2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monsterrace-hook.h"
12 /* Hack, monk armour */
13 static bool monk_armour_aux;
14 static bool monk_notify_aux;
17 * Return alignment title
19 concptr your_alignment(void)
21 if (p_ptr->align > 150) return _("大善", "Lawful");
22 else if (p_ptr->align > 50) return _("中善", "Good");
23 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
24 else if (p_ptr->align > -11) return _("中立", "Neutral");
25 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
26 else if (p_ptr->align > -151) return _("中悪", "Evil");
27 else return _("大悪", "Chaotic");
32 * Return proficiency level of weapons and misc. skills (except riding)
34 int weapon_exp_level(int weapon_exp)
36 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
37 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
38 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
39 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
40 else return EXP_LEVEL_MASTER;
45 * Return proficiency level of riding
47 int riding_exp_level(int riding_exp)
49 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
50 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
51 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
52 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
53 else return EXP_LEVEL_MASTER;
58 * Return proficiency level of spells
60 int spell_exp_level(int spell_exp)
62 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
63 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
64 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
65 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
66 else return EXP_LEVEL_MASTER;
70 * @brief プレイヤーの全ステータスを更新する /
71 * Calculate the players current "state", taking into account
72 * not only race/class intrinsics, but also objects being worn
73 * and temporary spell effects.
77 * See also calc_mana() and calc_hitpoints().
79 * Take note of the new "speed code", in particular, a very strong
80 * player will start slowing down as soon as he reaches 150 pounds,
81 * but not until he reaches 450 pounds will he be half as fast as
82 * a normal kobold. This both hurts and helps the player, hurts
83 * because in the old days a player could just avoid 300 pounds,
84 * and helps because now carrying 300 pounds is not very painful.
86 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
87 * damage, since that would affect non-combat things. These values
88 * are actually added in later, at the appropriate place.
90 * This function induces various "status" messages.
93 void calc_bonuses(void)
95 int i, j, hold, neutral[2];
98 int empty_hands_status = empty_hands(TRUE);
101 BIT_FLAGS flgs[TR_FLAG_SIZE];
103 bool yoiyami = FALSE;
104 bool down_saving = FALSE;
106 bool have_dd_s = FALSE, have_dd_t = FALSE;
108 bool have_sw = FALSE, have_kabe = FALSE;
109 bool easy_2weapon = FALSE;
110 bool riding_levitation = FALSE;
111 OBJECT_IDX this_o_idx, next_o_idx = 0;
112 const player_race *tmp_rp_ptr;
114 /* Save the old vision stuff */
115 bool old_telepathy = p_ptr->telepathy;
116 bool old_esp_animal = p_ptr->esp_animal;
117 bool old_esp_undead = p_ptr->esp_undead;
118 bool old_esp_demon = p_ptr->esp_demon;
119 bool old_esp_orc = p_ptr->esp_orc;
120 bool old_esp_troll = p_ptr->esp_troll;
121 bool old_esp_giant = p_ptr->esp_giant;
122 bool old_esp_dragon = p_ptr->esp_dragon;
123 bool old_esp_human = p_ptr->esp_human;
124 bool old_esp_evil = p_ptr->esp_evil;
125 bool old_esp_good = p_ptr->esp_good;
126 bool old_esp_nonliving = p_ptr->esp_nonliving;
127 bool old_esp_unique = p_ptr->esp_unique;
128 bool old_see_inv = p_ptr->see_inv;
129 bool old_mighty_throw = p_ptr->mighty_throw;
131 /* Current feature under player. */
132 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
134 /* Save the old armor class */
135 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
136 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
139 /* Clear extra blows/shots */
140 extra_blows[0] = extra_blows[1] = 0;
142 /* Clear the stat modifiers */
143 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
146 /* Clear the Displayed/Real armor class */
147 p_ptr->dis_ac = p_ptr->ac = 0;
149 /* Clear the Displayed/Real Bonuses */
150 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
151 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
152 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
153 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
154 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
155 p_ptr->dis_to_a = p_ptr->to_a = 0;
159 p_ptr->to_m_chance = 0;
161 /* Clear the Extra Dice Bonuses */
162 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
163 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
165 /* Start with "normal" speed */
168 /* Start with a single blow per current_world_ptr->game_turn */
169 p_ptr->num_blow[0] = 1;
170 p_ptr->num_blow[1] = 1;
172 /* Start with a single shot per current_world_ptr->game_turn */
173 p_ptr->num_fire = 100;
175 /* Reset the "xtra" tval */
176 p_ptr->tval_xtra = 0;
178 /* Reset the "ammo" tval */
179 p_ptr->tval_ammo = 0;
181 /* Clear all the flags */
183 p_ptr->bless_blade = FALSE;
184 p_ptr->xtra_might = FALSE;
185 p_ptr->impact[0] = FALSE;
186 p_ptr->impact[1] = FALSE;
187 p_ptr->pass_wall = FALSE;
188 p_ptr->kill_wall = FALSE;
189 p_ptr->dec_mana = FALSE;
190 p_ptr->easy_spell = FALSE;
191 p_ptr->heavy_spell = FALSE;
192 p_ptr->see_inv = FALSE;
193 p_ptr->free_act = FALSE;
194 p_ptr->slow_digest = FALSE;
195 p_ptr->regenerate = FALSE;
196 p_ptr->can_swim = FALSE;
197 p_ptr->levitation = FALSE;
198 p_ptr->hold_exp = FALSE;
199 p_ptr->telepathy = FALSE;
200 p_ptr->esp_animal = FALSE;
201 p_ptr->esp_undead = FALSE;
202 p_ptr->esp_demon = FALSE;
203 p_ptr->esp_orc = FALSE;
204 p_ptr->esp_troll = FALSE;
205 p_ptr->esp_giant = FALSE;
206 p_ptr->esp_dragon = FALSE;
207 p_ptr->esp_human = FALSE;
208 p_ptr->esp_evil = FALSE;
209 p_ptr->esp_good = FALSE;
210 p_ptr->esp_nonliving = FALSE;
211 p_ptr->esp_unique = FALSE;
213 p_ptr->sustain_str = FALSE;
214 p_ptr->sustain_int = FALSE;
215 p_ptr->sustain_wis = FALSE;
216 p_ptr->sustain_con = FALSE;
217 p_ptr->sustain_dex = FALSE;
218 p_ptr->sustain_chr = FALSE;
219 p_ptr->resist_acid = FALSE;
220 p_ptr->resist_elec = FALSE;
221 p_ptr->resist_fire = FALSE;
222 p_ptr->resist_cold = FALSE;
223 p_ptr->resist_pois = FALSE;
224 p_ptr->resist_conf = FALSE;
225 p_ptr->resist_sound = FALSE;
226 p_ptr->resist_lite = FALSE;
227 p_ptr->resist_dark = FALSE;
228 p_ptr->resist_chaos = FALSE;
229 p_ptr->resist_disen = FALSE;
230 p_ptr->resist_shard = FALSE;
231 p_ptr->resist_nexus = FALSE;
232 p_ptr->resist_blind = FALSE;
233 p_ptr->resist_neth = FALSE;
234 p_ptr->resist_time = FALSE;
235 p_ptr->resist_water = FALSE;
236 p_ptr->resist_fear = FALSE;
237 p_ptr->reflect = FALSE;
238 p_ptr->sh_fire = FALSE;
239 p_ptr->sh_elec = FALSE;
240 p_ptr->sh_cold = FALSE;
241 p_ptr->anti_magic = FALSE;
242 p_ptr->anti_tele = FALSE;
243 p_ptr->warning = FALSE;
244 p_ptr->mighty_throw = FALSE;
245 p_ptr->see_nocto = FALSE;
247 p_ptr->immune_acid = FALSE;
248 p_ptr->immune_elec = FALSE;
249 p_ptr->immune_fire = FALSE;
250 p_ptr->immune_cold = FALSE;
252 p_ptr->ryoute = FALSE;
253 p_ptr->migite = FALSE;
254 p_ptr->hidarite = FALSE;
255 p_ptr->no_flowed = FALSE;
257 p_ptr->align = friend_align;
259 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
260 else tmp_rp_ptr = &race_info[p_ptr->prace];
262 /* Base infravision (purely racial) */
263 p_ptr->see_infra = tmp_rp_ptr->infra;
265 /* Base skill -- disarming */
266 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
268 /* Base skill -- magic devices */
269 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
271 /* Base skill -- saving throw */
272 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
274 /* Base skill -- stealth */
275 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
277 /* Base skill -- searching ability */
278 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
280 /* Base skill -- searching frequency */
281 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
283 /* Base skill -- combat (normal) */
284 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
286 /* Base skill -- combat (shooting) */
287 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
289 /* Base skill -- combat (throwing) */
290 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
292 /* Base skill -- digging */
293 p_ptr->skill_dig = 0;
295 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
296 if (has_melee_weapon(INVEN_LARM))
298 p_ptr->hidarite = TRUE;
299 if (!p_ptr->migite) default_hand = 1;
302 if (CAN_TWO_HANDS_WIELDING())
304 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
305 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
307 p_ptr->ryoute = TRUE;
309 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
310 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
312 p_ptr->ryoute = TRUE;
316 switch (p_ptr->pclass)
319 case CLASS_FORCETRAINER:
320 case CLASS_BERSERKER:
321 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
323 p_ptr->migite = TRUE;
324 p_ptr->ryoute = TRUE;
331 if (!p_ptr->migite && !p_ptr->hidarite)
333 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
334 else if (empty_hands_status == EMPTY_HAND_LARM)
336 p_ptr->hidarite = TRUE;
341 if (p_ptr->special_defense & KAMAE_MASK)
343 if (!(empty_hands_status & EMPTY_HAND_RARM))
345 set_action(ACTION_NONE);
349 switch (p_ptr->pclass)
352 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
353 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
356 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
358 case CLASS_CHAOS_WARRIOR:
359 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
360 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
362 case CLASS_MINDCRAFTER:
363 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
364 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
365 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
366 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
369 case CLASS_FORCETRAINER:
370 /* Unencumbered Monks become faster every 10 levels */
371 if (!(heavy_armor()))
373 if (!(prace_is_(RACE_KLACKON) ||
374 prace_is_(RACE_SPRITE) ||
375 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
376 new_speed += (p_ptr->lev) / 10;
378 /* Free action if unencumbered at level 25 */
380 p_ptr->free_act = TRUE;
385 p_ptr->dis_to_a -= 50;
388 p_ptr->resist_sound = TRUE;
391 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
393 case CLASS_BERSERKER:
395 p_ptr->sustain_str = TRUE;
396 p_ptr->sustain_dex = TRUE;
397 p_ptr->sustain_con = TRUE;
398 p_ptr->regenerate = TRUE;
399 p_ptr->free_act = TRUE;
401 if (p_ptr->lev > 29) new_speed++;
402 if (p_ptr->lev > 39) new_speed++;
403 if (p_ptr->lev > 44) new_speed++;
404 if (p_ptr->lev > 49) new_speed++;
405 p_ptr->to_a += 10 + p_ptr->lev / 2;
406 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
407 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
408 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
409 p_ptr->redraw |= PR_STATUS;
411 case CLASS_MIRROR_MASTER:
412 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
415 /* Unencumbered Ninjas become faster every 10 levels */
418 new_speed -= (p_ptr->lev) / 10;
419 p_ptr->skill_stl -= (p_ptr->lev) / 10;
421 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
422 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
425 if (!(prace_is_(RACE_KLACKON) ||
426 prace_is_(RACE_SPRITE) ||
427 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
428 new_speed += (p_ptr->lev) / 10;
429 p_ptr->skill_stl += (p_ptr->lev) / 10;
431 /* Free action if unencumbered at level 25 */
433 p_ptr->free_act = TRUE;
435 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
436 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
438 p_ptr->to_a += p_ptr->lev / 2 + 5;
439 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
441 p_ptr->slow_digest = TRUE;
442 p_ptr->resist_fear = TRUE;
443 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
444 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
445 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
448 p_ptr->oppose_pois = 1;
449 p_ptr->redraw |= PR_STATUS;
451 p_ptr->see_nocto = TRUE;
456 if (p_ptr->mimic_form)
458 switch (p_ptr->mimic_form)
461 p_ptr->hold_exp = TRUE;
462 p_ptr->resist_chaos = TRUE;
463 p_ptr->resist_neth = TRUE;
464 p_ptr->resist_fire = TRUE;
465 p_ptr->oppose_fire = 1;
466 p_ptr->see_inv = TRUE;
468 p_ptr->redraw |= PR_STATUS;
470 p_ptr->dis_to_a += 10;
473 case MIMIC_DEMON_LORD:
474 p_ptr->hold_exp = TRUE;
475 p_ptr->resist_chaos = TRUE;
476 p_ptr->resist_neth = TRUE;
477 p_ptr->immune_fire = TRUE;
478 p_ptr->resist_acid = TRUE;
479 p_ptr->resist_fire = TRUE;
480 p_ptr->resist_cold = TRUE;
481 p_ptr->resist_elec = TRUE;
