7 #include "player-move.h"
8 #include "player-status.h"
9 #include "player-effects.h"
10 #include "player-skill.h"
11 #include "player-race.h"
12 #include "player-class.h"
13 #include "player-personality.h"
14 #include "player-damage.h"
16 #include "floor-events.h"
21 #include "spells-status.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
26 #include "monster-status.h"
27 #include "monsterrace-hook.h"
30 #include "realm-hex.h"
31 #include "realm-song.h"
33 #include "cmd-spell.h"
35 #include "objectkind.h"
36 #include "monsterrace.h"
41 #include "view-mainwindow.h"
43 #include "cmd-magiceat.h"
46 * @brief 能力値テーブル / Abbreviations of healthy stats
48 const concptr stat_names[6] =
51 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
53 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
59 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
61 const concptr stat_names_reduced[6] =
64 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
66 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
71 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
72 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
73 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
74 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
78 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
80 static concptr horror_desc[MAX_SAN_HORROR] =
136 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
138 static concptr funny_desc[MAX_SAN_FUNNY] =
199 * @var funny_comments
200 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
202 static concptr funny_comments[MAX_SAN_COMMENT] =
223 * @brief 基本必要経験値テーブル /
224 * Base experience levels, may be adjusted up for race and/or class
226 const s32b player_exp[PY_MAX_LEVEL] =
282 * @brief 基本必要強化値テーブル(アンドロイド専用)
284 const s32b player_exp_a[PY_MAX_LEVEL] =
340 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
341 * Stat Table (INT/WIS) -- Number of half-spells per level
343 const byte adj_mag_study[] =
370 4 /* 18/100-18/109 */,
371 4 /* 18/110-18/119 */,
372 5 /* 18/120-18/129 */,
373 5 /* 18/130-18/139 */,
374 5 /* 18/140-18/149 */,
375 5 /* 18/150-18/159 */,
376 5 /* 18/160-18/169 */,
377 5 /* 18/170-18/179 */,
378 5 /* 18/180-18/189 */,
379 5 /* 18/190-18/199 */,
380 5 /* 18/200-18/209 */,
381 6 /* 18/210-18/219 */,
388 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
390 const byte adj_mag_mana[] =
407 10 /* 18/00-18/09 */,
408 11 /* 18/10-18/19 */,
409 11 /* 18/20-18/29 */,
410 12 /* 18/30-18/39 */,
411 12 /* 18/40-18/49 */,
412 13 /* 18/50-18/59 */,
413 14 /* 18/60-18/69 */,
414 15 /* 18/70-18/79 */,
415 16 /* 18/80-18/89 */,
416 17 /* 18/90-18/99 */,
417 18 /* 18/100-18/109 */,
418 19 /* 18/110-18/119 */,
419 20 /* 18/120-18/129 */,
420 21 /* 18/130-18/139 */,
421 22 /* 18/140-18/149 */,
422 23 /* 18/150-18/159 */,
423 24 /* 18/160-18/169 */,
424 25 /* 18/170-18/179 */,
425 26 /* 18/180-18/189 */,
426 27 /* 18/190-18/199 */,
427 28 /* 18/200-18/209 */,
428 29 /* 18/210-18/219 */,
434 * 知力/賢さによる最低魔法失敗率テーブル
435 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
437 const byte adj_mag_fail[] =
464 3 /* 18/100-18/109 */,
465 2 /* 18/110-18/119 */,
466 2 /* 18/120-18/129 */,
467 2 /* 18/130-18/139 */,
468 2 /* 18/140-18/149 */,
469 1 /* 18/150-18/159 */,
470 1 /* 18/160-18/169 */,
471 1 /* 18/170-18/179 */,
472 1 /* 18/180-18/189 */,
473 1 /* 18/190-18/199 */,
474 0 /* 18/200-18/209 */,
475 0 /* 18/210-18/219 */,
481 * 知力/賢さによる魔法失敗率修正テーブル
482 * Stat Table (INT/WIS) -- Various things
484 const byte adj_mag_stat[] =
511 8 /* 18/100-18/109 */,
512 9 /* 18/110-18/119 */,
513 10 /* 18/120-18/129 */,
514 11 /* 18/130-18/139 */,
515 12 /* 18/140-18/149 */,
516 13 /* 18/150-18/159 */,
517 14 /* 18/160-18/169 */,
518 15 /* 18/170-18/179 */,
519 16 /* 18/180-18/189 */,
520 17 /* 18/190-18/199 */,
521 18 /* 18/200-18/209 */,
522 19 /* 18/210-18/219 */,
529 * Stat Table (CHR) -- payment percentages
531 const byte adj_chr_gold[] =
548 100 /* 18/00-18/09 */,
549 99 /* 18/10-18/19 */,
550 98 /* 18/20-18/29 */,
551 97 /* 18/30-18/39 */,
552 96 /* 18/40-18/49 */,
553 95 /* 18/50-18/59 */,
554 94 /* 18/60-18/69 */,
555 93 /* 18/70-18/79 */,
556 92 /* 18/80-18/89 */,
557 91 /* 18/90-18/99 */,
558 90 /* 18/100-18/109 */,
559 89 /* 18/110-18/119 */,
560 88 /* 18/120-18/129 */,
561 87 /* 18/130-18/139 */,
562 86 /* 18/140-18/149 */,
563 85 /* 18/150-18/159 */,
564 84 /* 18/160-18/169 */,
565 83 /* 18/170-18/179 */,
566 82 /* 18/180-18/189 */,
567 81 /* 18/190-18/199 */,
568 80 /* 18/200-18/209 */,
569 79 /* 18/210-18/219 */,
576 * Stat Table (INT) -- Magic devices
578 const byte adj_int_dev[] =
605 8 /* 18/100-18/109 */,
606 9 /* 18/110-18/119 */,
607 10 /* 18/120-18/129 */,
608 11 /* 18/130-18/139 */,
609 12 /* 18/140-18/149 */,
610 13 /* 18/150-18/159 */,
611 14 /* 18/160-18/169 */,
612 15 /* 18/170-18/179 */,
613 16 /* 18/180-18/189 */,
614 17 /* 18/190-18/199 */,
615 18 /* 18/200-18/209 */,
616 19 /* 18/210-18/219 */,
623 * Stat Table (WIS) -- Saving throw
625 const byte adj_wis_sav[] =
652 7 /* 18/100-18/109 */,
653 8 /* 18/110-18/119 */,
654 9 /* 18/120-18/129 */,
655 10 /* 18/130-18/139 */,
656 11 /* 18/140-18/149 */,
657 12 /* 18/150-18/159 */,
658 13 /* 18/160-18/169 */,
659 14 /* 18/170-18/179 */,
660 15 /* 18/180-18/189 */,
661 16 /* 18/190-18/199 */,
662 17 /* 18/200-18/209 */,
663 18 /* 18/210-18/219 */,
670 * Stat Table (DEX) -- disarming
672 const byte adj_dex_dis[] =
699 8 /* 18/100-18/109 */,
700 8 /* 18/110-18/119 */,
701 8 /* 18/120-18/129 */,
702 8 /* 18/130-18/139 */,
703 8 /* 18/140-18/149 */,
704 9 /* 18/150-18/159 */,
705 9 /* 18/160-18/169 */,
706 9 /* 18/170-18/179 */,
707 9 /* 18/180-18/189 */,
708 9 /* 18/190-18/199 */,
709 10 /* 18/200-18/209 */,
710 10 /* 18/210-18/219 */,
717 * Stat Table (INT) -- disarming
719 const byte adj_int_dis[] =
746 10 /* 18/100-18/109 */,
747 10 /* 18/110-18/119 */,
748 11 /* 18/120-18/129 */,
749 12 /* 18/130-18/139 */,
750 13 /* 18/140-18/149 */,
751 14 /* 18/150-18/159 */,
752 15 /* 18/160-18/169 */,
753 16 /* 18/170-18/179 */,
754 17 /* 18/180-18/189 */,
755 18 /* 18/190-18/199 */,
756 19 /* 18/200-18/209 */,
757 19 /* 18/210-18/219 */,
764 * Stat Table (DEX) -- bonus to ac (plus 128)
766 const byte adj_dex_ta[] =
783 128 + 2 /* 18/00-18/09 */,
784 128 + 2 /* 18/10-18/19 */,
785 128 + 2 /* 18/20-18/29 */,
786 128 + 2 /* 18/30-18/39 */,
787 128 + 2 /* 18/40-18/49 */,
788 128 + 3 /* 18/50-18/59 */,
789 128 + 3 /* 18/60-18/69 */,
790 128 + 3 /* 18/70-18/79 */,
791 128 + 4 /* 18/80-18/89 */,
792 128 + 5 /* 18/90-18/99 */,
793 128 + 6 /* 18/100-18/109 */,
794 128 + 7 /* 18/110-18/119 */,
795 128 + 8 /* 18/120-18/129 */,
796 128 + 9 /* 18/130-18/139 */,
797 128 + 9 /* 18/140-18/149 */,
798 128 + 10 /* 18/150-18/159 */,
799 128 + 11 /* 18/160-18/169 */,
800 128 + 12 /* 18/170-18/179 */,
801 128 + 13 /* 18/180-18/189 */,
802 128 + 14 /* 18/190-18/199 */,
803 128 + 15 /* 18/200-18/209 */,
804 128 + 15 /* 18/210-18/219 */,
805 128 + 16 /* 18/220+ */
811 * Stat Table (STR) -- bonus to dam (plus 128)
813 const byte adj_str_td[] =
830 128 + 2 /* 18/00-18/09 */,
831 128 + 2 /* 18/10-18/19 */,
832 128 + 3 /* 18/20-18/29 */,
833 128 + 3 /* 18/30-18/39 */,
834 128 + 3 /* 18/40-18/49 */,
835 128 + 3 /* 18/50-18/59 */,
836 128 + 3 /* 18/60-18/69 */,
837 128 + 4 /* 18/70-18/79 */,
838 128 + 5 /* 18/80-18/89 */,
839 128 + 5 /* 18/90-18/99 */,
840 128 + 6 /* 18/100-18/109 */,
841 128 + 7 /* 18/110-18/119 */,
842 128 + 8 /* 18/120-18/129 */,
843 128 + 9 /* 18/130-18/139 */,
844 128 + 10 /* 18/140-18/149 */,
845 128 + 11 /* 18/150-18/159 */,
846 128 + 12 /* 18/160-18/169 */,
847 128 + 13 /* 18/170-18/179 */,
848 128 + 14 /* 18/180-18/189 */,
849 128 + 15 /* 18/190-18/199 */,
850 128 + 16 /* 18/200-18/209 */,
851 128 + 18 /* 18/210-18/219 */,
852 128 + 20 /* 18/220+ */
858 * Stat Table (DEX) -- bonus to hit (plus 128)
860 const byte adj_dex_th[] =
877 128 + 3 /* 18/00-18/09 */,
878 128 + 3 /* 18/10-18/19 */,
879 128 + 3 /* 18/20-18/29 */,
880 128 + 3 /* 18/30-18/39 */,
881 128 + 3 /* 18/40-18/49 */,
882 128 + 4 /* 18/50-18/59 */,
883 128 + 4 /* 18/60-18/69 */,
884 128 + 4 /* 18/70-18/79 */,
885 128 + 4 /* 18/80-18/89 */,
886 128 + 5 /* 18/90-18/99 */,
887 128 + 6 /* 18/100-18/109 */,
888 128 + 7 /* 18/110-18/119 */,
889 128 + 8 /* 18/120-18/129 */,
890 128 + 9 /* 18/130-18/139 */,
891 128 + 9 /* 18/140-18/149 */,
892 128 + 10 /* 18/150-18/159 */,
893 128 + 11 /* 18/160-18/169 */,
894 128 + 12 /* 18/170-18/179 */,
895 128 + 13 /* 18/180-18/189 */,
896 128 + 14 /* 18/190-18/199 */,
897 128 + 15 /* 18/200-18/209 */,
898 128 + 15 /* 18/210-18/219 */,
899 128 + 16 /* 18/220+ */
905 * Stat Table (STR) -- bonus to hit (plus 128)
907 const byte adj_str_th[] =
924 128 + 1 /* 18/00-18/09 */,
925 128 + 1 /* 18/10-18/19 */,
926 128 + 1 /* 18/20-18/29 */,
927 128 + 1 /* 18/30-18/39 */,
928 128 + 1 /* 18/40-18/49 */,
929 128 + 1 /* 18/50-18/59 */,
930 128 + 1 /* 18/60-18/69 */,
931 128 + 2 /* 18/70-18/79 */,
932 128 + 3 /* 18/80-18/89 */,
933 128 + 4 /* 18/90-18/99 */,
934 128 + 5 /* 18/100-18/109 */,
935 128 + 6 /* 18/110-18/119 */,
936 128 + 7 /* 18/120-18/129 */,
937 128 + 8 /* 18/130-18/139 */,
938 128 + 9 /* 18/140-18/149 */,
939 128 + 10 /* 18/150-18/159 */,
940 128 + 11 /* 18/160-18/169 */,
941 128 + 12 /* 18/170-18/179 */,
942 128 + 13 /* 18/180-18/189 */,
943 128 + 14 /* 18/190-18/199 */,
944 128 + 15 /* 18/200-18/209 */,
945 128 + 15 /* 18/210-18/219 */,
946 128 + 16 /* 18/220+ */
952 * Stat Table (STR) -- weight limit in deca-pounds
954 const byte adj_str_wgt[] =
971 25 /* 18/00-18/09 */,
972 26 /* 18/10-18/19 */,
973 27 /* 18/20-18/29 */,
974 28 /* 18/30-18/39 */,
975 29 /* 18/40-18/49 */,
976 30 /* 18/50-18/59 */,
977 31 /* 18/60-18/69 */,
978 31 /* 18/70-18/79 */,
979 32 /* 18/80-18/89 */,
980 32 /* 18/90-18/99 */,
981 33 /* 18/100-18/109 */,
982 33 /* 18/110-18/119 */,
983 34 /* 18/120-18/129 */,
984 34 /* 18/130-18/139 */,
985 35 /* 18/140-18/149 */,
986 35 /* 18/150-18/159 */,
987 36 /* 18/160-18/169 */,
988 36 /* 18/170-18/179 */,
989 37 /* 18/180-18/189 */,
990 37 /* 18/190-18/199 */,
991 38 /* 18/200-18/209 */,
992 38 /* 18/210-18/219 */,
999 * Stat Table (STR) -- weapon weight limit in pounds
1001 const byte adj_str_hold[] =
1018 19 /* 18/00-18/09 */,
1019 20 /* 18/10-18/19 */,
1020 21 /* 18/20-18/29 */,
1021 22 /* 18/30-18/39 */,
1022 23 /* 18/40-18/49 */,
1023 24 /* 18/50-18/59 */,
1024 25 /* 18/60-18/69 */,
1025 26 /* 18/70-18/79 */,
1026 27 /* 18/80-18/89 */,
1027 28 /* 18/90-18/99 */,
1028 30 /* 18/100-18/109 */,
1029 31 /* 18/110-18/119 */,
1030 32 /* 18/120-18/129 */,
1031 33 /* 18/130-18/139 */,
1032 34 /* 18/140-18/149 */,
1033 35 /* 18/150-18/159 */,
1034 37 /* 18/160-18/169 */,
1035 40 /* 18/170-18/179 */,
1036 44 /* 18/180-18/189 */,
1037 48 /* 18/190-18/199 */,
1038 50 /* 18/200-18/209 */,
1039 50 /* 18/210-18/219 */,
1046 * Stat Table (STR) -- digging value
1048 const byte adj_str_dig[] =
1065 9 /* 18/00-18/09 */,
1066 10 /* 18/10-18/19 */,
1067 12 /* 18/20-18/29 */,
1068 15 /* 18/30-18/39 */,
1069 20 /* 18/40-18/49 */,
1070 25 /* 18/50-18/59 */,
1071 30 /* 18/60-18/69 */,
1072 35 /* 18/70-18/79 */,
1073 40 /* 18/80-18/89 */,
1074 45 /* 18/90-18/99 */,
1075 50 /* 18/100-18/109 */,
1076 55 /* 18/110-18/119 */,
1077 60 /* 18/120-18/129 */,
1078 65 /* 18/130-18/139 */,
1079 70 /* 18/140-18/149 */,
1080 75 /* 18/150-18/159 */,
1081 80 /* 18/160-18/169 */,
1082 85 /* 18/170-18/179 */,
1083 90 /* 18/180-18/189 */,
1084 95 /* 18/190-18/199 */,
1085 100 /* 18/200-18/209 */,
1086 100 /* 18/210-18/219 */,
1091 * 器用さによる盗難防止&体当たり成功判定修正テーブル
1092 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
1094 const byte adj_dex_safe[] =
1111 10 /* 18/00-18/09 */,
1112 10 /* 18/10-18/19 */,
1113 15 /* 18/20-18/29 */,
1114 15 /* 18/30-18/39 */,
1115 20 /* 18/40-18/49 */,
1116 25 /* 18/50-18/59 */,
1117 30 /* 18/60-18/69 */,
1118 35 /* 18/70-18/79 */,
1119 40 /* 18/80-18/89 */,
1120 45 /* 18/90-18/99 */,
1121 50 /* 18/100-18/109 */,
1122 60 /* 18/110-18/119 */,
1123 70 /* 18/120-18/129 */,
1124 80 /* 18/130-18/139 */,
1125 90 /* 18/140-18/149 */,
1126 100 /* 18/150-18/159 */,
1127 100 /* 18/160-18/169 */,
1128 100 /* 18/170-18/179 */,
1129 100 /* 18/180-18/189 */,
1130 100 /* 18/190-18/199 */,
1131 100 /* 18/200-18/209 */,
1132 100 /* 18/210-18/219 */,
1138 * 耐久による基本HP自然治癒値テーブル /
1139 * Stat Table (CON) -- base regeneration rate
1141 const byte adj_con_fix[] =
1158 2 /* 18/00-18/09 */,
1159 2 /* 18/10-18/19 */,
1160 2 /* 18/20-18/29 */,
1161 2 /* 18/30-18/39 */,
1162 2 /* 18/40-18/49 */,
1163 3 /* 18/50-18/59 */,
1164 3 /* 18/60-18/69 */,
1165 3 /* 18/70-18/79 */,
1166 3 /* 18/80-18/89 */,
1167 3 /* 18/90-18/99 */,
1168 4 /* 18/100-18/109 */,
1169 4 /* 18/110-18/119 */,
1170 5 /* 18/120-18/129 */,
1171 6 /* 18/130-18/139 */,
1172 6 /* 18/140-18/149 */,
1173 7 /* 18/150-18/159 */,
1174 7 /* 18/160-18/169 */,
1175 8 /* 18/170-18/179 */,
1176 8 /* 18/180-18/189 */,
1177 8 /* 18/190-18/199 */,
1178 9 /* 18/200-18/209 */,
1179 9 /* 18/210-18/219 */,
1185 * 耐久による基本HP自然治癒値テーブル /
1186 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
1188 const byte adj_con_mhp[] =
1205 128 + 4 /* 18/00-18/09 */,
1206 128 + 5 /* 18/10-18/19 */,
1207 128 + 6 /* 18/20-18/29 */,
1208 128 + 7 /* 18/30-18/39 */,
1209 128 + 8 /* 18/40-18/49 */,
1210 128 + 9 /* 18/50-18/59 */,
1211 128 + 10 /* 18/60-18/69 */,
1212 128 + 11 /* 18/70-18/79 */,
1213 128 + 12 /* 18/80-18/89 */,
1214 128 + 14 /* 18/90-18/99 */,
1215 128 + 17 /* 18/100-18/109 */,
1216 128 + 20 /* 18/110-18/119 */,
1217 128 + 23 /* 18/120-18/129 */,
1218 128 + 26 /* 18/130-18/139 */,
1219 128 + 29 /* 18/140-18/149 */,
1220 128 + 32 /* 18/150-18/159 */,
1221 128 + 35 /* 18/160-18/169 */,
1222 128 + 38 /* 18/170-18/179 */,
1223 128 + 40 /* 18/180-18/189 */,
1224 128 + 42 /* 18/190-18/199 */,
1225 128 + 44 /* 18/200-18/209 */,
1226 128 + 46 /* 18/210-18/219 */,
1227 128 + 48 /* 18/220+ */
1233 * Stat Table (CHR) -- charm
1235 const byte adj_chr_chm[] =
1252 9 /* 18/00-18/09 */,
1253 10 /* 18/10-18/19 */,
1254 12 /* 18/20-18/29 */,
1255 15 /* 18/30-18/39 */,
1256 18 /* 18/40-18/49 */,
1257 21 /* 18/50-18/59 */,
1258 24 /* 18/60-18/69 */,
1259 28 /* 18/70-18/79 */,
1260 32 /* 18/80-18/89 */,
1261 36 /* 18/90-18/99 */,
1262 39 /* 18/100-18/109 */,
1263 42 /* 18/110-18/119 */,
1264 45 /* 18/120-18/129 */,
1265 49 /* 18/130-18/139 */,
1266 53 /* 18/140-18/149 */,
1267 57 /* 18/150-18/159 */,
1268 61 /* 18/160-18/169 */,
1269 65 /* 18/170-18/179 */,
1270 69 /* 18/180-18/189 */,
1271 73 /* 18/190-18/199 */,
1272 77 /* 18/200-18/209 */,
1273 81 /* 18/210-18/219 */,
1278 /*** Player information ***/
1281 * Static player info record
1286 * Pointer to the player info
1288 player_type *p_ptr = &p_body;
1291 * Return alignment title
1293 concptr your_alignment(player_type *creature_ptr)
1295 if (creature_ptr->align > 150) return _("大善", "Lawful");
1296 else if (creature_ptr->align > 50) return _("中善", "Good");
1297 else if (creature_ptr->align > 10) return _("小善", "Neutral Good");
1298 else if (creature_ptr->align > -11) return _("中立", "Neutral");
1299 else if (creature_ptr->align > -51) return _("小悪", "Neutral Evil");
1300 else if (creature_ptr->align > -151) return _("中悪", "Evil");
1301 else return _("大悪", "Chaotic");
1306 * Return proficiency level of weapons and misc. skills (except riding)
1308 int weapon_exp_level(int weapon_exp)
1310 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1311 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1312 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1313 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
1314 else return EXP_LEVEL_MASTER;
1319 * Return proficiency level of riding
1321 int riding_exp_level(int riding_exp)
1323 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1324 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1325 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1326 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
1327 else return EXP_LEVEL_MASTER;
1332 * Return proficiency level of spells
1334 int spell_exp_level(int spell_exp)
1336 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1337 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1338 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1339 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
1340 else return EXP_LEVEL_MASTER;
1345 * @brief プレイヤーの全ステータスを更新する /
1346 * Calculate the players current "state", taking into account
1347 * not only race/class intrinsics, but also objects being worn
1348 * and temporary spell effects.
