 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3972 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3973 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3974 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3976 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3980 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
3982 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
3984 void update_creature(player_type *creature_ptr)
3986 if (!creature_ptr->update) return;
3988 /* Actually do auto-destroy */
3989 if (creature_ptr->update & (PU_AUTODESTROY))
3991 creature_ptr->update &= ~(PU_AUTODESTROY);
3992 autopick_delayed_alter();
3994 if (creature_ptr->update & (PU_COMBINE))
3996 creature_ptr->update &= ~(PU_COMBINE);
4000 /* Reorder the pack */
4001 if (creature_ptr->update & (PU_REORDER))
4003 creature_ptr->update &= ~(PU_REORDER);
4007 if (creature_ptr->update & (PU_BONUS))
4009 creature_ptr->update &= ~(PU_BONUS);
4014 if (creature_ptr->update & (PU_TORCH))
4016 creature_ptr->update &= ~(PU_TORCH);
4020 if (creature_ptr->update & (PU_HP))
4022 creature_ptr->update &= ~(PU_HP);
4026 if (creature_ptr->update & (PU_MANA))
4028 creature_ptr->update &= ~(PU_MANA);
4032 if (creature_ptr->update & (PU_SPELLS))
4034 creature_ptr->update &= ~(PU_SPELLS);
4038 /* Character is not ready yet, no screen updates */
4039 if (!character_generated) return;
4041 /* Character is in "icky" mode, no screen updates */
4042 if (character_icky) return;
4044 if (creature_ptr->update & (PU_UN_LITE))
4046 creature_ptr->update &= ~(PU_UN_LITE);
4050 if (creature_ptr->update & (PU_UN_VIEW))
4052 creature_ptr->update &= ~(PU_UN_VIEW);
4056 if (creature_ptr->update & (PU_VIEW))
4058 creature_ptr->update &= ~(PU_VIEW);
4062 if (creature_ptr->update & (PU_LITE))
4064 creature_ptr->update &= ~(PU_LITE);
4069 if (creature_ptr->update & (PU_FLOW))
4071 creature_ptr->update &= ~(PU_FLOW);
4075 if (creature_ptr->update & (PU_DISTANCE))
4077 creature_ptr->update &= ~(PU_DISTANCE);
4079 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4080 /* creature_ptr->update &= ~(PU_MONSTERS); */
4082 update_monsters(TRUE);
4085 if (creature_ptr->update & (PU_MON_LITE))
4087 creature_ptr->update &= ~(PU_MON_LITE);
4092 * Mega-Hack -- Delayed visual update
4093 * Only used if update_view(), update_lite() or update_mon_lite() was called
4095 if (creature_ptr->update & (PU_DELAY_VIS))
4097 creature_ptr->update &= ~(PU_DELAY_VIS);
4098 delayed_visual_update();
4101 if (creature_ptr->update & (PU_MONSTERS))
4103 creature_ptr->update &= ~(PU_MONSTERS);
4104 update_monsters(FALSE);
4109 * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
4110 * @return 魔道書を一冊も持っていないならTRUEを返す
4112 bool player_has_no_spellbooks(void)
4117 for (i = 0; i < INVEN_PACK; i++)
4119 o_ptr = &p_ptr->inventory_list[i];
4120 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4123 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4125 o_ptr = ¤t_floor_ptr->o_list[i];
4126 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4132 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4134 creature_ptr->energy_use = (ENERGY)need_cost;
4137 void free_turn(player_type *creature_ptr)
4139 creature_ptr->energy_use = 0;
4143 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4146 * @return 配置に成功したらTRUE
4148 bool player_place(POSITION y, POSITION x)
4150 /* Paranoia XXX XXX */
4151 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4153 /* Save player location */
4162 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
4165 void wreck_the_pattern(void)
4169 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4171 if (pattern_type == PATTERN_TILE_WRECKED)
4173 /* Ruined already */
4177 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4178 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4180 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4181 to_ruin = randint1(45) + 35;
4185 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4187 if (pattern_tile(r_y, r_x) &&
4188 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4190 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4194 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4199 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4200 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4201 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
4204 void sanity_blast(monster_type *m_ptr, bool necro)
4208 if (p_ptr->inside_battle || !character_dungeon) return;
4210 if (!necro && m_ptr)
4212 GAME_TEXT m_name[MAX_NLEN];
4213 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4215 power = r_ptr->level / 2;
4217 monster_desc(m_name, m_ptr, 0);
4219 if (!(r_ptr->flags1 & RF1_UNIQUE))
4221 if (r_ptr->flags1 & RF1_FRIENDS)
4226 if (!is_loading_now)
4227 return; /* No effect yet, just loaded... */
4230 return; /* Cannot see it for some reason */
4232 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4236 return; /* Pet eldritch horrors are safe most of the time */
4238 if (randint1(100) > power) return;
4240 if (saving_throw(p_ptr->skill_sav - power))
4242 return; /* Save, no adverse effects */
4247 /* Something silly happens... */