482 p_ptr->resist_pois = TRUE;
483 p_ptr->resist_conf = TRUE;
484 p_ptr->resist_disen = TRUE;
485 p_ptr->resist_nexus = TRUE;
486 p_ptr->resist_fear = TRUE;
487 p_ptr->sh_fire = TRUE;
488 p_ptr->see_inv = TRUE;
489 p_ptr->telepathy = TRUE;
490 p_ptr->levitation = TRUE;
491 p_ptr->kill_wall = TRUE;
494 p_ptr->dis_to_a += 20;
498 p_ptr->resist_dark = TRUE;
499 p_ptr->hold_exp = TRUE;
500 p_ptr->resist_neth = TRUE;
501 p_ptr->resist_cold = TRUE;
502 p_ptr->resist_pois = TRUE;
503 p_ptr->see_inv = TRUE;
506 p_ptr->dis_to_a += 10;
507 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
513 switch (p_ptr->prace)
516 p_ptr->resist_lite = TRUE;
519 p_ptr->hold_exp = TRUE;
522 p_ptr->free_act = TRUE;
525 p_ptr->resist_blind = TRUE;
528 p_ptr->resist_dark = TRUE;
530 case RACE_HALF_TROLL:
531 p_ptr->sustain_str = TRUE;
535 /* High level trolls heal fast... */
536 p_ptr->regenerate = TRUE;
538 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
540 p_ptr->slow_digest = TRUE;
541 /* Let's not make Regeneration
542 * a disadvantage for the poor warriors who can
543 * never learn a spell that satisfies hunger (actually
544 * neither can rogues, but half-trolls are not
545 * supposed to play rogues) */
550 p_ptr->sustain_con = TRUE;
551 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
554 p_ptr->resist_lite = TRUE;
555 p_ptr->see_inv = TRUE;
558 p_ptr->resist_fear = TRUE;
561 p_ptr->resist_dark = TRUE;
562 p_ptr->sustain_str = TRUE;
564 case RACE_HALF_GIANT:
565 p_ptr->sustain_str = TRUE;
566 p_ptr->resist_shard = TRUE;
568 case RACE_HALF_TITAN:
569 p_ptr->resist_chaos = TRUE;
572 p_ptr->resist_sound = TRUE;
575 p_ptr->resist_acid = TRUE;
576 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
579 p_ptr->resist_conf = TRUE;
580 p_ptr->resist_acid = TRUE;
582 /* Klackons become faster */
583 new_speed += (p_ptr->lev) / 10;
586 p_ptr->resist_pois = TRUE;
589 p_ptr->resist_disen = TRUE;
590 p_ptr->resist_dark = TRUE;
593 p_ptr->resist_dark = TRUE;
594 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
597 p_ptr->levitation = TRUE;
598 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
599 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
600 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
601 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
602 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
604 case RACE_MIND_FLAYER:
605 p_ptr->sustain_int = TRUE;
606 p_ptr->sustain_wis = TRUE;
607 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
608 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
611 p_ptr->resist_fire = TRUE;
612 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
615 p_ptr->slow_digest = TRUE;
616 p_ptr->free_act = TRUE;
617 p_ptr->see_inv = TRUE;
618 p_ptr->resist_pois = TRUE;
619 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
622 p_ptr->resist_shard = TRUE;
623 p_ptr->hold_exp = TRUE;
624 p_ptr->see_inv = TRUE;
625 p_ptr->resist_pois = TRUE;
626 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
629 p_ptr->resist_neth = TRUE;
630 p_ptr->hold_exp = TRUE;
631 p_ptr->see_inv = TRUE;
632 p_ptr->resist_pois = TRUE;
633 p_ptr->slow_digest = TRUE;
634 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
637 p_ptr->resist_dark = TRUE;
638 p_ptr->hold_exp = TRUE;
639 p_ptr->resist_neth = TRUE;
640 p_ptr->resist_cold = TRUE;
641 p_ptr->resist_pois = TRUE;
642 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
645 p_ptr->levitation = TRUE;
646 p_ptr->free_act = TRUE;
647 p_ptr->resist_neth = TRUE;
648 p_ptr->hold_exp = TRUE;
649 p_ptr->see_inv = TRUE;
650 p_ptr->resist_pois = TRUE;
651 p_ptr->slow_digest = TRUE;
652 p_ptr->resist_cold = TRUE;
653 p_ptr->pass_wall = TRUE;
654 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
657 p_ptr->levitation = TRUE;
658 p_ptr->resist_lite = TRUE;
660 /* Sprites become faster */
661 new_speed += (p_ptr->lev) / 10;
664 p_ptr->resist_conf = TRUE;
665 p_ptr->resist_sound = TRUE;
668 /* Ents dig like maniacs, but only with their hands. */
669 if (!inventory[INVEN_RARM].k_idx)
670 p_ptr->skill_dig += p_ptr->lev * 10;
671 /* Ents get tougher and stronger as they age, but lose dexterity. */
672 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
673 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
674 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
676 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
677 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
678 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
680 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
681 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
682 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
685 p_ptr->levitation = TRUE;
686 p_ptr->see_inv = TRUE;
690 p_ptr->resist_fire = TRUE;
691 p_ptr->resist_neth = TRUE;
692 p_ptr->hold_exp = TRUE;
693 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
696 p_ptr->oppose_fire = 1;
697 p_ptr->redraw |= PR_STATUS;
702 p_ptr->sustain_con = TRUE;
705 p_ptr->levitation = TRUE;
708 p_ptr->resist_conf = TRUE;
711 p_ptr->slow_digest = TRUE;
712 p_ptr->free_act = TRUE;
713 p_ptr->resist_pois = TRUE;
714 p_ptr->hold_exp = TRUE;
717 p_ptr->resist_water = TRUE;
725 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
727 p_ptr->see_inv = TRUE;
728 p_ptr->free_act = TRUE;
729 p_ptr->slow_digest = TRUE;
730 p_ptr->regenerate = TRUE;
731 p_ptr->levitation = TRUE;
732 p_ptr->hold_exp = TRUE;
733 p_ptr->telepathy = TRUE;
735 p_ptr->sustain_str = TRUE;
736 p_ptr->sustain_int = TRUE;
737 p_ptr->sustain_wis = TRUE;
738 p_ptr->sustain_con = TRUE;
739 p_ptr->sustain_dex = TRUE;
740 p_ptr->sustain_chr = TRUE;
741 p_ptr->resist_acid = TRUE;
742 p_ptr->resist_elec = TRUE;
743 p_ptr->resist_fire = TRUE;
744 p_ptr->resist_cold = TRUE;
745 p_ptr->resist_pois = TRUE;
746 p_ptr->resist_conf = TRUE;
747 p_ptr->resist_sound = TRUE;
748 p_ptr->resist_lite = TRUE;
749 p_ptr->resist_dark = TRUE;
750 p_ptr->resist_chaos = TRUE;
751 p_ptr->resist_disen = TRUE;
752 p_ptr->resist_shard = TRUE;
753 p_ptr->resist_nexus = TRUE;
754 p_ptr->resist_blind = TRUE;
755 p_ptr->resist_neth = TRUE;
756 p_ptr->resist_fear = TRUE;
757 p_ptr->reflect = TRUE;
758 p_ptr->sh_fire = TRUE;
759 p_ptr->sh_elec = TRUE;
760 p_ptr->sh_cold = TRUE;
762 p_ptr->dis_to_a += 100;
764 /* Temporary shield */
765 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
768 p_ptr->dis_to_a += 50;
771 if (p_ptr->tim_res_nether)
773 p_ptr->resist_neth = TRUE;
775 if (p_ptr->tim_sh_fire)
777 p_ptr->sh_fire = TRUE;
779 if (p_ptr->tim_res_time)
781 p_ptr->resist_time = TRUE;
785 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
787 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
788 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
789 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
791 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
793 p_ptr->to_m_chance += 5;
794 p_ptr->resist_conf = TRUE;
798 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
800 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
802 p_ptr->resist_blind = TRUE;
803 p_ptr->resist_conf = TRUE;
804 p_ptr->hold_exp = TRUE;
805 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
807 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
808 /* Munchkin become faster */
809 new_speed += (p_ptr->lev) / 10 + 5;
812 if (music_singing(MUSIC_WALL))
814 p_ptr->kill_wall = TRUE;
817 /* Hack -- apply racial/class stat maxes */
818 /* Apply the racial modifiers */
819 for (i = 0; i < A_MAX; i++)
821 /* Modify the stats for "race" */
822 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
826 /* I'm adding the mutations here for the lack of a better place... */
830 if (p_ptr->muta3 & MUT3_HYPER_STR)
832 p_ptr->stat_add[A_STR] += 4;
836 if (p_ptr->muta3 & MUT3_PUNY)
838 p_ptr->stat_add[A_STR] -= 4;
841 /* Living computer */
842 if (p_ptr->muta3 & MUT3_HYPER_INT)
844 p_ptr->stat_add[A_INT] += 4;
845 p_ptr->stat_add[A_WIS] += 4;
849 if (p_ptr->muta3 & MUT3_MORONIC)
851 p_ptr->stat_add[A_INT] -= 4;
852 p_ptr->stat_add[A_WIS] -= 4;
855 if (p_ptr->muta3 & MUT3_RESILIENT)
857 p_ptr->stat_add[A_CON] += 4;
860 if (p_ptr->muta3 & MUT3_XTRA_FAT)
862 p_ptr->stat_add[A_CON] += 2;
866 if (p_ptr->muta3 & MUT3_ALBINO)
868 p_ptr->stat_add[A_CON] -= 4;
871 if (p_ptr->muta3 & MUT3_FLESH_ROT)
873 p_ptr->stat_add[A_CON] -= 2;
874 p_ptr->stat_add[A_CHR] -= 1;
875 p_ptr->regenerate = FALSE;
876 /* Cancel innate regeneration */
879 if (p_ptr->muta3 & MUT3_SILLY_VOI)
881 p_ptr->stat_add[A_CHR] -= 4;
884 if (p_ptr->muta3 & MUT3_BLANK_FAC)
886 p_ptr->stat_add[A_CHR] -= 1;
889 if (p_ptr->muta3 & MUT3_XTRA_EYES)
891 p_ptr->skill_fos += 15;
892 p_ptr->skill_srh += 15;
895 if (p_ptr->muta3 & MUT3_MAGIC_RES)
897 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
900 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
902 p_ptr->skill_stl -= 3;
905 if (p_ptr->muta3 & MUT3_INFRAVIS)
907 p_ptr->see_infra += 3;
910 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
915 if (p_ptr->muta3 & MUT3_SHORT_LEG)
920 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
922 p_ptr->sh_elec = TRUE;
925 if (p_ptr->muta3 & MUT3_FIRE_BODY)
927 p_ptr->sh_fire = TRUE;
931 if (p_ptr->muta3 & MUT3_WART_SKIN)
933 p_ptr->stat_add[A_CHR] -= 2;
935 p_ptr->dis_to_a += 5;
938 if (p_ptr->muta3 & MUT3_SCALES)
940 p_ptr->stat_add[A_CHR] -= 1;
942 p_ptr->dis_to_a += 10;
945 if (p_ptr->muta3 & MUT3_IRON_SKIN)
947 p_ptr->stat_add[A_DEX] -= 1;
949 p_ptr->dis_to_a += 25;
952 if (p_ptr->muta3 & MUT3_WINGS)
954 p_ptr->levitation = TRUE;
957 if (p_ptr->muta3 & MUT3_FEARLESS)
959 p_ptr->resist_fear = TRUE;
962 if (p_ptr->muta3 & MUT3_REGEN)
964 p_ptr->regenerate = TRUE;
967 if (p_ptr->muta3 & MUT3_ESP)
969 p_ptr->telepathy = TRUE;
972 if (p_ptr->muta3 & MUT3_LIMBER)
974 p_ptr->stat_add[A_DEX] += 3;
977 if (p_ptr->muta3 & MUT3_ARTHRITIS)
979 p_ptr->stat_add[A_DEX] -= 3;
982 if (p_ptr->muta3 & MUT3_MOTION)
984 p_ptr->free_act = TRUE;
985 p_ptr->skill_stl += 1;
988 if (p_ptr->muta3 & MUT3_ILL_NORM)
990 p_ptr->stat_add[A_CHR] = 0;
996 p_ptr->stat_add[A_STR] += 4;
997 p_ptr->stat_add[A_CON] += 4;
1000 /* Scan the usable inventory */
1001 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1003 int bonus_to_h, bonus_to_d;
1004 o_ptr = &inventory[i];
1006 /* Skip non-objects */
1007 if (!o_ptr->k_idx) continue;
1009 /* Extract the item flags */
1010 object_flags(o_ptr, flgs);
1012 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1013 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1016 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1017 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1018 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1019 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1020 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1021 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1023 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1025 /* Affect stealth */
1026 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1028 /* Affect searching ability (factor of five) */
1029 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1031 /* Affect searching frequency (factor of five) */
1032 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1034 /* Affect infravision */
1035 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1037 /* Affect digging (factor of 20) */
1038 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1041 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1044 if (have_flag(flgs, TR_BLOWS))
1046 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1047 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1048 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1051 /* Hack -- cause earthquakes */