1352 * See also calc_mana() and calc_hitpoints().
1354 * Take note of the new "speed code", in particular, a very strong
1355 * player will start slowing down as soon as he reaches 150 pounds,
1356 * but not until he reaches 450 pounds will he be half as fast as
1357 * a normal kobold. This both hurts and helps the player, hurts
1358 * because in the old days a player could just avoid 300 pounds,
1359 * and helps because now carrying 300 pounds is not very painful.
1361 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
1362 * damage, since that would affect non-combat things. These values
1363 * are actually added in later, at the appropriate place.
1365 * This function induces various "status" messages.
1368 void calc_bonuses(player_type *creature_ptr)
1372 int default_hand = 0;
1373 int empty_hands_status = empty_hands(creature_ptr, TRUE);
1376 BIT_FLAGS flgs[TR_FLAG_SIZE];
1378 bool yoiyami = FALSE;
1379 bool down_saving = FALSE;
1382 bool have_dd_s = FALSE, have_dd_t = FALSE;
1384 bool have_sw = FALSE, have_kabe = FALSE;
1385 bool easy_2weapon = FALSE;
1386 bool riding_levitation = FALSE;
1387 OBJECT_IDX this_o_idx, next_o_idx = 0;
1388 const player_race *tmp_rp_ptr;
1390 /* Save the old vision stuff */
1391 bool old_telepathy = creature_ptr->telepathy;
1392 bool old_esp_animal = creature_ptr->esp_animal;
1393 bool old_esp_undead = creature_ptr->esp_undead;
1394 bool old_esp_demon = creature_ptr->esp_demon;
1395 bool old_esp_orc = creature_ptr->esp_orc;
1396 bool old_esp_troll = creature_ptr->esp_troll;
1397 bool old_esp_giant = creature_ptr->esp_giant;
1398 bool old_esp_dragon = creature_ptr->esp_dragon;
1399 bool old_esp_human = creature_ptr->esp_human;
1400 bool old_esp_evil = creature_ptr->esp_evil;
1401 bool old_esp_good = creature_ptr->esp_good;
1402 bool old_esp_nonliving = creature_ptr->esp_nonliving;
1403 bool old_esp_unique = creature_ptr->esp_unique;
1404 bool old_see_inv = creature_ptr->see_inv;
1405 bool old_mighty_throw = creature_ptr->mighty_throw;
1407 /* Current feature under player. */
1408 floor_type *floor_ptr = floor_ptr;
1409 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
1411 /* Save the old armor class */
1412 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
1413 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
1415 /* Clear extra blows/shots */
1416 extra_blows[0] = extra_blows[1] = 0;
1418 /* Clear the stat modifiers */
1419 for (i = 0; i < A_MAX; i++) creature_ptr->stat_add[i] = 0;
1422 /* Clear the Displayed/Real armor class */
1423 creature_ptr->dis_ac = creature_ptr->ac = 0;
1425 /* Clear the Displayed/Real Bonuses */
1426 creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
1427 creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
1428 creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
1429 creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
1430 creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
1431 creature_ptr->dis_to_a = creature_ptr->to_a = 0;
1432 creature_ptr->to_h_m = 0;
1433 creature_ptr->to_d_m = 0;
1435 creature_ptr->to_m_chance = 0;
1437 /* Clear the Extra Dice Bonuses */
1438 creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
1439 creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;
1441 /* Start with "normal" speed */
1444 /* Start with a single blow per turn */
1445 creature_ptr->num_blow[0] = 1;
1446 creature_ptr->num_blow[1] = 1;
1448 /* Start with a single shot per turn */
1449 creature_ptr->num_fire = 100;
1451 /* Reset the "xtra" tval */
1452 creature_ptr->tval_xtra = 0;
1454 /* Reset the "ammo" tval */
1455 creature_ptr->tval_ammo = 0;
1457 /* Clear all the flags */
1458 creature_ptr->cursed = 0L;
1459 creature_ptr->bless_blade = FALSE;
1460 creature_ptr->xtra_might = FALSE;
1461 creature_ptr->impact[0] = FALSE;
1462 creature_ptr->impact[1] = FALSE;
1463 creature_ptr->pass_wall = FALSE;
1464 creature_ptr->kill_wall = FALSE;
1465 creature_ptr->dec_mana = FALSE;
1466 creature_ptr->easy_spell = FALSE;
1467 creature_ptr->heavy_spell = FALSE;
1468 creature_ptr->see_inv = FALSE;
1469 creature_ptr->free_act = FALSE;
1470 creature_ptr->slow_digest = FALSE;
1471 creature_ptr->regenerate = FALSE;
1472 creature_ptr->can_swim = FALSE;
1473 creature_ptr->levitation = FALSE;
1474 creature_ptr->hold_exp = FALSE;
1475 creature_ptr->telepathy = FALSE;
1476 creature_ptr->esp_animal = FALSE;
1477 creature_ptr->esp_undead = FALSE;
1478 creature_ptr->esp_demon = FALSE;
1479 creature_ptr->esp_orc = FALSE;
1480 creature_ptr->esp_troll = FALSE;
1481 creature_ptr->esp_giant = FALSE;
1482 creature_ptr->esp_dragon = FALSE;
1483 creature_ptr->esp_human = FALSE;
1484 creature_ptr->esp_evil = FALSE;
1485 creature_ptr->esp_good = FALSE;
1486 creature_ptr->esp_nonliving = FALSE;
1487 creature_ptr->esp_unique = FALSE;
1488 creature_ptr->lite = FALSE;
1489 creature_ptr->sustain_str = FALSE;
1490 creature_ptr->sustain_int = FALSE;
1491 creature_ptr->sustain_wis = FALSE;
1492 creature_ptr->sustain_con = FALSE;
1493 creature_ptr->sustain_dex = FALSE;
1494 creature_ptr->sustain_chr = FALSE;
1495 creature_ptr->resist_acid = FALSE;
1496 creature_ptr->resist_elec = FALSE;
1497 creature_ptr->resist_fire = FALSE;
1498 creature_ptr->resist_cold = FALSE;
1499 creature_ptr->resist_pois = FALSE;
1500 creature_ptr->resist_conf = FALSE;
1501 creature_ptr->resist_sound = FALSE;
1502 creature_ptr->resist_lite = FALSE;
1503 creature_ptr->resist_dark = FALSE;
1504 creature_ptr->resist_chaos = FALSE;
1505 creature_ptr->resist_disen = FALSE;
1506 creature_ptr->resist_shard = FALSE;
1507 creature_ptr->resist_nexus = FALSE;
1508 creature_ptr->resist_blind = FALSE;
1509 creature_ptr->resist_neth = FALSE;
1510 creature_ptr->resist_time = FALSE;
1511 creature_ptr->resist_water = FALSE;
1512 creature_ptr->resist_fear = FALSE;
1513 creature_ptr->reflect = FALSE;
1514 creature_ptr->sh_fire = FALSE;
1515 creature_ptr->sh_elec = FALSE;
1516 creature_ptr->sh_cold = FALSE;
1517 creature_ptr->anti_magic = FALSE;
1518 creature_ptr->anti_tele = FALSE;
1519 creature_ptr->warning = FALSE;
1520 creature_ptr->mighty_throw = FALSE;
1521 creature_ptr->see_nocto = FALSE;
1523 creature_ptr->immune_acid = FALSE;
1524 creature_ptr->immune_elec = FALSE;
1525 creature_ptr->immune_fire = FALSE;
1526 creature_ptr->immune_cold = FALSE;
1528 creature_ptr->ryoute = FALSE;
1529 creature_ptr->migite = FALSE;
1530 creature_ptr->hidarite = FALSE;
1531 creature_ptr->no_flowed = FALSE;
1533 if (creature_ptr->mimic_form) tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1534 else tmp_rp_ptr = &race_info[creature_ptr->prace];
1536 /* Base infravision (purely racial) */
1537 creature_ptr->see_infra = tmp_rp_ptr->infra;
1539 /* Base skill -- disarming */
1540 creature_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
1542 /* Base skill -- magic devices */
1543 creature_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
1545 /* Base skill -- saving throw */
1546 creature_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
1548 /* Base skill -- stealth */
1549 creature_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
1551 /* Base skill -- searching ability */
1552 creature_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
1554 /* Base skill -- searching frequency */
1555 creature_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
1557 /* Base skill -- combat (normal) */
1558 creature_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
1560 /* Base skill -- combat (shooting) */
1561 creature_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1563 /* Base skill -- combat (throwing) */
1564 creature_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1566 /* Base skill -- digging */
1567 creature_ptr->skill_dig = 0;
1569 if (has_melee_weapon(creature_ptr, INVEN_RARM)) creature_ptr->migite = TRUE;
1570 if (has_melee_weapon(creature_ptr, INVEN_LARM))
1572 creature_ptr->hidarite = TRUE;
1573 if (!creature_ptr->migite) default_hand = 1;
1576 if (CAN_TWO_HANDS_WIELDING())
1578 if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) &&
1579 object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM]))
1581 creature_ptr->ryoute = TRUE;
1583 else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) &&
1584 object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM]))
1586 creature_ptr->ryoute = TRUE;
1590 switch (creature_ptr->pclass)
1593 case CLASS_FORCETRAINER:
1594 case CLASS_BERSERKER:
1595 if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
1597 creature_ptr->migite = TRUE;
1598 creature_ptr->ryoute = TRUE;
1605 if (!creature_ptr->migite && !creature_ptr->hidarite)
1607 if (empty_hands_status & EMPTY_HAND_RARM) creature_ptr->migite = TRUE;
1608 else if (empty_hands_status == EMPTY_HAND_LARM)
1610 creature_ptr->hidarite = TRUE;
1615 if (creature_ptr->special_defense & KAMAE_MASK)
1617 if (!(empty_hands_status & EMPTY_HAND_RARM))
1619 set_action(creature_ptr, ACTION_NONE);
1623 switch (creature_ptr->pclass)
1626 if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
1627 if (creature_ptr->lev > 44) creature_ptr->regenerate = TRUE;
1630 if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
1632 case CLASS_CHAOS_WARRIOR:
1633 if (creature_ptr->lev > 29) creature_ptr->resist_chaos = TRUE;
1634 if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
1636 case CLASS_MINDCRAFTER:
1637 if (creature_ptr->lev > 9) creature_ptr->resist_fear = TRUE;
1638 if (creature_ptr->lev > 19) creature_ptr->sustain_wis = TRUE;
1639 if (creature_ptr->lev > 29) creature_ptr->resist_conf = TRUE;
1640 if (creature_ptr->lev > 39) creature_ptr->telepathy = TRUE;
1643 case CLASS_FORCETRAINER:
1644 /* Unencumbered Monks become faster every 10 levels */
1645 if (!(heavy_armor(creature_ptr)))
1647 if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
1648 PRACE_IS_(creature_ptr, RACE_SPRITE) ||
1649 (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1650 new_speed += (creature_ptr->lev) / 10;
1652 /* Free action if unencumbered at level 25 */
1653 if (creature_ptr->lev > 24)
1654 creature_ptr->free_act = TRUE;
1657 case CLASS_SORCERER:
1658 creature_ptr->to_a -= 50;
1659 creature_ptr->dis_to_a -= 50;
1662 creature_ptr->resist_sound = TRUE;
1665 if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
1667 case CLASS_BERSERKER:
1668 creature_ptr->shero = 1;
1669 creature_ptr->sustain_str = TRUE;
1670 creature_ptr->sustain_dex = TRUE;
1671 creature_ptr->sustain_con = TRUE;
1672 creature_ptr->regenerate = TRUE;
1673 creature_ptr->free_act = TRUE;
1675 if (creature_ptr->lev > 29) new_speed++;
1676 if (creature_ptr->lev > 39) new_speed++;
1677 if (creature_ptr->lev > 44) new_speed++;
1678 if (creature_ptr->lev > 49) new_speed++;
1679 creature_ptr->to_a += 10 + creature_ptr->lev / 2;
1680 creature_ptr->dis_to_a += 10 + creature_ptr->lev / 2;
1681 creature_ptr->skill_dig += (100 + creature_ptr->lev * 8);
1682 if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
1683 creature_ptr->redraw |= PR_STATUS;
1685 case CLASS_MIRROR_MASTER:
1686 if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
1689 /* Unencumbered Ninjas become faster every 10 levels */
1690 if (heavy_armor(creature_ptr))
1692 new_speed -= (creature_ptr->lev) / 10;
1693 creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
1695 else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1696 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1699 if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
1700 PRACE_IS_(creature_ptr, RACE_SPRITE) ||
1701 (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1702 new_speed += (creature_ptr->lev) / 10;
1703 creature_ptr->skill_stl += (creature_ptr->lev) / 10;
1705 /* Free action if unencumbered at level 25 */
1706 if (creature_ptr->lev > 24)
1707 creature_ptr->free_act = TRUE;
1709 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1710 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1712 creature_ptr->to_a += creature_ptr->lev / 2 + 5;
1713 creature_ptr->dis_to_a += creature_ptr->lev / 2 + 5;
1715 creature_ptr->slow_digest = TRUE;
1716 creature_ptr->resist_fear = TRUE;
1717 if (creature_ptr->lev > 19) creature_ptr->resist_pois = TRUE;
1718 if (creature_ptr->lev > 24) creature_ptr->sustain_dex = TRUE;
1719 if (creature_ptr->lev > 29) creature_ptr->see_inv = TRUE;
1720 if (creature_ptr->lev > 44)
1722 creature_ptr->oppose_pois = 1;
1723 creature_ptr->redraw |= PR_STATUS;
1725 creature_ptr->see_nocto = TRUE;
1730 if (creature_ptr->mimic_form)
1732 switch (creature_ptr->mimic_form)
1735 creature_ptr->hold_exp = TRUE;
1736 creature_ptr->resist_chaos = TRUE;
1737 creature_ptr->resist_neth = TRUE;
1738 creature_ptr->resist_fire = TRUE;
1739 creature_ptr->oppose_fire = 1;
1740 creature_ptr->see_inv = TRUE;
1742 creature_ptr->redraw |= PR_STATUS;
1743 creature_ptr->to_a += 10;
1744 creature_ptr->dis_to_a += 10;
1746 case MIMIC_DEMON_LORD:
1747 creature_ptr->hold_exp = TRUE;
1748 creature_ptr->resist_chaos = TRUE;
1749 creature_ptr->resist_neth = TRUE;
1750 creature_ptr->immune_fire = TRUE;
1751 creature_ptr->resist_acid = TRUE;
1752 creature_ptr->resist_fire = TRUE;
1753 creature_ptr->resist_cold = TRUE;
1754 creature_ptr->resist_elec = TRUE;
1755 creature_ptr->resist_pois = TRUE;
1756 creature_ptr->resist_conf = TRUE;
1757 creature_ptr->resist_disen = TRUE;
1758 creature_ptr->resist_nexus = TRUE;
1759 creature_ptr->resist_fear = TRUE;
1760 creature_ptr->sh_fire = TRUE;
1761 creature_ptr->see_inv = TRUE;
1762 creature_ptr->telepathy = TRUE;
1763 creature_ptr->levitation = TRUE;
1764 creature_ptr->kill_wall = TRUE;
1766 creature_ptr->to_a += 20;
1767 creature_ptr->dis_to_a += 20;
1770 creature_ptr->resist_dark = TRUE;
1771 creature_ptr->hold_exp = TRUE;
1772 creature_ptr->resist_neth = TRUE;
1773 creature_ptr->resist_cold = TRUE;
1774 creature_ptr->resist_pois = TRUE;
1775 creature_ptr->see_inv = TRUE;
1777 creature_ptr->to_a += 10;
1778 creature_ptr->dis_to_a += 10;
1779 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
1785 switch (creature_ptr->prace)
1788 creature_ptr->resist_lite = TRUE;
1791 creature_ptr->hold_exp = TRUE;
1794 creature_ptr->free_act = TRUE;
1797 creature_ptr->resist_blind = TRUE;
1800 creature_ptr->resist_dark = TRUE;
1802 case RACE_HALF_TROLL:
1803 creature_ptr->sustain_str = TRUE;
1805 if (creature_ptr->lev > 14)
1807 /* High level trolls heal fast... */
1808 creature_ptr->regenerate = TRUE;
1810 if (creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER)
1812 creature_ptr->slow_digest = TRUE;
1813 /* Let's not make Regeneration
1814 * a disadvantage for the poor warriors who can
1815 * never learn a spell that satisfies hunger (actually
1816 * neither can rogues, but half-trolls are not
1817 * supposed to play rogues) */
1822 creature_ptr->sustain_con = TRUE;
1823 creature_ptr->regenerate = TRUE; /* Amberites heal fast... */
1826 creature_ptr->resist_lite = TRUE;
1827 creature_ptr->see_inv = TRUE;
1829 case RACE_BARBARIAN:
1830 creature_ptr->resist_fear = TRUE;
1832 case RACE_HALF_OGRE:
1833 creature_ptr->resist_dark = TRUE;
1834 creature_ptr->sustain_str = TRUE;
1836 case RACE_HALF_GIANT:
1837 creature_ptr->sustain_str = TRUE;
1838 creature_ptr->resist_shard = TRUE;
1840 case RACE_HALF_TITAN:
1841 creature_ptr->resist_chaos = TRUE;
1844 creature_ptr->resist_sound = TRUE;
1847 creature_ptr->resist_acid = TRUE;
1848 if (creature_ptr->lev > 19) creature_ptr->immune_acid = TRUE;
1851 creature_ptr->resist_conf = TRUE;
1852 creature_ptr->resist_acid = TRUE;
1854 /* Klackons become faster */
1855 new_speed += (creature_ptr->lev) / 10;
1858 creature_ptr->resist_pois = TRUE;
1861 creature_ptr->resist_disen = TRUE;
1862 creature_ptr->resist_dark = TRUE;
1865 creature_ptr->resist_dark = TRUE;
1866 if (creature_ptr->lev > 19) creature_ptr->see_inv = TRUE;
1868 case RACE_DRACONIAN:
1869 creature_ptr->levitation = TRUE;
1870 if (creature_ptr->lev > 4) creature_ptr->resist_fire = TRUE;
1871 if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
1872 if (creature_ptr->lev > 14) creature_ptr->resist_acid = TRUE;
1873 if (creature_ptr->lev > 19) creature_ptr->resist_elec = TRUE;
1874 if (creature_ptr->lev > 34) creature_ptr->resist_pois = TRUE;
1876 case RACE_MIND_FLAYER:
1877 creature_ptr->sustain_int = TRUE;
1878 creature_ptr->sustain_wis = TRUE;
1879 if (creature_ptr->lev > 14) creature_ptr->see_inv = TRUE;
1880 if (creature_ptr->lev > 29) creature_ptr->telepathy = TRUE;
1883 creature_ptr->resist_fire = TRUE;
1884 if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
1887 creature_ptr->slow_digest = TRUE;
1888 creature_ptr->free_act = TRUE;
1889 creature_ptr->see_inv = TRUE;
1890 creature_ptr->resist_pois = TRUE;
1891 if (creature_ptr->lev > 34) creature_ptr->hold_exp = TRUE;
1894 creature_ptr->resist_shard = TRUE;
1895 creature_ptr->hold_exp = TRUE;
1896 creature_ptr->see_inv = TRUE;
1897 creature_ptr->resist_pois = TRUE;
1898 if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
1901 creature_ptr->resist_neth = TRUE;
1902 creature_ptr->hold_exp = TRUE;
1903 creature_ptr->see_inv = TRUE;
1904 creature_ptr->resist_pois = TRUE;
1905 creature_ptr->slow_digest = TRUE;
1906 if (creature_ptr->lev > 4) creature_ptr->resist_cold = TRUE;
1909 creature_ptr->resist_dark = TRUE;
1910 creature_ptr->hold_exp = TRUE;
1911 creature_ptr->resist_neth = TRUE;
1912 creature_ptr->resist_cold = TRUE;
1913 creature_ptr->resist_pois = TRUE;
1914 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
1917 creature_ptr->levitation = TRUE;
1918 creature_ptr->free_act = TRUE;
1919 creature_ptr->resist_neth = TRUE;
1920 creature_ptr->hold_exp = TRUE;
1921 creature_ptr->see_inv = TRUE;
1922 creature_ptr->resist_pois = TRUE;
1923 creature_ptr->slow_digest = TRUE;
1924 creature_ptr->resist_cold = TRUE;
1925 creature_ptr->pass_wall = TRUE;
1926 if (creature_ptr->lev > 34) creature_ptr->telepathy = TRUE;
1929 creature_ptr->levitation = TRUE;
1930 creature_ptr->resist_lite = TRUE;
1932 /* Sprites become faster */
1933 new_speed += (creature_ptr->lev) / 10;
1936 creature_ptr->resist_conf = TRUE;
1937 creature_ptr->resist_sound = TRUE;
1940 /* Ents dig like maniacs, but only with their hands. */
1941 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
1942 creature_ptr->skill_dig += creature_ptr->lev * 10;
1943 /* Ents get tougher and stronger as they age, but lose dexterity. */
1944 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_STR]++;
1945 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_STR]++;
1946 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_STR]++;
1948 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_DEX]--;
1949 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_DEX]--;
1950 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_DEX]--;
1952 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_CON]++;
1953 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_CON]++;
1954 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_CON]++;
1957 creature_ptr->levitation = TRUE;
1958 creature_ptr->see_inv = TRUE;
1961 creature_ptr->resist_fire = TRUE;
1962 creature_ptr->resist_neth = TRUE;
1963 creature_ptr->hold_exp = TRUE;
1964 if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
1965 if (creature_ptr->lev > 44)
1967 creature_ptr->oppose_fire = 1;
1968 creature_ptr->redraw |= PR_STATUS;
1972 creature_ptr->sustain_con = TRUE;
1975 creature_ptr->levitation = TRUE;
1978 creature_ptr->resist_conf = TRUE;
1981 creature_ptr->slow_digest = TRUE;
1982 creature_ptr->free_act = TRUE;
1983 creature_ptr->resist_pois = TRUE;
1984 creature_ptr->hold_exp = TRUE;
1987 creature_ptr->resist_water = TRUE;
1995 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU))
1997 creature_ptr->see_inv = TRUE;
1998 creature_ptr->free_act = TRUE;
1999 creature_ptr->slow_digest = TRUE;
2000 creature_ptr->regenerate = TRUE;
2001 creature_ptr->levitation = TRUE;
2002 creature_ptr->hold_exp = TRUE;
2003 creature_ptr->telepathy = TRUE;
2004 creature_ptr->lite = TRUE;
2005 creature_ptr->sustain_str = TRUE;
2006 creature_ptr->sustain_int = TRUE;
2007 creature_ptr->sustain_wis = TRUE;
2008 creature_ptr->sustain_con = TRUE;
2009 creature_ptr->sustain_dex = TRUE;
2010 creature_ptr->sustain_chr = TRUE;
2011 creature_ptr->resist_acid = TRUE;
2012 creature_ptr->resist_elec = TRUE;
2013 creature_ptr->resist_fire = TRUE;
2014 creature_ptr->resist_cold = TRUE;
2015 creature_ptr->resist_pois = TRUE;
2016 creature_ptr->resist_conf = TRUE;
2017 creature_ptr->resist_sound = TRUE;
2018 creature_ptr->resist_lite = TRUE;
2019 creature_ptr->resist_dark = TRUE;
2020 creature_ptr->resist_chaos = TRUE;
2021 creature_ptr->resist_disen = TRUE;
2022 creature_ptr->resist_shard = TRUE;
2023 creature_ptr->resist_nexus = TRUE;
2024 creature_ptr->resist_blind = TRUE;
2025 creature_ptr->resist_neth = TRUE;
2026 creature_ptr->resist_fear = TRUE;
2027 creature_ptr->reflect = TRUE;
2028 creature_ptr->sh_fire = TRUE;
2029 creature_ptr->sh_elec = TRUE;
2030 creature_ptr->sh_cold = TRUE;
2031 creature_ptr->to_a += 100;
2032 creature_ptr->dis_to_a += 100;
2034 /* Temporary shield */
2035 else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef)
2037 creature_ptr->to_a += 50;
2038 creature_ptr->dis_to_a += 50;
2041 if (creature_ptr->tim_res_nether)
2043 creature_ptr->resist_neth = TRUE;
2046 if (creature_ptr->tim_sh_fire)
2048 creature_ptr->sh_fire = TRUE;
2051 if (creature_ptr->tim_res_time)
2053 creature_ptr->resist_time = TRUE;
2057 if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
2059 if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
2060 if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
2061 if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
2063 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2065 creature_ptr->to_m_chance += 5;
2066 creature_ptr->resist_conf = TRUE;
2070 if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
2072 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2074 creature_ptr->resist_blind = TRUE;
2075 creature_ptr->resist_conf = TRUE;
2076 creature_ptr->hold_exp = TRUE;
2077 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
2079 if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
2080 /* Munchkin become faster */
2081 new_speed += (creature_ptr->lev) / 10 + 5;
2084 if (music_singing(creature_ptr, MUSIC_WALL))
2086 creature_ptr->kill_wall = TRUE;
2089 /* Hack -- apply racial/class stat maxes */
2090 /* Apply the racial modifiers */
2091 for (i = 0; i < A_MAX; i++)
2093 /* Modify the stats for "race" */
2094 creature_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
2097 /* I'm adding the mutations here for the lack of a better place... */
2098 if (creature_ptr->muta3)
2100 /* Hyper Strength */
2101 if (creature_ptr->muta3 & MUT3_HYPER_STR)
2103 creature_ptr->stat_add[A_STR] += 4;
2107 if (creature_ptr->muta3 & MUT3_PUNY)
2109 creature_ptr->stat_add[A_STR] -= 4;
2112 /* Living computer */
2113 if (creature_ptr->muta3 & MUT3_HYPER_INT)
2115 creature_ptr->stat_add[A_INT] += 4;
2116 creature_ptr->stat_add[A_WIS] += 4;
2120 if (creature_ptr->muta3 & MUT3_MORONIC)
2122 creature_ptr->stat_add[A_INT] -= 4;
2123 creature_ptr->stat_add[A_WIS] -= 4;
2126 if (creature_ptr->muta3 & MUT3_RESILIENT)
2128 creature_ptr->stat_add[A_CON] += 4;
2131 if (creature_ptr->muta3 & MUT3_XTRA_FAT)
2133 creature_ptr->stat_add[A_CON] += 2;
2137 if (creature_ptr->muta3 & MUT3_ALBINO)
2139 creature_ptr->stat_add[A_CON] -= 4;
2142 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2144 creature_ptr->stat_add[A_CON] -= 2;
2145 creature_ptr->stat_add[A_CHR] -= 1;
2146 creature_ptr->regenerate = FALSE;
2147 /* Cancel innate regeneration */
2150 if (creature_ptr->muta3 & MUT3_SILLY_VOI)
2152 creature_ptr->stat_add[A_CHR] -= 4;
2155 if (creature_ptr->muta3 & MUT3_BLANK_FAC)
2157 creature_ptr->stat_add[A_CHR] -= 1;
2160 if (creature_ptr->muta3 & MUT3_XTRA_EYES)
2162 creature_ptr->skill_fos += 15;
2163 creature_ptr->skill_srh += 15;
2166 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
2168 creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
2171 if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
2173 creature_ptr->skill_stl -= 3;
2176 if (creature_ptr->muta3 & MUT3_INFRAVIS)
2178 creature_ptr->see_infra += 3;
2181 if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
2186 if (creature_ptr->muta3 & MUT3_SHORT_LEG)
2191 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2193 creature_ptr->sh_elec = TRUE;
2196 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2198 creature_ptr->sh_fire = TRUE;
2199 creature_ptr->lite = TRUE;
2202 if (creature_ptr->muta3 & MUT3_WART_SKIN)
2204 creature_ptr->stat_add[A_CHR] -= 2;
2205 creature_ptr->to_a += 5;
2206 creature_ptr->dis_to_a += 5;
2209 if (creature_ptr->muta3 & MUT3_SCALES)
2211 creature_ptr->stat_add[A_CHR] -= 1;
2212 creature_ptr->to_a += 10;
2213 creature_ptr->dis_to_a += 10;
2216 if (creature_ptr->muta3 & MUT3_IRON_SKIN)
2218 creature_ptr->stat_add[A_DEX] -= 1;
2219 creature_ptr->to_a += 25;
2220 creature_ptr->dis_to_a += 25;
2223 if (creature_ptr->muta3 & MUT3_WINGS)
2225 creature_ptr->levitation = TRUE;
2228 if (creature_ptr->muta3 & MUT3_FEARLESS)
2230 creature_ptr->resist_fear = TRUE;
2233 if (creature_ptr->muta3 & MUT3_REGEN)
2235 creature_ptr->regenerate = TRUE;
2238 if (creature_ptr->muta3 & MUT3_ESP)
2240 creature_ptr->telepathy = TRUE;
2243 if (creature_ptr->muta3 & MUT3_LIMBER)
2245 creature_ptr->stat_add[A_DEX] += 3;
2248 if (creature_ptr->muta3 & MUT3_ARTHRITIS)
2250 creature_ptr->stat_add[A_DEX] -= 3;
2253 if (creature_ptr->muta3 & MUT3_MOTION)
2255 creature_ptr->free_act = TRUE;
2256 creature_ptr->skill_stl += 1;
2259 if (creature_ptr->muta3 & MUT3_ILL_NORM)
2261 creature_ptr->stat_add[A_CHR] = 0;
2265 if (creature_ptr->tsuyoshi)
2267 creature_ptr->stat_add[A_STR] += 4;
2268 creature_ptr->stat_add[A_CON] += 4;
2271 /* Scan the usable creature_ptr->inventory_list */
2272 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2274 int bonus_to_h, bonus_to_d;
2275 o_ptr = &creature_ptr->inventory_list[i];
2276 if (!o_ptr->k_idx) continue;
2278 object_flags(o_ptr, flgs);
2280 creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
2281 if (o_ptr->name1 == ART_CHAINSWORD) creature_ptr->cursed |= TRC_CHAINSWORD;
2284 if (have_flag(flgs, TR_STR)) creature_ptr->stat_add[A_STR] += o_ptr->pval;
2285 if (have_flag(flgs, TR_INT)) creature_ptr->stat_add[A_INT] += o_ptr->pval;
2286 if (have_flag(flgs, TR_WIS)) creature_ptr->stat_add[A_WIS] += o_ptr->pval;
2287 if (have_flag(flgs, TR_DEX)) creature_ptr->stat_add[A_DEX] += o_ptr->pval;
2288 if (have_flag(flgs, TR_CON)) creature_ptr->stat_add[A_CON] += o_ptr->pval;
2289 if (have_flag(flgs, TR_CHR)) creature_ptr->stat_add[A_CHR] += o_ptr->pval;
2291 if (have_flag(flgs, TR_MAGIC_MASTERY)) creature_ptr->skill_dev += 8 * o_ptr->pval;
2293 /* Affect stealth */
2294 if (have_flag(flgs, TR_STEALTH)) creature_ptr->skill_stl += o_ptr->pval;
2296 /* Affect searching ability (factor of five) */
2297 if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_srh += (o_ptr->pval * 5);
2299 /* Affect searching frequency (factor of five) */
2300 if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_fos += (o_ptr->pval * 5);
2302 /* Affect infravision */
2303 if (have_flag(flgs, TR_INFRA)) creature_ptr->see_infra += o_ptr->pval;
2305 /* Affect digging (factor of 20) */
2306 if (have_flag(flgs, TR_TUNNEL)) creature_ptr->skill_dig += (o_ptr->pval * 20);
2309 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
2312 if (have_flag(flgs, TR_BLOWS))
2314 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute) extra_blows[0] += o_ptr->pval;
2315 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute) extra_blows[1] += o_ptr->pval;
2316 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
2319 /* Hack -- cause earthquakes */
2320 if (have_flag(flgs, TR_IMPACT)) creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
2323 if (have_flag(flgs, TR_AGGRAVATE)) creature_ptr->cursed |= TRC_AGGRAVATE;
2324 if (have_flag(flgs, TR_DRAIN_EXP)) creature_ptr->cursed |= TRC_DRAIN_EXP;
2325 if (have_flag(flgs, TR_TY_CURSE)) creature_ptr->cursed |= TRC_TY_CURSE;
2326 if (have_flag(flgs, TR_ADD_L_CURSE)) creature_ptr->cursed |= TRC_ADD_L_CURSE;
2327 if (have_flag(flgs, TR_ADD_H_CURSE)) creature_ptr->cursed |= TRC_ADD_H_CURSE;
2328 if (have_flag(flgs, TR_DRAIN_HP)) creature_ptr->cursed |= TRC_DRAIN_HP;
2329 if (have_flag(flgs, TR_DRAIN_MANA)) creature_ptr->cursed |= TRC_DRAIN_MANA;
2330 if (have_flag(flgs, TR_CALL_ANIMAL)) creature_ptr->cursed |= TRC_CALL_ANIMAL;
2331 if (have_flag(flgs, TR_CALL_DEMON)) creature_ptr->cursed |= TRC_CALL_DEMON;
2332 if (have_flag(flgs, TR_CALL_DRAGON)) creature_ptr->cursed |= TRC_CALL_DRAGON;
2333 if (have_flag(flgs, TR_CALL_UNDEAD)) creature_ptr->cursed |= TRC_CALL_UNDEAD;
2334 if (have_flag(flgs, TR_COWARDICE)) creature_ptr->cursed |= TRC_COWARDICE;
2335 if (have_flag(flgs, TR_LOW_MELEE)) creature_ptr->cursed |= TRC_LOW_MELEE;
2336 if (have_flag(flgs, TR_LOW_AC)) creature_ptr->cursed |= TRC_LOW_AC;
2337 if (have_flag(flgs, TR_LOW_MAGIC)) creature_ptr->cursed |= TRC_LOW_MAGIC;
2338 if (have_flag(flgs, TR_FAST_DIGEST)) creature_ptr->cursed |= TRC_FAST_DIGEST;
2339 if (have_flag(flgs, TR_SLOW_REGEN)) creature_ptr->cursed |= TRC_SLOW_REGEN;
2340 if (have_flag(flgs, TR_DEC_MANA)) creature_ptr->dec_mana = TRUE;
2341 if (have_flag(flgs, TR_BLESSED)) creature_ptr->bless_blade = TRUE;
2342 if (have_flag(flgs, TR_XTRA_MIGHT)) creature_ptr->xtra_might = TRUE;
2343 if (have_flag(flgs, TR_SLOW_DIGEST)) creature_ptr->slow_digest = TRUE;
2344 if (have_flag(flgs, TR_REGEN)) creature_ptr->regenerate = TRUE;
2345 if (have_flag(flgs, TR_TELEPATHY)) creature_ptr->telepathy = TRUE;
2346 if (have_flag(flgs, TR_ESP_ANIMAL)) creature_ptr->esp_animal = TRUE;
2347 if (have_flag(flgs, TR_ESP_UNDEAD)) creature_ptr->esp_undead = TRUE;
2348 if (have_flag(flgs, TR_ESP_DEMON)) creature_ptr->esp_demon = TRUE;
2349 if (have_flag(flgs, TR_ESP_ORC)) creature_ptr->esp_orc = TRUE;
2350 if (have_flag(flgs, TR_ESP_TROLL)) creature_ptr->esp_troll = TRUE;
2351 if (have_flag(flgs, TR_ESP_GIANT)) creature_ptr->esp_giant = TRUE;
2352 if (have_flag(flgs, TR_ESP_DRAGON)) creature_ptr->esp_dragon = TRUE;
2353 if (have_flag(flgs, TR_ESP_HUMAN)) creature_ptr->esp_human = TRUE;
2354 if (have_flag(flgs, TR_ESP_EVIL)) creature_ptr->esp_evil = TRUE;
2355 if (have_flag(flgs, TR_ESP_GOOD)) creature_ptr->esp_good = TRUE;
2356 if (have_flag(flgs, TR_ESP_NONLIVING)) creature_ptr->esp_nonliving = TRUE;
2357 if (have_flag(flgs, TR_ESP_UNIQUE)) creature_ptr->esp_unique = TRUE;
2359 if (have_flag(flgs, TR_SEE_INVIS)) creature_ptr->see_inv = TRUE;
2360 if (have_flag(flgs, TR_LEVITATION)) creature_ptr->levitation = TRUE;
2361 if (have_flag(flgs, TR_FREE_ACT)) creature_ptr->free_act = TRUE;
2362 if (have_flag(flgs, TR_HOLD_EXP)) creature_ptr->hold_exp = TRUE;
2363 if (have_flag(flgs, TR_WARNING)) {
2364 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
2365 creature_ptr->warning = TRUE;
2368 if (have_flag(flgs, TR_TELEPORT))
2370 if (object_is_cursed(o_ptr)) creature_ptr->cursed |= TRC_TELEPORT;
2373 concptr insc = quark_str(o_ptr->inscription);
2375 if (o_ptr->inscription && my_strchr(insc, '.'))
2378 * {.} will stop random teleportation.
2383 /* Controlled random teleportation */
2384 creature_ptr->cursed |= TRC_TELEPORT_SELF;
2389 /* Immunity flags */
2390 if (have_flag(flgs, TR_IM_FIRE)) creature_ptr->immune_fire = TRUE;
2391 if (have_flag(flgs, TR_IM_ACID)) creature_ptr->immune_acid = TRUE;
2392 if (have_flag(flgs, TR_IM_COLD)) creature_ptr->immune_cold = TRUE;
2393 if (have_flag(flgs, TR_IM_ELEC)) creature_ptr->immune_elec = TRUE;
2395 /* Resistance flags */
2396 if (have_flag(flgs, TR_RES_ACID)) creature_ptr->resist_acid = TRUE;
2397 if (have_flag(flgs, TR_RES_ELEC)) creature_ptr->resist_elec = TRUE;
2398 if (have_flag(flgs, TR_RES_FIRE)) creature_ptr->resist_fire = TRUE;
2399 if (have_flag(flgs, TR_RES_COLD)) creature_ptr->resist_cold = TRUE;
2400 if (have_flag(flgs, TR_RES_POIS)) creature_ptr->resist_pois = TRUE;
2401 if (have_flag(flgs, TR_RES_FEAR)) creature_ptr->resist_fear = TRUE;
2402 if (have_flag(flgs, TR_RES_CONF)) creature_ptr->resist_conf = TRUE;
2403 if (have_flag(flgs, TR_RES_SOUND)) creature_ptr->resist_sound = TRUE;
2404 if (have_flag(flgs, TR_RES_LITE)) creature_ptr->resist_lite = TRUE;
2405 if (have_flag(flgs, TR_RES_DARK)) creature_ptr->resist_dark = TRUE;
