2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monster-status.h"
9 #include "monsterrace-hook.h"
13 /* Hack, monk armour */
14 static bool monk_armour_aux;
15 static bool monk_notify_aux;
18 * Return alignment title
20 concptr your_alignment(void)
22 if (p_ptr->align > 150) return _("大善", "Lawful");
23 else if (p_ptr->align > 50) return _("中善", "Good");
24 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
25 else if (p_ptr->align > -11) return _("中立", "Neutral");
26 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
27 else if (p_ptr->align > -151) return _("中悪", "Evil");
28 else return _("大悪", "Chaotic");
33 * Return proficiency level of weapons and misc. skills (except riding)
35 int weapon_exp_level(int weapon_exp)
37 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
38 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
39 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
40 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
41 else return EXP_LEVEL_MASTER;
46 * Return proficiency level of riding
48 int riding_exp_level(int riding_exp)
50 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
51 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
52 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
53 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
54 else return EXP_LEVEL_MASTER;
59 * Return proficiency level of spells
61 int spell_exp_level(int spell_exp)
63 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
64 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
65 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
66 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
67 else return EXP_LEVEL_MASTER;
71 * @brief プレイヤーの全ステータスを更新する /
72 * Calculate the players current "state", taking into account
73 * not only race/class intrinsics, but also objects being worn
74 * and temporary spell effects.
78 * See also calc_mana() and calc_hitpoints().
80 * Take note of the new "speed code", in particular, a very strong
81 * player will start slowing down as soon as he reaches 150 pounds,
82 * but not until he reaches 450 pounds will he be half as fast as
83 * a normal kobold. This both hurts and helps the player, hurts
84 * because in the old days a player could just avoid 300 pounds,
85 * and helps because now carrying 300 pounds is not very painful.
87 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
88 * damage, since that would affect non-combat things. These values
89 * are actually added in later, at the appropriate place.
91 * This function induces various "status" messages.
94 void calc_bonuses(void)
99 int empty_hands_status = empty_hands(TRUE);
102 BIT_FLAGS flgs[TR_FLAG_SIZE];
104 bool yoiyami = FALSE;
105 bool down_saving = FALSE;
107 bool have_dd_s = FALSE, have_dd_t = FALSE;
109 bool have_sw = FALSE, have_kabe = FALSE;
110 bool easy_2weapon = FALSE;
111 bool riding_levitation = FALSE;
112 OBJECT_IDX this_o_idx, next_o_idx = 0;
113 const player_race *tmp_rp_ptr;
115 /* Save the old vision stuff */
116 bool old_telepathy = p_ptr->telepathy;
117 bool old_esp_animal = p_ptr->esp_animal;
118 bool old_esp_undead = p_ptr->esp_undead;
119 bool old_esp_demon = p_ptr->esp_demon;
120 bool old_esp_orc = p_ptr->esp_orc;
121 bool old_esp_troll = p_ptr->esp_troll;
122 bool old_esp_giant = p_ptr->esp_giant;
123 bool old_esp_dragon = p_ptr->esp_dragon;
124 bool old_esp_human = p_ptr->esp_human;
125 bool old_esp_evil = p_ptr->esp_evil;
126 bool old_esp_good = p_ptr->esp_good;
127 bool old_esp_nonliving = p_ptr->esp_nonliving;
128 bool old_esp_unique = p_ptr->esp_unique;
129 bool old_see_inv = p_ptr->see_inv;
