4 #include "player-move.h"
5 #include "player-status.h"
6 #include "player-effects.h"
7 #include "player-skill.h"
8 #include "player-race.h"
9 #include "player-class.h"
10 #include "player-personality.h"
12 #include "floor-events.h"
17 #include "spells-status.h"
19 #include "object-hook.h"
21 #include "monster-status.h"
22 #include "monsterrace-hook.h"
25 #include "realm-hex.h"
27 #include "cmd-spell.h"
29 #include "objectkind.h"
30 #include "monsterrace.h"
37 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
39 static concptr horror_desc[MAX_SAN_HORROR] =
95 * @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)
97 static concptr funny_desc[MAX_SAN_FUNNY] =
158 * @var funny_comments
159 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
161 static concptr funny_comments[MAX_SAN_COMMENT] =
182 * @brief 基本必要経験値テーブル /
183 * Base experience levels, may be adjusted up for race and/or class
185 const s32b player_exp[PY_MAX_LEVEL] =
241 * @brief 基本必要強化値テーブル(アンドロイド専用)
243 const s32b player_exp_a[PY_MAX_LEVEL] =
299 * Return alignment title
301 concptr your_alignment(void)
303 if (p_ptr->align > 150) return _("大善", "Lawful");
304 else if (p_ptr->align > 50) return _("中善", "Good");
305 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
306 else if (p_ptr->align > -11) return _("中立", "Neutral");
307 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
308 else if (p_ptr->align > -151) return _("中悪", "Evil");
309 else return _("大悪", "Chaotic");
314 * Return proficiency level of weapons and misc. skills (except riding)
316 int weapon_exp_level(int weapon_exp)
318 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
319 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
320 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
321 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
322 else return EXP_LEVEL_MASTER;
327 * Return proficiency level of riding
329 int riding_exp_level(int riding_exp)
331 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
332 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
333 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
334 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
335 else return EXP_LEVEL_MASTER;
340 * Return proficiency level of spells
342 int spell_exp_level(int spell_exp)
344 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
345 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
346 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
347 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
348 else return EXP_LEVEL_MASTER;
352 * @brief プレイヤーの全ステータスを更新する /
353 * Calculate the players current "state", taking into account
354 * not only race/class intrinsics, but also objects being worn
355 * and temporary spell effects.
359 * See also calc_mana() and calc_hitpoints().
361 * Take note of the new "speed code", in particular, a very strong
362 * player will start slowing down as soon as he reaches 150 pounds,
363 * but not until he reaches 450 pounds will he be half as fast as
364 * a normal kobold. This both hurts and helps the player, hurts
365 * because in the old days a player could just avoid 300 pounds,
366 * and helps because now carrying 300 pounds is not very painful.
368 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
369 * damage, since that would affect non-combat things. These values
370 * are actually added in later, at the appropriate place.
372 * This function induces various "status" messages.
375 void calc_bonuses(void)
379 int default_hand = 0;
380 int empty_hands_status = empty_hands(TRUE);
383 BIT_FLAGS flgs[TR_FLAG_SIZE];
385 bool yoiyami = FALSE;
386 bool down_saving = FALSE;
389 bool have_dd_s = FALSE, have_dd_t = FALSE;
391 bool have_sw = FALSE, have_kabe = FALSE;
392 bool easy_2weapon = FALSE;
393 bool riding_levitation = FALSE;
394 OBJECT_IDX this_o_idx, next_o_idx = 0;
395 const player_race *tmp_rp_ptr;
397 /* Save the old vision stuff */
398 bool old_telepathy = p_ptr->telepathy;
399 bool old_esp_animal = p_ptr->esp_animal;
400 bool old_esp_undead = p_ptr->esp_undead;
401 bool old_esp_demon = p_ptr->esp_demon;
402 bool old_esp_orc = p_ptr->esp_orc;
403 bool old_esp_troll = p_ptr->esp_troll;
404 bool old_esp_giant = p_ptr->esp_giant;
405 bool old_esp_dragon = p_ptr->esp_dragon;
406 bool old_esp_human = p_ptr->esp_human;
407 bool old_esp_evil = p_ptr->esp_evil;
408 bool old_esp_good = p_ptr->esp_good;
409 bool old_esp_nonliving = p_ptr->esp_nonliving;
410 bool old_esp_unique = p_ptr->esp_unique;
411 bool old_see_inv = p_ptr->see_inv;
412 bool old_mighty_throw = p_ptr->mighty_throw;
414 /* Current feature under player. */
415 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
417 /* Save the old armor class */
418 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
419 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
422 /* Clear extra blows/shots */
423 extra_blows[0] = extra_blows[1] = 0;
425 /* Clear the stat modifiers */
426 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
429 /* Clear the Displayed/Real armor class */
430 p_ptr->dis_ac = p_ptr->ac = 0;
432 /* Clear the Displayed/Real Bonuses */
433 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
434 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
435 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
436 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
437 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
438 p_ptr->dis_to_a = p_ptr->to_a = 0;
442 p_ptr->to_m_chance = 0;
444 /* Clear the Extra Dice Bonuses */
445 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
446 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
448 /* Start with "normal" speed */
451 /* Start with a single blow per current_world_ptr->game_turn */
452 p_ptr->num_blow[0] = 1;
453 p_ptr->num_blow[1] = 1;
455 /* Start with a single shot per current_world_ptr->game_turn */
456 p_ptr->num_fire = 100;
458 /* Reset the "xtra" tval */
459 p_ptr->tval_xtra = 0;
461 /* Reset the "ammo" tval */
462 p_ptr->tval_ammo = 0;
464 /* Clear all the flags */
466 p_ptr->bless_blade = FALSE;
467 p_ptr->xtra_might = FALSE;
468 p_ptr->impact[0] = FALSE;
469 p_ptr->impact[1] = FALSE;
470 p_ptr->pass_wall = FALSE;
471 p_ptr->kill_wall = FALSE;
472 p_ptr->dec_mana = FALSE;
473 p_ptr->easy_spell = FALSE;
474 p_ptr->heavy_spell = FALSE;
475 p_ptr->see_inv = FALSE;
476 p_ptr->free_act = FALSE;
477 p_ptr->slow_digest = FALSE;
478 p_ptr->regenerate = FALSE;
479 p_ptr->can_swim = FALSE;
480 p_ptr->levitation = FALSE;
481 p_ptr->hold_exp = FALSE;
482 p_ptr->telepathy = FALSE;
483 p_ptr->esp_animal = FALSE;
484 p_ptr->esp_undead = FALSE;
485 p_ptr->esp_demon = FALSE;
486 p_ptr->esp_orc = FALSE;
487 p_ptr->esp_troll = FALSE;
488 p_ptr->esp_giant = FALSE;
489 p_ptr->esp_dragon = FALSE;
490 p_ptr->esp_human = FALSE;
491 p_ptr->esp_evil = FALSE;
492 p_ptr->esp_good = FALSE;
493 p_ptr->esp_nonliving = FALSE;
494 p_ptr->esp_unique = FALSE;
496 p_ptr->sustain_str = FALSE;
497 p_ptr->sustain_int = FALSE;
498 p_ptr->sustain_wis = FALSE;
499 p_ptr->sustain_con = FALSE;
500 p_ptr->sustain_dex = FALSE;
501 p_ptr->sustain_chr = FALSE;
502 p_ptr->resist_acid = FALSE;
503 p_ptr->resist_elec = FALSE;
504 p_ptr->resist_fire = FALSE;
505 p_ptr->resist_cold = FALSE;
506 p_ptr->resist_pois = FALSE;
507 p_ptr->resist_conf = FALSE;
508 p_ptr->resist_sound = FALSE;
509 p_ptr->resist_lite = FALSE;
510 p_ptr->resist_dark = FALSE;
511 p_ptr->resist_chaos = FALSE;
512 p_ptr->resist_disen = FALSE;
513 p_ptr->resist_shard = FALSE;
514 p_ptr->resist_nexus = FALSE;
515 p_ptr->resist_blind = FALSE;
516 p_ptr->resist_neth = FALSE;
517 p_ptr->resist_time = FALSE;
518 p_ptr->resist_water = FALSE;
519 p_ptr->resist_fear = FALSE;
520 p_ptr->reflect = FALSE;
521 p_ptr->sh_fire = FALSE;
522 p_ptr->sh_elec = FALSE;
523 p_ptr->sh_cold = FALSE;
524 p_ptr->anti_magic = FALSE;
525 p_ptr->anti_tele = FALSE;
526 p_ptr->warning = FALSE;
527 p_ptr->mighty_throw = FALSE;
528 p_ptr->see_nocto = FALSE;
530 p_ptr->immune_acid = FALSE;
531 p_ptr->immune_elec = FALSE;
532 p_ptr->immune_fire = FALSE;
533 p_ptr->immune_cold = FALSE;
535 p_ptr->ryoute = FALSE;
536 p_ptr->migite = FALSE;
537 p_ptr->hidarite = FALSE;
538 p_ptr->no_flowed = FALSE;
540 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
541 else tmp_rp_ptr = &race_info[p_ptr->prace];
543 /* Base infravision (purely racial) */
544 p_ptr->see_infra = tmp_rp_ptr->infra;
546 /* Base skill -- disarming */
547 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
549 /* Base skill -- magic devices */
550 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
552 /* Base skill -- saving throw */
553 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
555 /* Base skill -- stealth */
556 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
558 /* Base skill -- searching ability */
559 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
561 /* Base skill -- searching frequency */
562 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
564 /* Base skill -- combat (normal) */
565 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
567 /* Base skill -- combat (shooting) */
568 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
570 /* Base skill -- combat (throwing) */
571 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
573 /* Base skill -- digging */
574 p_ptr->skill_dig = 0;
576 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
577 if (has_melee_weapon(INVEN_LARM))
579 p_ptr->hidarite = TRUE;
580 if (!p_ptr->migite) default_hand = 1;
583 if (CAN_TWO_HANDS_WIELDING())
585 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
586 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
588 p_ptr->ryoute = TRUE;
590 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
591 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
593 p_ptr->ryoute = TRUE;
597 switch (p_ptr->pclass)
600 case CLASS_FORCETRAINER:
601 case CLASS_BERSERKER:
602 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
604 p_ptr->migite = TRUE;
605 p_ptr->ryoute = TRUE;
612 if (!p_ptr->migite && !p_ptr->hidarite)
614 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
615 else if (empty_hands_status == EMPTY_HAND_LARM)
617 p_ptr->hidarite = TRUE;
622 if (p_ptr->special_defense & KAMAE_MASK)
624 if (!(empty_hands_status & EMPTY_HAND_RARM))
626 set_action(ACTION_NONE);
630 switch (p_ptr->pclass)
633 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
634 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
637 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
639 case CLASS_CHAOS_WARRIOR:
640 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
641 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
643 case CLASS_MINDCRAFTER:
644 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
645 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
646 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
647 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
650 case CLASS_FORCETRAINER:
651 /* Unencumbered Monks become faster every 10 levels */
652 if (!(heavy_armor()))
654 if (!(prace_is_(RACE_KLACKON) ||
655 prace_is_(RACE_SPRITE) ||
656 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
657 new_speed += (p_ptr->lev) / 10;
659 /* Free action if unencumbered at level 25 */
661 p_ptr->free_act = TRUE;
666 p_ptr->dis_to_a -= 50;
669 p_ptr->resist_sound = TRUE;
672 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
674 case CLASS_BERSERKER:
676 p_ptr->sustain_str = TRUE;
677 p_ptr->sustain_dex = TRUE;
678 p_ptr->sustain_con = TRUE;
679 p_ptr->regenerate = TRUE;
680 p_ptr->free_act = TRUE;
682 if (p_ptr->lev > 29) new_speed++;
683 if (p_ptr->lev > 39) new_speed++;
684 if (p_ptr->lev > 44) new_speed++;
685 if (p_ptr->lev > 49) new_speed++;
686 p_ptr->to_a += 10 + p_ptr->lev / 2;
687 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
688 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
689 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
690 p_ptr->redraw |= PR_STATUS;
692 case CLASS_MIRROR_MASTER:
693 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
696 /* Unencumbered Ninjas become faster every 10 levels */
699 new_speed -= (p_ptr->lev) / 10;
700 p_ptr->skill_stl -= (p_ptr->lev) / 10;
702 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
703 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
706 if (!(prace_is_(RACE_KLACKON) ||
707 prace_is_(RACE_SPRITE) ||
708 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
709 new_speed += (p_ptr->lev) / 10;
710 p_ptr->skill_stl += (p_ptr->lev) / 10;
712 /* Free action if unencumbered at level 25 */
714 p_ptr->free_act = TRUE;
716 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
717 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
719 p_ptr->to_a += p_ptr->lev / 2 + 5;
720 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
722 p_ptr->slow_digest = TRUE;
723 p_ptr->resist_fear = TRUE;
724 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
725 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
726 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
729 p_ptr->oppose_pois = 1;
730 p_ptr->redraw |= PR_STATUS;
732 p_ptr->see_nocto = TRUE;
737 if (p_ptr->mimic_form)
739 switch (p_ptr->mimic_form)
742 p_ptr->hold_exp = TRUE;