2406 if (have_flag(flgs, TR_RES_CHAOS)) creature_ptr->resist_chaos = TRUE;
2407 if (have_flag(flgs, TR_RES_DISEN)) creature_ptr->resist_disen = TRUE;
2408 if (have_flag(flgs, TR_RES_SHARDS)) creature_ptr->resist_shard = TRUE;
2409 if (have_flag(flgs, TR_RES_NEXUS)) creature_ptr->resist_nexus = TRUE;
2410 if (have_flag(flgs, TR_RES_BLIND)) creature_ptr->resist_blind = TRUE;
2411 if (have_flag(flgs, TR_RES_NETHER)) creature_ptr->resist_neth = TRUE;
2413 if (have_flag(flgs, TR_REFLECT)) creature_ptr->reflect = TRUE;
2414 if (have_flag(flgs, TR_SH_FIRE)) creature_ptr->sh_fire = TRUE;
2415 if (have_flag(flgs, TR_SH_ELEC)) creature_ptr->sh_elec = TRUE;
2416 if (have_flag(flgs, TR_SH_COLD)) creature_ptr->sh_cold = TRUE;
2417 if (have_flag(flgs, TR_NO_MAGIC)) creature_ptr->anti_magic = TRUE;
2418 if (have_flag(flgs, TR_NO_TELE)) creature_ptr->anti_tele = TRUE;
2421 if (have_flag(flgs, TR_SUST_STR)) creature_ptr->sustain_str = TRUE;
2422 if (have_flag(flgs, TR_SUST_INT)) creature_ptr->sustain_int = TRUE;
2423 if (have_flag(flgs, TR_SUST_WIS)) creature_ptr->sustain_wis = TRUE;
2424 if (have_flag(flgs, TR_SUST_DEX)) creature_ptr->sustain_dex = TRUE;
2425 if (have_flag(flgs, TR_SUST_CON)) creature_ptr->sustain_con = TRUE;
2426 if (have_flag(flgs, TR_SUST_CHR)) creature_ptr->sustain_chr = TRUE;
2428 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
2429 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
2430 if (o_ptr->name2 == EGO_RING_RES_TIME) creature_ptr->resist_time = TRUE;
2431 if (o_ptr->name2 == EGO_RING_THROW) creature_ptr->mighty_throw = TRUE;
2432 if (have_flag(flgs, TR_EASY_SPELL)) creature_ptr->easy_spell = TRUE;
2433 if (o_ptr->name2 == EGO_AMU_FOOL) creature_ptr->heavy_spell = TRUE;
2434 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
2436 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
2438 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2440 creature_ptr->to_m_chance += 10;
2444 creature_ptr->to_m_chance += 3;
2448 if (o_ptr->tval == TV_CAPTURE) continue;
2450 /* Modify the base armor class */
2451 creature_ptr->ac += o_ptr->ac;
2453 /* The base armor class is always known */
2454 creature_ptr->dis_ac += o_ptr->ac;
2456 /* Apply the bonuses to armor class */
2457 creature_ptr->to_a += o_ptr->to_a;
2459 /* Apply the mental bonuses to armor class, if known */
2460 if (object_is_known(o_ptr)) creature_ptr->dis_to_a += o_ptr->to_a;
2462 if (o_ptr->curse_flags & TRC_LOW_MELEE)
2464 int slot = i - INVEN_RARM;
2467 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2469 creature_ptr->to_h[slot] -= 15;
2470 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 15;
2474 creature_ptr->to_h[slot] -= 5;
2475 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 5;
2480 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2482 creature_ptr->to_h_b -= 15;
2483 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 15;
2487 creature_ptr->to_h_b -= 5;
2488 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 5;
2493 if (o_ptr->curse_flags & TRC_LOW_AC)
2495 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2497 creature_ptr->to_a -= 30;
2498 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 30;
2502 creature_ptr->to_a -= 10;
2503 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 10;
2507 /* Hack -- do not apply "weapon" bonuses */
2508 if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i)) continue;
2509 if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) continue;
2511 /* Hack -- do not apply "bow" bonuses */
2512 if (i == INVEN_BOW) continue;
2514 bonus_to_h = o_ptr->to_h;
2515 bonus_to_d = o_ptr->to_d;
2517 if (creature_ptr->pclass == CLASS_NINJA)
2519 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
2520 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
2523 /* To Bow and Natural attack */
2525 /* Apply the bonuses to hit/damage */
2526 creature_ptr->to_h_b += (s16b)bonus_to_h;
2527 creature_ptr->to_h_m += (s16b)bonus_to_h;
2528 creature_ptr->to_d_m += (s16b)bonus_to_d;
2530 /* Apply the mental bonuses tp hit/damage, if known */
2531 if (object_is_known(o_ptr)) creature_ptr->dis_to_h_b += (s16b)bonus_to_h;
2534 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute)
2536 /* Apply the bonuses to hit/damage */
2537 creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2538 creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2540 /* Apply the mental bonuses tp hit/damage, if known */
2541 if (object_is_known(o_ptr))
2543 creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2544 creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2547 else if (creature_ptr->migite && creature_ptr->hidarite)
2549 /* Apply the bonuses to hit/damage */
2550 creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2551 creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2552 creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2553 creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2555 /* Apply the mental bonuses tp hit/damage, if known */
2556 if (object_is_known(o_ptr))
2558 creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2559 creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2560 creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2561 creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2566 /* Apply the bonuses to hit/damage */
2567 creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
2568 creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
2570 /* Apply the mental bonuses to hit/damage, if known */
2571 if (object_is_known(o_ptr))
2573 creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
2574 creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
2579 /* Shield skill bonus */
2580 if (object_is_armour(&creature_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&creature_ptr->inventory_list[INVEN_LARM]))
2582 creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2583 creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2586 if (old_mighty_throw != creature_ptr->mighty_throw)
2588 /* Redraw average damege display of Shuriken */
2589 creature_ptr->window |= PW_INVEN;
2592 if (creature_ptr->cursed & TRC_TELEPORT) creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
2594 /* Monks get extra ac for armour _not worn_ */
2595 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr))
2597 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx))
2599 creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
2600 creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
2602 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15))
2604 creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
2605 creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
2607 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10))
2609 creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
2610 creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
2612 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4))
2614 creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
2615 creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
2617 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx))
2619 creature_ptr->to_a += (creature_ptr->lev / 2);
2620 creature_ptr->dis_to_a += (creature_ptr->lev / 2);
2622 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx))
2624 creature_ptr->to_a += (creature_ptr->lev / 3);
2625 creature_ptr->dis_to_a += (creature_ptr->lev / 3);
2627 if (creature_ptr->special_defense & KAMAE_BYAKKO)
2629 creature_ptr->stat_add[A_STR] += 2;
2630 creature_ptr->stat_add[A_DEX] += 2;
2631 creature_ptr->stat_add[A_CON] -= 3;
2633 else if (creature_ptr->special_defense & KAMAE_SEIRYU)
2636 else if (creature_ptr->special_defense & KAMAE_GENBU)
2638 creature_ptr->stat_add[A_INT] -= 1;
2639 creature_ptr->stat_add[A_WIS] -= 1;
2640 creature_ptr->stat_add[A_DEX] -= 2;
2641 creature_ptr->stat_add[A_CON] += 3;
2643 else if (creature_ptr->special_defense & KAMAE_SUZAKU)
2645 creature_ptr->stat_add[A_STR] -= 2;
2646 creature_ptr->stat_add[A_INT] += 1;
2647 creature_ptr->stat_add[A_WIS] += 1;
2648 creature_ptr->stat_add[A_DEX] += 2;
2649 creature_ptr->stat_add[A_CON] -= 2;
2653 if (creature_ptr->special_defense & KATA_KOUKIJIN)
2655 for (i = 0; i < A_MAX; i++)
2656 creature_ptr->stat_add[i] += 5;
2657 creature_ptr->to_a -= 50;
2658 creature_ptr->dis_to_a -= 50;
2661 /* Hack -- aura of fire also provides light */
2662 if (creature_ptr->sh_fire) creature_ptr->lite = TRUE;
2664 /* Golems also get an intrinsic AC bonus */
2665 if (PRACE_IS_(creature_ptr, RACE_GOLEM) || PRACE_IS_(creature_ptr, RACE_ANDROID))
2667 creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
2668 creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
2672 if (creature_ptr->realm1 == REALM_HEX)
2674 if (hex_spelling_any(creature_ptr)) creature_ptr->skill_stl -= (1 + CASTING_HEX_NUM(creature_ptr));
2675 if (hex_spelling(HEX_DETECT_EVIL)) creature_ptr->esp_evil = TRUE;
2676 if (hex_spelling(HEX_XTRA_MIGHT)) creature_ptr->stat_add[A_STR] += 4;
2677 if (hex_spelling(HEX_BUILDING))
2679 creature_ptr->stat_add[A_STR] += 4;
2680 creature_ptr->stat_add[A_DEX] += 4;
2681 creature_ptr->stat_add[A_CON] += 4;
2683 if (hex_spelling(HEX_DEMON_AURA))
2685 creature_ptr->sh_fire = TRUE;
2686 creature_ptr->regenerate = TRUE;
2688 if (hex_spelling(HEX_ICE_ARMOR))
2690 creature_ptr->sh_cold = TRUE;
2691 creature_ptr->to_a += 30;
2692 creature_ptr->dis_to_a += 30;
2694 if (hex_spelling(HEX_SHOCK_CLOAK))
2696 creature_ptr->sh_elec = TRUE;
2699 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
2701 ARMOUR_CLASS ac = 0;
2702 o_ptr = &creature_ptr->inventory_list[i];
2703 if (!o_ptr->k_idx) continue;
2704 if (!object_is_armour(o_ptr)) continue;
2705 if (!object_is_cursed(o_ptr)) continue;
2707 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
2708 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
2709 creature_ptr->to_a += (s16b)ac;
2710 creature_ptr->dis_to_a += (s16b)ac;
2714 /* Calculate stats */
2715 for (i = 0; i < A_MAX; i++)
2719 /* Extract the new "stat_use" value for the stat */
2720 top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);
2722 /* Notice changes */
2723 if (creature_ptr->stat_top[i] != top)
2725 /* Save the new value */
2726 creature_ptr->stat_top[i] = (s16b)top;
2727 creature_ptr->redraw |= (PR_STATS);
2728 creature_ptr->window |= (PW_PLAYER);
2732 /* Extract the new "stat_use" value for the stat */
2733 use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);
2735 if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM))
2737 /* 10 to 18/90 charisma, guaranteed, based on level */
2738 if (use < 8 + 2 * creature_ptr->lev)
2740 use = 8 + 2 * creature_ptr->lev;
2744 /* Notice changes */
2745 if (creature_ptr->stat_use[i] != use)
2747 /* Save the new value */
2748 creature_ptr->stat_use[i] = (s16b)use;
2749 creature_ptr->redraw |= (PR_STATS);
2750 creature_ptr->window |= (PW_PLAYER);
2754 /* Values: 3, 4, ..., 17 */
2755 if (use <= 18) ind = (use - 3);
2757 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
2758 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
2760 /* Range: 18/220+ */
2763 /* Notice changes */
2764 if (creature_ptr->stat_ind[i] != ind)
2766 /* Save the new index */
2767 creature_ptr->stat_ind[i] = (s16b)ind;
2769 /* Change in CON affects Hitpoints */
2772 creature_ptr->update |= (PU_HP);
2775 /* Change in INT may affect Mana/Spells */
2776 else if (i == A_INT)
2778 if (mp_ptr->spell_stat == A_INT)
2780 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2784 /* Change in WIS may affect Mana/Spells */
2785 else if (i == A_WIS)
2787 if (mp_ptr->spell_stat == A_WIS)
2789 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2793 /* Change in WIS may affect Mana/Spells */
2794 else if (i == A_CHR)
2796 if (mp_ptr->spell_stat == A_CHR)
2798 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2802 creature_ptr->window |= (PW_PLAYER);
2806 /* Apply temporary "stun" */
2807 if (creature_ptr->stun > 50)
2809 creature_ptr->to_h[0] -= 20;
2810 creature_ptr->to_h[1] -= 20;
2811 creature_ptr->to_h_b -= 20;
2812 creature_ptr->to_h_m -= 20;
2813 creature_ptr->dis_to_h[0] -= 20;
2814 creature_ptr->dis_to_h[1] -= 20;
2815 creature_ptr->dis_to_h_b -= 20;
2816 creature_ptr->to_d[0] -= 20;
2817 creature_ptr->to_d[1] -= 20;
2818 creature_ptr->to_d_m -= 20;
2819 creature_ptr->dis_to_d[0] -= 20;
2820 creature_ptr->dis_to_d[1] -= 20;
2822 else if (creature_ptr->stun)
2824 creature_ptr->to_h[0] -= 5;
2825 creature_ptr->to_h[1] -= 5;
2826 creature_ptr->to_h_b -= 5;
2827 creature_ptr->to_h_m -= 5;
2828 creature_ptr->dis_to_h[0] -= 5;
2829 creature_ptr->dis_to_h[1] -= 5;
2830 creature_ptr->dis_to_h_b -= 5;
2831 creature_ptr->to_d[0] -= 5;
2832 creature_ptr->to_d[1] -= 5;
2833 creature_ptr->to_d_m -= 5;
2834 creature_ptr->dis_to_d[0] -= 5;
2835 creature_ptr->dis_to_d[1] -= 5;
2839 if (creature_ptr->wraith_form)
2841 creature_ptr->reflect = TRUE;
2842 creature_ptr->pass_wall = TRUE;
2845 if (creature_ptr->kabenuke)
2847 creature_ptr->pass_wall = TRUE;
2850 /* Temporary blessing */
2853 creature_ptr->to_a += 5;
2854 creature_ptr->dis_to_a += 5;
2855 creature_ptr->to_h[0] += 10;
2856 creature_ptr->to_h[1] += 10;
2857 creature_ptr->to_h_b += 10;
2858 creature_ptr->to_h_m += 10;
2859 creature_ptr->dis_to_h[0] += 10;
2860 creature_ptr->dis_to_h[1] += 10;
2861 creature_ptr->dis_to_h_b += 10;
2864 if (creature_ptr->magicdef)
2866 creature_ptr->resist_blind = TRUE;
2867 creature_ptr->resist_conf = TRUE;
2868 creature_ptr->reflect = TRUE;
2869 creature_ptr->free_act = TRUE;
2870 creature_ptr->levitation = TRUE;
2873 /* Temporary "Hero" */
2874 if (IS_HERO(creature_ptr))
2876 creature_ptr->to_h[0] += 12;
2877 creature_ptr->to_h[1] += 12;
2878 creature_ptr->to_h_b += 12;
2879 creature_ptr->to_h_m += 12;
2880 creature_ptr->dis_to_h[0] += 12;
2881 creature_ptr->dis_to_h[1] += 12;
2882 creature_ptr->dis_to_h_b += 12;
2885 /* Temporary "Beserk" */
2886 if (creature_ptr->shero)
2888 creature_ptr->to_h[0] += 12;
2889 creature_ptr->to_h[1] += 12;
2890 creature_ptr->to_h_b -= 12;
2891 creature_ptr->to_h_m += 12;
2892 creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
2893 creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
2894 creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
2895 creature_ptr->dis_to_h[0] += 12;
2896 creature_ptr->dis_to_h[1] += 12;
2897 creature_ptr->dis_to_h_b -= 12;
2898 creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
2899 creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
2900 creature_ptr->to_a -= 10;
2901 creature_ptr->dis_to_a -= 10;
2902 creature_ptr->skill_stl -= 7;
2903 creature_ptr->skill_dev -= 20;
2904 creature_ptr->skill_sav -= 30;
2905 creature_ptr->skill_srh -= 15;
2906 creature_ptr->skill_fos -= 15;
2907 creature_ptr->skill_tht -= 20;
2908 creature_ptr->skill_dig += 30;
2911 /* Temporary "fast" */
2912 if (IS_FAST(creature_ptr))
2917 /* Temporary "slow" */
2918 if (creature_ptr->slow)
2923 /* Temporary "telepathy" */
2926 creature_ptr->telepathy = TRUE;
2929 if (creature_ptr->ele_immune)
2931 if (creature_ptr->special_defense & DEFENSE_ACID)
2932 creature_ptr->immune_acid = TRUE;
2933 else if (creature_ptr->special_defense & DEFENSE_ELEC)
2934 creature_ptr->immune_elec = TRUE;
2935 else if (creature_ptr->special_defense & DEFENSE_FIRE)
2936 creature_ptr->immune_fire = TRUE;
2937 else if (creature_ptr->special_defense & DEFENSE_COLD)
2938 creature_ptr->immune_cold = TRUE;
2941 /* Temporary see invisible */
2942 if (creature_ptr->tim_invis)
2944 creature_ptr->see_inv = TRUE;
2947 /* Temporary infravision boost */
2948 if (creature_ptr->tim_infra)
2950 creature_ptr->see_infra += 3;
2953 /* Temporary regeneration boost */
2954 if (creature_ptr->tim_regen)
2956 creature_ptr->regenerate = TRUE;
2959 /* Temporary levitation */
2960 if (creature_ptr->tim_levitation)
2962 creature_ptr->levitation = TRUE;
2965 /* Temporary reflection */
2966 if (creature_ptr->tim_reflect)
2968 creature_ptr->reflect = TRUE;
2971 /* Hack -- Hero/Shero -> Res fear */
2972 if (IS_HERO(creature_ptr) || creature_ptr->shero)
2974 creature_ptr->resist_fear = TRUE;
2977 /* Hack -- Telepathy Change */