1052 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1055 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1056 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1057 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1058 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1059 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1060 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1061 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1062 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1063 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1064 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1065 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1066 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1067 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1068 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1069 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1070 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1071 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1072 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1073 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1074 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1075 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1076 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1077 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1078 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1079 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1080 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1081 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1082 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1083 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1084 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1085 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1086 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1087 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1088 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1089 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1091 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1092 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1093 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1094 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1095 if (have_flag(flgs, TR_WARNING)) {
1096 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1097 p_ptr->warning = TRUE;
1100 if (have_flag(flgs, TR_TELEPORT))
1102 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1105 concptr insc = quark_str(o_ptr->inscription);
1107 if (o_ptr->inscription && my_strchr(insc, '.'))
1110 * {.} will stop random teleportation.
1115 /* Controlled random teleportation */
1116 p_ptr->cursed |= TRC_TELEPORT_SELF;
1121 /* Immunity flags */
1122 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1123 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1124 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1125 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1127 /* Resistance flags */
1128 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1129 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1130 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1131 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1132 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1133 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1134 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1135 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1136 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1137 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1138 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1139 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1140 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1141 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1142 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1143 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1145 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1146 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1147 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1148 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1149 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1150 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1153 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1154 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1155 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1156 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1157 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1158 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1160 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1161 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1162 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1163 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1164 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1165 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1166 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1168 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1170 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1172 p_ptr->to_m_chance += 10;
1176 p_ptr->to_m_chance += 3;
1180 if (o_ptr->tval == TV_CAPTURE) continue;
1182 /* Modify the base armor class */
1183 p_ptr->ac += o_ptr->ac;
1185 /* The base armor class is always known */
1186 p_ptr->dis_ac += o_ptr->ac;
1188 /* Apply the bonuses to armor class */
1189 p_ptr->to_a += o_ptr->to_a;
1191 /* Apply the mental bonuses to armor class, if known */
1192 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1194 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1196 int slot = i - INVEN_RARM;
1199 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1201 p_ptr->to_h[slot] -= 15;
1202 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1206 p_ptr->to_h[slot] -= 5;
1207 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1212 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1214 p_ptr->to_h_b -= 15;
1215 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1220 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1225 if (o_ptr->curse_flags & TRC_LOW_AC)
1227 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1230 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1235 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1239 /* Hack -- do not apply "weapon" bonuses */
1240 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1241 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1243 /* Hack -- do not apply "bow" bonuses */
1244 if (i == INVEN_BOW) continue;
1246 bonus_to_h = o_ptr->to_h;
1247 bonus_to_d = o_ptr->to_d;
1249 if (p_ptr->pclass == CLASS_NINJA)
1251 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1252 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1255 /* To Bow and Natural attack */
1257 /* Apply the bonuses to hit/damage */
1258 p_ptr->to_h_b += (s16b)bonus_to_h;
1259 p_ptr->to_h_m += (s16b)bonus_to_h;
1260 p_ptr->to_d_m += (s16b)bonus_to_d;
1262 /* Apply the mental bonuses tp hit/damage, if known */
1263 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1266 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1268 /* Apply the bonuses to hit/damage */
1269 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1270 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1272 /* Apply the mental bonuses tp hit/damage, if known */
1273 if (object_is_known(o_ptr))
1275 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1276 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1279 else if (p_ptr->migite && p_ptr->hidarite)
1281 /* Apply the bonuses to hit/damage */
1282 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1283 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1284 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1285 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1287 /* Apply the mental bonuses tp hit/damage, if known */
1288 if (object_is_known(o_ptr))
1290 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1291 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1292 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1293 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1298 /* Apply the bonuses to hit/damage */
1299 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1300 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1302 /* Apply the mental bonuses to hit/damage, if known */
1303 if (object_is_known(o_ptr))
1305 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1306 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1311 /* Shield skill bonus */
1312 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1314 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1315 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1318 if (old_mighty_throw != p_ptr->mighty_throw)
1320 /* Redraw average damege display of Shuriken */
1321 p_ptr->window |= PW_INVEN;
1324 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1326 /* Monks get extra ac for armour _not worn_ */
1327 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1329 if (!(inventory[INVEN_BODY].k_idx))
1331 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1332 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1334 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1336 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1337 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1339 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1341 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1342 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1344 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1346 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1347 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1349 if (!(inventory[INVEN_HANDS].k_idx))
1351 p_ptr->to_a += (p_ptr->lev / 2);
1352 p_ptr->dis_to_a += (p_ptr->lev / 2);
1354 if (!(inventory[INVEN_FEET].k_idx))
1356 p_ptr->to_a += (p_ptr->lev / 3);
1357 p_ptr->dis_to_a += (p_ptr->lev / 3);
1359 if (p_ptr->special_defense & KAMAE_BYAKKO)
1361 p_ptr->stat_add[A_STR] += 2;
1362 p_ptr->stat_add[A_DEX] += 2;
1363 p_ptr->stat_add[A_CON] -= 3;
1365 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1368 else if (p_ptr->special_defense & KAMAE_GENBU)
1370 p_ptr->stat_add[A_INT] -= 1;
1371 p_ptr->stat_add[A_WIS] -= 1;
1372 p_ptr->stat_add[A_DEX] -= 2;
1373 p_ptr->stat_add[A_CON] += 3;
1375 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1377 p_ptr->stat_add[A_STR] -= 2;
1378 p_ptr->stat_add[A_INT] += 1;
1379 p_ptr->stat_add[A_WIS] += 1;
1380 p_ptr->stat_add[A_DEX] += 2;
1381 p_ptr->stat_add[A_CON] -= 2;
1385 if (p_ptr->special_defense & KATA_KOUKIJIN)
1387 for (i = 0; i < A_MAX; i++)
1388 p_ptr->stat_add[i] += 5;
1390 p_ptr->dis_to_a -= 50;
1393 /* Hack -- aura of fire also provides light */
1394 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1396 /* Golems also get an intrinsic AC bonus */
1397 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1399 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1400 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1404 if (p_ptr->realm1 == REALM_HEX)
1406 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1407 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1408 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1409 if (hex_spelling(HEX_BUILDING))
1411 p_ptr->stat_add[A_STR] += 4;
1412 p_ptr->stat_add[A_DEX] += 4;
1413 p_ptr->stat_add[A_CON] += 4;
1415 if (hex_spelling(HEX_DEMON_AURA))
1417 p_ptr->sh_fire = TRUE;
1418 p_ptr->regenerate = TRUE;
1420 if (hex_spelling(HEX_ICE_ARMOR))
1422 p_ptr->sh_cold = TRUE;
1424 p_ptr->dis_to_a += 30;
1426 if (hex_spelling(HEX_SHOCK_CLOAK))
1428 p_ptr->sh_elec = TRUE;
1431 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1433 ARMOUR_CLASS ac = 0;
1434 o_ptr = &inventory[i];
1435 if (!o_ptr->k_idx) continue;
1436 if (!object_is_armour(o_ptr)) continue;
1437 if (!object_is_cursed(o_ptr)) continue;
1439 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1440 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1441 p_ptr->to_a += (s16b)ac;
1442 p_ptr->dis_to_a += (s16b)ac;
1446 /* Calculate stats */
1447 for (i = 0; i < A_MAX; i++)
1451 /* Extract the new "stat_use" value for the stat */
1452 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1454 /* Notice changes */
1455 if (p_ptr->stat_top[i] != top)
1457 /* Save the new value */
1458 p_ptr->stat_top[i] = (s16b)top;
1459 p_ptr->redraw |= (PR_STATS);
1460 p_ptr->window |= (PW_PLAYER);
1464 /* Extract the new "stat_use" value for the stat */
1465 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1467 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1469 /* 10 to 18/90 charisma, guaranteed, based on level */
1470 if (use < 8 + 2 * p_ptr->lev)
1472 use = 8 + 2 * p_ptr->lev;
1476 /* Notice changes */
1477 if (p_ptr->stat_use[i] != use)
1479 /* Save the new value */
1480 p_ptr->stat_use[i] = (s16b)use;
1481 p_ptr->redraw |= (PR_STATS);
1482 p_ptr->window |= (PW_PLAYER);
1486 /* Values: 3, 4, ..., 17 */
1487 if (use <= 18) ind = (use - 3);
1489 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1490 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1492 /* Range: 18/220+ */
1495 /* Notice changes */
1496 if (p_ptr->stat_ind[i] != ind)
1498 /* Save the new index */
1499 p_ptr->stat_ind[i] = (s16b)ind;
1501 /* Change in CON affects Hitpoints */
1504 p_ptr->update |= (PU_HP);
1507 /* Change in INT may affect Mana/Spells */
1508 else if (i == A_INT)
1510 if (mp_ptr->spell_stat == A_INT)
1512 p_ptr->update |= (PU_MANA | PU_SPELLS);
1516 /* Change in WIS may affect Mana/Spells */
1517 else if (i == A_WIS)
1519 if (mp_ptr->spell_stat == A_WIS)
1521 p_ptr->update |= (PU_MANA | PU_SPELLS);
1525 /* Change in WIS may affect Mana/Spells */
1526 else if (i == A_CHR)
1528 if (mp_ptr->spell_stat == A_CHR)
1530 p_ptr->update |= (PU_MANA | PU_SPELLS);
1534 p_ptr->window |= (PW_PLAYER);