743 p_ptr->resist_chaos = TRUE;
744 p_ptr->resist_neth = TRUE;
745 p_ptr->resist_fire = TRUE;
746 p_ptr->oppose_fire = 1;
747 p_ptr->see_inv = TRUE;
749 p_ptr->redraw |= PR_STATUS;
751 p_ptr->dis_to_a += 10;
753 case MIMIC_DEMON_LORD:
754 p_ptr->hold_exp = TRUE;
755 p_ptr->resist_chaos = TRUE;
756 p_ptr->resist_neth = TRUE;
757 p_ptr->immune_fire = TRUE;
758 p_ptr->resist_acid = TRUE;
759 p_ptr->resist_fire = TRUE;
760 p_ptr->resist_cold = TRUE;
761 p_ptr->resist_elec = TRUE;
762 p_ptr->resist_pois = TRUE;
763 p_ptr->resist_conf = TRUE;
764 p_ptr->resist_disen = TRUE;
765 p_ptr->resist_nexus = TRUE;
766 p_ptr->resist_fear = TRUE;
767 p_ptr->sh_fire = TRUE;
768 p_ptr->see_inv = TRUE;
769 p_ptr->telepathy = TRUE;
770 p_ptr->levitation = TRUE;
771 p_ptr->kill_wall = TRUE;
774 p_ptr->dis_to_a += 20;
777 p_ptr->resist_dark = TRUE;
778 p_ptr->hold_exp = TRUE;
779 p_ptr->resist_neth = TRUE;
780 p_ptr->resist_cold = TRUE;
781 p_ptr->resist_pois = TRUE;
782 p_ptr->see_inv = TRUE;
785 p_ptr->dis_to_a += 10;
786 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
792 switch (p_ptr->prace)
795 p_ptr->resist_lite = TRUE;
798 p_ptr->hold_exp = TRUE;
801 p_ptr->free_act = TRUE;
804 p_ptr->resist_blind = TRUE;
807 p_ptr->resist_dark = TRUE;
809 case RACE_HALF_TROLL:
810 p_ptr->sustain_str = TRUE;
814 /* High level trolls heal fast... */
815 p_ptr->regenerate = TRUE;
817 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
819 p_ptr->slow_digest = TRUE;
820 /* Let's not make Regeneration
821 * a disadvantage for the poor warriors who can
822 * never learn a spell that satisfies hunger (actually
823 * neither can rogues, but half-trolls are not
824 * supposed to play rogues) */
829 p_ptr->sustain_con = TRUE;
830 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
833 p_ptr->resist_lite = TRUE;
834 p_ptr->see_inv = TRUE;
837 p_ptr->resist_fear = TRUE;
840 p_ptr->resist_dark = TRUE;
841 p_ptr->sustain_str = TRUE;
843 case RACE_HALF_GIANT:
844 p_ptr->sustain_str = TRUE;
845 p_ptr->resist_shard = TRUE;
847 case RACE_HALF_TITAN:
848 p_ptr->resist_chaos = TRUE;
851 p_ptr->resist_sound = TRUE;
854 p_ptr->resist_acid = TRUE;
855 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
858 p_ptr->resist_conf = TRUE;
859 p_ptr->resist_acid = TRUE;
861 /* Klackons become faster */
862 new_speed += (p_ptr->lev) / 10;
865 p_ptr->resist_pois = TRUE;
868 p_ptr->resist_disen = TRUE;
869 p_ptr->resist_dark = TRUE;
872 p_ptr->resist_dark = TRUE;
873 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
876 p_ptr->levitation = TRUE;
877 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
878 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
879 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
880 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
881 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
883 case RACE_MIND_FLAYER:
884 p_ptr->sustain_int = TRUE;
885 p_ptr->sustain_wis = TRUE;
886 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
887 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
890 p_ptr->resist_fire = TRUE;
891 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
894 p_ptr->slow_digest = TRUE;
895 p_ptr->free_act = TRUE;
896 p_ptr->see_inv = TRUE;
897 p_ptr->resist_pois = TRUE;
898 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
901 p_ptr->resist_shard = TRUE;
902 p_ptr->hold_exp = TRUE;
903 p_ptr->see_inv = TRUE;
904 p_ptr->resist_pois = TRUE;
905 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
908 p_ptr->resist_neth = TRUE;
909 p_ptr->hold_exp = TRUE;
910 p_ptr->see_inv = TRUE;
911 p_ptr->resist_pois = TRUE;
912 p_ptr->slow_digest = TRUE;
913 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
916 p_ptr->resist_dark = TRUE;
917 p_ptr->hold_exp = TRUE;
918 p_ptr->resist_neth = TRUE;
919 p_ptr->resist_cold = TRUE;
920 p_ptr->resist_pois = TRUE;
921 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
924 p_ptr->levitation = TRUE;
925 p_ptr->free_act = TRUE;
926 p_ptr->resist_neth = TRUE;
927 p_ptr->hold_exp = TRUE;
928 p_ptr->see_inv = TRUE;
929 p_ptr->resist_pois = TRUE;
930 p_ptr->slow_digest = TRUE;
931 p_ptr->resist_cold = TRUE;
932 p_ptr->pass_wall = TRUE;
933 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
936 p_ptr->levitation = TRUE;
937 p_ptr->resist_lite = TRUE;
939 /* Sprites become faster */
940 new_speed += (p_ptr->lev) / 10;
943 p_ptr->resist_conf = TRUE;
944 p_ptr->resist_sound = TRUE;
947 /* Ents dig like maniacs, but only with their hands. */
948 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
949 p_ptr->skill_dig += p_ptr->lev * 10;
950 /* Ents get tougher and stronger as they age, but lose dexterity. */
951 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
952 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
953 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
955 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
956 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
957 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
959 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
960 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
961 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
964 p_ptr->levitation = TRUE;
965 p_ptr->see_inv = TRUE;
968 p_ptr->resist_fire = TRUE;
969 p_ptr->resist_neth = TRUE;
970 p_ptr->hold_exp = TRUE;
971 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
974 p_ptr->oppose_fire = 1;
975 p_ptr->redraw |= PR_STATUS;
979 p_ptr->sustain_con = TRUE;
982 p_ptr->levitation = TRUE;
985 p_ptr->resist_conf = TRUE;
988 p_ptr->slow_digest = TRUE;
989 p_ptr->free_act = TRUE;
990 p_ptr->resist_pois = TRUE;
991 p_ptr->hold_exp = TRUE;
994 p_ptr->resist_water = TRUE;
1002 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1004 p_ptr->see_inv = TRUE;
1005 p_ptr->free_act = TRUE;
1006 p_ptr->slow_digest = TRUE;
1007 p_ptr->regenerate = TRUE;
1008 p_ptr->levitation = TRUE;
1009 p_ptr->hold_exp = TRUE;
1010 p_ptr->telepathy = TRUE;
1012 p_ptr->sustain_str = TRUE;
1013 p_ptr->sustain_int = TRUE;
1014 p_ptr->sustain_wis = TRUE;
1015 p_ptr->sustain_con = TRUE;
1016 p_ptr->sustain_dex = TRUE;
1017 p_ptr->sustain_chr = TRUE;
1018 p_ptr->resist_acid = TRUE;
1019 p_ptr->resist_elec = TRUE;
1020 p_ptr->resist_fire = TRUE;
1021 p_ptr->resist_cold = TRUE;
1022 p_ptr->resist_pois = TRUE;
1023 p_ptr->resist_conf = TRUE;
1024 p_ptr->resist_sound = TRUE;
1025 p_ptr->resist_lite = TRUE;
1026 p_ptr->resist_dark = TRUE;
1027 p_ptr->resist_chaos = TRUE;
1028 p_ptr->resist_disen = TRUE;
1029 p_ptr->resist_shard = TRUE;
1030 p_ptr->resist_nexus = TRUE;
1031 p_ptr->resist_blind = TRUE;
1032 p_ptr->resist_neth = TRUE;
1033 p_ptr->resist_fear = TRUE;
1034 p_ptr->reflect = TRUE;
1035 p_ptr->sh_fire = TRUE;
1036 p_ptr->sh_elec = TRUE;
1037 p_ptr->sh_cold = TRUE;
1039 p_ptr->dis_to_a += 100;
1041 /* Temporary shield */
1042 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1045 p_ptr->dis_to_a += 50;
1048 if (p_ptr->tim_res_nether)
1050 p_ptr->resist_neth = TRUE;
1052 if (p_ptr->tim_sh_fire)
1054 p_ptr->sh_fire = TRUE;
1056 if (p_ptr->tim_res_time)
1058 p_ptr->resist_time = TRUE;
1062 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1064 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1065 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1066 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1068 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1070 p_ptr->to_m_chance += 5;
1071 p_ptr->resist_conf = TRUE;
1075 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1077 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1079 p_ptr->resist_blind = TRUE;
1080 p_ptr->resist_conf = TRUE;
1081 p_ptr->hold_exp = TRUE;
1082 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1084 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1085 /* Munchkin become faster */
1086 new_speed += (p_ptr->lev) / 10 + 5;
1089 if (music_singing(MUSIC_WALL))
1091 p_ptr->kill_wall = TRUE;
1094 /* Hack -- apply racial/class stat maxes */
1095 /* Apply the racial modifiers */
1096 for (i = 0; i < A_MAX; i++)
1098 /* Modify the stats for "race" */
1099 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1103 /* I'm adding the mutations here for the lack of a better place... */
1106 /* Hyper Strength */
1107 if (p_ptr->muta3 & MUT3_HYPER_STR)
1109 p_ptr->stat_add[A_STR] += 4;
1113 if (p_ptr->muta3 & MUT3_PUNY)
1115 p_ptr->stat_add[A_STR] -= 4;
1118 /* Living computer */
1119 if (p_ptr->muta3 & MUT3_HYPER_INT)
1121 p_ptr->stat_add[A_INT] += 4;
1122 p_ptr->stat_add[A_WIS] += 4;
1126 if (p_ptr->muta3 & MUT3_MORONIC)
1128 p_ptr->stat_add[A_INT] -= 4;
1129 p_ptr->stat_add[A_WIS] -= 4;
1132 if (p_ptr->muta3 & MUT3_RESILIENT)
1134 p_ptr->stat_add[A_CON] += 4;
1137 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1139 p_ptr->stat_add[A_CON] += 2;
1143 if (p_ptr->muta3 & MUT3_ALBINO)
1145 p_ptr->stat_add[A_CON] -= 4;
1148 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1150 p_ptr->stat_add[A_CON] -= 2;
1151 p_ptr->stat_add[A_CHR] -= 1;
1152 p_ptr->regenerate = FALSE;
1153 /* Cancel innate regeneration */
1156 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1158 p_ptr->stat_add[A_CHR] -= 4;
1161 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1163 p_ptr->stat_add[A_CHR] -= 1;
1166 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1168 p_ptr->skill_fos += 15;
1169 p_ptr->skill_srh += 15;
1172 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1174 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1177 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1179 p_ptr->skill_stl -= 3;
1182 if (p_ptr->muta3 & MUT3_INFRAVIS)
1184 p_ptr->see_infra += 3;
1187 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1192 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1197 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1199 p_ptr->sh_elec = TRUE;
1202 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1204 p_ptr->sh_fire = TRUE;
1208 if (p_ptr->muta3 & MUT3_WART_SKIN)
1210 p_ptr->stat_add[A_CHR] -= 2;
1212 p_ptr->dis_to_a += 5;
1215 if (p_ptr->muta3 & MUT3_SCALES)
1217 p_ptr->stat_add[A_CHR] -= 1;
1219 p_ptr->dis_to_a += 10;
1222 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1224 p_ptr->stat_add[A_DEX] -= 1;
1226 p_ptr->dis_to_a += 25;
1229 if (p_ptr->muta3 & MUT3_WINGS)
1231 p_ptr->levitation = TRUE;
1234 if (p_ptr->muta3 & MUT3_FEARLESS)
1236 p_ptr->resist_fear = TRUE;
1239 if (p_ptr->muta3 & MUT3_REGEN)
1241 p_ptr->regenerate = TRUE;
1244 if (p_ptr->muta3 & MUT3_ESP)
1246 p_ptr->telepathy = TRUE;
1249 if (p_ptr->muta3 & MUT3_LIMBER)
1251 p_ptr->stat_add[A_DEX] += 3;
1254 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1256 p_ptr->stat_add[A_DEX] -= 3;
1259 if (p_ptr->muta3 & MUT3_MOTION)
1261 p_ptr->free_act = TRUE;
1262 p_ptr->skill_stl += 1;
1265 if (p_ptr->muta3 & MUT3_ILL_NORM)
1267 p_ptr->stat_add[A_CHR] = 0;
1271 if (p_ptr->tsuyoshi)
1273 p_ptr->stat_add[A_STR] += 4;
1274 p_ptr->stat_add[A_CON] += 4;
1277 /* Scan the usable p_ptr->inventory_list */
1278 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1280 int bonus_to_h, bonus_to_d;
1281 o_ptr = &p_ptr->inventory_list[i];
1282 if (!o_ptr->k_idx) continue;
1284 object_flags(o_ptr, flgs);
1286 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1287 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1290 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1291 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1292 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1293 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1294 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1295 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1297 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1299 /* Affect stealth */
1300 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1302 /* Affect searching ability (factor of five) */
1303 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1305 /* Affect searching frequency (factor of five) */
1306 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1308 /* Affect infravision */
1309 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1311 /* Affect digging (factor of 20) */
1312 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1315 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1318 if (have_flag(flgs, TR_BLOWS))
1320 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1321 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1322 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1325 /* Hack -- cause earthquakes */