2978 if (creature_ptr->telepathy != old_telepathy)
2980 creature_ptr->update |= (PU_MONSTERS);
2983 if ((creature_ptr->esp_animal != old_esp_animal) ||
2984 (creature_ptr->esp_undead != old_esp_undead) ||
2985 (creature_ptr->esp_demon != old_esp_demon) ||
2986 (creature_ptr->esp_orc != old_esp_orc) ||
2987 (creature_ptr->esp_troll != old_esp_troll) ||
2988 (creature_ptr->esp_giant != old_esp_giant) ||
2989 (creature_ptr->esp_dragon != old_esp_dragon) ||
2990 (creature_ptr->esp_human != old_esp_human) ||
2991 (creature_ptr->esp_evil != old_esp_evil) ||
2992 (creature_ptr->esp_good != old_esp_good) ||
2993 (creature_ptr->esp_nonliving != old_esp_nonliving) ||
2994 (creature_ptr->esp_unique != old_esp_unique))
2996 creature_ptr->update |= (PU_MONSTERS);
2999 /* Hack -- See Invis Change */
3000 if (creature_ptr->see_inv != old_see_inv)
3002 creature_ptr->update |= (PU_MONSTERS);
3005 /* Bloating slows the player down (a little) */
3006 if (creature_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
3008 if (creature_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
3010 if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
3011 (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
3013 creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3014 creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3017 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
3019 int penalty1, penalty2;
3020 penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
3021 penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
3022 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
3024 penalty1 = penalty1 / 2 - 5;
3025 penalty2 = penalty2 / 2 - 5;
3027 creature_ptr->to_a += 10;
3028 creature_ptr->dis_to_a += 10;
3032 if (penalty1 > 0) penalty1 /= 2;
3033 if (penalty2 > 0) penalty2 /= 2;
3035 else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
3037 penalty1 = MAX(0, penalty1 - 10);
3038 penalty2 = MAX(0, penalty2 - 10);
3040 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
3042 penalty1 = MIN(0, penalty1);
3043 penalty2 = MIN(0, penalty2);
3044 creature_ptr->to_a += 10;
3045 creature_ptr->dis_to_a += 10;
3049 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
3051 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
3054 if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
3055 if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
3056 creature_ptr->to_h[0] -= (s16b)penalty1;
3057 creature_ptr->to_h[1] -= (s16b)penalty2;
3058 creature_ptr->dis_to_h[0] -= (s16b)penalty1;
3059 creature_ptr->dis_to_h[1] -= (s16b)penalty2;
3062 /* Extract the current weight (in tenth pounds) */
3063 j = creature_ptr->total_weight;
3065 if (!creature_ptr->riding)
3067 /* Extract the "weight limit" (in tenth pounds) */
3068 i = (int)weight_limit(creature_ptr);
3072 monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
3073 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
3074 SPEED speed = riding_m_ptr->mspeed;
3076 if (riding_m_ptr->mspeed > 110)
3078 new_speed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
3079 if (new_speed < 110) new_speed = 110;
3085 new_speed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
3086 if (MON_FAST(riding_m_ptr)) new_speed += 10;
3087 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
3088 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
3089 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) creature_ptr->can_swim = TRUE;
3091 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) creature_ptr->pass_wall = FALSE;
3092 if (riding_r_ptr->flags2 & RF2_KILL_WALL) creature_ptr->kill_wall = TRUE;
3094 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
3096 /* Extract the "weight limit" */
3097 i = 1500 + riding_r_ptr->level * 25;
3100 /* Apply "encumbrance" from weight */
3101 if (j > i) new_speed -= ((j - i) / (i / 5));
3103 /* Searching slows the player down */
3104 if (creature_ptr->action == ACTION_SEARCH) new_speed -= 10;
3107 if (creature_ptr->prace == RACE_MERFOLK)
3109 if (have_flag(f_ptr->flags, FF_WATER))
3111 new_speed += (2 + creature_ptr->lev / 10);
3113 else if (!creature_ptr->levitation)
3119 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
3120 creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
3121 creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3122 creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3123 creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3124 creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3125 creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3126 creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3127 creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3128 creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3129 creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3130 creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3131 creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3133 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
3134 creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
3135 creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3136 creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3137 creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3138 creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3139 creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3140 creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3141 creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3142 creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3145 /* Obtain the "hold" value */
3146 hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
3149 /* Examine the "current bow" */
3150 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3152 /* It is hard to carholdry a heavy bow */
3153 creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
3154 if (creature_ptr->heavy_shoot)
3156 /* Hard to wield a heavy bow */
3157 creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
3158 creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
3161 /* Compute "extra shots" if needed */
3164 creature_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
3166 /* Apply special flags */
3167 if (o_ptr->k_idx && !creature_ptr->heavy_shoot)
3170 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
3172 /* Snipers love Cross bows */
3173 if ((creature_ptr->pclass == CLASS_SNIPER) &&
3174 (creature_ptr->tval_ammo == TV_BOLT))
3176 creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
3177 creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
3182 if (creature_ptr->ryoute) hold *= 2;
3184 for (i = 0; i < 2; i++)
3186 /* Examine the "main weapon" */
3187 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
3189 object_flags(o_ptr, flgs);
3191 /* Assume not heavy */
3192 creature_ptr->heavy_wield[i] = FALSE;
3193 creature_ptr->icky_wield[i] = FALSE;
3194 creature_ptr->riding_wield[i] = FALSE;
3196 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
3198 creature_ptr->num_blow[i] = 1;
3201 /* It is hard to hold a heavy weapon */
3202 if (hold < o_ptr->weight / 10)
3204 /* Hard to wield a heavy weapon */
3205 creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
3206 creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
3209 creature_ptr->heavy_wield[i] = TRUE;
3211 else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
3213 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
3215 creature_ptr->to_a += 5;
3216 creature_ptr->dis_to_a += 5;
3219 /* Normal weapons */
3220 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i])
3222 int str_index, dex_index;
3224 int num = 0, wgt = 0, mul = 0, div = 0;
3226 /* Analyze the class */
3227 switch (creature_ptr->pclass)
3230 num = 6; wgt = 70; mul = 5; break;
3232 case CLASS_BERSERKER:
3233 num = 6; wgt = 70; mul = 7; break;
3236 case CLASS_HIGH_MAGE:
3237 case CLASS_BLUE_MAGE:
3238 num = 3; wgt = 100; mul = 2; break;
3241 case CLASS_MAGIC_EATER:
3242 case CLASS_MINDCRAFTER:
3243 num = 5; wgt = 100; mul = 3; break;
3246 num = 5; wgt = 40; mul = 3; break;
3249 num = 5; wgt = 70; mul = 4; break;
3253 num = 5; wgt = 70; mul = 4; break;
3256 num = 5; wgt = 150; mul = 5; break;
3258 case CLASS_WARRIOR_MAGE:
3259 case CLASS_RED_MAGE:
3260 num = 5; wgt = 70; mul = 3; break;
3262 case CLASS_CHAOS_WARRIOR:
3263 num = 5; wgt = 70; mul = 4; break;
3266 num = 5; wgt = 60; mul = 3; break;
3269 num = 4; wgt = 100; mul = 3; break;
3271 case CLASS_IMITATOR:
3272 num = 5; wgt = 70; mul = 4; break;
3274 case CLASS_BEASTMASTER:
3275 num = 5; wgt = 70; mul = 3; break;
3278 if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
3279 else { num = 5; wgt = 100; mul = 3; }
3282 case CLASS_SORCERER:
3283 num = 1; wgt = 1; mul = 1; break;
3288 num = 4; wgt = 70; mul = 2; break;
3290 case CLASS_FORCETRAINER:
3291 num = 4; wgt = 60; mul = 2; break;
3293 case CLASS_MIRROR_MASTER:
3294 num = 3; wgt = 100; mul = 3; break;
3297 num = 4; wgt = 20; mul = 1; break;
3300 /* Hex - extra mights gives +1 bonus to max blows */
3301 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
3303 /* Enforce a minimum "weight" (tenth pounds) */
3304 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
3306 /* Access the strength vs weight */
3307 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
3309 if (creature_ptr->ryoute && !omoi) str_index++;
3310 if (creature_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
3313 if (str_index > 11) str_index = 11;
3315 /* Index by dexterity */
3316 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
3319 if (dex_index > 11) dex_index = 11;
3321 /* Use the blows table */
3322 creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
3325 if (creature_ptr->num_blow[i] > num) creature_ptr->num_blow[i] = (s16b)num;
3327 /* Add in the "bonus blows" */
3328 creature_ptr->num_blow[i] += (s16b)extra_blows[i];
3331 if (creature_ptr->pclass == CLASS_WARRIOR) creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
3332 else if (creature_ptr->pclass == CLASS_BERSERKER)
3334 creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
3336 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30)) creature_ptr->num_blow[i] ++;
3338 if (creature_ptr->special_defense & KATA_FUUJIN) creature_ptr->num_blow[i] -= 1;
3340 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) creature_ptr->num_blow[i] = 1;
3343 /* Require at least one blow */
3344 if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
3346 /* Boost digging skill by weapon weight */
3347 creature_ptr->skill_dig += (o_ptr->weight / 10);
3351 /* Priest weapon penalty for non-blessed edged weapons */
3352 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
3353 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
3355 /* Reduce the real bonuses */
3356 creature_ptr->to_h[i] -= 2;
3357 creature_ptr->to_d[i] -= 2;
3359 /* Reduce the mental bonuses */
3360 creature_ptr->dis_to_h[i] -= 2;
3361 creature_ptr->dis_to_d[i] -= 2;
3364 creature_ptr->icky_wield[i] = TRUE;
3366 else if (creature_ptr->pclass == CLASS_BERSERKER)
3368 creature_ptr->to_h[i] += creature_ptr->lev / 5;
3369 creature_ptr->to_d[i] += creature_ptr->lev / 6;
3370 creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
3371 creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
3372 if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute)
3374 creature_ptr->to_h[i] += creature_ptr->lev / 5;
3375 creature_ptr->to_d[i] += creature_ptr->lev / 6;
3376 creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
3377 creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
3380 else if (creature_ptr->pclass == CLASS_SORCERER)
3382 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
3384 /* Reduce the real bonuses */
3385 creature_ptr->to_h[i] -= 200;
3386 creature_ptr->to_d[i] -= 200;
3388 /* Reduce the mental bonuses */
3389 creature_ptr->dis_to_h[i] -= 200;
3390 creature_ptr->dis_to_d[i] -= 200;
3393 creature_ptr->icky_wield[i] = TRUE;
3397 /* Reduce the real bonuses */
3398 creature_ptr->to_h[i] -= 30;
3399 creature_ptr->to_d[i] -= 10;
3401 /* Reduce the mental bonuses */
3402 creature_ptr->dis_to_h[i] -= 30;
3403 creature_ptr->dis_to_d[i] -= 10;
3407 if (creature_ptr->realm1 == REALM_HEX)
3409 if (object_is_cursed(o_ptr))
3411 if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
3412 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_h[i] += 7; creature_ptr->dis_to_h[i] += 7; }
3413 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_h[i] += 13; creature_ptr->dis_to_h[i] += 13; }
3414 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
3415 if (hex_spelling(HEX_RUNESWORD))
3417 if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_d[i] += 5; creature_ptr->dis_to_d[i] += 5; }
3418 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_d[i] += 7; creature_ptr->dis_to_d[i] += 7; }
3419 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_d[i] += 13; creature_ptr->dis_to_d[i] += 13; }
3423 if (creature_ptr->riding)
3425 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
3427 creature_ptr->to_h[i] += 15;
3428 creature_ptr->dis_to_h[i] += 15;
3429 creature_ptr->to_dd[i] += 2;
3431 else if (!(have_flag(flgs, TR_RIDING)))
3434 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
3440 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3442 if (penalty < 30) penalty = 30;
3444 creature_ptr->to_h[i] -= (s16b)penalty;
3445 creature_ptr->dis_to_h[i] -= (s16b)penalty;
3448 creature_ptr->riding_wield[i] = TRUE;
3453 if (creature_ptr->riding)
3457 creature_ptr->riding_ryoute = FALSE;
3459 if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE)) creature_ptr->riding_ryoute = TRUE;
3460 else if (creature_ptr->pet_extra_flags & PF_RYOUTE)
3462 switch (creature_ptr->pclass)
3465 case CLASS_FORCETRAINER:
3466 case CLASS_BERSERKER:
3467 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
3468 creature_ptr->riding_ryoute = TRUE;
3473 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
3475 if (creature_ptr->tval_ammo != TV_ARROW) penalty = 5;
3479 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3481 if (penalty < 30) penalty = 30;
3483 if (creature_ptr->tval_ammo == TV_BOLT) penalty *= 2;
3484 creature_ptr->to_h_b -= (s16b)penalty;
3485 creature_ptr->dis_to_h_b -= (s16b)penalty;
3488 /* Different calculation for monks with empty hands */
3489 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) &&
3490 (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite)
3492 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
3493 creature_ptr->num_blow[0] = 0;
3495 if (creature_ptr->pclass == CLASS_FORCETRAINER)
3497 if (blow_base > 18) creature_ptr->num_blow[0]++;
3498 if (blow_base > 31) creature_ptr->num_blow[0]++;
3499 if (blow_base > 44) creature_ptr->num_blow[0]++;
3500 if (blow_base > 58) creature_ptr->num_blow[0]++;
3503 creature_ptr->to_d[0] += P_PTR_KI / 5;
3504 creature_ptr->dis_to_d[0] += P_PTR_KI / 5;
3509 if (blow_base > 12) creature_ptr->num_blow[0]++;
3510 if (blow_base > 22) creature_ptr->num_blow[0]++;
3511 if (blow_base > 31) creature_ptr->num_blow[0]++;
3512 if (blow_base > 39) creature_ptr->num_blow[0]++;
3513 if (blow_base > 46) creature_ptr->num_blow[0]++;
3514 if (blow_base > 53) creature_ptr->num_blow[0]++;
3515 if (blow_base > 59) creature_ptr->num_blow[0]++;
3518 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
3519 creature_ptr->num_blow[0] /= 2;
3522 creature_ptr->to_h[0] += (creature_ptr->lev / 3);
3523 creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);
3525 creature_ptr->to_d[0] += (creature_ptr->lev / 6);
3526 creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
3529 if (creature_ptr->special_defense & KAMAE_BYAKKO)
3531 creature_ptr->to_a -= 40;
3532 creature_ptr->dis_to_a -= 40;
3535 else if (creature_ptr->special_defense & KAMAE_SEIRYU)
3537 creature_ptr->to_a -= 50;
3538 creature_ptr->dis_to_a -= 50;
3539 creature_ptr->resist_acid = TRUE;
3540 creature_ptr->resist_fire = TRUE;
3541 creature_ptr->resist_elec = TRUE;
3542 creature_ptr->resist_cold = TRUE;
3543 creature_ptr->resist_pois = TRUE;
3544 creature_ptr->sh_fire = TRUE;
3545 creature_ptr->sh_elec = TRUE;
3546 creature_ptr->sh_cold = TRUE;
3547 creature_ptr->levitation = TRUE;
3549 else if (creature_ptr->special_defense & KAMAE_GENBU)