130 bool old_mighty_throw = p_ptr->mighty_throw;
132 /* Current feature under player. */
133 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
135 /* Save the old armor class */
136 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
137 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
140 /* Clear extra blows/shots */
141 extra_blows[0] = extra_blows[1] = 0;
143 /* Clear the stat modifiers */
144 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
147 /* Clear the Displayed/Real armor class */
148 p_ptr->dis_ac = p_ptr->ac = 0;
150 /* Clear the Displayed/Real Bonuses */
151 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
152 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
153 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
154 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
155 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
156 p_ptr->dis_to_a = p_ptr->to_a = 0;
160 p_ptr->to_m_chance = 0;
162 /* Clear the Extra Dice Bonuses */
163 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
164 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
166 /* Start with "normal" speed */
169 /* Start with a single blow per current_world_ptr->game_turn */
170 p_ptr->num_blow[0] = 1;
171 p_ptr->num_blow[1] = 1;
173 /* Start with a single shot per current_world_ptr->game_turn */
174 p_ptr->num_fire = 100;
176 /* Reset the "xtra" tval */
177 p_ptr->tval_xtra = 0;
179 /* Reset the "ammo" tval */
180 p_ptr->tval_ammo = 0;
182 /* Clear all the flags */
184 p_ptr->bless_blade = FALSE;
185 p_ptr->xtra_might = FALSE;
186 p_ptr->impact[0] = FALSE;
187 p_ptr->impact[1] = FALSE;
188 p_ptr->pass_wall = FALSE;
189 p_ptr->kill_wall = FALSE;
190 p_ptr->dec_mana = FALSE;
191 p_ptr->easy_spell = FALSE;
192 p_ptr->heavy_spell = FALSE;
193 p_ptr->see_inv = FALSE;
194 p_ptr->free_act = FALSE;
195 p_ptr->slow_digest = FALSE;
196 p_ptr->regenerate = FALSE;
197 p_ptr->can_swim = FALSE;
198 p_ptr->levitation = FALSE;
199 p_ptr->hold_exp = FALSE;
200 p_ptr->telepathy = FALSE;
201 p_ptr->esp_animal = FALSE;
202 p_ptr->esp_undead = FALSE;
203 p_ptr->esp_demon = FALSE;
204 p_ptr->esp_orc = FALSE;
205 p_ptr->esp_troll = FALSE;
206 p_ptr->esp_giant = FALSE;
207 p_ptr->esp_dragon = FALSE;
208 p_ptr->esp_human = FALSE;
209 p_ptr->esp_evil = FALSE;
210 p_ptr->esp_good = FALSE;
211 p_ptr->esp_nonliving = FALSE;
212 p_ptr->esp_unique = FALSE;
214 p_ptr->sustain_str = FALSE;
215 p_ptr->sustain_int = FALSE;
216 p_ptr->sustain_wis = FALSE;
217 p_ptr->sustain_con = FALSE;
218 p_ptr->sustain_dex = FALSE;
219 p_ptr->sustain_chr = FALSE;
220 p_ptr->resist_acid = FALSE;
221 p_ptr->resist_elec = FALSE;
222 p_ptr->resist_fire = FALSE;
223 p_ptr->resist_cold = FALSE;
224 p_ptr->resist_pois = FALSE;
225 p_ptr->resist_conf = FALSE;
226 p_ptr->resist_sound = FALSE;
227 p_ptr->resist_lite = FALSE;
228 p_ptr->resist_dark = FALSE;
229 p_ptr->resist_chaos = FALSE;
230 p_ptr->resist_disen = FALSE;
231 p_ptr->resist_shard = FALSE;
232 p_ptr->resist_nexus = FALSE;
233 p_ptr->resist_blind = FALSE;
234 p_ptr->resist_neth = FALSE;
235 p_ptr->resist_time = FALSE;
236 p_ptr->resist_water = FALSE;
237 p_ptr->resist_fear = FALSE;
238 p_ptr->reflect = FALSE;
239 p_ptr->sh_fire = FALSE;
240 p_ptr->sh_elec = FALSE;
241 p_ptr->sh_cold = FALSE;
242 p_ptr->anti_magic = FALSE;
243 p_ptr->anti_tele = FALSE;
244 p_ptr->warning = FALSE;
245 p_ptr->mighty_throw = FALSE;
246 p_ptr->see_nocto = FALSE;
248 p_ptr->immune_acid = FALSE;
249 p_ptr->immune_elec = FALSE;
250 p_ptr->immune_fire = FALSE;
251 p_ptr->immune_cold = FALSE;
253 p_ptr->ryoute = FALSE;