1326 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1329 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1330 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1331 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1332 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1333 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1334 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1335 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1336 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1337 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1338 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1339 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1340 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1341 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1342 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1343 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1344 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1345 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1346 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1347 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1348 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1349 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1350 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1351 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1352 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1353 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1354 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1355 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1356 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1357 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1358 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1359 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1360 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1361 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1362 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1363 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1365 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1366 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1367 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1368 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1369 if (have_flag(flgs, TR_WARNING)) {
1370 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1371 p_ptr->warning = TRUE;
1374 if (have_flag(flgs, TR_TELEPORT))
1376 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1379 concptr insc = quark_str(o_ptr->inscription);
1381 if (o_ptr->inscription && my_strchr(insc, '.'))
1384 * {.} will stop random teleportation.
1389 /* Controlled random teleportation */
1390 p_ptr->cursed |= TRC_TELEPORT_SELF;
1395 /* Immunity flags */
1396 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1397 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1398 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1399 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1401 /* Resistance flags */
1402 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1403 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1404 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1405 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1406 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1407 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1408 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1409 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1410 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1411 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1412 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1413 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1414 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1415 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1416 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1417 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1419 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1420 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1421 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1422 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1423 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1424 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1427 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1428 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1429 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1430 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1431 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1432 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1434 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1435 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1436 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1437 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1438 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1439 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1440 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1442 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1444 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1446 p_ptr->to_m_chance += 10;
1450 p_ptr->to_m_chance += 3;
1454 if (o_ptr->tval == TV_CAPTURE) continue;
1456 /* Modify the base armor class */
1457 p_ptr->ac += o_ptr->ac;
1459 /* The base armor class is always known */
1460 p_ptr->dis_ac += o_ptr->ac;
1462 /* Apply the bonuses to armor class */
1463 p_ptr->to_a += o_ptr->to_a;
1465 /* Apply the mental bonuses to armor class, if known */
1466 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1468 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1470 int slot = i - INVEN_RARM;
1473 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1475 p_ptr->to_h[slot] -= 15;
1476 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1480 p_ptr->to_h[slot] -= 5;
1481 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1486 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1488 p_ptr->to_h_b -= 15;
1489 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1494 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1499 if (o_ptr->curse_flags & TRC_LOW_AC)
1501 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1504 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1509 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1513 /* Hack -- do not apply "weapon" bonuses */
1514 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1515 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1517 /* Hack -- do not apply "bow" bonuses */
1518 if (i == INVEN_BOW) continue;
1520 bonus_to_h = o_ptr->to_h;
1521 bonus_to_d = o_ptr->to_d;
1523 if (p_ptr->pclass == CLASS_NINJA)
1525 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1526 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1529 /* To Bow and Natural attack */
1531 /* Apply the bonuses to hit/damage */
1532 p_ptr->to_h_b += (s16b)bonus_to_h;
1533 p_ptr->to_h_m += (s16b)bonus_to_h;
1534 p_ptr->to_d_m += (s16b)bonus_to_d;
1536 /* Apply the mental bonuses tp hit/damage, if known */
1537 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1540 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1542 /* Apply the bonuses to hit/damage */
1543 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1544 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1546 /* Apply the mental bonuses tp hit/damage, if known */
1547 if (object_is_known(o_ptr))
1549 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1550 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1553 else if (p_ptr->migite && p_ptr->hidarite)
1555 /* Apply the bonuses to hit/damage */
1556 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1557 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1558 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1559 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1561 /* Apply the mental bonuses tp hit/damage, if known */
1562 if (object_is_known(o_ptr))
1564 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1565 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1566 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1567 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1572 /* Apply the bonuses to hit/damage */
1573 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1574 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1576 /* Apply the mental bonuses to hit/damage, if known */
1577 if (object_is_known(o_ptr))
1579 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1580 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1585 /* Shield skill bonus */
1586 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1588 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1589 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1592 if (old_mighty_throw != p_ptr->mighty_throw)
1594 /* Redraw average damege display of Shuriken */
1595 p_ptr->window |= PW_INVEN;
1598 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1600 /* Monks get extra ac for armour _not worn_ */
1601 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1603 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1605 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1606 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1608 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1610 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1611 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1613 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1615 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1616 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1618 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1620 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1621 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1623 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1625 p_ptr->to_a += (p_ptr->lev / 2);
1626 p_ptr->dis_to_a += (p_ptr->lev / 2);
1628 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1630 p_ptr->to_a += (p_ptr->lev / 3);
1631 p_ptr->dis_to_a += (p_ptr->lev / 3);
1633 if (p_ptr->special_defense & KAMAE_BYAKKO)
1635 p_ptr->stat_add[A_STR] += 2;
1636 p_ptr->stat_add[A_DEX] += 2;
1637 p_ptr->stat_add[A_CON] -= 3;
1639 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1642 else if (p_ptr->special_defense & KAMAE_GENBU)
1644 p_ptr->stat_add[A_INT] -= 1;
1645 p_ptr->stat_add[A_WIS] -= 1;
1646 p_ptr->stat_add[A_DEX] -= 2;
1647 p_ptr->stat_add[A_CON] += 3;
1649 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1651 p_ptr->stat_add[A_STR] -= 2;
1652 p_ptr->stat_add[A_INT] += 1;
1653 p_ptr->stat_add[A_WIS] += 1;
1654 p_ptr->stat_add[A_DEX] += 2;
1655 p_ptr->stat_add[A_CON] -= 2;
1659 if (p_ptr->special_defense & KATA_KOUKIJIN)
1661 for (i = 0; i < A_MAX; i++)
1662 p_ptr->stat_add[i] += 5;
1664 p_ptr->dis_to_a -= 50;
1667 /* Hack -- aura of fire also provides light */
1668 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1670 /* Golems also get an intrinsic AC bonus */
1671 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1673 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1674 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1678 if (p_ptr->realm1 == REALM_HEX)
1680 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1681 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1682 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1683 if (hex_spelling(HEX_BUILDING))
1685 p_ptr->stat_add[A_STR] += 4;
1686 p_ptr->stat_add[A_DEX] += 4;
1687 p_ptr->stat_add[A_CON] += 4;
1689 if (hex_spelling(HEX_DEMON_AURA))
1691 p_ptr->sh_fire = TRUE;
1692 p_ptr->regenerate = TRUE;
1694 if (hex_spelling(HEX_ICE_ARMOR))
1696 p_ptr->sh_cold = TRUE;
1698 p_ptr->dis_to_a += 30;
1700 if (hex_spelling(HEX_SHOCK_CLOAK))
1702 p_ptr->sh_elec = TRUE;
1705 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1707 ARMOUR_CLASS ac = 0;
1708 o_ptr = &p_ptr->inventory_list[i];
1709 if (!o_ptr->k_idx) continue;
1710 if (!object_is_armour(o_ptr)) continue;
1711 if (!object_is_cursed(o_ptr)) continue;
1713 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1714 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1715 p_ptr->to_a += (s16b)ac;
1716 p_ptr->dis_to_a += (s16b)ac;
1720 /* Calculate stats */
1721 for (i = 0; i < A_MAX; i++)
1725 /* Extract the new "stat_use" value for the stat */
1726 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1728 /* Notice changes */
1729 if (p_ptr->stat_top[i] != top)
1731 /* Save the new value */
1732 p_ptr->stat_top[i] = (s16b)top;
1733 p_ptr->redraw |= (PR_STATS);
1734 p_ptr->window |= (PW_PLAYER);
1738 /* Extract the new "stat_use" value for the stat */
1739 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1741 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1743 /* 10 to 18/90 charisma, guaranteed, based on level */
1744 if (use < 8 + 2 * p_ptr->lev)
1746 use = 8 + 2 * p_ptr->lev;
1750 /* Notice changes */
1751 if (p_ptr->stat_use[i] != use)
1753 /* Save the new value */
1754 p_ptr->stat_use[i] = (s16b)use;
1755 p_ptr->redraw |= (PR_STATS);
1756 p_ptr->window |= (PW_PLAYER);
1760 /* Values: 3, 4, ..., 17 */
1761 if (use <= 18) ind = (use - 3);
1763 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1764 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1766 /* Range: 18/220+ */
1769 /* Notice changes */
1770 if (p_ptr->stat_ind[i] != ind)
1772 /* Save the new index */
1773 p_ptr->stat_ind[i] = (s16b)ind;
1775 /* Change in CON affects Hitpoints */
1778 p_ptr->update |= (PU_HP);
1781 /* Change in INT may affect Mana/Spells */
1782 else if (i == A_INT)
1784 if (mp_ptr->spell_stat == A_INT)
1786 p_ptr->update |= (PU_MANA | PU_SPELLS);
1790 /* Change in WIS may affect Mana/Spells */
1791 else if (i == A_WIS)
1793 if (mp_ptr->spell_stat == A_WIS)
1795 p_ptr->update |= (PU_MANA | PU_SPELLS);
1799 /* Change in WIS may affect Mana/Spells */
1800 else if (i == A_CHR)