4248 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4249 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4253 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4254 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4257 return; /* Never mind; we can't see it clearly enough */
4260 /* Something frightening happens... */
4261 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4262 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4264 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4266 /* Demon characters are unaffected */
4267 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4268 if (p_ptr->wizard) return;
4270 /* Undead characters are 50% likely to be unaffected */
4271 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4272 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4273 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4275 if (saving_throw(25 + p_ptr->lev)) return;
4280 monster_race *r_ptr;
4281 GAME_TEXT m_name[MAX_NLEN];
4284 get_mon_num_prep(get_nightmare, NULL);
4286 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4287 power = r_ptr->level + 10;
4288 desc = r_name + r_ptr->name;
4290 get_mon_num_prep(NULL, NULL);
4293 if (!(r_ptr->flags1 & RF1_UNIQUE))
4294 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4297 sprintf(m_name, "%s", desc);
4299 if (!(r_ptr->flags1 & RF1_UNIQUE))
4301 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4305 if (saving_throw(p_ptr->skill_sav * 100 / power))
4307 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4314 /* Something silly happens... */
4315 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4316 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4320 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4321 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4324 /* Never mind; we can't see it clearly enough */
4328 /* Something frightening happens... */
4329 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4330 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4332 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4334 if (!p_ptr->mimic_form)
4336 switch (p_ptr->prace)
4338 /* Demons may make a saving throw */
4341 if (saving_throw(20 + p_ptr->lev)) return;
4343 /* Undead may make a saving throw */
4348 if (saving_throw(10 + p_ptr->lev)) return;
4354 /* Demons may make a saving throw */
4355 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4357 if (saving_throw(20 + p_ptr->lev)) return;
4359 /* Undead may make a saving throw */
4360 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4362 if (saving_throw(10 + p_ptr->lev)) return;
4368 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4371 if (saving_throw(p_ptr->skill_sav - power))
4377 (void)do_dec_stat(A_INT);
4378 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4381 (void)do_dec_stat(A_WIS);
4382 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4384 switch (randint1(21))
4387 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4389 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4391 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4395 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4398 if (p_ptr->muta3 & MUT3_HYPER_INT)
4400 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4401 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4403 p_ptr->muta3 |= MUT3_MORONIC;
4409 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4411 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4413 /* Duh, the following should never happen, but anyway... */
4414 if (p_ptr->muta3 & MUT3_FEARLESS)
4416 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4417 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4420 p_ptr->muta2 |= MUT2_COWARDICE;
4426 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4428 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4429 p_ptr->muta2 |= MUT2_HALLU;
4435 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4437 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4438 p_ptr->muta2 |= MUT2_BERS_RAGE;
4448 if (!p_ptr->resist_conf)
4450 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4452 if (!p_ptr->free_act)
4454 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4456 if (!p_ptr->resist_chaos)
4458 (void)set_image(p_ptr->image + randint0(250) + 150);
4467 if (lose_all_info())
4468 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4472 p_ptr->update |= PU_BONUS;
4478 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4479 * Advance experience levels and print experience
4482 void check_experience(void)
4484 bool level_reward = FALSE;
4485 bool level_mutation = FALSE;
4486 bool level_inc_stat = FALSE;
4487 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4488 PLAYER_LEVEL old_lev = p_ptr->lev;
4490 /* Hack -- lower limit */
4491 if (p_ptr->exp < 0) p_ptr->exp = 0;
4492 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4493 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4495 /* Hack -- upper limit */
4496 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4497 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4498 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4500 /* Hack -- maintain "max" experience */
4501 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4503 /* Hack -- maintain "max max" experience */