1539 /* Apply temporary "stun" */
1540 if (p_ptr->stun > 50)
1542 p_ptr->to_h[0] -= 20;
1543 p_ptr->to_h[1] -= 20;
1544 p_ptr->to_h_b -= 20;
1545 p_ptr->to_h_m -= 20;
1546 p_ptr->dis_to_h[0] -= 20;
1547 p_ptr->dis_to_h[1] -= 20;
1548 p_ptr->dis_to_h_b -= 20;
1549 p_ptr->to_d[0] -= 20;
1550 p_ptr->to_d[1] -= 20;
1551 p_ptr->to_d_m -= 20;
1552 p_ptr->dis_to_d[0] -= 20;
1553 p_ptr->dis_to_d[1] -= 20;
1555 else if (p_ptr->stun)
1557 p_ptr->to_h[0] -= 5;
1558 p_ptr->to_h[1] -= 5;
1561 p_ptr->dis_to_h[0] -= 5;
1562 p_ptr->dis_to_h[1] -= 5;
1563 p_ptr->dis_to_h_b -= 5;
1564 p_ptr->to_d[0] -= 5;
1565 p_ptr->to_d[1] -= 5;
1567 p_ptr->dis_to_d[0] -= 5;
1568 p_ptr->dis_to_d[1] -= 5;
1572 if (p_ptr->wraith_form)
1574 p_ptr->reflect = TRUE;
1575 p_ptr->pass_wall = TRUE;
1578 if (p_ptr->kabenuke)
1580 p_ptr->pass_wall = TRUE;
1583 /* Temporary blessing */
1587 p_ptr->dis_to_a += 5;
1588 p_ptr->to_h[0] += 10;
1589 p_ptr->to_h[1] += 10;
1590 p_ptr->to_h_b += 10;
1591 p_ptr->to_h_m += 10;
1592 p_ptr->dis_to_h[0] += 10;
1593 p_ptr->dis_to_h[1] += 10;
1594 p_ptr->dis_to_h_b += 10;
1597 if (p_ptr->magicdef)
1599 p_ptr->resist_blind = TRUE;
1600 p_ptr->resist_conf = TRUE;
1601 p_ptr->reflect = TRUE;
1602 p_ptr->free_act = TRUE;
1603 p_ptr->levitation = TRUE;
1606 /* Temporary "Hero" */
1609 p_ptr->to_h[0] += 12;
1610 p_ptr->to_h[1] += 12;
1611 p_ptr->to_h_b += 12;
1612 p_ptr->to_h_m += 12;
1613 p_ptr->dis_to_h[0] += 12;
1614 p_ptr->dis_to_h[1] += 12;
1615 p_ptr->dis_to_h_b += 12;
1618 /* Temporary "Beserk" */
1621 p_ptr->to_h[0] += 12;
1622 p_ptr->to_h[1] += 12;
1623 p_ptr->to_h_b -= 12;
1624 p_ptr->to_h_m += 12;
1625 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1626 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1627 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1628 p_ptr->dis_to_h[0] += 12;
1629 p_ptr->dis_to_h[1] += 12;
1630 p_ptr->dis_to_h_b -= 12;
1631 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1632 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1634 p_ptr->dis_to_a -= 10;
1635 p_ptr->skill_stl -= 7;
1636 p_ptr->skill_dev -= 20;
1637 p_ptr->skill_sav -= 30;
1638 p_ptr->skill_srh -= 15;
1639 p_ptr->skill_fos -= 15;
1640 p_ptr->skill_tht -= 20;
1641 p_ptr->skill_dig += 30;
1644 /* Temporary "fast" */
1650 /* Temporary "slow" */
1656 /* Temporary "telepathy" */
1659 p_ptr->telepathy = TRUE;
1662 if (p_ptr->ele_immune)
1664 if (p_ptr->special_defense & DEFENSE_ACID)
1665 p_ptr->immune_acid = TRUE;
1666 else if (p_ptr->special_defense & DEFENSE_ELEC)
1667 p_ptr->immune_elec = TRUE;
1668 else if (p_ptr->special_defense & DEFENSE_FIRE)
1669 p_ptr->immune_fire = TRUE;
1670 else if (p_ptr->special_defense & DEFENSE_COLD)
1671 p_ptr->immune_cold = TRUE;
1674 /* Temporary see invisible */
1675 if (p_ptr->tim_invis)
1677 p_ptr->see_inv = TRUE;
1680 /* Temporary infravision boost */
1681 if (p_ptr->tim_infra)
1683 p_ptr->see_infra += 3;
1686 /* Temporary regeneration boost */
1687 if (p_ptr->tim_regen)
1689 p_ptr->regenerate = TRUE;
1692 /* Temporary levitation */
1693 if (p_ptr->tim_levitation)
1695 p_ptr->levitation = TRUE;
1698 /* Temporary reflection */
1699 if (p_ptr->tim_reflect)
1701 p_ptr->reflect = TRUE;
1704 /* Hack -- Hero/Shero -> Res fear */
1705 if (IS_HERO() || p_ptr->shero)
1707 p_ptr->resist_fear = TRUE;
1711 /* Hack -- Telepathy Change */
1712 if (p_ptr->telepathy != old_telepathy)
1714 p_ptr->update |= (PU_MONSTERS);
1717 if ((p_ptr->esp_animal != old_esp_animal) ||
1718 (p_ptr->esp_undead != old_esp_undead) ||
1719 (p_ptr->esp_demon != old_esp_demon) ||
1720 (p_ptr->esp_orc != old_esp_orc) ||
1721 (p_ptr->esp_troll != old_esp_troll) ||
1722 (p_ptr->esp_giant != old_esp_giant) ||
1723 (p_ptr->esp_dragon != old_esp_dragon) ||
1724 (p_ptr->esp_human != old_esp_human) ||
1725 (p_ptr->esp_evil != old_esp_evil) ||
1726 (p_ptr->esp_good != old_esp_good) ||
1727 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1728 (p_ptr->esp_unique != old_esp_unique))
1730 p_ptr->update |= (PU_MONSTERS);
1733 /* Hack -- See Invis Change */
1734 if (p_ptr->see_inv != old_see_inv)
1736 p_ptr->update |= (PU_MONSTERS);
1739 /* Bloating slows the player down (a little) */
1740 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1742 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1744 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1745 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1747 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1748 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1751 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1753 int penalty1, penalty2;
1754 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1755 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1756 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1758 penalty1 = penalty1 / 2 - 5;
1759 penalty2 = penalty2 / 2 - 5;
1762 p_ptr->dis_to_a += 10;
1766 if (penalty1 > 0) penalty1 /= 2;
1767 if (penalty2 > 0) penalty2 /= 2;
1769 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1771 penalty1 = MAX(0, penalty1 - 10);
1772 penalty2 = MAX(0, penalty2 - 10);
1774 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1776 penalty1 = MIN(0, penalty1);
1777 penalty2 = MIN(0, penalty2);
1779 p_ptr->dis_to_a += 10;
1783 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1785 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1788 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1789 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1790 p_ptr->to_h[0] -= (s16b)penalty1;
1791 p_ptr->to_h[1] -= (s16b)penalty2;
1792 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1793 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1796 /* Extract the current weight (in tenth pounds) */
1797 j = p_ptr->total_weight;
1801 /* Extract the "weight limit" (in tenth pounds) */
1802 i = (int)weight_limit();
1806 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1807 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1808 SPEED speed = riding_m_ptr->mspeed;
1810 if (riding_m_ptr->mspeed > 110)
1812 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1813 if (new_speed < 110) new_speed = 110;
1819 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1820 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1821 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1822 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1823 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1825 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1826 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1828 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;
1830 /* Extract the "weight limit" */
1831 i = 1500 + riding_r_ptr->level * 25;
1834 /* Apply "encumbrance" from weight */
1835 if (j > i) new_speed -= ((j - i) / (i / 5));
1837 /* Searching slows the player down */
1838 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1841 if (p_ptr->prace == RACE_MERFOLK)
1843 if (have_flag(f_ptr->flags, FF_WATER))
1845 new_speed += (2 + p_ptr->lev / 10);
1847 else if (!p_ptr->levitation)
1854 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1855 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1856 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1857 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1858 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1859 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1861 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1862 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1863 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1865 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1866 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1868 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1869 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1870 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1871 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1872 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1873 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1874 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1875 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1876 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1877 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1880 /* Obtain the "hold" value */
1881 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1884 /* Examine the "current bow" */
1885 o_ptr = &inventory[INVEN_BOW];
1887 /* It is hard to carholdry a heavy bow */
1888 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1889 if (p_ptr->heavy_shoot)
1891 /* Hard to wield a heavy bow */
1892 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1893 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1896 /* Compute "extra shots" if needed */
1899 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1901 /* Apply special flags */
1902 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1905 p_ptr->num_fire = calc_num_fire(o_ptr);
1907 /* Snipers love Cross bows */
1908 if ((p_ptr->pclass == CLASS_SNIPER) &&
1909 (p_ptr->tval_ammo == TV_BOLT))
1911 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1912 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1917 if (p_ptr->ryoute) hold *= 2;
1919 for (i = 0; i < 2; i++)
1921 /* Examine the "main weapon" */
1922 o_ptr = &inventory[INVEN_RARM + i];
1924 object_flags(o_ptr, flgs);
1926 /* Assume not heavy */
1927 p_ptr->heavy_wield[i] = FALSE;
1928 p_ptr->icky_wield[i] = FALSE;
1929 p_ptr->riding_wield[i] = FALSE;
1931 if (!has_melee_weapon(INVEN_RARM + i))
1933 p_ptr->num_blow[i] = 1;
1936 /* It is hard to hold a heavy weapon */
1937 if (hold < o_ptr->weight / 10)
1939 /* Hard to wield a heavy weapon */
1940 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1941 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1944 p_ptr->heavy_wield[i] = TRUE;
1946 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1948 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1951 p_ptr->dis_to_a += 5;
1954 /* Normal weapons */
1955 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1957 int str_index, dex_index;
1959 int num = 0, wgt = 0, mul = 0, div = 0;
1961 /* Analyze the class */
1962 switch (p_ptr->pclass)
1965 num = 6; wgt = 70; mul = 5; break;
1967 case CLASS_BERSERKER:
1968 num = 6; wgt = 70; mul = 7; break;
1971 case CLASS_HIGH_MAGE:
1972 case CLASS_BLUE_MAGE:
1973 num = 3; wgt = 100; mul = 2; break;
1976 case CLASS_MAGIC_EATER:
1977 case CLASS_MINDCRAFTER:
1978 num = 5; wgt = 100; mul = 3; break;
1981 num = 5; wgt = 40; mul = 3; break;
1984 num = 5; wgt = 70; mul = 4; break;
1988 num = 5; wgt = 70; mul = 4; break;
1991 num = 5; wgt = 150; mul = 5; break;
1993 case CLASS_WARRIOR_MAGE:
1994 case CLASS_RED_MAGE:
1995 num = 5; wgt = 70; mul = 3; break;
1997 case CLASS_CHAOS_WARRIOR:
1998 num = 5; wgt = 70; mul = 4; break;
2001 num = 5; wgt = 60; mul = 3; break;
2004 num = 4; wgt = 100; mul = 3; break;
2006 case CLASS_IMITATOR:
2007 num = 5; wgt = 70; mul = 4; break;
2009 case CLASS_BEASTMASTER:
2010 num = 5; wgt = 70; mul = 3; break;
2013 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2014 else { num = 5; wgt = 100; mul = 3; }
2017 case CLASS_SORCERER:
2018 num = 1; wgt = 1; mul = 1; break;
2023 num = 4; wgt = 70; mul = 2; break;
2025 case CLASS_FORCETRAINER:
2026 num = 4; wgt = 60; mul = 2; break;
2028 case CLASS_MIRROR_MASTER:
2029 num = 3; wgt = 100; mul = 3; break;
2032 num = 4; wgt = 20; mul = 1; break;
2035 /* Hex - extra mights gives +1 bonus to max blows */
2036 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2038 /* Enforce a minimum "weight" (tenth pounds) */
2039 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2041 /* Access the strength vs weight */
2042 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2044 if (p_ptr->ryoute && !omoi) str_index++;
2045 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2048 if (str_index > 11) str_index = 11;
2050 /* Index by dexterity */
2051 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2054 if (dex_index > 11) dex_index = 11;
2056 /* Use the blows table */
2057 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2060 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2062 /* Add in the "bonus blows" */
2063 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2066 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2067 else if (p_ptr->pclass == CLASS_BERSERKER)
2069 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2071 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2073 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2075 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2078 /* Require at least one blow */
2079 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2081 /* Boost digging skill by weapon weight */
2082 p_ptr->skill_dig += (o_ptr->weight / 10);
2086 /* Priest weapon penalty for non-blessed edged weapons */