1802 if (mp_ptr->spell_stat == A_CHR)
1804 p_ptr->update |= (PU_MANA | PU_SPELLS);
1808 p_ptr->window |= (PW_PLAYER);
1813 /* Apply temporary "stun" */
1814 if (p_ptr->stun > 50)
1816 p_ptr->to_h[0] -= 20;
1817 p_ptr->to_h[1] -= 20;
1818 p_ptr->to_h_b -= 20;
1819 p_ptr->to_h_m -= 20;
1820 p_ptr->dis_to_h[0] -= 20;
1821 p_ptr->dis_to_h[1] -= 20;
1822 p_ptr->dis_to_h_b -= 20;
1823 p_ptr->to_d[0] -= 20;
1824 p_ptr->to_d[1] -= 20;
1825 p_ptr->to_d_m -= 20;
1826 p_ptr->dis_to_d[0] -= 20;
1827 p_ptr->dis_to_d[1] -= 20;
1829 else if (p_ptr->stun)
1831 p_ptr->to_h[0] -= 5;
1832 p_ptr->to_h[1] -= 5;
1835 p_ptr->dis_to_h[0] -= 5;
1836 p_ptr->dis_to_h[1] -= 5;
1837 p_ptr->dis_to_h_b -= 5;
1838 p_ptr->to_d[0] -= 5;
1839 p_ptr->to_d[1] -= 5;
1841 p_ptr->dis_to_d[0] -= 5;
1842 p_ptr->dis_to_d[1] -= 5;
1846 if (p_ptr->wraith_form)
1848 p_ptr->reflect = TRUE;
1849 p_ptr->pass_wall = TRUE;
1852 if (p_ptr->kabenuke)
1854 p_ptr->pass_wall = TRUE;
1857 /* Temporary blessing */
1861 p_ptr->dis_to_a += 5;
1862 p_ptr->to_h[0] += 10;
1863 p_ptr->to_h[1] += 10;
1864 p_ptr->to_h_b += 10;
1865 p_ptr->to_h_m += 10;
1866 p_ptr->dis_to_h[0] += 10;
1867 p_ptr->dis_to_h[1] += 10;
1868 p_ptr->dis_to_h_b += 10;
1871 if (p_ptr->magicdef)
1873 p_ptr->resist_blind = TRUE;
1874 p_ptr->resist_conf = TRUE;
1875 p_ptr->reflect = TRUE;
1876 p_ptr->free_act = TRUE;
1877 p_ptr->levitation = TRUE;
1880 /* Temporary "Hero" */
1883 p_ptr->to_h[0] += 12;
1884 p_ptr->to_h[1] += 12;
1885 p_ptr->to_h_b += 12;
1886 p_ptr->to_h_m += 12;
1887 p_ptr->dis_to_h[0] += 12;
1888 p_ptr->dis_to_h[1] += 12;
1889 p_ptr->dis_to_h_b += 12;
1892 /* Temporary "Beserk" */
1895 p_ptr->to_h[0] += 12;
1896 p_ptr->to_h[1] += 12;
1897 p_ptr->to_h_b -= 12;
1898 p_ptr->to_h_m += 12;
1899 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1900 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1901 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1902 p_ptr->dis_to_h[0] += 12;
1903 p_ptr->dis_to_h[1] += 12;
1904 p_ptr->dis_to_h_b -= 12;
1905 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1906 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1908 p_ptr->dis_to_a -= 10;
1909 p_ptr->skill_stl -= 7;
1910 p_ptr->skill_dev -= 20;
1911 p_ptr->skill_sav -= 30;
1912 p_ptr->skill_srh -= 15;
1913 p_ptr->skill_fos -= 15;
1914 p_ptr->skill_tht -= 20;
1915 p_ptr->skill_dig += 30;
1918 /* Temporary "fast" */
1924 /* Temporary "slow" */
1930 /* Temporary "telepathy" */
1933 p_ptr->telepathy = TRUE;
1936 if (p_ptr->ele_immune)
1938 if (p_ptr->special_defense & DEFENSE_ACID)
1939 p_ptr->immune_acid = TRUE;
1940 else if (p_ptr->special_defense & DEFENSE_ELEC)
1941 p_ptr->immune_elec = TRUE;
1942 else if (p_ptr->special_defense & DEFENSE_FIRE)
1943 p_ptr->immune_fire = TRUE;
1944 else if (p_ptr->special_defense & DEFENSE_COLD)
1945 p_ptr->immune_cold = TRUE;
1948 /* Temporary see invisible */
1949 if (p_ptr->tim_invis)
1951 p_ptr->see_inv = TRUE;
1954 /* Temporary infravision boost */
1955 if (p_ptr->tim_infra)
1957 p_ptr->see_infra += 3;
1960 /* Temporary regeneration boost */
1961 if (p_ptr->tim_regen)
1963 p_ptr->regenerate = TRUE;
1966 /* Temporary levitation */
1967 if (p_ptr->tim_levitation)
1969 p_ptr->levitation = TRUE;
1972 /* Temporary reflection */
1973 if (p_ptr->tim_reflect)
1975 p_ptr->reflect = TRUE;
1978 /* Hack -- Hero/Shero -> Res fear */
1979 if (IS_HERO() || p_ptr->shero)
1981 p_ptr->resist_fear = TRUE;
1985 /* Hack -- Telepathy Change */
1986 if (p_ptr->telepathy != old_telepathy)
1988 p_ptr->update |= (PU_MONSTERS);
1991 if ((p_ptr->esp_animal != old_esp_animal) ||
1992 (p_ptr->esp_undead != old_esp_undead) ||
1993 (p_ptr->esp_demon != old_esp_demon) ||
1994 (p_ptr->esp_orc != old_esp_orc) ||
1995 (p_ptr->esp_troll != old_esp_troll) ||
1996 (p_ptr->esp_giant != old_esp_giant) ||
1997 (p_ptr->esp_dragon != old_esp_dragon) ||
1998 (p_ptr->esp_human != old_esp_human) ||
1999 (p_ptr->esp_evil != old_esp_evil) ||
2000 (p_ptr->esp_good != old_esp_good) ||
2001 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2002 (p_ptr->esp_unique != old_esp_unique))
2004 p_ptr->update |= (PU_MONSTERS);
2007 /* Hack -- See Invis Change */
2008 if (p_ptr->see_inv != old_see_inv)
2010 p_ptr->update |= (PU_MONSTERS);
2013 /* Bloating slows the player down (a little) */
2014 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2016 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2018 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2019 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2021 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2022 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2025 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2027 int penalty1, penalty2;
2028 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2029 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2030 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2032 penalty1 = penalty1 / 2 - 5;
2033 penalty2 = penalty2 / 2 - 5;
2036 p_ptr->dis_to_a += 10;
2040 if (penalty1 > 0) penalty1 /= 2;
2041 if (penalty2 > 0) penalty2 /= 2;
2043 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2045 penalty1 = MAX(0, penalty1 - 10);
2046 penalty2 = MAX(0, penalty2 - 10);
2048 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2050 penalty1 = MIN(0, penalty1);
2051 penalty2 = MIN(0, penalty2);
2053 p_ptr->dis_to_a += 10;
2057 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2059 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2062 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2063 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2064 p_ptr->to_h[0] -= (s16b)penalty1;
2065 p_ptr->to_h[1] -= (s16b)penalty2;
2066 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2067 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2070 /* Extract the current weight (in tenth pounds) */
2071 j = p_ptr->total_weight;
2075 /* Extract the "weight limit" (in tenth pounds) */
2076 i = (int)weight_limit();
2080 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2081 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2082 SPEED speed = riding_m_ptr->mspeed;
2084 if (riding_m_ptr->mspeed > 110)
2086 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2087 if (new_speed < 110) new_speed = 110;
2093 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2094 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2095 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2096 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2097 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2099 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2100 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2102 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2104 /* Extract the "weight limit" */
2105 i = 1500 + riding_r_ptr->level * 25;
2108 /* Apply "encumbrance" from weight */
2109 if (j > i) new_speed -= ((j - i) / (i / 5));
2111 /* Searching slows the player down */
2112 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2115 if (p_ptr->prace == RACE_MERFOLK)
2117 if (have_flag(f_ptr->flags, FF_WATER))
2119 new_speed += (2 + p_ptr->lev / 10);
2121 else if (!p_ptr->levitation)
2128 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2129 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2130 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2131 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2132 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2133 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2134 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2135 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2136 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2137 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2138 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2139 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2140 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2142 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2143 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2144 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2145 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2146 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2147 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2148 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2149 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2150 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2151 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2154 /* Obtain the "hold" value */
2155 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2158 /* Examine the "current bow" */
2159 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2161 /* It is hard to carholdry a heavy bow */
2162 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2163 if (p_ptr->heavy_shoot)
2165 /* Hard to wield a heavy bow */
2166 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2167 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2170 /* Compute "extra shots" if needed */
2173 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2175 /* Apply special flags */
2176 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2179 p_ptr->num_fire = calc_num_fire(o_ptr);
2181 /* Snipers love Cross bows */
2182 if ((p_ptr->pclass == CLASS_SNIPER) &&
2183 (p_ptr->tval_ammo == TV_BOLT))
2185 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2186 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2191 if (p_ptr->ryoute) hold *= 2;
2193 for (i = 0; i < 2; i++)
2195 /* Examine the "main weapon" */
2196 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2198 object_flags(o_ptr, flgs);
2200 /* Assume not heavy */
2201 p_ptr->heavy_wield[i] = FALSE;
2202 p_ptr->icky_wield[i] = FALSE;
2203 p_ptr->riding_wield[i] = FALSE;
2205 if (!has_melee_weapon(INVEN_RARM + i))
2207 p_ptr->num_blow[i] = 1;
2210 /* It is hard to hold a heavy weapon */
2211 if (hold < o_ptr->weight / 10)
2213 /* Hard to wield a heavy weapon */
2214 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2215 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2218 p_ptr->heavy_wield[i] = TRUE;
2220 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2222 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2225 p_ptr->dis_to_a += 5;
2228 /* Normal weapons */
2229 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2231 int str_index, dex_index;
2233 int num = 0, wgt = 0, mul = 0, div = 0;
2235 /* Analyze the class */
2236 switch (p_ptr->pclass)
2239 num = 6; wgt = 70; mul = 5; break;
2241 case CLASS_BERSERKER:
2242 num = 6; wgt = 70; mul = 7; break;
2245 case CLASS_HIGH_MAGE:
2246 case CLASS_BLUE_MAGE:
2247 num = 3; wgt = 100; mul = 2; break;
2250 case CLASS_MAGIC_EATER:
2251 case CLASS_MINDCRAFTER:
2252 num = 5; wgt = 100; mul = 3; break;
2255 num = 5; wgt = 40; mul = 3; break;
2258 num = 5; wgt = 70; mul = 4; break;
2262 num = 5; wgt = 70; mul = 4; break;
2265 num = 5; wgt = 150; mul = 5; break;
2267 case CLASS_WARRIOR_MAGE:
2268 case CLASS_RED_MAGE:
2269 num = 5; wgt = 70; mul = 3; break;
2271 case CLASS_CHAOS_WARRIOR:
2272 num = 5; wgt = 70; mul = 4; break;
2275 num = 5; wgt = 60; mul = 3; break;
2278 num = 4; wgt = 100; mul = 3; break;
2280 case CLASS_IMITATOR:
2281 num = 5; wgt = 70; mul = 4; break;
2283 case CLASS_BEASTMASTER:
2284 num = 5; wgt = 70; mul = 3; break;
2287 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2288 else { num = 5; wgt = 100; mul = 3; }
2291 case CLASS_SORCERER:
2292 num = 1; wgt = 1; mul = 1; break;
2297 num = 4; wgt = 70; mul = 2; break;
2299 case CLASS_FORCETRAINER:
2300 num = 4; wgt = 60; mul = 2; break;
2302 case CLASS_MIRROR_MASTER:
2303 num = 3; wgt = 100; mul = 3; break;
2306 num = 4; wgt = 20; mul = 1; break;
2309 /* Hex - extra mights gives +1 bonus to max blows */
2310 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2312 /* Enforce a minimum "weight" (tenth pounds) */
2313 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2315 /* Access the strength vs weight */
2316 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2318 if (p_ptr->ryoute && !omoi) str_index++;
2319 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2322 if (str_index > 11) str_index = 11;
2324 /* Index by dexterity */
2325 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2328 if (dex_index > 11) dex_index = 11;
2330 /* Use the blows table */
2331 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2334 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2336 /* Add in the "bonus blows" */
2337 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2340 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2341 else if (p_ptr->pclass == CLASS_BERSERKER)
2343 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2345 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2347 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2349 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2352 /* Require at least one blow */
2353 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2355 /* Boost digging skill by weapon weight */
2356 p_ptr->skill_dig += (o_ptr->weight / 10);
2360 /* Priest weapon penalty for non-blessed edged weapons */
2361 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2362 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2364 /* Reduce the real bonuses */