3551 creature_ptr->to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
3552 creature_ptr->dis_to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
3553 creature_ptr->reflect = TRUE;
3554 creature_ptr->num_blow[0] -= 2;
3555 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42)) creature_ptr->num_blow[0]--;
3556 if (creature_ptr->num_blow[0] < 0) creature_ptr->num_blow[0] = 0;
3558 else if (creature_ptr->special_defense & KAMAE_SUZAKU)
3560 creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
3561 creature_ptr->to_d[0] -= (creature_ptr->lev / 6);
3563 creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
3564 creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
3565 creature_ptr->num_blow[0] /= 2;
3566 creature_ptr->levitation = TRUE;
3569 creature_ptr->num_blow[0] += 1 + extra_blows[0];
3572 if (creature_ptr->riding) creature_ptr->levitation = riding_levitation;
3574 creature_ptr->monk_armour_aux = FALSE;
3576 if (heavy_armor(creature_ptr))
3578 creature_ptr->monk_armour_aux = TRUE;
3581 for (i = 0; i < 2; i++)
3583 if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3585 OBJECT_TYPE_VALUE tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
3586 OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
3588 creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3589 creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3590 if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER))
3592 if (!s_info[creature_ptr->pclass].w_max[tval][sval])
3594 creature_ptr->to_h[i] -= 40;
3595 creature_ptr->dis_to_h[i] -= 40;
3596 creature_ptr->icky_wield[i] = TRUE;
3599 else if (creature_ptr->pclass == CLASS_NINJA)
3601 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (creature_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
3603 creature_ptr->to_h[i] -= 40;
3604 creature_ptr->dis_to_h[i] -= 40;
3605 creature_ptr->icky_wield[i] = TRUE;
3606 creature_ptr->num_blow[i] /= 2;
3607 if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
3613 /* Maximum speed is (+99). (internally it's 110 + 99) */
3614 /* Temporary lightspeed forces to be maximum speed */
3615 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (new_speed > 209))
3620 /* Minimum speed is (-99). (internally it's 110 - 99) */
3621 if (new_speed < 11) new_speed = 11;
3623 /* Display the speed (if needed) */
3624 if (creature_ptr->pspeed != (byte)new_speed)
3626 creature_ptr->pspeed = (byte)new_speed;
3627 creature_ptr->redraw |= (PR_SPEED);
3632 if (creature_ptr->to_a > (0 - creature_ptr->ac))
3633 creature_ptr->to_a = 0 - creature_ptr->ac;
3634 if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
3635 creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
3638 /* Redraw armor (if needed) */
3639 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a))
3641 creature_ptr->redraw |= (PR_ARMOR);
3642 creature_ptr->window |= (PW_PLAYER);
3645 if (creature_ptr->ryoute && !omoi)
3647 int bonus_to_h = 0, bonus_to_d = 0;
3648 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3649 bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3651 creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
3652 creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
3653 creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
3654 creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
3657 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) creature_ptr->ryoute = FALSE;
3659 /* Affect Skill -- stealth (bonus one) */
3660 creature_ptr->skill_stl += 1;
3662 if (IS_TIM_STEALTH()) creature_ptr->skill_stl += 99;
3664 /* Affect Skill -- disarming (DEX and INT) */
3665 creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
3666 creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
3668 /* Affect Skill -- magic devices (INT) */
3669 creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
3671 /* Affect Skill -- saving throw (WIS) */
3672 creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
3674 /* Affect Skill -- digging (STR) */
3675 creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
3677 /* Affect Skill -- disarming (Level, by Class) */
3678 creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
3680 /* Affect Skill -- magic devices (Level, by Class) */
3681 creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
3683 /* Affect Skill -- saving throw (Level, by Class) */
3684 creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
3686 /* Affect Skill -- stealth (Level, by Class) */
3687 creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
3689 /* Affect Skill -- search ability (Level, by Class) */
3690 creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
3692 /* Affect Skill -- search frequency (Level, by Class) */
3693 creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
3695 /* Affect Skill -- combat (normal) (Level, by Class) */
3696 creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
3698 /* Affect Skill -- combat (shooting) (Level, by Class) */
3699 creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
3701 /* Affect Skill -- combat (throwing) (Level, by Class) */
3702 creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
3704 if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
3706 creature_ptr->cursed &= ~(TRC_AGGRAVATE);
3707 creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
3710 /* Limit Skill -- stealth from 0 to 30 */
3711 if (creature_ptr->skill_stl > 30) creature_ptr->skill_stl = 30;
3712 if (creature_ptr->skill_stl < 0) creature_ptr->skill_stl = 0;
3714 /* Limit Skill -- digging from 1 up */
3715 if (creature_ptr->skill_dig < 1) creature_ptr->skill_dig = 1;
3717 if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev))) creature_ptr->skill_sav = 90 + creature_ptr->lev;
3719 if (creature_ptr->tsubureru) creature_ptr->skill_sav = 10;
3721 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev))) creature_ptr->skill_sav = 95 + creature_ptr->lev;
3723 if (down_saving) creature_ptr->skill_sav /= 2;
3725 /* Hack -- Each elemental immunity includes resistance */
3726 if (creature_ptr->immune_acid) creature_ptr->resist_acid = TRUE;
3727 if (creature_ptr->immune_elec) creature_ptr->resist_elec = TRUE;
3728 if (creature_ptr->immune_fire) creature_ptr->resist_fire = TRUE;
3729 if (creature_ptr->immune_cold) creature_ptr->resist_cold = TRUE;
3731 /* Hack -- handle "xtra" mode */
3732 if (current_world_ptr->character_xtra) return;
3734 /* Take note when "heavy bow" changes */
3735 if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot)
3737 if (creature_ptr->heavy_shoot)
3739 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."));
3741 else if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
3743 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."));
3747 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."));
3751 creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
3754 for (i = 0; i < 2; i++)
3756 /* Take note when "heavy weapon" changes */
3757 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i])
3759 if (creature_ptr->heavy_wield[i])
3761 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."));
3763 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3765 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
3767 else if (creature_ptr->heavy_wield[1 - i])
3769 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
3773 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."));
3777 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
3780 /* Take note when "heavy weapon" changes */
3781 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i])
3783 if (creature_ptr->riding_wield[i])
3785 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."));
3787 else if (!creature_ptr->riding)
3789 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
3791 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3793 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
3796 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
3799 /* Take note when "illegal weapon" changes */
3800 if (creature_ptr->old_icky_wield[i] != creature_ptr->icky_wield[i])
3802 if (creature_ptr->icky_wield[i])
3804 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."));
3805 if (current_world_ptr->is_loading_now)
3807 chg_virtue(creature_ptr, V_FAITH, -1);
3810 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3812 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."));
3816 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."));
3820 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
3824 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute))
3826 if (creature_ptr->riding_ryoute)
3829 msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
3831 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
3837 msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
3839 msg_print("You began to control riding pet with one hand.");
3843 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
3846 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux))
3848 if (heavy_armor(creature_ptr))
3850 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."));
3851 if (current_world_ptr->is_loading_now)
3853 chg_virtue(creature_ptr, V_HARMONY, -1);
3858 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
3861 creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
3864 for (i = 0; i < INVEN_PACK; i++)
3867 if ((creature_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
3868 if ((creature_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (creature_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
3870 if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
3871 if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
3874 for (this_o_idx = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3876 o_ptr = &floor_ptr->o_list[this_o_idx];
3877 next_o_idx = o_ptr->next_o_idx;
3880 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
3881 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
3883 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
3884 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
3887 if (creature_ptr->pass_wall && !creature_ptr->kill_wall) creature_ptr->no_flowed = TRUE;
3889 if (have_dd_s && ((creature_ptr->realm1 == REALM_SORCERY) || (creature_ptr->realm2 == REALM_SORCERY) || (creature_ptr->pclass == CLASS_SORCERER)))
3891 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
3892 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3895 if (have_dd_t && ((creature_ptr->realm1 == REALM_TRUMP) || (creature_ptr->realm2 == REALM_TRUMP) || (creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)))
3897 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
3898 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3901 if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER)))
3903 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
3904 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3907 if (have_kabe && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER)))
3909 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
3910 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3915 static void calc_alignment(player_type *creature_ptr)
3918 creature_ptr->align = 0;
3919 int i, j, neutral[2];
3921 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3922 for (m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
3924 monster_type *m_ptr;
3925 monster_race *r_ptr;
3926 m_ptr = &floor_ptr->m_list[m_idx];
3927 if (!monster_is_valid(m_ptr)) continue;
3928 r_ptr = &r_info[m_ptr->r_idx];
3932 if (r_ptr->flags3 & RF3_GOOD) creature_ptr->align += r_ptr->level;
3933 if (r_ptr->flags3 & RF3_EVIL) creature_ptr->align -= r_ptr->level;
3937 if (creature_ptr->mimic_form)
3939 switch (creature_ptr->mimic_form)
3942 creature_ptr->align -= 200;
3944 case MIMIC_DEMON_LORD:
3945 creature_ptr->align -= 200;
3951 switch (creature_ptr->prace)
3954 creature_ptr->align += 200;
3957 creature_ptr->align -= 200;
3962 for (i = 0; i < 2; i++)
3964 if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3966 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) creature_ptr->align -= 1000;
3970 /* Determine player alignment */
3971 for (i = 0, j = 0; i < 8; i++)
3973 switch (creature_ptr->vir_types[i])
3976 creature_ptr->align += creature_ptr->virtues[i] * 2;
3986 creature_ptr->align -= creature_ptr->virtues[i];
3989 creature_ptr->align += creature_ptr->virtues[i];
3994 for (i = 0; i < j; i++)
3996 if (creature_ptr->align > 0)
3998 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
3999 if (creature_ptr->align < 0) creature_ptr->align = 0;
4001 else if (creature_ptr->align < 0)
4003 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
4004 if (creature_ptr->align > 0) creature_ptr->align = 0;
4011 * @brief プレイヤーの最大HPを計算する /
4012 * Calculate the players (maximal) hit points
4013 * Adjust current hitpoints if necessary
4017 static void calc_hitpoints(player_type *creature_ptr)
4022 /* Un-inflate "half-hitpoint bonus per level" value */
4023 bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
4025 /* Calculate hitpoints */
4026 mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
4028 if (creature_ptr->mimic_form)
4030 if (creature_ptr->pclass == CLASS_SORCERER)
4031 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4033 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4034 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
4037 if (creature_ptr->pclass == CLASS_SORCERER)
4039 if (creature_ptr->lev < 30)
4040 mhp = (mhp * (45 + creature_ptr->lev) / 100);
4042 mhp = (mhp * 75 / 100);
4043 bonus = (bonus * 65 / 100);
4048 if (creature_ptr->pclass == CLASS_BERSERKER)
4050 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
4053 /* Always have at least one hitpoint per level */
4054 if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
4056 /* Factor in the hero / superhero settings */
4057 if (IS_HERO(creature_ptr)) mhp += 10;
4058 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
4059 if (creature_ptr->tsuyoshi) mhp += 50;
4061 /* Factor in the hex spell settings */
4062 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
4063 if (hex_spelling(HEX_BUILDING)) mhp += 60;
4065 /* New maximum hitpoints */
4066 if (creature_ptr->mhp != mhp)
4068 /* Enforce maximum */
4069 if (creature_ptr->chp >= mhp)
4071 creature_ptr->chp = mhp;
4072 creature_ptr->chp_frac = 0;
4076 /* レベルアップの時は上昇量を表示する */
4077 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp))
4079 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
4082 /* Save the new max-hitpoints */
4083 creature_ptr->mhp = mhp;
4085 /* Display hitpoints (later) */
4086 creature_ptr->redraw |= (PR_HP);
4087 creature_ptr->window |= (PW_PLAYER);
4093 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
4096 * SWD: Experimental modification: multiple light sources have additive effect.
4098 static void calc_torch(player_type *creature_ptr)
4103 BIT_FLAGS flgs[TR_FLAG_SIZE];
4105 /* Assume no light */
4106 creature_ptr->cur_lite = 0;
4108 /* Loop through all wielded items */
4109 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4111 o_ptr = &creature_ptr->inventory_list[i];
4112 /* Skip empty slots */
4113 if (!o_ptr->k_idx) continue;
4115 if (o_ptr->name2 == EGO_LITE_SHINE) creature_ptr->cur_lite++;
4118 if (o_ptr->name2 != EGO_LITE_DARKNESS)
4120 if (o_ptr->tval == TV_LITE)
4122 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
4123 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
4126 object_flags(o_ptr, flgs);
4128 /* calc the lite_radius */
4131 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
4132 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
4133 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
4134 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
4135 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
4136 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
4137 creature_ptr->cur_lite += rad;
4140 /* max radius is 14 (was 5) without rewriting other code -- */
4141 if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
4142 creature_ptr->cur_lite = 1;
4145 * check if the player doesn't have light radius,
4146 * but does weakly glow as an intrinsic.