2087 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2088 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2090 /* Reduce the real bonuses */
2091 p_ptr->to_h[i] -= 2;
2092 p_ptr->to_d[i] -= 2;
2094 /* Reduce the mental bonuses */
2095 p_ptr->dis_to_h[i] -= 2;
2096 p_ptr->dis_to_d[i] -= 2;
2099 p_ptr->icky_wield[i] = TRUE;
2101 else if (p_ptr->pclass == CLASS_BERSERKER)
2103 p_ptr->to_h[i] += p_ptr->lev / 5;
2104 p_ptr->to_d[i] += p_ptr->lev / 6;
2105 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2106 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2107 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2109 p_ptr->to_h[i] += p_ptr->lev / 5;
2110 p_ptr->to_d[i] += p_ptr->lev / 6;
2111 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2112 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2115 else if (p_ptr->pclass == CLASS_SORCERER)
2117 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2119 /* Reduce the real bonuses */
2120 p_ptr->to_h[i] -= 200;
2121 p_ptr->to_d[i] -= 200;
2123 /* Reduce the mental bonuses */
2124 p_ptr->dis_to_h[i] -= 200;
2125 p_ptr->dis_to_d[i] -= 200;
2128 p_ptr->icky_wield[i] = TRUE;
2132 /* Reduce the real bonuses */
2133 p_ptr->to_h[i] -= 30;
2134 p_ptr->to_d[i] -= 10;
2136 /* Reduce the mental bonuses */
2137 p_ptr->dis_to_h[i] -= 30;
2138 p_ptr->dis_to_d[i] -= 10;
2142 if (p_ptr->realm1 == REALM_HEX)
2144 if (object_is_cursed(o_ptr))
2146 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2147 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2148 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2149 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2150 if (hex_spelling(HEX_RUNESWORD))
2152 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2153 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2154 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2160 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2162 p_ptr->to_h[i] += 15;
2163 p_ptr->dis_to_h[i] += 15;
2164 p_ptr->to_dd[i] += 2;
2166 else if (!(have_flag(flgs, TR_RIDING)))
2169 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2175 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2177 if (penalty < 30) penalty = 30;
2179 p_ptr->to_h[i] -= (s16b)penalty;
2180 p_ptr->dis_to_h[i] -= (s16b)penalty;
2183 p_ptr->riding_wield[i] = TRUE;
2192 p_ptr->riding_ryoute = FALSE;
2194 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2195 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2197 switch (p_ptr->pclass)
2200 case CLASS_FORCETRAINER:
2201 case CLASS_BERSERKER:
2202 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2203 p_ptr->riding_ryoute = TRUE;
2208 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2210 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2214 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2216 if (penalty < 30) penalty = 30;
2218 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2219 p_ptr->to_h_b -= (s16b)penalty;
2220 p_ptr->dis_to_h_b -= (s16b)penalty;
2223 /* Different calculation for monks with empty hands */
2224 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2225 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2227 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2228 p_ptr->num_blow[0] = 0;
2230 if (p_ptr->pclass == CLASS_FORCETRAINER)
2232 if (blow_base > 18) p_ptr->num_blow[0]++;
2233 if (blow_base > 31) p_ptr->num_blow[0]++;
2234 if (blow_base > 44) p_ptr->num_blow[0]++;
2235 if (blow_base > 58) p_ptr->num_blow[0]++;
2238 p_ptr->to_d[0] += P_PTR_KI / 5;
2239 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2244 if (blow_base > 12) p_ptr->num_blow[0]++;
2245 if (blow_base > 22) p_ptr->num_blow[0]++;
2246 if (blow_base > 31) p_ptr->num_blow[0]++;
2247 if (blow_base > 39) p_ptr->num_blow[0]++;
2248 if (blow_base > 46) p_ptr->num_blow[0]++;
2249 if (blow_base > 53) p_ptr->num_blow[0]++;
2250 if (blow_base > 59) p_ptr->num_blow[0]++;
2253 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2254 p_ptr->num_blow[0] /= 2;
2257 p_ptr->to_h[0] += (p_ptr->lev / 3);
2258 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2260 p_ptr->to_d[0] += (p_ptr->lev / 6);
2261 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2264 if (p_ptr->special_defense & KAMAE_BYAKKO)
2267 p_ptr->dis_to_a -= 40;
2270 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2273 p_ptr->dis_to_a -= 50;
2274 p_ptr->resist_acid = TRUE;
2275 p_ptr->resist_fire = TRUE;
2276 p_ptr->resist_elec = TRUE;
2277 p_ptr->resist_cold = TRUE;
2278 p_ptr->resist_pois = TRUE;
2279 p_ptr->sh_fire = TRUE;
2280 p_ptr->sh_elec = TRUE;
2281 p_ptr->sh_cold = TRUE;
2282 p_ptr->levitation = TRUE;
2284 else if (p_ptr->special_defense & KAMAE_GENBU)
2286 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2287 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2288 p_ptr->reflect = TRUE;
2289 p_ptr->num_blow[0] -= 2;
2290 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2291 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2293 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2295 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2296 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2298 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2299 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2300 p_ptr->num_blow[0] /= 2;
2301 p_ptr->levitation = TRUE;
2304 p_ptr->num_blow[0] += 1 + extra_blows[0];
2307 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2309 monk_armour_aux = FALSE;
2313 monk_armour_aux = TRUE;
2316 for (i = 0; i < 2; i++)
2318 if (has_melee_weapon(INVEN_RARM + i))
2320 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2321 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2323 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2324 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2325 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2327 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2329 p_ptr->to_h[i] -= 40;
2330 p_ptr->dis_to_h[i] -= 40;
2331 p_ptr->icky_wield[i] = TRUE;
2334 else if (p_ptr->pclass == CLASS_NINJA)
2336 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2338 p_ptr->to_h[i] -= 40;
2339 p_ptr->dis_to_h[i] -= 40;
2340 p_ptr->icky_wield[i] = TRUE;
2341 p_ptr->num_blow[i] /= 2;
2342 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2346 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2350 /* Maximum speed is (+99). (internally it's 110 + 99) */
2351 /* Temporary lightspeed forces to be maximum speed */
2352 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2357 /* Minimum speed is (-99). (internally it's 110 - 99) */
2358 if (new_speed < 11) new_speed = 11;
2360 /* Display the speed (if needed) */
2361 if (p_ptr->pspeed != (byte)new_speed)
2363 p_ptr->pspeed = (byte)new_speed;
2364 p_ptr->redraw |= (PR_SPEED);
2369 if (p_ptr->to_a > (0 - p_ptr->ac))
2370 p_ptr->to_a = 0 - p_ptr->ac;
2371 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2372 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2375 /* Redraw armor (if needed) */
2376 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2378 p_ptr->redraw |= (PR_ARMOR);
2379 p_ptr->window |= (PW_PLAYER);
2382 if (p_ptr->ryoute && !omoi)
2384 int bonus_to_h = 0, bonus_to_d = 0;
2385 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2386 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);
2388 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2389 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2390 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2391 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2394 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;
2396 /* Affect Skill -- stealth (bonus one) */
2397 p_ptr->skill_stl += 1;
2399 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2401 /* Affect Skill -- disarming (DEX and INT) */
2402 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2403 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2405 /* Affect Skill -- magic devices (INT) */
2406 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2408 /* Affect Skill -- saving throw (WIS) */
2409 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2411 /* Affect Skill -- digging (STR) */
2412 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2414 /* Affect Skill -- disarming (Level, by Class) */
2415 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2417 /* Affect Skill -- magic devices (Level, by Class) */
2418 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2420 /* Affect Skill -- saving throw (Level, by Class) */
2421 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2423 /* Affect Skill -- stealth (Level, by Class) */
2424 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2426 /* Affect Skill -- search ability (Level, by Class) */
2427 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2429 /* Affect Skill -- search frequency (Level, by Class) */
2430 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2432 /* Affect Skill -- combat (normal) (Level, by Class) */
2433 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2435 /* Affect Skill -- combat (shooting) (Level, by Class) */
2436 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2438 /* Affect Skill -- combat (throwing) (Level, by Class) */
2439 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2442 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2444 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2445 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2448 /* Limit Skill -- stealth from 0 to 30 */
2449 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2450 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2452 /* Limit Skill -- digging from 1 up */
2453 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2455 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2457 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2459 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;
2461 if (down_saving) p_ptr->skill_sav /= 2;
2463 /* Hack -- Each elemental immunity includes resistance */
2464 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2465 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2466 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2467 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2469 /* Determine player alignment */
2470 for (i = 0, j = 0; i < 8; i++)
2472 switch (p_ptr->vir_types[i])
2475 p_ptr->align += p_ptr->virtues[i] * 2;
2485 p_ptr->align -= p_ptr->virtues[i];
2488 p_ptr->align += p_ptr->virtues[i];
2493 for (i = 0; i < j; i++)
2495 if (p_ptr->align > 0)
2497 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2498 if (p_ptr->align < 0) p_ptr->align = 0;
2500 else if (p_ptr->align < 0)
2502 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2503 if (p_ptr->align > 0) p_ptr->align = 0;
2507 /* Hack -- handle "xtra" mode */
2508 if (character_xtra) return;
2510 /* Take note when "heavy bow" changes */
2511 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2513 if (p_ptr->heavy_shoot)
2515 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."));
2517 else if (inventory[INVEN_BOW].k_idx)
2519 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."));
2523 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."));
2527 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2530 for (i = 0; i < 2; i++)
2532 /* Take note when "heavy weapon" changes */
2533 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2535 if (p_ptr->heavy_wield[i])
2537 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."));
2539 else if (has_melee_weapon(INVEN_RARM + i))
2541 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2543 else if (p_ptr->heavy_wield[1 - i])
2545 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2549 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."));
2553 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2556 /* Take note when "heavy weapon" changes */
2557 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2559 if (p_ptr->riding_wield[i])
2561 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."));
2563 else if (!p_ptr->riding)
2565 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2567 else if (has_melee_weapon(INVEN_RARM + i))
2569 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2572 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2575 /* Take note when "illegal weapon" changes */
2576 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2578 if (p_ptr->icky_wield[i])
2580 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."));
2583 chg_virtue(V_FAITH, -1);
2586 else if (has_melee_weapon(INVEN_RARM + i))
2588 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."));
2592 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."));
2596 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2600 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2602 if (p_ptr->riding_ryoute)