254 p_ptr->migite = FALSE;
255 p_ptr->hidarite = FALSE;
256 p_ptr->no_flowed = FALSE;
258 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
259 else tmp_rp_ptr = &race_info[p_ptr->prace];
261 /* Base infravision (purely racial) */
262 p_ptr->see_infra = tmp_rp_ptr->infra;
264 /* Base skill -- disarming */
265 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
267 /* Base skill -- magic devices */
268 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
270 /* Base skill -- saving throw */
271 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
273 /* Base skill -- stealth */
274 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
276 /* Base skill -- searching ability */
277 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
279 /* Base skill -- searching frequency */
280 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
282 /* Base skill -- combat (normal) */
283 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
285 /* Base skill -- combat (shooting) */
286 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
288 /* Base skill -- combat (throwing) */
289 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
291 /* Base skill -- digging */
292 p_ptr->skill_dig = 0;
294 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
295 if (has_melee_weapon(INVEN_LARM))
297 p_ptr->hidarite = TRUE;
298 if (!p_ptr->migite) default_hand = 1;
301 if (CAN_TWO_HANDS_WIELDING())
303 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
304 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
306 p_ptr->ryoute = TRUE;
308 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
309 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
311 p_ptr->ryoute = TRUE;
315 switch (p_ptr->pclass)
318 case CLASS_FORCETRAINER:
319 case CLASS_BERSERKER:
320 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
322 p_ptr->migite = TRUE;
323 p_ptr->ryoute = TRUE;
330 if (!p_ptr->migite && !p_ptr->hidarite)
332 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
333 else if (empty_hands_status == EMPTY_HAND_LARM)
335 p_ptr->hidarite = TRUE;
340 if (p_ptr->special_defense & KAMAE_MASK)
342 if (!(empty_hands_status & EMPTY_HAND_RARM))
344 set_action(ACTION_NONE);
348 switch (p_ptr->pclass)
351 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
352 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
355 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
357 case CLASS_CHAOS_WARRIOR:
358 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
359 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
361 case CLASS_MINDCRAFTER:
362 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
363 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
364 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
365 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
368 case CLASS_FORCETRAINER:
369 /* Unencumbered Monks become faster every 10 levels */
370 if (!(heavy_armor()))
372 if (!(prace_is_(RACE_KLACKON) ||
373 prace_is_(RACE_SPRITE) ||
374 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
375 new_speed += (p_ptr->lev) / 10;
377 /* Free action if unencumbered at level 25 */
379 p_ptr->free_act = TRUE;
384 p_ptr->dis_to_a -= 50;
387 p_ptr->resist_sound = TRUE;
390 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
392 case CLASS_BERSERKER:
394 p_ptr->sustain_str = TRUE;
395 p_ptr->sustain_dex = TRUE;
396 p_ptr->sustain_con = TRUE;
397 p_ptr->regenerate = TRUE;
398 p_ptr->free_act = TRUE;
400 if (p_ptr->lev > 29) new_speed++;
401 if (p_ptr->lev > 39) new_speed++;
402 if (p_ptr->lev > 44) new_speed++;
403 if (p_ptr->lev > 49) new_speed++;