4148 if (creature_ptr->cur_lite <= 0 && creature_ptr->lite) creature_ptr->cur_lite++;
4150 if (creature_ptr->cur_lite > 14) creature_ptr->cur_lite = 14;
4151 if (creature_ptr->cur_lite < 0) creature_ptr->cur_lite = 0;
4153 /* end experimental mods */
4155 /* Notice changes in the "lite radius" */
4156 if (creature_ptr->old_lite != creature_ptr->cur_lite)
4158 /* Hack -- PU_MON_LITE for monsters' darkness */
4159 creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
4161 /* Remember the old lite */
4162 creature_ptr->old_lite = creature_ptr->cur_lite;
4164 if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
4165 set_superstealth(creature_ptr, FALSE);
4171 * @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。 /
4172 * Calculate number of spells player should have, and forget,
4173 * or remember, spells until that number is properly reflected.
4176 * Note that this function induces various "status" messages,
4177 * which must be bypasses until the character is created.
4179 static void calc_spells(player_type *creature_ptr)
4181 int i, j, k, levels;
4183 int num_boukyaku = 0;
4185 const magic_type *s_ptr;
4191 /* Hack -- must be literate */
4192 if (!mp_ptr->spell_book) return;
4194 /* Hack -- wait for creation */
4195 if (!current_world_ptr->character_generated) return;
4197 /* Hack -- handle "xtra" mode */
4198 if (current_world_ptr->character_xtra) return;
4200 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
4202 creature_ptr->new_spells = 0;
4206 p = spell_category_name(mp_ptr->spell_book);
4208 /* Determine the number of spells allowed */
4209 levels = creature_ptr->lev - mp_ptr->spell_first + 1;
4211 /* Hack -- no negative spells */
4212 if (levels < 0) levels = 0;
4214 /* Extract total allowed spells */
4215 num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
4217 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
4221 if (creature_ptr->pclass == CLASS_SAMURAI)
4225 else if (creature_ptr->realm2 == REALM_NONE)
4227 num_allowed = (num_allowed + 1) / 2;
4228 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
4230 else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST))
4232 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
4236 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
4239 /* Count the number of spells we know */
4240 for (j = 0; j < 64; j++)
4242 /* Count known spells */
4244 (creature_ptr->spell_forgotten1 & (1L << j)) :
4245 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4251 /* See how many spells we must forget or may learn */
4252 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
4254 /* Forget spells which are too hard */
4255 for (i = 63; i >= 0; i--)
4257 /* Efficiency -- all done */
4258 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4260 /* Access the spell */
4261 j = creature_ptr->spell_order[i];
4263 /* Skip non-spells */
4264 if (j >= 99) continue;
4268 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4271 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4273 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4276 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4278 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4280 /* Skip spells we are allowed to know */
4281 if (s_ptr->slevel <= creature_ptr->lev) continue;
4285 (creature_ptr->spell_learned1 & (1L << j)) :
4286 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4288 /* Mark as forgotten */
4291 creature_ptr->spell_forgotten1 |= (1L << j);
4292 which = creature_ptr->realm1;
4296 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4297 which = creature_ptr->realm2;
4300 /* No longer known */
4303 creature_ptr->spell_learned1 &= ~(1L << j);
4304 which = creature_ptr->realm1;
4308 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4309 which = creature_ptr->realm2;
4313 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
4315 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
4319 /* One more can be learned */
4320 creature_ptr->new_spells++;
4324 /* Forget spells if we know too many spells */
4325 for (i = 63; i >= 0; i--)
4327 /* Stop when possible */
4328 if (creature_ptr->new_spells >= 0) break;
4330 /* Efficiency -- all done */
4331 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4333 /* Get the (i+1)th spell learned */
4334 j = creature_ptr->spell_order[i];
4336 /* Skip unknown spells */
4337 if (j >= 99) continue;
4339 /* Forget it (if learned) */
4341 (creature_ptr->spell_learned1 & (1L << j)) :
4342 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4344 /* Mark as forgotten */
4347 creature_ptr->spell_forgotten1 |= (1L << j);
4348 which = creature_ptr->realm1;
4352 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4353 which = creature_ptr->realm2;
4356 /* No longer known */
4359 creature_ptr->spell_learned1 &= ~(1L << j);
4360 which = creature_ptr->realm1;
4364 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4365 which = creature_ptr->realm2;
4369 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
4371 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
4374 /* One more can be learned */
4375 creature_ptr->new_spells++;
4379 /* Check for spells to remember */
4380 for (i = 0; i < 64; i++)
4382 /* None left to remember */
4383 if (creature_ptr->new_spells <= 0) break;
4385 /* Efficiency -- all done */
4386 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2) break;
4388 /* Get the next spell we learned */
4389 j = creature_ptr->spell_order[i];
4391 /* Skip unknown spells */
4394 /* Access the spell */
4395 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4398 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4400 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4403 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4405 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4407 /* Skip spells we cannot remember */
4408 if (s_ptr->slevel > creature_ptr->lev) continue;
4410 /* First set of spells */
4412 (creature_ptr->spell_forgotten1 & (1L << j)) :
4413 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4415 /* No longer forgotten */
4418 creature_ptr->spell_forgotten1 &= ~(1L << j);
4419 which = creature_ptr->realm1;
4423 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
4424 which = creature_ptr->realm2;
4427 /* Known once more */
4430 creature_ptr->spell_learned1 |= (1L << j);
4431 which = creature_ptr->realm1;
4435 creature_ptr->spell_learned2 |= (1L << (j - 32));
4436 which = creature_ptr->realm2;
4440 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
4442 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
4445 /* One less can be learned */
4446 creature_ptr->new_spells--;
4452 if (creature_ptr->realm2 == REALM_NONE)
4454 /* Count spells that can be learned */
4455 for (j = 0; j < 32; j++)
4457 if (!is_magic(creature_ptr->realm1)) s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4458 else s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4460 /* Skip spells we cannot remember */
4461 if (s_ptr->slevel > creature_ptr->lev) continue;
4463 /* Skip spells we already know */
4464 if (creature_ptr->spell_learned1 & (1L << j))
4473 if ((creature_ptr->new_spells > k) &&
4474 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
4476 creature_ptr->new_spells = (s16b)k;
4480 if (creature_ptr->new_spells < 0) creature_ptr->new_spells = 0;
4482 /* Spell count changed */
4483 if (creature_ptr->old_spells != creature_ptr->new_spells)
4485 /* Message if needed */
4486 if (creature_ptr->new_spells)
4489 if (creature_ptr->new_spells < 10) {
4490 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
4493 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
4496 msg_format("You can learn %d more %s%s.",
4497 creature_ptr->new_spells, p,
4498 (creature_ptr->new_spells != 1) ? "s" : "");
4503 /* Save the new_spells value */
4504 creature_ptr->old_spells = creature_ptr->new_spells;
4506 /* Redraw Study Status */
4507 creature_ptr->redraw |= (PR_STUDY);
4509 /* Redraw object recall */
4510 creature_ptr->window |= (PW_OBJECT);
4516 * @brief プレイヤーの最大MPを計算する /
4517 * Calculate maximum mana. You do not need to know any spells.
4518 * Note that mana is lowered by heavy (or inappropriate) armor.
4521 * This function induces status messages.
4523 static void calc_mana(player_type *creature_ptr)
4525 int msp, levels, cur_wgt, max_wgt;
4530 /* Hack -- Must be literate */
4531 if (!mp_ptr->spell_book) return;
4533 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
4534 (creature_ptr->pclass == CLASS_MIRROR_MASTER) ||
4535 (creature_ptr->pclass == CLASS_BLUE_MAGE))
4537 levels = creature_ptr->lev;
4541 if (mp_ptr->spell_first > creature_ptr->lev)
4544 creature_ptr->msp = 0;
4546 /* Display mana later */
4547 creature_ptr->redraw |= (PR_MANA);
4551 /* Extract "effective" player level */
4552 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
4555 if (creature_ptr->pclass == CLASS_SAMURAI)
4557 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
4558 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4562 /* Extract total mana */
4563 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
4565 /* Hack -- usually add one mana */
4568 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4570 if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
4572 /* Hack: High mages have a 25% mana bonus */
4573 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
4575 if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
4578 /* Only mages are affected */
4579 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
4581 BIT_FLAGS flgs[TR_FLAG_SIZE];
4583 /* Assume player is not encumbered by gloves */
4584 creature_ptr->cumber_glove = FALSE;
4586 /* Get the gloves */
4587 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
4589 /* Examine the gloves */
4590 object_flags(o_ptr, flgs);
4592 /* Normal gloves hurt mage-type spells */
4594 !(have_flag(flgs, TR_FREE_ACT)) &&
4595 !(have_flag(flgs, TR_DEC_MANA)) &&
4596 !(have_flag(flgs, TR_EASY_SPELL)) &&
4597 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
4598 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
4601 creature_ptr->cumber_glove = TRUE;
4604 msp = (3 * msp) / 4;
4608 /* Assume player not encumbered by armor */
4609 creature_ptr->cumber_armor = FALSE;
4611 /* Weigh the armor */
4613 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4614 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4615 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4616 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4617 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4618 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4619 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4621 /* Subtract a percentage of maximum mana. */
4622 switch (creature_ptr->pclass)
4624 /* For these classes, mana is halved if armour
4625 * is 30 pounds over their weight limit. */
4627 case CLASS_HIGH_MAGE:
4628 case CLASS_BLUE_MAGE:
4630 case CLASS_FORCETRAINER:
4631 case CLASS_SORCERER:
4633 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4634 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4638 /* Mana halved if armour is 40 pounds over weight limit. */
4643 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
4644 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
4648 case CLASS_MINDCRAFTER:
4649 case CLASS_BEASTMASTER:
4650 case CLASS_MIRROR_MASTER:
4652 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
4653 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
4657 /* Mana halved if armour is 50 pounds over weight limit. */
4660 case CLASS_RED_MAGE:
4661 case CLASS_WARRIOR_MAGE:
4663 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
4664 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
4668 /* Mana halved if armour is 60 pounds over weight limit. */
4670 case CLASS_CHAOS_WARRIOR:
4672 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
4673 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
4677 /* For new classes created, but not yet added to this formula. */
4684 /* Determine the weight allowance */
4685 max_wgt = mp_ptr->spell_weight;
4687 /* Heavy armor penalizes mana by a percentage. -LM- */
4688 if ((cur_wgt - max_wgt) > 0)
4691 creature_ptr->cumber_armor = TRUE;
4693 /* Subtract a percentage of maximum mana. */
4694 switch (creature_ptr->pclass)
4696 /* For these classes, mana is halved if armour
4697 * is 30 pounds over their weight limit. */
4699 case CLASS_HIGH_MAGE:
4700 case CLASS_BLUE_MAGE:
4702 msp -= msp * (cur_wgt - max_wgt) / 600;
4706 /* Mana halved if armour is 40 pounds over weight limit. */
4708 case CLASS_MINDCRAFTER:
4709 case CLASS_BEASTMASTER:
4711 case CLASS_FORCETRAINER:
4713 case CLASS_MIRROR_MASTER:
4715 msp -= msp * (cur_wgt - max_wgt) / 800;
4719 case CLASS_SORCERER:
4721 msp -= msp * (cur_wgt - max_wgt) / 900;
4725 /* Mana halved if armour is 50 pounds over weight limit. */
4729 case CLASS_RED_MAGE:
4731 msp -= msp * (cur_wgt - max_wgt) / 1000;
4735 /* Mana halved if armour is 60 pounds over weight limit. */
4737 case CLASS_CHAOS_WARRIOR:
4738 case CLASS_WARRIOR_MAGE:
4740 msp -= msp * (cur_wgt - max_wgt) / 1200;
4746 creature_ptr->cumber_armor = FALSE;
4750 /* For new classes created, but not yet added to this formula. */
4753 msp -= msp * (cur_wgt - max_wgt) / 800;
4759 /* Mana can never be negative */
4760 if (msp < 0) msp = 0;
4763 /* Maximum mana has changed */
4764 if (creature_ptr->msp != msp)
4766 /* Enforce maximum */
4767 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI))
4769 creature_ptr->csp = msp;
4770 creature_ptr->csp_frac = 0;
4774 /* レベルアップの時は上昇量を表示する */
4775 if (creature_ptr->level_up_message && (msp > creature_ptr->msp))
4777 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
4781 creature_ptr->msp = msp;
4783 /* Display mana later */
4784 creature_ptr->redraw |= (PR_MANA);
4785 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
4789 /* Hack -- handle "xtra" mode */
4790 if (current_world_ptr->character_xtra) return;
4792 /* Take note when "glove state" changes */
4793 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove)
4795 if (creature_ptr->cumber_glove)
4797 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."));
4801 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."));
4805 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
4809 /* Take note when "armor state" changes */
4810 if (creature_ptr->old_cumber_armor != creature_ptr->cumber_armor)
4812 if (creature_ptr->cumber_armor)
4814 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."));
4818 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."));
4822 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
4828 * @brief 装備中の射撃武器の威力倍率を返す /
4829 * calcurate the fire rate of target object
4830 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
4831 * @return 射撃倍率の値(100で1.00倍)
4833 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
4835 int extra_shots = 0;
4838 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
4840 BIT_FLAGS flgs[TR_FLAG_SIZE];
4842 /* Scan the usable creature_ptr->inventory_list */
4843 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4845 q_ptr = &creature_ptr->inventory_list[i];
4846 if (!q_ptr->k_idx) continue;
4848 /* Do not apply current equip */
4849 if (i == INVEN_BOW) continue;
4851 object_flags(q_ptr, flgs);
4854 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4857 object_flags(o_ptr, flgs);
4858 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4860 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, o_ptr))
4864 num += (extra_shots * 100);
4866 /* Hack -- Rangers love Bows */
4867 if ((creature_ptr->pclass == CLASS_RANGER) &&
4868 (tval_ammo == TV_ARROW))
4870 num += (creature_ptr->lev * 4);
4873 if ((creature_ptr->pclass == CLASS_CAVALRY) &&
4874 (tval_ammo == TV_ARROW))
4876 num += (creature_ptr->lev * 3);
4879 if (creature_ptr->pclass == CLASS_ARCHER)
4881 if (tval_ammo == TV_ARROW)
4882 num += ((creature_ptr->lev * 5) + 50);
4883 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
4884 num += (creature_ptr->lev * 4);
4888 * Addendum -- also "Reward" high level warriors,
4889 * with _any_ missile weapon -- TY
4891 if (creature_ptr->pclass == CLASS_WARRIOR &&
4892 (tval_ammo <= TV_BOLT) &&
4893 (tval_ammo >= TV_SHOT))
4895 num += (creature_ptr->lev * 2);
4897 if ((creature_ptr->pclass == CLASS_ROGUE) &&
4898 (tval_ammo == TV_SHOT))
4900 num += (creature_ptr->lev * 4);
4908 * @brief プレイヤーの所持重量制限を計算する /
4909 * Computes current weight limit.