2605 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" : "");
2607 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2613 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" : "");
2615 msg_print("You began to control riding pet with one hand.");
2619 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2622 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2626 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."));
2629 chg_virtue(V_HARMONY, -1);
2634 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2637 monk_notify_aux = monk_armour_aux;
2640 for (i = 0; i < INVEN_PACK; i++)
2643 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2644 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2646 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2647 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2650 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)
2652 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2653 next_o_idx = o_ptr->next_o_idx;
2656 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2657 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2659 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2660 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2663 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2665 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2667 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2668 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2671 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)))
2673 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2674 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2677 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2679 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2680 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2683 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2685 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2686 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2692 * @brief プレイヤーの最大HPを計算する /
2693 * Calculate the players (maximal) hit points
2694 * Adjust current hitpoints if necessary
2698 static void calc_hitpoints(void)
2703 /* Un-inflate "half-hitpoint bonus per level" value */
2704 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2706 /* Calculate hitpoints */
2707 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2709 if (p_ptr->mimic_form)
2711 if (p_ptr->pclass == CLASS_SORCERER)
2712 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2714 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2715 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2718 if (p_ptr->pclass == CLASS_SORCERER)
2720 if (p_ptr->lev < 30)
2721 mhp = (mhp * (45 + p_ptr->lev) / 100);
2723 mhp = (mhp * 75 / 100);
2724 bonus = (bonus * 65 / 100);
2729 if (p_ptr->pclass == CLASS_BERSERKER)
2731 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2734 /* Always have at least one hitpoint per level */
2735 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2737 /* Factor in the hero / superhero settings */
2738 if (IS_HERO()) mhp += 10;
2739 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2740 if (p_ptr->tsuyoshi) mhp += 50;
2742 /* Factor in the hex spell settings */
2743 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2744 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2746 /* New maximum hitpoints */
2747 if (p_ptr->mhp != mhp)
2749 /* Enforce maximum */
2750 if (p_ptr->chp >= mhp)
2753 p_ptr->chp_frac = 0;
2757 /* レベルアップの時は上昇量を表示する */
2758 if ((level_up == 1) && (mhp > p_ptr->mhp))
2760 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2763 /* Save the new max-hitpoints */
2766 /* Display hitpoints (later) */
2767 p_ptr->redraw |= (PR_HP);
2769 p_ptr->window |= (PW_PLAYER);
2774 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2777 * SWD: Experimental modification: multiple light sources have additive effect.
2779 static void calc_torch(void)
2783 BIT_FLAGS flgs[TR_FLAG_SIZE];
2785 /* Assume no light */
2786 p_ptr->cur_lite = 0;
2788 /* Loop through all wielded items */
2789 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2791 o_ptr = &inventory[i];
2792 /* Skip empty slots */
2793 if (!o_ptr->k_idx) continue;
2795 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2798 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2800 if (o_ptr->tval == TV_LITE)
2802 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2803 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2806 object_flags(o_ptr, flgs);
2808 /* calc the lite_radius */
2811 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2812 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2813 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2814 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2815 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2816 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2817 p_ptr->cur_lite += (s16b)rad;
2820 /* max radius is 14 (was 5) without rewriting other code -- */
2821 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2822 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2823 p_ptr->cur_lite = 1;
2826 * check if the player doesn't have light radius,
2827 * but does weakly glow as an intrinsic.
2829 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2831 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2832 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2834 /* end experimental mods */
2836 /* Notice changes in the "lite radius" */
2837 if (p_ptr->old_lite != p_ptr->cur_lite)
2839 /* Hack -- PU_MON_LITE for monsters' darkness */
2840 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2842 /* Remember the old lite */
2843 p_ptr->old_lite = p_ptr->cur_lite;
2845 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2846 set_superstealth(FALSE);
2851 * @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。 /
2852 * Calculate number of spells player should have, and forget,
2853 * or remember, spells until that number is properly reflected.
2856 * Note that this function induces various "status" messages,
2857 * which must be bypasses until the character is created.
2859 static void calc_spells(void)
2861 int i, j, k, levels;
2863 int num_boukyaku = 0;
2865 const magic_type *s_ptr;
2872 /* Hack -- must be literate */
2873 if (!mp_ptr->spell_book) return;
2875 /* Hack -- wait for creation */
2876 if (!character_generated) return;
2878 /* Hack -- handle "xtra" mode */
2879 if (character_xtra) return;
2881 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2883 p_ptr->new_spells = 0;
2887 p = spell_category_name(mp_ptr->spell_book);
2889 /* Determine the number of spells allowed */
2890 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2892 /* Hack -- no negative spells */
2893 if (levels < 0) levels = 0;
2895 /* Extract total allowed spells */
2896 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2898 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2902 if (p_ptr->pclass == CLASS_SAMURAI)
2906 else if (p_ptr->realm2 == REALM_NONE)
2908 num_allowed = (num_allowed + 1) / 2;
2909 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2911 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2913 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2917 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2920 /* Count the number of spells we know */
2921 for (j = 0; j < 64; j++)
2923 /* Count known spells */
2925 (p_ptr->spell_forgotten1 & (1L << j)) :
2926 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2932 /* See how many spells we must forget or may learn */
2933 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2935 /* Forget spells which are too hard */
2936 for (i = 63; i >= 0; i--)
2938 /* Efficiency -- all done */
2939 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2941 /* Access the spell */
2942 j = p_ptr->spell_order[i];
2944 /* Skip non-spells */
2945 if (j >= 99) continue;
2949 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2952 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2954 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2957 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2959 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2961 /* Skip spells we are allowed to know */
2962 if (s_ptr->slevel <= p_ptr->lev) continue;
2966 (p_ptr->spell_learned1 & (1L << j)) :
2967 (p_ptr->spell_learned2 & (1L << (j - 32))))
2969 /* Mark as forgotten */
2972 p_ptr->spell_forgotten1 |= (1L << j);
2973 which = p_ptr->realm1;
2977 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2978 which = p_ptr->realm2;
2981 /* No longer known */
2984 p_ptr->spell_learned1 &= ~(1L << j);
2985 which = p_ptr->realm1;
2989 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2990 which = p_ptr->realm2;
2994 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2996 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3000 /* One more can be learned */
3001 p_ptr->new_spells++;
3006 /* Forget spells if we know too many spells */
3007 for (i = 63; i >= 0; i--)
3009 /* Stop when possible */
3010 if (p_ptr->new_spells >= 0) break;
3012 /* Efficiency -- all done */
3013 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3015 /* Get the (i+1)th spell learned */
3016 j = p_ptr->spell_order[i];
3018 /* Skip unknown spells */
3019 if (j >= 99) continue;
3021 /* Forget it (if learned) */
3023 (p_ptr->spell_learned1 & (1L << j)) :
3024 (p_ptr->spell_learned2 & (1L << (j - 32))))
3026 /* Mark as forgotten */
3029 p_ptr->spell_forgotten1 |= (1L << j);
3030 which = p_ptr->realm1;
3034 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3035 which = p_ptr->realm2;
3038 /* No longer known */
3041 p_ptr->spell_learned1 &= ~(1L << j);
3042 which = p_ptr->realm1;
3046 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3047 which = p_ptr->realm2;
3051 msg_format("%sの%sを忘れてしまった。",
3052 do_spell(which, j % 32, SPELL_NAME), p);
3054 msg_format("You have forgotten the %s of %s.", p,
3055 do_spell(which, j % 32, SPELL_NAME));
3059 /* One more can be learned */
3060 p_ptr->new_spells++;
3065 /* Check for spells to remember */
3066 for (i = 0; i < 64; i++)
3068 /* None left to remember */
3069 if (p_ptr->new_spells <= 0) break;
3071 /* Efficiency -- all done */
3072 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3074 /* Get the next spell we learned */
3075 j = p_ptr->spell_order[i];
3077 /* Skip unknown spells */
3080 /* Access the spell */
3081 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3084 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3086 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3089 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3091 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3093 /* Skip spells we cannot remember */
3094 if (s_ptr->slevel > p_ptr->lev) continue;
3096 /* First set of spells */
3098 (p_ptr->spell_forgotten1 & (1L << j)) :
3099 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3101 /* No longer forgotten */
3104 p_ptr->spell_forgotten1 &= ~(1L << j);
3105 which = p_ptr->realm1;
3109 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3110 which = p_ptr->realm2;
3113 /* Known once more */
3116 p_ptr->spell_learned1 |= (1L << j);
3117 which = p_ptr->realm1;
3121 p_ptr->spell_learned2 |= (1L << (j - 32));
3122 which = p_ptr->realm2;
3126 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3128 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3132 /* One less can be learned */
3133 p_ptr->new_spells--;
3139 if (p_ptr->realm2 == REALM_NONE)
3141 /* Count spells that can be learned */
3142 for (j = 0; j < 32; j++)
3144 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3145 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3147 /* Skip spells we cannot remember */
3148 if (s_ptr->slevel > p_ptr->lev) continue;
3150 /* Skip spells we already know */
3151 if (p_ptr->spell_learned1 & (1L << j))
3160 if ((p_ptr->new_spells > k) &&
3161 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3163 p_ptr->new_spells = (s16b)k;
3167 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3169 /* Spell count changed */
3170 if (p_ptr->old_spells != p_ptr->new_spells)
3172 /* Message if needed */
3173 if (p_ptr->new_spells)
3176 if (p_ptr->new_spells < 10) {
3177 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3180 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3183 msg_format("You can learn %d more %s%s.",
3184 p_ptr->new_spells, p,
3185 (p_ptr->new_spells != 1) ? "s" : "");
3190 /* Save the new_spells value */
3191 p_ptr->old_spells = p_ptr->new_spells;
3193 /* Redraw Study Status */
3194 p_ptr->redraw |= (PR_STUDY);
3196 /* Redraw object recall */
3197 p_ptr->window |= (PW_OBJECT);
3202 * @brief プレイヤーの最大MPを計算する /
3203 * Calculate maximum mana. You do not need to know any spells.