2365 p_ptr->to_h[i] -= 2;
2366 p_ptr->to_d[i] -= 2;
2368 /* Reduce the mental bonuses */
2369 p_ptr->dis_to_h[i] -= 2;
2370 p_ptr->dis_to_d[i] -= 2;
2373 p_ptr->icky_wield[i] = TRUE;
2375 else if (p_ptr->pclass == CLASS_BERSERKER)
2377 p_ptr->to_h[i] += p_ptr->lev / 5;
2378 p_ptr->to_d[i] += p_ptr->lev / 6;
2379 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2380 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2381 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2383 p_ptr->to_h[i] += p_ptr->lev / 5;
2384 p_ptr->to_d[i] += p_ptr->lev / 6;
2385 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2386 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2389 else if (p_ptr->pclass == CLASS_SORCERER)
2391 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2393 /* Reduce the real bonuses */
2394 p_ptr->to_h[i] -= 200;
2395 p_ptr->to_d[i] -= 200;
2397 /* Reduce the mental bonuses */
2398 p_ptr->dis_to_h[i] -= 200;
2399 p_ptr->dis_to_d[i] -= 200;
2402 p_ptr->icky_wield[i] = TRUE;
2406 /* Reduce the real bonuses */
2407 p_ptr->to_h[i] -= 30;
2408 p_ptr->to_d[i] -= 10;
2410 /* Reduce the mental bonuses */
2411 p_ptr->dis_to_h[i] -= 30;
2412 p_ptr->dis_to_d[i] -= 10;
2416 if (p_ptr->realm1 == REALM_HEX)
2418 if (object_is_cursed(o_ptr))
2420 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2421 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2422 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2423 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2424 if (hex_spelling(HEX_RUNESWORD))
2426 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2427 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2428 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2434 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2436 p_ptr->to_h[i] += 15;
2437 p_ptr->dis_to_h[i] += 15;
2438 p_ptr->to_dd[i] += 2;
2440 else if (!(have_flag(flgs, TR_RIDING)))
2443 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2449 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2451 if (penalty < 30) penalty = 30;
2453 p_ptr->to_h[i] -= (s16b)penalty;
2454 p_ptr->dis_to_h[i] -= (s16b)penalty;
2457 p_ptr->riding_wield[i] = TRUE;
2466 p_ptr->riding_ryoute = FALSE;
2468 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2469 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2471 switch (p_ptr->pclass)
2474 case CLASS_FORCETRAINER:
2475 case CLASS_BERSERKER:
2476 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2477 p_ptr->riding_ryoute = TRUE;
2482 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2484 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2488 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2490 if (penalty < 30) penalty = 30;
2492 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2493 p_ptr->to_h_b -= (s16b)penalty;
2494 p_ptr->dis_to_h_b -= (s16b)penalty;
2497 /* Different calculation for monks with empty hands */
2498 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2499 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2501 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2502 p_ptr->num_blow[0] = 0;
2504 if (p_ptr->pclass == CLASS_FORCETRAINER)
2506 if (blow_base > 18) p_ptr->num_blow[0]++;
2507 if (blow_base > 31) p_ptr->num_blow[0]++;
2508 if (blow_base > 44) p_ptr->num_blow[0]++;
2509 if (blow_base > 58) p_ptr->num_blow[0]++;
2512 p_ptr->to_d[0] += P_PTR_KI / 5;
2513 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2518 if (blow_base > 12) p_ptr->num_blow[0]++;
2519 if (blow_base > 22) p_ptr->num_blow[0]++;
2520 if (blow_base > 31) p_ptr->num_blow[0]++;
2521 if (blow_base > 39) p_ptr->num_blow[0]++;
2522 if (blow_base > 46) p_ptr->num_blow[0]++;
2523 if (blow_base > 53) p_ptr->num_blow[0]++;
2524 if (blow_base > 59) p_ptr->num_blow[0]++;
2527 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2528 p_ptr->num_blow[0] /= 2;
2531 p_ptr->to_h[0] += (p_ptr->lev / 3);
2532 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2534 p_ptr->to_d[0] += (p_ptr->lev / 6);
2535 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2538 if (p_ptr->special_defense & KAMAE_BYAKKO)
2541 p_ptr->dis_to_a -= 40;
2544 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2547 p_ptr->dis_to_a -= 50;
2548 p_ptr->resist_acid = TRUE;
2549 p_ptr->resist_fire = TRUE;
2550 p_ptr->resist_elec = TRUE;
2551 p_ptr->resist_cold = TRUE;
2552 p_ptr->resist_pois = TRUE;
2553 p_ptr->sh_fire = TRUE;
2554 p_ptr->sh_elec = TRUE;
2555 p_ptr->sh_cold = TRUE;
2556 p_ptr->levitation = TRUE;
2558 else if (p_ptr->special_defense & KAMAE_GENBU)
2560 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2561 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2562 p_ptr->reflect = TRUE;
2563 p_ptr->num_blow[0] -= 2;
2564 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2565 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2567 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2569 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2570 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2572 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2573 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2574 p_ptr->num_blow[0] /= 2;
2575 p_ptr->levitation = TRUE;
2578 p_ptr->num_blow[0] += 1 + extra_blows[0];
2581 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2583 p_ptr->monk_armour_aux = FALSE;
2587 p_ptr->monk_armour_aux = TRUE;
2590 for (i = 0; i < 2; i++)
2592 if (has_melee_weapon(INVEN_RARM + i))
2594 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2595 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2597 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2598 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2599 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2601 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2603 p_ptr->to_h[i] -= 40;
2604 p_ptr->dis_to_h[i] -= 40;
2605 p_ptr->icky_wield[i] = TRUE;
2608 else if (p_ptr->pclass == CLASS_NINJA)
2610 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2612 p_ptr->to_h[i] -= 40;
2613 p_ptr->dis_to_h[i] -= 40;
2614 p_ptr->icky_wield[i] = TRUE;
2615 p_ptr->num_blow[i] /= 2;
2616 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2622 /* Maximum speed is (+99). (internally it's 110 + 99) */
2623 /* Temporary lightspeed forces to be maximum speed */
2624 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2629 /* Minimum speed is (-99). (internally it's 110 - 99) */
2630 if (new_speed < 11) new_speed = 11;
2632 /* Display the speed (if needed) */
2633 if (p_ptr->pspeed != (byte)new_speed)
2635 p_ptr->pspeed = (byte)new_speed;
2636 p_ptr->redraw |= (PR_SPEED);
2641 if (p_ptr->to_a > (0 - p_ptr->ac))
2642 p_ptr->to_a = 0 - p_ptr->ac;
2643 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2644 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2647 /* Redraw armor (if needed) */
2648 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2650 p_ptr->redraw |= (PR_ARMOR);
2651 p_ptr->window |= (PW_PLAYER);
2654 if (p_ptr->ryoute && !omoi)
2656 int bonus_to_h = 0, bonus_to_d = 0;
2657 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2658 bonus_to_h = ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2660 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2661 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2662 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2663 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2666 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
2668 /* Affect Skill -- stealth (bonus one) */
2669 p_ptr->skill_stl += 1;
2671 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2673 /* Affect Skill -- disarming (DEX and INT) */
2674 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2675 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2677 /* Affect Skill -- magic devices (INT) */
2678 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2680 /* Affect Skill -- saving throw (WIS) */
2681 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2683 /* Affect Skill -- digging (STR) */
2684 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2686 /* Affect Skill -- disarming (Level, by Class) */
2687 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2689 /* Affect Skill -- magic devices (Level, by Class) */
2690 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2692 /* Affect Skill -- saving throw (Level, by Class) */
2693 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2695 /* Affect Skill -- stealth (Level, by Class) */
2696 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2698 /* Affect Skill -- search ability (Level, by Class) */
2699 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2701 /* Affect Skill -- search frequency (Level, by Class) */
2702 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2704 /* Affect Skill -- combat (normal) (Level, by Class) */
2705 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2707 /* Affect Skill -- combat (shooting) (Level, by Class) */
2708 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2710 /* Affect Skill -- combat (throwing) (Level, by Class) */
2711 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2714 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2716 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2717 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2720 /* Limit Skill -- stealth from 0 to 30 */
2721 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2722 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2724 /* Limit Skill -- digging from 1 up */
2725 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2727 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2729 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2731 if ((p_ptr->ult_res || p_ptr->resist_magic || p_ptr->magicdef) && (p_ptr->skill_sav < (95 + p_ptr->lev))) p_ptr->skill_sav = 95 + p_ptr->lev;
2733 if (down_saving) p_ptr->skill_sav /= 2;
2735 /* Hack -- Each elemental immunity includes resistance */
2736 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2737 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2738 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2739 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2742 /* Hack -- handle "xtra" mode */
2743 if (character_xtra) return;
2745 /* Take note when "heavy bow" changes */
2746 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2748 if (p_ptr->heavy_shoot)
2750 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."));
2752 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2754 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."));
2758 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."));
2762 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2765 for (i = 0; i < 2; i++)
2767 /* Take note when "heavy weapon" changes */
2768 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2770 if (p_ptr->heavy_wield[i])
2772 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."));
2774 else if (has_melee_weapon(INVEN_RARM + i))
2776 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2778 else if (p_ptr->heavy_wield[1 - i])
2780 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2784 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."));
2788 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2791 /* Take note when "heavy weapon" changes */
2792 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2794 if (p_ptr->riding_wield[i])
2796 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."));
2798 else if (!p_ptr->riding)
2800 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2802 else if (has_melee_weapon(INVEN_RARM + i))
2804 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2807 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2810 /* Take note when "illegal weapon" changes */
2811 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2813 if (p_ptr->icky_wield[i])
2815 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."));
2818 chg_virtue(V_FAITH, -1);
2821 else if (has_melee_weapon(INVEN_RARM + i))
2823 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."));
2827 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."));
2831 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2835 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2837 if (p_ptr->riding_ryoute)
2840 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2842 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2848 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2850 msg_print("You began to control riding pet with one hand.");
2854 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2857 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2861 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."));
2864 chg_virtue(V_HARMONY, -1);
2869 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2872 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2875 for (i = 0; i < INVEN_PACK; i++)
2878 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2879 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2881 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2882 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2885 for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2887 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2888 next_o_idx = o_ptr->next_o_idx;