4912 WEIGHT weight_limit(player_type *creature_ptr)
4916 /* Weight limit based only on strength */
4917 i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
4918 if (creature_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
4920 /* Return the result */
4926 * @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 /
4927 * @param i 判定する手のID(右手:0 左手:1)
4928 * @return 持っているならばTRUE
4930 bool has_melee_weapon(player_type *creature_ptr, int i)
4932 return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
4937 * @brief プレイヤーの現在開いている手の状態を返す
4938 * @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。
4939 * @return 開いている手のビットフラグ
4941 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
4943 BIT_FLAGS16 status = EMPTY_HAND_NONE;
4945 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
4946 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
4948 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_RYOUTE))
4950 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
4951 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
4959 * @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。
4960 * @return ペナルティが適用されるならばTRUE。
4962 bool heavy_armor(player_type *creature_ptr)
4964 WEIGHT monk_arm_wgt = 0;
4966 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA)) return FALSE;
4968 /* Weight the armor */
4969 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4970 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4971 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4972 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4973 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4974 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4975 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4977 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
4982 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
4984 * @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。
4986 void update_creature(player_type *creature_ptr)
4988 if (!creature_ptr->update) return;
4990 floor_type *floor_ptr = floor_ptr;
4991 if (creature_ptr->update & (PU_AUTODESTROY))
4993 creature_ptr->update &= ~(PU_AUTODESTROY);
4994 autopick_delayed_alter(creature_ptr);
4997 if (creature_ptr->update & (PU_COMBINE))
4999 creature_ptr->update &= ~(PU_COMBINE);
5000 combine_pack(creature_ptr);
5003 /* Reorder the pack */
5004 if (creature_ptr->update & (PU_REORDER))
5006 creature_ptr->update &= ~(PU_REORDER);
5007 reorder_pack(creature_ptr);
5010 if (creature_ptr->update & (PU_BONUS))
5012 creature_ptr->update &= ~(PU_BONUS);
5013 calc_alignment(creature_ptr);
5014 calc_bonuses(creature_ptr);
5017 if (creature_ptr->update & (PU_TORCH))
5019 creature_ptr->update &= ~(PU_TORCH);
5020 calc_torch(creature_ptr);
5023 if (creature_ptr->update & (PU_HP))
5025 creature_ptr->update &= ~(PU_HP);
5026 calc_hitpoints(creature_ptr);
5029 if (creature_ptr->update & (PU_MANA))
5031 creature_ptr->update &= ~(PU_MANA);
5032 calc_mana(creature_ptr);
5035 if (creature_ptr->update & (PU_SPELLS))
5037 creature_ptr->update &= ~(PU_SPELLS);
5038 calc_spells(creature_ptr);
5041 /* Character is not ready yet, no screen updates */
5042 if (!current_world_ptr->character_generated) return;
5044 /* Character is in "icky" mode, no screen updates */
5045 if (current_world_ptr->character_icky) return;
5047 if (creature_ptr->update & (PU_UN_LITE))
5049 creature_ptr->update &= ~(PU_UN_LITE);
5050 forget_lite(floor_ptr);
5053 if (creature_ptr->update & (PU_UN_VIEW))
5055 creature_ptr->update &= ~(PU_UN_VIEW);
5056 forget_view(floor_ptr);
5059 if (creature_ptr->update & (PU_VIEW))
5061 creature_ptr->update &= ~(PU_VIEW);
5062 update_view(creature_ptr, floor_ptr);
5065 if (creature_ptr->update & (PU_LITE))
5067 creature_ptr->update &= ~(PU_LITE);
5068 update_lite(creature_ptr, floor_ptr);
5071 if (creature_ptr->update & (PU_FLOW))
5073 creature_ptr->update &= ~(PU_FLOW);
5074 update_flow(creature_ptr);
5077 if (creature_ptr->update & (PU_DISTANCE))
5079 creature_ptr->update &= ~(PU_DISTANCE);
5081 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5082 /* creature_ptr->update &= ~(PU_MONSTERS); */
5084 update_monsters(TRUE);
5087 if (creature_ptr->update & (PU_MON_LITE))
5089 creature_ptr->update &= ~(PU_MON_LITE);
5090 update_mon_lite(creature_ptr, floor_ptr);
5094 * Mega-Hack -- Delayed visual update
5095 * Only used if update_view(), update_lite() or update_mon_lite() was called
5097 if (creature_ptr->update & (PU_DELAY_VIS))
5099 creature_ptr->update &= ~(PU_DELAY_VIS);
5100 delayed_visual_update(floor_ptr);
5103 if (creature_ptr->update & (PU_MONSTERS))
5105 creature_ptr->update &= ~(PU_MONSTERS);
5106 update_monsters(FALSE);
5112 * @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
5113 * @return 魔道書を一冊も持っていないならTRUEを返す
5115 bool player_has_no_spellbooks(player_type *creature_ptr)
5120 for (i = 0; i < INVEN_PACK; i++)
5122 o_ptr = &creature_ptr->inventory_list[i];
5123 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5126 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
5127 for (i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
5129 o_ptr = &floor_ptr->o_list[i];
5130 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5137 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
5139 creature_ptr->energy_use = (ENERGY)need_cost;
5143 void free_turn(player_type *creature_ptr)
5145 creature_ptr->energy_use = 0;
5150 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
5153 * @return 配置に成功したらTRUE
5155 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
5157 /* Paranoia XXX XXX */
5158 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
5160 /* Save player location */
5161 creature_ptr->y = y;
5162 creature_ptr->x = x;
5170 * @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
5173 void wreck_the_pattern(player_type *creature_ptr)
5177 floor_type *floor_ptr = floor_ptr;
5178 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
5180 if (pattern_type == PATTERN_TILE_WRECKED)
5182 /* Ruined already */
5186 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
5187 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
5189 if (!IS_INVULN(creature_ptr)) take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
5190 to_ruin = randint1(45) + 35;
5194 scatter(floor_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, 0);
5196 if (pattern_tile(r_y, r_x) &&
5197 (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
5199 cave_set_feat(floor_ptr, r_y, r_x, feat_pattern_corrupted);
5203 cave_set_feat(floor_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
5208 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
5209 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
5210 * @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
5213 void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro)
5217 if (creature_ptr->phase_out || !current_world_ptr->character_dungeon) return;
5219 if (!necro && m_ptr)
5221 GAME_TEXT m_name[MAX_NLEN];
5222 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
5224 power = r_ptr->level / 2;
5226 monster_desc(m_name, m_ptr, 0);
5228 if (!(r_ptr->flags1 & RF1_UNIQUE))
5230 if (r_ptr->flags1 & RF1_FRIENDS)
5235 if (!current_world_ptr->is_loading_now)
5236 return; /* No effect yet, just loaded... */
5239 return; /* Cannot see it for some reason */
5241 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
5245 return; /* Pet eldritch horrors are safe most of the time */
5247 if (randint1(100) > power) return;
5249 if (saving_throw(creature_ptr->skill_sav - power))
5251 return; /* Save, no adverse effects */
5254 if (creature_ptr->image)
5256 /* Something silly happens... */
5257 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5258 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5262 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5263 creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
5266 return; /* Never mind; we can't see it clearly enough */
5269 /* Something frightening happens... */
5270 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5271 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
5273 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5275 /* Demon characters are unaffected */
5276 if (PRACE_IS_(creature_ptr, RACE_IMP) || PRACE_IS_(creature_ptr, RACE_DEMON) || (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
5277 if (current_world_ptr->wizard) return;
5279 /* Undead characters are 50% likely to be unaffected */
5280 if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_ZOMBIE)
5281 || PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
5282 (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
5284 if (saving_throw(25 + creature_ptr->lev)) return;
5289 monster_race *r_ptr;
5290 GAME_TEXT m_name[MAX_NLEN];
5293 get_mon_num_prep(get_nightmare, NULL);
5295 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
5296 power = r_ptr->level + 10;
5297 desc = r_name + r_ptr->name;
5299 get_mon_num_prep(NULL, NULL);
5302 if (!(r_ptr->flags1 & RF1_UNIQUE))
5303 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
5306 sprintf(m_name, "%s", desc);
5308 if (!(r_ptr->flags1 & RF1_UNIQUE))
5310 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
5314 if (saving_throw(creature_ptr->skill_sav * 100 / power))
5316 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
5321 if (creature_ptr->image)
5323 /* Something silly happens... */
5324 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5325 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5329 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5330 creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
5333 /* Never mind; we can't see it clearly enough */
5337 /* Something frightening happens... */
5338 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5339 horror_desc[randint0(MAX_SAN_HORROR)], desc);
5341 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5343 if (!creature_ptr->mimic_form)
5345 switch (creature_ptr->prace)
5347 /* Demons may make a saving throw */
5350 if (saving_throw(20 + creature_ptr->lev)) return;
5352 /* Undead may make a saving throw */
5357 if (saving_throw(10 + creature_ptr->lev)) return;
5363 /* Demons may make a saving throw */
5364 if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
5366 if (saving_throw(20 + creature_ptr->lev)) return;
5368 /* Undead may make a saving throw */
5369 else if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
5371 if (saving_throw(10 + creature_ptr->lev)) return;
5377 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!"));
5380 /* 過去の効果無効率再現のため5回saving_throw 実行 */
5381 if (saving_throw(creature_ptr->skill_sav - power)
5382 && saving_throw(creature_ptr->skill_sav - power)
5383 && saving_throw(creature_ptr->skill_sav - power)
5384 && saving_throw(creature_ptr->skill_sav - power)
5385 && saving_throw(creature_ptr->skill_sav - power)
5391 switch (randint1(22))
5394 if (!(creature_ptr->muta3 & MUT3_MORONIC))
5396 if ((creature_ptr->stat_use[A_INT] < 4) && (creature_ptr->stat_use[A_WIS] < 4))
5398 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 turn into an utter moron!"));
5402 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
5405 if (creature_ptr->muta3 & MUT3_HYPER_INT)
5407 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."));
5408 creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
5410 creature_ptr->muta3 |= MUT3_MORONIC;
5414 if (!(creature_ptr->muta2 & MUT2_COWARDICE) && !creature_ptr->resist_fear)
5416 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
5418 /* Duh, the following should never happen, but anyway... */
5419 if (creature_ptr->muta3 & MUT3_FEARLESS)
5421 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."));
5422 creature_ptr->muta3 &= ~(MUT3_FEARLESS);
5425 creature_ptr->muta2 |= MUT2_COWARDICE;
5429 if (!(creature_ptr->muta2 & MUT2_HALLU) && !creature_ptr->resist_chaos)
5431 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!"));
5432 creature_ptr->muta2 |= MUT2_HALLU;
5436 if (!(creature_ptr->muta2 & MUT2_BERS_RAGE) && !creature_ptr->resist_conf)
5438 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!"));
5439 creature_ptr->muta2 |= MUT2_BERS_RAGE;
5451 if (!creature_ptr->resist_conf)
5453 (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
5455 if (!creature_ptr->resist_chaos && one_in_(3))
5457 (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
5465 if (!creature_ptr->resist_conf)
5467 (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
5469 if (!creature_ptr->free_act)
5471 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4);
5473 if (!creature_ptr->resist_chaos)
5475 (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
5478 (void)do_dec_stat(creature_ptr, A_INT);
5479 } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
5482 (void)do_dec_stat(creature_ptr, A_WIS);
5483 } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
5488 if (lose_all_info(creature_ptr))
5489 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!"));
5496 /* Lose int & wis */
5497 do_dec_stat(creature_ptr, A_INT);
5498 do_dec_stat(creature_ptr, A_WIS);
5504 creature_ptr->update |= PU_BONUS;
5505 handle_stuff(creature_ptr);
5510 * @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 /
5511 * Advance experience levels and print experience
5514 void check_experience(player_type *creature_ptr)
5516 bool level_reward = FALSE;
5517 bool level_mutation = FALSE;
5518 bool level_inc_stat = FALSE;
5519 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
5520 PLAYER_LEVEL old_lev = creature_ptr->lev;
5522 /* Hack -- lower limit */
5523 if (creature_ptr->exp < 0) creature_ptr->exp = 0;
5524 if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
5525 if (creature_ptr->max_max_exp < 0) creature_ptr->max_max_exp = 0;
5527 /* Hack -- upper limit */
5528 if (creature_ptr->exp > PY_MAX_EXP) creature_ptr->exp = PY_MAX_EXP;
5529 if (creature_ptr->max_exp > PY_MAX_EXP) creature_ptr->max_exp = PY_MAX_EXP;
5530 if (creature_ptr->max_max_exp > PY_MAX_EXP) creature_ptr->max_max_exp = PY_MAX_EXP;
5532 /* Hack -- maintain "max" experience */
5533 if (creature_ptr->exp > creature_ptr->max_exp) creature_ptr->max_exp = creature_ptr->exp;
5535 /* Hack -- maintain "max max" experience */
5536 if (creature_ptr->max_exp > creature_ptr->max_max_exp) creature_ptr->max_max_exp = creature_ptr->max_exp;
5538 /* Redraw experience */
5539 creature_ptr->redraw |= (PR_EXP);
5540 handle_stuff(creature_ptr);
5543 /* Lose levels while possible */
5544 while ((creature_ptr->lev > 1) &&
5545 (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L)))
5548 creature_ptr->lev--;
5549 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5550 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
5551 creature_ptr->window |= (PW_PLAYER);
5552 handle_stuff(creature_ptr);
5556 /* Gain levels while possible */
5557 while ((creature_ptr->lev < PY_MAX_LEVEL) &&
5558 (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)))
5561 creature_ptr->lev++;
5563 /* Save the highest level */
5564 if (creature_ptr->lev > creature_ptr->max_plv)
5566 creature_ptr->max_plv = creature_ptr->lev;
5568 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
5569 (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
5571 level_reward = TRUE;
5573 if (creature_ptr->prace == RACE_BEASTMAN)
5575 if (one_in_(5)) level_mutation = TRUE;
5577 level_inc_stat = TRUE;
5579 exe_write_diary(creature_ptr, NIKKI_LEVELUP, creature_ptr->lev, NULL);
5584 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
5586 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5587 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
5588 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
5591 creature_ptr->level_up_message = TRUE;
5592 handle_stuff(creature_ptr);
5594 creature_ptr->level_up_message = FALSE;
5598 if (!(creature_ptr->max_plv % 10))
5607 cnv_stat(creature_ptr->stat_max[0], tmp);
5608 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
5609 cnv_stat(creature_ptr->stat_max[1], tmp);
5610 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
5611 cnv_stat(creature_ptr->stat_max[2], tmp);
5612 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
5613 cnv_stat(creature_ptr->stat_max[3], tmp);
5614 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
5615 cnv_stat(creature_ptr->stat_max[4], tmp);
5616 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
5617 cnv_stat(creature_ptr->stat_max[5], tmp);
5618 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
5621 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
5626 if ((choice >= 'a') && (choice <= 'f')) break;
5628 for (n = 0; n < A_MAX; n++)
5629 if (n != choice - 'a')
5631 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
5633 do_inc_stat(creature_ptr, choice - 'a');
5636 else if (!(creature_ptr->max_plv % 2))
5637 do_inc_stat(creature_ptr, randint0(6));
5642 msg_print(_("あなたは変わった気がする...", "You feel different..."));
5643 (void)gain_mutation(creature_ptr, 0);
5644 level_mutation = FALSE;
5648 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
5653 gain_level_reward(creature_ptr, 0);
5654 level_reward = FALSE;
5657 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5658 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
5659 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
5660 handle_stuff(creature_ptr);
5663 /* Load an autopick preference file */
5664 if (old_lev != creature_ptr->lev) autopick_load_pref(creature_ptr, FALSE);
5669 * @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
5671 * @param out_val 出力先文字列ポインタ
5674 void cnv_stat(int val, char *out_val)
5679 int bonus = (val - 18);
5683 sprintf(out_val, "18/%3s", "***");
5685 else if (bonus >= 100)
5687 sprintf(out_val, "18/%03d", bonus);
5691 sprintf(out_val, " 18/%02d", bonus);
5698 sprintf(out_val, " %2d", val);
5704 * @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。
5705 * Modify a stat value by a "modifier", return new value
5707 * @param amount 加減算値
5711 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
5712 * Or even: 18/13, 18/23, 18/33, ..., 18/220
5713 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
5714 * Or even: 18/13, 18/03, 18, 17, ..., 3
5717 s16b modify_stat_value(int value, int amount)
5724 /* Apply each point */
5725 for (i = 0; i < amount; i++)
5727 /* One point at a time */
5728 if (value < 18) value++;
5730 /* Ten "points" at a time */
5736 else if (amount < 0)
5738 /* Apply each point */
5739 for (i = 0; i < (0 - amount); i++)
5741 /* Ten points at a time */
5742 if (value >= 18 + 10) value -= 10;
5744 /* Hack -- prevent weirdness */
5745 else if (value > 18) value = 18;
5747 /* One point at a time */
5748 else if (value > 3) value--;
5752 /* Return new value */
5753 return (s16b)(value);
5759 * Hack -- Calculates the total number of points earned -JWT-
5763 long calc_score(player_type *creature_ptr)
5767 u32b point, point_h, point_l;
5768 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
5770 if (!preserve_mode) mult += 10;
5771 if (!autoroller) mult += 10;
5772 if (!smart_learn) mult -= 20;
5773 if (smart_cheat) mult += 30;
5774 if (ironman_shops) mult += 50;
5775 if (ironman_small_levels) mult += 10;
5776 if (ironman_empty_levels) mult += 20;
5777 if (!powerup_home) mult += 50;
5778 if (ironman_rooms) mult += 100;
5779 if (ironman_nightmare) mult += 100;
5781 if (mult < 5) mult = 5;
5783 for (i = 0; i < current_world_ptr->max_d_idx; i++)
5784 if (max_dlv[i] > max_dl)
5785 max_dl = max_dlv[i];
5787 point_l = (creature_ptr->max_max_exp + (100 * max_dl));
5788 point_h = point_l / 0x10000L;
5789 point_l = point_l % 0x10000L;
5792 point_h += point_l / 0x10000L;
5793 point_l %= 0x10000L;
5795 point_l += ((point_h % 100) << 16);
5799 point = (point_h << 16) + (point_l);
5800 if (creature_ptr->arena_number >= 0)
5801 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
5803 if (ironman_downward) point *= 2;
5804 if (creature_ptr->pclass == CLASS_BERSERKER)
5806 if (creature_ptr->prace == RACE_SPECTRE)
5810 if ((creature_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
5813 if (current_world_ptr->total_winner) point = 2;
5815 if (easy_band) point = (0 - point);
5821 void cheat_death(player_type *creature_ptr)
5823 /* Mark social class, reset age, if needed */
5824 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
5827 creature_ptr->age++;
5830 current_world_ptr->noscore |= 0x0001;
5832 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
5835 (void)life_stream(creature_ptr, FALSE, FALSE);
5837 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
5840 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
5842 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
5844 for (; magic_idx < EATER_EXT * 3; magic_idx++)
5846 creature_ptr->magic_num1[magic_idx] = 0;
5850 /* Restore spell points */
5851 creature_ptr->csp = creature_ptr->msp;
5852 creature_ptr->csp_frac = 0;
5854 /* Hack -- cancel recall */
5855 if (creature_ptr->word_recall)
5857 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
5860 /* Hack -- Prevent recall */
5861 creature_ptr->word_recall = 0;
5862 creature_ptr->redraw |= (PR_STATUS);
5865 /* Hack -- cancel alter */
5866 if (creature_ptr->alter_reality)
5868 /* Hack -- Prevent alter */
5869 creature_ptr->alter_reality = 0;
5870 creature_ptr->redraw |= (PR_STATUS);
5873 /* Note cause of death */
5874 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
5877 creature_ptr->is_dead = FALSE;
5879 /* Hack -- Prevent starvation */
5880 (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
5882 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
5883 floor_ptr->dun_level = 0;
5884 floor_ptr->inside_arena = FALSE;
5885 creature_ptr->phase_out = FALSE;
5887 floor_ptr->inside_quest = 0;
5888 if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
5889 creature_ptr->dungeon_idx = 0;
5890 if (lite_town || vanilla_town)
5892 creature_ptr->wilderness_y = 1;
5893 creature_ptr->wilderness_x = 1;
5896 creature_ptr->oldpy = 10;
5897 creature_ptr->oldpx = 34;
5901 creature_ptr->oldpy = 33;
5902 creature_ptr->oldpx = 131;
5907 creature_ptr->wilderness_y = 48;
5908 creature_ptr->wilderness_x = 5;
5909 creature_ptr->oldpy = 33;
5910 creature_ptr->oldpx = 131;
5912 creature_ptr->wild_mode = FALSE;
5913 creature_ptr->leaving = TRUE;
5915 exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1,
5919 /* Prepare next floor */
5920 leave_floor(creature_ptr);