3204 * Note that mana is lowered by heavy (or inappropriate) armor.
3207 * This function induces status messages.
3209 static void calc_mana(void)
3211 int msp, levels, cur_wgt, max_wgt;
3216 /* Hack -- Must be literate */
3217 if (!mp_ptr->spell_book) return;
3219 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3220 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3221 (p_ptr->pclass == CLASS_BLUE_MAGE))
3223 levels = p_ptr->lev;
3227 if (mp_ptr->spell_first > p_ptr->lev)
3232 /* Display mana later */
3233 p_ptr->redraw |= (PR_MANA);
3237 /* Extract "effective" player level */
3238 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3241 if (p_ptr->pclass == CLASS_SAMURAI)
3243 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3244 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3248 /* Extract total mana */
3249 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3251 /* Hack -- usually add one mana */
3254 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3256 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3258 /* Hack: High mages have a 25% mana bonus */
3259 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3261 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3264 /* Only mages are affected */
3265 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3267 BIT_FLAGS flgs[TR_FLAG_SIZE];
3269 /* Assume player is not encumbered by gloves */
3270 p_ptr->cumber_glove = FALSE;
3272 /* Get the gloves */
3273 o_ptr = &inventory[INVEN_HANDS];
3275 /* Examine the gloves */
3276 object_flags(o_ptr, flgs);
3278 /* Normal gloves hurt mage-type spells */
3280 !(have_flag(flgs, TR_FREE_ACT)) &&
3281 !(have_flag(flgs, TR_DEC_MANA)) &&
3282 !(have_flag(flgs, TR_EASY_SPELL)) &&
3283 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3284 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3287 p_ptr->cumber_glove = TRUE;
3290 msp = (3 * msp) / 4;
3295 /* Assume player not encumbered by armor */
3296 p_ptr->cumber_armor = FALSE;
3298 /* Weigh the armor */
3300 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3301 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3302 cur_wgt += inventory[INVEN_BODY].weight;
3303 cur_wgt += inventory[INVEN_HEAD].weight;
3304 cur_wgt += inventory[INVEN_OUTER].weight;
3305 cur_wgt += inventory[INVEN_HANDS].weight;
3306 cur_wgt += inventory[INVEN_FEET].weight;
3308 /* Subtract a percentage of maximum mana. */
3309 switch (p_ptr->pclass)
3311 /* For these classes, mana is halved if armour
3312 * is 30 pounds over their weight limit. */
3314 case CLASS_HIGH_MAGE:
3315 case CLASS_BLUE_MAGE:
3317 case CLASS_FORCETRAINER:
3318 case CLASS_SORCERER:
3320 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3321 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3325 /* Mana halved if armour is 40 pounds over weight limit. */
3330 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3331 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3335 case CLASS_MINDCRAFTER:
3336 case CLASS_BEASTMASTER:
3337 case CLASS_MIRROR_MASTER:
3339 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3340 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3344 /* Mana halved if armour is 50 pounds over weight limit. */
3347 case CLASS_RED_MAGE:
3348 case CLASS_WARRIOR_MAGE:
3350 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3351 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3355 /* Mana halved if armour is 60 pounds over weight limit. */
3357 case CLASS_CHAOS_WARRIOR:
3359 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3360 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3364 /* For new classes created, but not yet added to this formula. */
3371 /* Determine the weight allowance */
3372 max_wgt = mp_ptr->spell_weight;
3374 /* Heavy armor penalizes mana by a percentage. -LM- */
3375 if ((cur_wgt - max_wgt) > 0)
3378 p_ptr->cumber_armor = TRUE;
3380 /* Subtract a percentage of maximum mana. */
3381 switch (p_ptr->pclass)
3383 /* For these classes, mana is halved if armour
3384 * is 30 pounds over their weight limit. */
3386 case CLASS_HIGH_MAGE:
3387 case CLASS_BLUE_MAGE:
3389 msp -= msp * (cur_wgt - max_wgt) / 600;
3393 /* Mana halved if armour is 40 pounds over weight limit. */
3395 case CLASS_MINDCRAFTER:
3396 case CLASS_BEASTMASTER:
3398 case CLASS_FORCETRAINER:
3400 case CLASS_MIRROR_MASTER:
3402 msp -= msp * (cur_wgt - max_wgt) / 800;
3406 case CLASS_SORCERER:
3408 msp -= msp * (cur_wgt - max_wgt) / 900;
3412 /* Mana halved if armour is 50 pounds over weight limit. */
3416 case CLASS_RED_MAGE:
3418 msp -= msp * (cur_wgt - max_wgt) / 1000;
3422 /* Mana halved if armour is 60 pounds over weight limit. */
3424 case CLASS_CHAOS_WARRIOR:
3425 case CLASS_WARRIOR_MAGE:
3427 msp -= msp * (cur_wgt - max_wgt) / 1200;
3433 p_ptr->cumber_armor = FALSE;
3437 /* For new classes created, but not yet added to this formula. */
3440 msp -= msp * (cur_wgt - max_wgt) / 800;
3446 /* Mana can never be negative */
3447 if (msp < 0) msp = 0;
3450 /* Maximum mana has changed */
3451 if (p_ptr->msp != msp)
3453 /* Enforce maximum */
3454 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3457 p_ptr->csp_frac = 0;
3461 /* レベルアップの時は上昇量を表示する */
3462 if ((level_up == 1) && (msp > p_ptr->msp))
3464 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3470 /* Display mana later */
3471 p_ptr->redraw |= (PR_MANA);
3473 p_ptr->window |= (PW_PLAYER);
3474 p_ptr->window |= (PW_SPELL);
3478 /* Hack -- handle "xtra" mode */
3479 if (character_xtra) return;
3481 /* Take note when "glove state" changes */
3482 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3484 if (p_ptr->cumber_glove)
3486 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."));
3490 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."));
3494 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3498 /* Take note when "armor state" changes */
3499 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3501 if (p_ptr->cumber_armor)
3503 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."));
3507 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."));
3511 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3516 * @brief 装備中の射撃武器の威力倍率を返す /
3517 * calcurate the fire rate of target object
3518 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3519 * @return 射撃倍率の値(100で1.00倍)
3521 s16b calc_num_fire(object_type *o_ptr)
3523 int extra_shots = 0;
3526 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3528 BIT_FLAGS flgs[TR_FLAG_SIZE];
3530 /* Scan the usable inventory */
3531 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3533 q_ptr = &inventory[i];
3535 /* Skip non-objects */
3536 if (!q_ptr->k_idx) continue;
3538 /* Do not apply current equip */
3539 if (i == INVEN_BOW) continue;
3541 /* Extract the item flags */
3542 object_flags(q_ptr, flgs);
3545 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3548 object_flags(o_ptr, flgs);
3549 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3551 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3555 num += (extra_shots * 100);
3557 /* Hack -- Rangers love Bows */
3558 if ((p_ptr->pclass == CLASS_RANGER) &&
3559 (tval_ammo == TV_ARROW))
3561 num += (p_ptr->lev * 4);
3564 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3565 (tval_ammo == TV_ARROW))
3567 num += (p_ptr->lev * 3);
3570 if (p_ptr->pclass == CLASS_ARCHER)
3572 if (tval_ammo == TV_ARROW)
3573 num += ((p_ptr->lev * 5) + 50);
3574 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3575 num += (p_ptr->lev * 4);
3579 * Addendum -- also "Reward" high level warriors,
3580 * with _any_ missile weapon -- TY
3582 if (p_ptr->pclass == CLASS_WARRIOR &&
3583 (tval_ammo <= TV_BOLT) &&
3584 (tval_ammo >= TV_SHOT))
3586 num += (p_ptr->lev * 2);
3588 if ((p_ptr->pclass == CLASS_ROGUE) &&
3589 (tval_ammo == TV_SHOT))
3591 num += (p_ptr->lev * 4);
3598 * @brief プレイヤーの所持重量制限を計算する /
3599 * Computes current weight limit.