2891 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2892 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2894 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2895 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2898 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2900 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2902 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2903 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2906 if (have_dd_t && ((p_ptr->realm1 == REALM_TRUMP) || (p_ptr->realm2 == REALM_TRUMP) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)))
2908 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2909 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2912 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2914 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2915 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2918 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2920 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2921 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2926 static void calc_alignment(void)
2930 int i, j, neutral[2];
2932 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2934 monster_type *m_ptr;
2935 monster_race *r_ptr;
2936 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2937 if (!monster_is_valid(m_ptr)) continue;
2938 r_ptr = &r_info[m_ptr->r_idx];
2942 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2943 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2947 if (p_ptr->mimic_form)
2949 switch (p_ptr->mimic_form)
2952 p_ptr->align -= 200;
2954 case MIMIC_DEMON_LORD:
2955 p_ptr->align -= 200;
2961 switch (p_ptr->prace)
2964 p_ptr->align += 200;
2967 p_ptr->align -= 200;
2972 for (i = 0; i < 2; i++)
2974 if (has_melee_weapon(INVEN_RARM + i))
2976 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2980 /* Determine player alignment */
2981 for (i = 0, j = 0; i < 8; i++)
2983 switch (p_ptr->vir_types[i])
2986 p_ptr->align += p_ptr->virtues[i] * 2;
2996 p_ptr->align -= p_ptr->virtues[i];
2999 p_ptr->align += p_ptr->virtues[i];
3004 for (i = 0; i < j; i++)
3006 if (p_ptr->align > 0)
3008 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3009 if (p_ptr->align < 0) p_ptr->align = 0;
3011 else if (p_ptr->align < 0)
3013 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3014 if (p_ptr->align > 0) p_ptr->align = 0;
3020 * @brief プレイヤーの最大HPを計算する /
3021 * Calculate the players (maximal) hit points
3022 * Adjust current hitpoints if necessary
3026 static void calc_hitpoints(void)
3031 /* Un-inflate "half-hitpoint bonus per level" value */
3032 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3034 /* Calculate hitpoints */
3035 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3037 if (p_ptr->mimic_form)
3039 if (p_ptr->pclass == CLASS_SORCERER)
3040 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3042 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3043 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3046 if (p_ptr->pclass == CLASS_SORCERER)
3048 if (p_ptr->lev < 30)
3049 mhp = (mhp * (45 + p_ptr->lev) / 100);
3051 mhp = (mhp * 75 / 100);
3052 bonus = (bonus * 65 / 100);
3057 if (p_ptr->pclass == CLASS_BERSERKER)
3059 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3062 /* Always have at least one hitpoint per level */
3063 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3065 /* Factor in the hero / superhero settings */
3066 if (IS_HERO()) mhp += 10;
3067 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3068 if (p_ptr->tsuyoshi) mhp += 50;
3070 /* Factor in the hex spell settings */
3071 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3072 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3074 /* New maximum hitpoints */
3075 if (p_ptr->mhp != mhp)
3077 /* Enforce maximum */
3078 if (p_ptr->chp >= mhp)
3081 p_ptr->chp_frac = 0;
3085 /* レベルアップの時は上昇量を表示する */
3086 if ((level_up == 1) && (mhp > p_ptr->mhp))
3088 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3091 /* Save the new max-hitpoints */
3094 /* Display hitpoints (later) */
3095 p_ptr->redraw |= (PR_HP);
3096 p_ptr->window |= (PW_PLAYER);
3101 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3104 * SWD: Experimental modification: multiple light sources have additive effect.
3106 static void calc_torch(void)
3111 BIT_FLAGS flgs[TR_FLAG_SIZE];
3113 /* Assume no light */
3114 p_ptr->cur_lite = 0;
3116 /* Loop through all wielded items */
3117 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3119 o_ptr = &p_ptr->inventory_list[i];
3120 /* Skip empty slots */
3121 if (!o_ptr->k_idx) continue;
3123 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3126 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3128 if (o_ptr->tval == TV_LITE)
3130 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3131 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3134 object_flags(o_ptr, flgs);
3136 /* calc the lite_radius */
3139 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3140 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3141 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3142 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3143 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3144 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3145 p_ptr->cur_lite += rad;
3148 /* max radius is 14 (was 5) without rewriting other code -- */
3149 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3150 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3151 p_ptr->cur_lite = 1;
3154 * check if the player doesn't have light radius,
3155 * but does weakly glow as an intrinsic.
3157 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3159 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3160 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3162 /* end experimental mods */
3164 /* Notice changes in the "lite radius" */
3165 if (p_ptr->old_lite != p_ptr->cur_lite)
3167 /* Hack -- PU_MON_LITE for monsters' darkness */
3168 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3170 /* Remember the old lite */
3171 p_ptr->old_lite = p_ptr->cur_lite;
3173 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3174 set_superstealth(FALSE);
3179 * @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。 /
3180 * Calculate number of spells player should have, and forget,
3181 * or remember, spells until that number is properly reflected.
3184 * Note that this function induces various "status" messages,
3185 * which must be bypasses until the character is created.
3187 static void calc_spells(void)
3189 int i, j, k, levels;
3191 int num_boukyaku = 0;
3193 const magic_type *s_ptr;
3199 /* Hack -- must be literate */
3200 if (!mp_ptr->spell_book) return;
3202 /* Hack -- wait for creation */
3203 if (!character_generated) return;
3205 /* Hack -- handle "xtra" mode */
3206 if (character_xtra) return;
3208 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3210 p_ptr->new_spells = 0;
3214 p = spell_category_name(mp_ptr->spell_book);
3216 /* Determine the number of spells allowed */
3217 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3219 /* Hack -- no negative spells */
3220 if (levels < 0) levels = 0;
3222 /* Extract total allowed spells */
3223 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3225 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3229 if (p_ptr->pclass == CLASS_SAMURAI)
3233 else if (p_ptr->realm2 == REALM_NONE)
3235 num_allowed = (num_allowed + 1) / 2;
3236 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3238 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3240 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3244 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3247 /* Count the number of spells we know */
3248 for (j = 0; j < 64; j++)
3250 /* Count known spells */
3252 (p_ptr->spell_forgotten1 & (1L << j)) :
3253 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3259 /* See how many spells we must forget or may learn */
3260 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3262 /* Forget spells which are too hard */
3263 for (i = 63; i >= 0; i--)
3265 /* Efficiency -- all done */
3266 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3268 /* Access the spell */
3269 j = p_ptr->spell_order[i];
3271 /* Skip non-spells */
3272 if (j >= 99) continue;
3276 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3279 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3281 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3284 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3286 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3288 /* Skip spells we are allowed to know */
3289 if (s_ptr->slevel <= p_ptr->lev) continue;
3293 (p_ptr->spell_learned1 & (1L << j)) :
3294 (p_ptr->spell_learned2 & (1L << (j - 32))))
3296 /* Mark as forgotten */
3299 p_ptr->spell_forgotten1 |= (1L << j);
3300 which = p_ptr->realm1;
3304 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3305 which = p_ptr->realm2;
3308 /* No longer known */
3311 p_ptr->spell_learned1 &= ~(1L << j);
3312 which = p_ptr->realm1;
3316 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3317 which = p_ptr->realm2;
3321 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3323 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3327 /* One more can be learned */
3328 p_ptr->new_spells++;
3333 /* Forget spells if we know too many spells */
3334 for (i = 63; i >= 0; i--)
3336 /* Stop when possible */
3337 if (p_ptr->new_spells >= 0) break;
3339 /* Efficiency -- all done */
3340 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3342 /* Get the (i+1)th spell learned */
3343 j = p_ptr->spell_order[i];
3345 /* Skip unknown spells */
3346 if (j >= 99) continue;
3348 /* Forget it (if learned) */
3350 (p_ptr->spell_learned1 & (1L << j)) :
3351 (p_ptr->spell_learned2 & (1L << (j - 32))))
3353 /* Mark as forgotten */
3356 p_ptr->spell_forgotten1 |= (1L << j);
3357 which = p_ptr->realm1;
3361 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3362 which = p_ptr->realm2;
3365 /* No longer known */
3368 p_ptr->spell_learned1 &= ~(1L << j);
3369 which = p_ptr->realm1;
3373 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3374 which = p_ptr->realm2;
3378 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3380 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3384 /* One more can be learned */
3385 p_ptr->new_spells++;
3390 /* Check for spells to remember */
3391 for (i = 0; i < 64; i++)
3393 /* None left to remember */
3394 if (p_ptr->new_spells <= 0) break;
3396 /* Efficiency -- all done */
3397 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3399 /* Get the next spell we learned */
3400 j = p_ptr->spell_order[i];
3402 /* Skip unknown spells */
3405 /* Access the spell */
3406 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3409 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3411 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3414 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3416 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3418 /* Skip spells we cannot remember */
3419 if (s_ptr->slevel > p_ptr->lev) continue;
3421 /* First set of spells */
3423 (p_ptr->spell_forgotten1 & (1L << j)) :
3424 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3426 /* No longer forgotten */
3429 p_ptr->spell_forgotten1 &= ~(1L << j);
3430 which = p_ptr->realm1;
3434 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3435 which = p_ptr->realm2;
3438 /* Known once more */
3441 p_ptr->spell_learned1 |= (1L << j);
3442 which = p_ptr->realm1;
3446 p_ptr->spell_learned2 |= (1L << (j - 32));
3447 which = p_ptr->realm2;
3451 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3453 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3457 /* One less can be learned */
3458 p_ptr->new_spells--;
3464 if (p_ptr->realm2 == REALM_NONE)
3466 /* Count spells that can be learned */
3467 for (j = 0; j < 32; j++)
3469 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3470 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3472 /* Skip spells we cannot remember */
3473 if (s_ptr->slevel > p_ptr->lev) continue;
3475 /* Skip spells we already know */
3476 if (p_ptr->spell_learned1 & (1L << j))
3485 if ((p_ptr->new_spells > k) &&
3486 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3488 p_ptr->new_spells = (s16b)k;
3492 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3494 /* Spell count changed */
3495 if (p_ptr->old_spells != p_ptr->new_spells)
3497 /* Message if needed */
3498 if (p_ptr->new_spells)
3501 if (p_ptr->new_spells < 10) {
3502 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3505 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3508 msg_format("You can learn %d more %s%s.",
3509 p_ptr->new_spells, p,
3510 (p_ptr->new_spells != 1) ? "s" : "");
3515 /* Save the new_spells value */
3516 p_ptr->old_spells = p_ptr->new_spells;
3518 /* Redraw Study Status */
3519 p_ptr->redraw |= (PR_STUDY);
3521 /* Redraw object recall */
3522 p_ptr->window |= (PW_OBJECT);
3527 * @brief プレイヤーの最大MPを計算する /
3528 * Calculate maximum mana. You do not need to know any spells.