4504 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4506 /* Redraw experience */
4507 p_ptr->redraw |= (PR_EXP);
4511 /* Lose levels while possible */
4512 while ((p_ptr->lev > 1) &&
4513 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4517 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4518 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4519 p_ptr->window |= (PW_PLAYER);
4524 /* Gain levels while possible */
4525 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4526 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4531 /* Save the highest level */
4532 if (p_ptr->lev > p_ptr->max_plv)
4534 p_ptr->max_plv = p_ptr->lev;
4536 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4537 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4539 level_reward = TRUE;
4541 if (p_ptr->prace == RACE_BEASTMAN)
4543 if (one_in_(5)) level_mutation = TRUE;
4545 level_inc_stat = TRUE;
4547 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4552 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4554 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4555 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4556 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4566 if (!(p_ptr->max_plv % 10))
4575 cnv_stat(p_ptr->stat_max[0], tmp);
4576 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4577 cnv_stat(p_ptr->stat_max[1], tmp);
4578 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4579 cnv_stat(p_ptr->stat_max[2], tmp);
4580 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4581 cnv_stat(p_ptr->stat_max[3], tmp);
4582 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4583 cnv_stat(p_ptr->stat_max[4], tmp);
4584 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4585 cnv_stat(p_ptr->stat_max[5], tmp);
4586 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4589 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4594 if ((choice >= 'a') && (choice <= 'f')) break;
4596 for (n = 0; n < A_MAX; n++)
4597 if (n != choice - 'a')
4599 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4601 do_inc_stat(choice - 'a');
4604 else if (!(p_ptr->max_plv % 2))
4605 do_inc_stat(randint0(6));
4610 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4611 (void)gain_mutation(p_ptr, 0);
4612 level_mutation = FALSE;
4616 * 報酬でレベルが上ると再帰的に check_experience() が
4621 gain_level_reward(0);
4622 level_reward = FALSE;
4625 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4626 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4627 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4631 /* Load an autopick preference file */
4632 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4636 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
4638 * @param out_val 出力先文字列ポインタ
4641 void cnv_stat(int val, char *out_val)
4646 int bonus = (val - 18);
4650 sprintf(out_val, "18/%3s", "***");
4652 else if (bonus >= 100)
4654 sprintf(out_val, "18/%03d", bonus);
4658 sprintf(out_val, " 18/%02d", bonus);
4665 sprintf(out_val, " %2d", val);
4670 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
4671 * Modify a stat value by a "modifier", return new value
4673 * @param amount 加減算値
4677 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4678 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4679 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4680 * Or even: 18/13, 18/03, 18, 17, ..., 3
4683 s16b modify_stat_value(int value, int amount)
4690 /* Apply each point */
4691 for (i = 0; i < amount; i++)
4693 /* One point at a time */
4694 if (value < 18) value++;
4696 /* Ten "points" at a time */
4702 else if (amount < 0)
4704 /* Apply each point */
4705 for (i = 0; i < (0 - amount); i++)
4707 /* Ten points at a time */
4708 if (value >= 18 + 10) value -= 10;
4710 /* Hack -- prevent weirdness */
4711 else if (value > 18) value = 18;
4713 /* One point at a time */
4714 else if (value > 3) value--;
4718 /* Return new value */
4719 return (s16b)(value);
4725 * Hack -- Calculates the total number of points earned -JWT-
4729 long calc_score(void)
4733 u32b point, point_h, point_l;
4734 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4736 if (!preserve_mode) mult += 10;
4737 if (!autoroller) mult += 10;
4738 if (!smart_learn) mult -= 20;
4739 if (smart_cheat) mult += 30;
4740 if (ironman_shops) mult += 50;
4741 if (ironman_small_levels) mult += 10;
4742 if (ironman_empty_levels) mult += 20;
4743 if (!powerup_home) mult += 50;
4744 if (ironman_rooms) mult += 100;
4745 if (ironman_nightmare) mult += 100;
4747 if (mult < 5) mult = 5;
4749 for (i = 0; i < max_d_idx; i++)
4750 if (max_dlv[i] > max_dl)
4751 max_dl = max_dlv[i];
4753 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4754 point_h = point_l / 0x10000L;
4755 point_l = point_l % 0x10000L;
4758 point_h += point_l / 0x10000L;
4759 point_l %= 0x10000L;
4761 point_l += ((point_h % 100) << 16);
4765 point = (point_h << 16) + (point_l);
4766 if (p_ptr->arena_number >= 0)
4767 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4769 if (ironman_downward) point *= 2;
4770 if (p_ptr->pclass == CLASS_BERSERKER)
4772 if (p_ptr->prace == RACE_SPECTRE)
4776 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4779 if (p_ptr->total_winner) point = 2;
4781 if (easy_band) point = (0 - point);