3602 WEIGHT weight_limit(void)
3606 /* Weight limit based only on strength */
3607 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3608 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3610 /* Return the result */
3615 * @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 /
3616 * @param i 判定する手のID(右手:0 左手:1)
3617 * @return 持っているならばTRUE
3619 bool has_melee_weapon(int i)
3621 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3625 * @brief プレイヤーの現在開いている手の状態を返す
3626 * @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。
3627 * @return 開いている手のビットフラグ
3629 BIT_FLAGS16 empty_hands(bool riding_control)
3631 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3633 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3634 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3636 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3638 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3639 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3647 * @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。
3648 * @return ペナルティが適用されるならばTRUE。
3650 bool heavy_armor(void)
3652 WEIGHT monk_arm_wgt = 0;
3654 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3656 /* Weight the armor */
3657 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3658 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3659 monk_arm_wgt += inventory[INVEN_BODY].weight;
3660 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3661 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3662 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3663 monk_arm_wgt += inventory[INVEN_FEET].weight;
3665 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3669 * @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"
3671 * @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。
3673 void update_creature(player_type *creature_ptr)
3675 if (!creature_ptr->update) return;
3677 /* Actually do auto-destroy */
3678 if (creature_ptr->update & (PU_AUTODESTROY))
3680 creature_ptr->update &= ~(PU_AUTODESTROY);
3681 autopick_delayed_alter();
3683 if (creature_ptr->update & (PU_COMBINE))
3685 creature_ptr->update &= ~(PU_COMBINE);
3689 /* Reorder the pack */
3690 if (creature_ptr->update & (PU_REORDER))
3692 creature_ptr->update &= ~(PU_REORDER);
3696 if (creature_ptr->update & (PU_BONUS))
3698 creature_ptr->update &= ~(PU_BONUS);
3702 if (creature_ptr->update & (PU_TORCH))
3704 creature_ptr->update &= ~(PU_TORCH);
3708 if (creature_ptr->update & (PU_HP))
3710 creature_ptr->update &= ~(PU_HP);
3714 if (creature_ptr->update & (PU_MANA))
3716 creature_ptr->update &= ~(PU_MANA);
3720 if (creature_ptr->update & (PU_SPELLS))
3722 creature_ptr->update &= ~(PU_SPELLS);
3726 /* Character is not ready yet, no screen updates */
3727 if (!character_generated) return;
3729 /* Character is in "icky" mode, no screen updates */
3730 if (character_icky) return;
3732 if (creature_ptr->update & (PU_UN_LITE))
3734 creature_ptr->update &= ~(PU_UN_LITE);
3738 if (creature_ptr->update & (PU_UN_VIEW))
3740 creature_ptr->update &= ~(PU_UN_VIEW);
3744 if (creature_ptr->update & (PU_VIEW))
3746 creature_ptr->update &= ~(PU_VIEW);
3750 if (creature_ptr->update & (PU_LITE))
3752 creature_ptr->update &= ~(PU_LITE);
3757 if (creature_ptr->update & (PU_FLOW))
3759 creature_ptr->update &= ~(PU_FLOW);
3763 if (creature_ptr->update & (PU_DISTANCE))
3765 creature_ptr->update &= ~(PU_DISTANCE);
3767 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3768 /* creature_ptr->update &= ~(PU_MONSTERS); */
3770 update_monsters(TRUE);
3773 if (creature_ptr->update & (PU_MON_LITE))
3775 creature_ptr->update &= ~(PU_MON_LITE);
3780 * Mega-Hack -- Delayed visual update
3781 * Only used if update_view(), update_lite() or update_mon_lite() was called
3783 if (creature_ptr->update & (PU_DELAY_VIS))
3785 creature_ptr->update &= ~(PU_DELAY_VIS);
3786 delayed_visual_update();
3789 if (creature_ptr->update & (PU_MONSTERS))
3791 creature_ptr->update &= ~(PU_MONSTERS);
3792 update_monsters(FALSE);
3797 * @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
3798 * @return 魔道書を一冊も持っていないならTRUEを返す
3800 bool player_has_no_spellbooks(void)
3805 for (i = 0; i < INVEN_PACK; i++)
3807 o_ptr = &inventory[i];
3808 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3811 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3813 o_ptr = ¤t_floor_ptr->o_list[i];
3814 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3820 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3822 creature_ptr->energy_use = (ENERGY)need_cost;
3825 void free_turn(player_type *creature_ptr)
3827 creature_ptr->energy_use = 0;
3831 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3834 * @return 配置に成功したらTRUE
3836 bool player_place(POSITION y, POSITION x)
3838 /* Paranoia XXX XXX */
3839 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3841 /* Save player location */
3850 * @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
3853 void wreck_the_pattern(void)
3857 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3859 if (pattern_type == PATTERN_TILE_WRECKED)
3861 /* Ruined already */
3865 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3866 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3868 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3869 to_ruin = randint1(45) + 35;
3873 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3875 if (pattern_tile(r_y, r_x) &&
3876 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3878 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3882 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3887 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3888 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3889 * @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
3892 void sanity_blast(monster_type *m_ptr, bool necro)
3896 if (p_ptr->inside_battle || !character_dungeon) return;
3898 if (!necro && m_ptr)
3900 GAME_TEXT m_name[MAX_NLEN];
3901 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3903 power = r_ptr->level / 2;
3905 monster_desc(m_name, m_ptr, 0);
3907 if (!(r_ptr->flags1 & RF1_UNIQUE))
3909 if (r_ptr->flags1 & RF1_FRIENDS)
3914 if (!is_loading_now)
3915 return; /* No effect yet, just loaded... */
3918 return; /* Cannot see it for some reason */
3920 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3924 return; /* Pet eldritch horrors are safe most of the time */
3926 if (randint1(100) > power) return;
3928 if (saving_throw(p_ptr->skill_sav - power))
3930 return; /* Save, no adverse effects */
3935 /* Something silly happens... */
3936 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3937 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3941 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3942 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3945 return; /* Never mind; we can't see it clearly enough */
3948 /* Something frightening happens... */
3949 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3950 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3952 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3954 /* Demon characters are unaffected */
3955 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3956 if (p_ptr->wizard) return;
3958 /* Undead characters are 50% likely to be unaffected */
3959 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3960 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3961 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3963 if (saving_throw(25 + p_ptr->lev)) return;
3968 monster_race *r_ptr;
3969 GAME_TEXT m_name[MAX_NLEN];
3972 get_mon_num_prep(get_nightmare, NULL);
3974 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3975 power = r_ptr->level + 10;
3976 desc = r_name + r_ptr->name;
3978 get_mon_num_prep(NULL, NULL);
3981 if (!(r_ptr->flags1 & RF1_UNIQUE))
3982 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
3985 sprintf(m_name, "%s", desc);
3987 if (!(r_ptr->flags1 & RF1_UNIQUE))
3989 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
3993 if (saving_throw(p_ptr->skill_sav * 100 / power))
3995 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4002 /* Something silly happens... */
4003 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4004 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4008 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4009 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4012 /* Never mind; we can't see it clearly enough */
4016 /* Something frightening happens... */
4017 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4018 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4020 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4022 if (!p_ptr->mimic_form)
4024 switch (p_ptr->prace)
4026 /* Demons may make a saving throw */
4029 if (saving_throw(20 + p_ptr->lev)) return;
4031 /* Undead may make a saving throw */
4036 if (saving_throw(10 + p_ptr->lev)) return;
4042 /* Demons may make a saving throw */
4043 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4045 if (saving_throw(20 + p_ptr->lev)) return;
4047 /* Undead may make a saving throw */
4048 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4050 if (saving_throw(10 + p_ptr->lev)) return;
4056 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!"));
4059 if (saving_throw(p_ptr->skill_sav - power))
4065 (void)do_dec_stat(A_INT);
4066 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4069 (void)do_dec_stat(A_WIS);
4070 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4072 switch (randint1(21))
4075 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4077 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4079 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!"));
4083 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!"));
4086 if (p_ptr->muta3 & MUT3_HYPER_INT)
4088 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."));
4089 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4091 p_ptr->muta3 |= MUT3_MORONIC;
4097 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4099 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4101 /* Duh, the following should never happen, but anyway... */
4102 if (p_ptr->muta3 & MUT3_FEARLESS)
4104 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."));
4105 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4108 p_ptr->muta2 |= MUT2_COWARDICE;
4114 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4116 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!"));
4117 p_ptr->muta2 |= MUT2_HALLU;
4123 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4125 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!"));
4126 p_ptr->muta2 |= MUT2_BERS_RAGE;
4136 if (!p_ptr->resist_conf)
4138 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4140 if (!p_ptr->free_act)
4142 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4144 if (!p_ptr->resist_chaos)
4146 (void)set_image(p_ptr->image + randint0(250) + 150);
4155 if (lose_all_info())
4156 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!"));
4160 p_ptr->update |= PU_BONUS;
4166 * @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 /
4167 * Advance experience levels and print experience
4170 void check_experience(void)
4172 bool level_reward = FALSE;
4173 bool level_mutation = FALSE;
4174 bool level_inc_stat = FALSE;
4175 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4176 PLAYER_LEVEL old_lev = p_ptr->lev;
4178 /* Hack -- lower limit */
4179 if (p_ptr->exp < 0) p_ptr->exp = 0;
4180 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4181 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4183 /* Hack -- upper limit */
4184 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4185 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4186 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4188 /* Hack -- maintain "max" experience */
4189 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4191 /* Hack -- maintain "max max" experience */
4192 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4194 /* Redraw experience */
4195 p_ptr->redraw |= (PR_EXP);
4199 /* Lose levels while possible */
4200 while ((p_ptr->lev > 1) &&
4201 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4205 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4206 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4207 p_ptr->window |= (PW_PLAYER);
4212 /* Gain levels while possible */
4213 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4214 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4219 /* Save the highest level */
4220 if (p_ptr->lev > p_ptr->max_plv)
4222 p_ptr->max_plv = p_ptr->lev;
4224 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4225 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4227 level_reward = TRUE;
4229 if (p_ptr->prace == RACE_BEASTMAN)
4231 if (one_in_(5)) level_mutation = TRUE;
4233 level_inc_stat = TRUE;
4235 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4240 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4242 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4243 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4244 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4254 if (!(p_ptr->max_plv % 10))
4263 cnv_stat(p_ptr->stat_max[0], tmp);
4264 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4265 cnv_stat(p_ptr->stat_max[1], tmp);
4266 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4267 cnv_stat(p_ptr->stat_max[2], tmp);
4268 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4269 cnv_stat(p_ptr->stat_max[3], tmp);
4270 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4271 cnv_stat(p_ptr->stat_max[4], tmp);
4272 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4273 cnv_stat(p_ptr->stat_max[5], tmp);
4274 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4277 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4282 if ((choice >= 'a') && (choice <= 'f')) break;
4284 for (n = 0; n < A_MAX; n++)
4285 if (n != choice - 'a')
4287 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4289 do_inc_stat(choice - 'a');
4292 else if (!(p_ptr->max_plv % 2))
4293 do_inc_stat(randint0(6));
4298 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4299 (void)gain_mutation(p_ptr, 0);
4300 level_mutation = FALSE;
4304 * 報酬でレベルが上ると再帰的に check_experience() が
4309 gain_level_reward(0);
4310 level_reward = FALSE;
4313 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4314 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4315 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4319 /* Load an autopick preference file */
4320 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);