3529 * Note that mana is lowered by heavy (or inappropriate) armor.
3532 * This function induces status messages.
3534 static void calc_mana(void)
3536 int msp, levels, cur_wgt, max_wgt;
3541 /* Hack -- Must be literate */
3542 if (!mp_ptr->spell_book) return;
3544 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3545 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3546 (p_ptr->pclass == CLASS_BLUE_MAGE))
3548 levels = p_ptr->lev;
3552 if (mp_ptr->spell_first > p_ptr->lev)
3557 /* Display mana later */
3558 p_ptr->redraw |= (PR_MANA);
3562 /* Extract "effective" player level */
3563 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3566 if (p_ptr->pclass == CLASS_SAMURAI)
3568 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3569 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3573 /* Extract total mana */
3574 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3576 /* Hack -- usually add one mana */
3579 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3581 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3583 /* Hack: High mages have a 25% mana bonus */
3584 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3586 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3589 /* Only mages are affected */
3590 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3592 BIT_FLAGS flgs[TR_FLAG_SIZE];
3594 /* Assume player is not encumbered by gloves */
3595 p_ptr->cumber_glove = FALSE;
3597 /* Get the gloves */
3598 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3600 /* Examine the gloves */
3601 object_flags(o_ptr, flgs);
3603 /* Normal gloves hurt mage-type spells */
3605 !(have_flag(flgs, TR_FREE_ACT)) &&
3606 !(have_flag(flgs, TR_DEC_MANA)) &&
3607 !(have_flag(flgs, TR_EASY_SPELL)) &&
3608 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3609 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3612 p_ptr->cumber_glove = TRUE;
3615 msp = (3 * msp) / 4;
3620 /* Assume player not encumbered by armor */
3621 p_ptr->cumber_armor = FALSE;
3623 /* Weigh the armor */
3625 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3626 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3627 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3628 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3629 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3630 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3631 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3633 /* Subtract a percentage of maximum mana. */
3634 switch (p_ptr->pclass)
3636 /* For these classes, mana is halved if armour
3637 * is 30 pounds over their weight limit. */
3639 case CLASS_HIGH_MAGE:
3640 case CLASS_BLUE_MAGE:
3642 case CLASS_FORCETRAINER:
3643 case CLASS_SORCERER:
3645 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3646 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3650 /* Mana halved if armour is 40 pounds over weight limit. */
3655 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3656 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3660 case CLASS_MINDCRAFTER:
3661 case CLASS_BEASTMASTER:
3662 case CLASS_MIRROR_MASTER:
3664 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3665 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3669 /* Mana halved if armour is 50 pounds over weight limit. */
3672 case CLASS_RED_MAGE:
3673 case CLASS_WARRIOR_MAGE:
3675 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3676 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3680 /* Mana halved if armour is 60 pounds over weight limit. */
3682 case CLASS_CHAOS_WARRIOR:
3684 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3685 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3689 /* For new classes created, but not yet added to this formula. */
3696 /* Determine the weight allowance */
3697 max_wgt = mp_ptr->spell_weight;
3699 /* Heavy armor penalizes mana by a percentage. -LM- */
3700 if ((cur_wgt - max_wgt) > 0)
3703 p_ptr->cumber_armor = TRUE;
3705 /* Subtract a percentage of maximum mana. */
3706 switch (p_ptr->pclass)
3708 /* For these classes, mana is halved if armour
3709 * is 30 pounds over their weight limit. */
3711 case CLASS_HIGH_MAGE:
3712 case CLASS_BLUE_MAGE:
3714 msp -= msp * (cur_wgt - max_wgt) / 600;
3718 /* Mana halved if armour is 40 pounds over weight limit. */
3720 case CLASS_MINDCRAFTER:
3721 case CLASS_BEASTMASTER:
3723 case CLASS_FORCETRAINER:
3725 case CLASS_MIRROR_MASTER:
3727 msp -= msp * (cur_wgt - max_wgt) / 800;
3731 case CLASS_SORCERER:
3733 msp -= msp * (cur_wgt - max_wgt) / 900;
3737 /* Mana halved if armour is 50 pounds over weight limit. */
3741 case CLASS_RED_MAGE:
3743 msp -= msp * (cur_wgt - max_wgt) / 1000;
3747 /* Mana halved if armour is 60 pounds over weight limit. */
3749 case CLASS_CHAOS_WARRIOR:
3750 case CLASS_WARRIOR_MAGE:
3752 msp -= msp * (cur_wgt - max_wgt) / 1200;
3758 p_ptr->cumber_armor = FALSE;
3762 /* For new classes created, but not yet added to this formula. */
3765 msp -= msp * (cur_wgt - max_wgt) / 800;
3771 /* Mana can never be negative */
3772 if (msp < 0) msp = 0;
3775 /* Maximum mana has changed */
3776 if (p_ptr->msp != msp)
3778 /* Enforce maximum */
3779 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3782 p_ptr->csp_frac = 0;
3786 /* レベルアップの時は上昇量を表示する */
3787 if ((level_up == 1) && (msp > p_ptr->msp))
3789 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3795 /* Display mana later */
3796 p_ptr->redraw |= (PR_MANA);
3797 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3801 /* Hack -- handle "xtra" mode */
3802 if (character_xtra) return;
3804 /* Take note when "glove state" changes */
3805 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3807 if (p_ptr->cumber_glove)
3809 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."));
3813 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."));
3817 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3821 /* Take note when "armor state" changes */
3822 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3824 if (p_ptr->cumber_armor)
3826 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."));
3830 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."));
3834 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3839 * @brief 装備中の射撃武器の威力倍率を返す /
3840 * calcurate the fire rate of target object
3841 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3842 * @return 射撃倍率の値(100で1.00倍)
3844 s16b calc_num_fire(object_type *o_ptr)
3846 int extra_shots = 0;
3849 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3851 BIT_FLAGS flgs[TR_FLAG_SIZE];
3853 /* Scan the usable p_ptr->inventory_list */
3854 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3856 q_ptr = &p_ptr->inventory_list[i];
3857 if (!q_ptr->k_idx) continue;
3859 /* Do not apply current equip */
3860 if (i == INVEN_BOW) continue;
3862 object_flags(q_ptr, flgs);
3865 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3868 object_flags(o_ptr, flgs);
3869 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3871 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3875 num += (extra_shots * 100);
3877 /* Hack -- Rangers love Bows */
3878 if ((p_ptr->pclass == CLASS_RANGER) &&
3879 (tval_ammo == TV_ARROW))
3881 num += (p_ptr->lev * 4);
3884 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3885 (tval_ammo == TV_ARROW))
3887 num += (p_ptr->lev * 3);
3890 if (p_ptr->pclass == CLASS_ARCHER)
3892 if (tval_ammo == TV_ARROW)
3893 num += ((p_ptr->lev * 5) + 50);
3894 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3895 num += (p_ptr->lev * 4);
3899 * Addendum -- also "Reward" high level warriors,
3900 * with _any_ missile weapon -- TY
3902 if (p_ptr->pclass == CLASS_WARRIOR &&
3903 (tval_ammo <= TV_BOLT) &&
3904 (tval_ammo >= TV_SHOT))
3906 num += (p_ptr->lev * 2);
3908 if ((p_ptr->pclass == CLASS_ROGUE) &&
3909 (tval_ammo == TV_SHOT))
3911 num += (p_ptr->lev * 4);
3918 * @brief プレイヤーの所持重量制限を計算する /
3919 * Computes current weight limit.
3922 WEIGHT weight_limit(void)
3926 /* Weight limit based only on strength */
3927 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3928 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3930 /* Return the result */
3935 * @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 /
3936 * @param i 判定する手のID(右手:0 左手:1)
3937 * @return 持っているならばTRUE
3939 bool has_melee_weapon(int i)
3941 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3945 * @brief プレイヤーの現在開いている手の状態を返す
3946 * @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。
3947 * @return 開いている手のビットフラグ
3949 BIT_FLAGS16 empty_hands(bool riding_control)
3951 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3953 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3954 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3956 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3958 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3959 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3967 * @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。
3968 * @return ペナルティが適用されるならばTRUE。
3970 bool heavy_armor(void)
3972 WEIGHT monk_arm_wgt = 0;
3974 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3976 /* Weight the armor */
3977 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3978 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3979 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3980 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3981 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3982 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3983 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3985 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3989 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
3991 * @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。
3993 void update_creature(player_type *creature_ptr)
3995 if (!creature_ptr->update) return;
3997 /* Actually do auto-destroy */
3998 if (creature_ptr->update & (PU_AUTODESTROY))
4000 creature_ptr->update &= ~(PU_AUTODESTROY);
4001 autopick_delayed_alter();
4003 if (creature_ptr->update & (PU_COMBINE))
4005 creature_ptr->update &= ~(PU_COMBINE);
4009 /* Reorder the pack */
4010 if (creature_ptr->update & (PU_REORDER))
4012 creature_ptr->update &= ~(PU_REORDER);
4016 if (creature_ptr->update & (PU_BONUS))
4018 creature_ptr->update &= ~(PU_BONUS);
4023 if (creature_ptr->update & (PU_TORCH))
4025 creature_ptr->update &= ~(PU_TORCH);
4029 if (creature_ptr->update & (PU_HP))
4031 creature_ptr->update &= ~(PU_HP);
4035 if (creature_ptr->update & (PU_MANA))
4037 creature_ptr->update &= ~(PU_MANA);
4041 if (creature_ptr->update & (PU_SPELLS))
4043 creature_ptr->update &= ~(PU_SPELLS);
4047 /* Character is not ready yet, no screen updates */
4048 if (!character_generated) return;
4050 /* Character is in "icky" mode, no screen updates */
4051 if (character_icky) return;
4053 if (creature_ptr->update & (PU_UN_LITE))
4055 creature_ptr->update &= ~(PU_UN_LITE);
4059 if (creature_ptr->update & (PU_UN_VIEW))
4061 creature_ptr->update &= ~(PU_UN_VIEW);
4065 if (creature_ptr->update & (PU_VIEW))
4067 creature_ptr->update &= ~(PU_VIEW);
4071 if (creature_ptr->update & (PU_LITE))
4073 creature_ptr->update &= ~(PU_LITE);
4078 if (creature_ptr->update & (PU_FLOW))
4080 creature_ptr->update &= ~(PU_FLOW);
4084 if (creature_ptr->update & (PU_DISTANCE))
4086 creature_ptr->update &= ~(PU_DISTANCE);
4088 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4089 /* creature_ptr->update &= ~(PU_MONSTERS); */
4091 update_monsters(TRUE);
4094 if (creature_ptr->update & (PU_MON_LITE))
4096 creature_ptr->update &= ~(PU_MON_LITE);
4101 * Mega-Hack -- Delayed visual update
4102 * Only used if update_view(), update_lite() or update_mon_lite() was called
4104 if (creature_ptr->update & (PU_DELAY_VIS))
4106 creature_ptr->update &= ~(PU_DELAY_VIS);
4107 delayed_visual_update();
4110 if (creature_ptr->update & (PU_MONSTERS))
4112 creature_ptr->update &= ~(PU_MONSTERS);
4113 update_monsters(FALSE);
4118 * @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
4119 * @return 魔道書を一冊も持っていないならTRUEを返す
4121 bool player_has_no_spellbooks(void)
4126 for (i = 0; i < INVEN_PACK; i++)
4128 o_ptr = &p_ptr->inventory_list[i];
4129 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4132 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4134 o_ptr = ¤t_floor_ptr->o_list[i];
4135 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4141 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4143 creature_ptr->energy_use = (ENERGY)need_cost;
4146 void free_turn(player_type *creature_ptr)
4148 creature_ptr->energy_use = 0;
4152 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4155 * @return 配置に成功したらTRUE
4157 bool player_place(POSITION y, POSITION x)
4159 /* Paranoia XXX XXX */
4160 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4162 /* Save player location */
4171 * @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
4174 void wreck_the_pattern(void)
4178 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4180 if (pattern_type == PATTERN_TILE_WRECKED)
4182 /* Ruined already */
4186 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4187 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4189 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4190 to_ruin = randint1(45) + 35;
4194 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4196 if (pattern_tile(r_y, r_x) &&
4197 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4199 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4203 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4208 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4209 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4210 * @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
4213 void sanity_blast(monster_type *m_ptr, bool necro)
4217 if (p_ptr->inside_battle || !character_dungeon) return;
4219 if (!necro && m_ptr)
4221 GAME_TEXT m_name[MAX_NLEN];
4222 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4224 power = r_ptr->level / 2;
4226 monster_desc(m_name, m_ptr, 0);
4228 if (!(r_ptr->flags1 & RF1_UNIQUE))
4230 if (r_ptr->flags1 & RF1_FRIENDS)
4235 if (!is_loading_now)
4236 return; /* No effect yet, just loaded... */
4239 return; /* Cannot see it for some reason */
4241 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4245 return; /* Pet eldritch horrors are safe most of the time */
4247 if (randint1(100) > power) return;
4249 if (saving_throw(p_ptr->skill_sav - power))
4251 return; /* Save, no adverse effects */
4256 /* Something silly happens... */
4257 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4258 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4262 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4263 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4266 return; /* Never mind; we can't see it clearly enough */
4269 /* Something frightening happens... */
4270 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4271 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4273 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4275 /* Demon characters are unaffected */
4276 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4277 if (p_ptr->wizard) return;
4279 /* Undead characters are 50% likely to be unaffected */
4280 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4281 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4282 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4284 if (saving_throw(25 + p_ptr->lev)) return;
4289 monster_race *r_ptr;
4290 GAME_TEXT m_name[MAX_NLEN];
4293 get_mon_num_prep(get_nightmare, NULL);
4295 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4296 power = r_ptr->level + 10;
4297 desc = r_name + r_ptr->name;
4299 get_mon_num_prep(NULL, NULL);
4302 if (!(r_ptr->flags1 & RF1_UNIQUE))
4303 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4306 sprintf(m_name, "%s", desc);
4308 if (!(r_ptr->flags1 & RF1_UNIQUE))
4310 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4314 if (saving_throw(p_ptr->skill_sav * 100 / power))
4316 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4323 /* Something silly happens... */
4324 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4325 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4329 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4330 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4333 /* Never mind; we can't see it clearly enough */
4337 /* Something frightening happens... */
4338 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4339 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4341 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4343 if (!p_ptr->mimic_form)
4345 switch (p_ptr->prace)
4347 /* Demons may make a saving throw */
4350 if (saving_throw(20 + p_ptr->lev)) return;
4352 /* Undead may make a saving throw */
4357 if (saving_throw(10 + p_ptr->lev)) return;
4363 /* Demons may make a saving throw */
4364 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4366 if (saving_throw(20 + p_ptr->lev)) return;
4368 /* Undead may make a saving throw */
4369 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4371 if (saving_throw(10 + p_ptr->lev)) return;
4377 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!"));
4380 if (saving_throw(p_ptr->skill_sav - power))
4386 (void)do_dec_stat(A_INT);
4387 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4390 (void)do_dec_stat(A_WIS);
4391 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4393 switch (randint1(21))
4396 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4398 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4400 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4404 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4407 if (p_ptr->muta3 & MUT3_HYPER_INT)
4409 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."));
4410 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4412 p_ptr->muta3 |= MUT3_MORONIC;
4418 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4420 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4422 /* Duh, the following should never happen, but anyway... */
4423 if (p_ptr->muta3 & MUT3_FEARLESS)
4425 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."));
4426 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4429 p_ptr->muta2 |= MUT2_COWARDICE;
4435 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4437 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!"));
4438 p_ptr->muta2 |= MUT2_HALLU;
4444 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4446 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!"));
4447 p_ptr->muta2 |= MUT2_BERS_RAGE;
4457 if (!p_ptr->resist_conf)
4459 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4461 if (!p_ptr->free_act)
4463 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4465 if (!p_ptr->resist_chaos)
4467 (void)set_image(p_ptr->image + randint0(250) + 150);
4476 if (lose_all_info())
4477 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!"));
4481 p_ptr->update |= PU_BONUS;
4487 * @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 /
4488 * Advance experience levels and print experience
4491 void check_experience(void)
4493 bool level_reward = FALSE;
4494 bool level_mutation = FALSE;
4495 bool level_inc_stat = FALSE;
4496 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4497 PLAYER_LEVEL old_lev = p_ptr->lev;
4499 /* Hack -- lower limit */
4500 if (p_ptr->exp < 0) p_ptr->exp = 0;
4501 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4502 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4504 /* Hack -- upper limit */
4505 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4506 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4507 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4509 /* Hack -- maintain "max" experience */
4510 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4512 /* Hack -- maintain "max max" experience */
4513 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4515 /* Redraw experience */
4516 p_ptr->redraw |= (PR_EXP);
4520 /* Lose levels while possible */
4521 while ((p_ptr->lev > 1) &&
4522 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4526 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4527 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4528 p_ptr->window |= (PW_PLAYER);
4533 /* Gain levels while possible */
4534 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4535 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4540 /* Save the highest level */
4541 if (p_ptr->lev > p_ptr->max_plv)
4543 p_ptr->max_plv = p_ptr->lev;
4545 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4546 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4548 level_reward = TRUE;
4550 if (p_ptr->prace == RACE_BEASTMAN)
4552 if (one_in_(5)) level_mutation = TRUE;
4554 level_inc_stat = TRUE;
4556 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4561 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4563 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4564 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4565 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4575 if (!(p_ptr->max_plv % 10))
4584 cnv_stat(p_ptr->stat_max[0], tmp);
4585 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4586 cnv_stat(p_ptr->stat_max[1], tmp);
4587 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4588 cnv_stat(p_ptr->stat_max[2], tmp);
4589 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4590 cnv_stat(p_ptr->stat_max[3], tmp);
4591 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4592 cnv_stat(p_ptr->stat_max[4], tmp);
4593 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4594 cnv_stat(p_ptr->stat_max[5], tmp);
4595 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4598 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4603 if ((choice >= 'a') && (choice <= 'f')) break;
4605 for (n = 0; n < A_MAX; n++)
4606 if (n != choice - 'a')
4608 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4610 do_inc_stat(choice - 'a');
4613 else if (!(p_ptr->max_plv % 2))
4614 do_inc_stat(randint0(6));
4619 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4620 (void)gain_mutation(p_ptr, 0);
4621 level_mutation = FALSE;
4625 * 報酬でレベルが上ると再帰的に check_experience() が
4630 gain_level_reward(0);
4631 level_reward = FALSE;
4634 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4635 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4636 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4640 /* Load an autopick preference file */
4641 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4645 * @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
4647 * @param out_val 出力先文字列ポインタ
4650 void cnv_stat(int val, char *out_val)
4655 int bonus = (val - 18);
4659 sprintf(out_val, "18/%3s", "***");
4661 else if (bonus >= 100)
4663 sprintf(out_val, "18/%03d", bonus);
4667 sprintf(out_val, " 18/%02d", bonus);
4674 sprintf(out_val, " %2d", val);
4679 * @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。
4680 * Modify a stat value by a "modifier", return new value
4682 * @param amount 加減算値
4686 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4687 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4688 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4689 * Or even: 18/13, 18/03, 18, 17, ..., 3
4692 s16b modify_stat_value(int value, int amount)
4699 /* Apply each point */
4700 for (i = 0; i < amount; i++)
4702 /* One point at a time */
4703 if (value < 18) value++;
4705 /* Ten "points" at a time */
4711 else if (amount < 0)
4713 /* Apply each point */
4714 for (i = 0; i < (0 - amount); i++)
4716 /* Ten points at a time */
4717 if (value >= 18 + 10) value -= 10;
4719 /* Hack -- prevent weirdness */
4720 else if (value > 18) value = 18;
4722 /* One point at a time */
4723 else if (value > 3) value--;
4727 /* Return new value */
4728 return (s16b)(value);
4734 * Hack -- Calculates the total number of points earned -JWT-
4738 long calc_score(void)
4742 u32b point, point_h, point_l;
4743 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4745 if (!preserve_mode) mult += 10;
4746 if (!autoroller) mult += 10;
4747 if (!smart_learn) mult -= 20;
4748 if (smart_cheat) mult += 30;
4749 if (ironman_shops) mult += 50;
4750 if (ironman_small_levels) mult += 10;
4751 if (ironman_empty_levels) mult += 20;
4752 if (!powerup_home) mult += 50;
4753 if (ironman_rooms) mult += 100;
4754 if (ironman_nightmare) mult += 100;
4756 if (mult < 5) mult = 5;
4758 for (i = 0; i < max_d_idx; i++)
4759 if (max_dlv[i] > max_dl)
4760 max_dl = max_dlv[i];
4762 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4763 point_h = point_l / 0x10000L;
4764 point_l = point_l % 0x10000L;
4767 point_h += point_l / 0x10000L;
4768 point_l %= 0x10000L;
4770 point_l += ((point_h % 100) << 16);
4774 point = (point_h << 16) + (point_l);
4775 if (p_ptr->arena_number >= 0)
4776 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4778 if (ironman_downward) point *= 2;
4779 if (p_ptr->pclass == CLASS_BERSERKER)
4781 if (p_ptr->prace == RACE_SPECTRE)
4785 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4788 if (p_ptr->total_winner) point = 2;
4790 if (easy_band) point = (0 - point);