404 p_ptr->to_a += 10 + p_ptr->lev / 2;
405 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
406 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
407 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
408 p_ptr->redraw |= PR_STATUS;
410 case CLASS_MIRROR_MASTER:
411 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
414 /* Unencumbered Ninjas become faster every 10 levels */
417 new_speed -= (p_ptr->lev) / 10;
418 p_ptr->skill_stl -= (p_ptr->lev) / 10;
420 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
421 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
424 if (!(prace_is_(RACE_KLACKON) ||
425 prace_is_(RACE_SPRITE) ||
426 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
427 new_speed += (p_ptr->lev) / 10;
428 p_ptr->skill_stl += (p_ptr->lev) / 10;
430 /* Free action if unencumbered at level 25 */
432 p_ptr->free_act = TRUE;
434 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
435 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
437 p_ptr->to_a += p_ptr->lev / 2 + 5;
438 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
440 p_ptr->slow_digest = TRUE;
441 p_ptr->resist_fear = TRUE;
442 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
443 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
444 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
447 p_ptr->oppose_pois = 1;
448 p_ptr->redraw |= PR_STATUS;
450 p_ptr->see_nocto = TRUE;
455 if (p_ptr->mimic_form)
457 switch (p_ptr->mimic_form)
460 p_ptr->hold_exp = TRUE;
461 p_ptr->resist_chaos = TRUE;
462 p_ptr->resist_neth = TRUE;
463 p_ptr->resist_fire = TRUE;
464 p_ptr->oppose_fire = 1;
465 p_ptr->see_inv = TRUE;
467 p_ptr->redraw |= PR_STATUS;
469 p_ptr->dis_to_a += 10;
471 case MIMIC_DEMON_LORD:
472 p_ptr->hold_exp = TRUE;
473 p_ptr->resist_chaos = TRUE;
474 p_ptr->resist_neth = TRUE;
475 p_ptr->immune_fire = TRUE;
476 p_ptr->resist_acid = TRUE;
477 p_ptr->resist_fire = TRUE;
478 p_ptr->resist_cold = TRUE;
479 p_ptr->resist_elec = TRUE;
480 p_ptr->resist_pois = TRUE;
481 p_ptr->resist_conf = TRUE;
482 p_ptr->resist_disen = TRUE;
483 p_ptr->resist_nexus = TRUE;
484 p_ptr->resist_fear = TRUE;
485 p_ptr->sh_fire = TRUE;
486 p_ptr->see_inv = TRUE;
487 p_ptr->telepathy = TRUE;
488 p_ptr->levitation = TRUE;
489 p_ptr->kill_wall = TRUE;
492 p_ptr->dis_to_a += 20;
495 p_ptr->resist_dark = TRUE;
496 p_ptr->hold_exp = TRUE;
497 p_ptr->resist_neth = TRUE;
498 p_ptr->resist_cold = TRUE;
499 p_ptr->resist_pois = TRUE;
500 p_ptr->see_inv = TRUE;
503 p_ptr->dis_to_a += 10;
504 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
510 switch (p_ptr->prace)
513 p_ptr->resist_lite = TRUE;
516 p_ptr->hold_exp = TRUE;
519 p_ptr->free_act = TRUE;
522 p_ptr->resist_blind = TRUE;
525 p_ptr->resist_dark = TRUE;
527 case RACE_HALF_TROLL:
528 p_ptr->sustain_str = TRUE;
532 /* High level trolls heal fast... */
533 p_ptr->regenerate = TRUE;
535 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
537 p_ptr->slow_digest = TRUE;
538 /* Let's not make Regeneration
539 * a disadvantage for the poor warriors who can
540 * never learn a spell that satisfies hunger (actually
541 * neither can rogues, but half-trolls are not
542 * supposed to play rogues) */
547 p_ptr->sustain_con = TRUE;
548 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
551 p_ptr->resist_lite = TRUE;
552 p_ptr->see_inv = TRUE;
555 p_ptr->resist_fear = TRUE;
558 p_ptr->resist_dark = TRUE;
559 p_ptr->sustain_str = TRUE;
561 case RACE_HALF_GIANT:
562 p_ptr->sustain_str = TRUE;
563 p_ptr->resist_shard = TRUE;
565 case RACE_HALF_TITAN:
566 p_ptr->resist_chaos = TRUE;
569 p_ptr->resist_sound = TRUE;
572 p_ptr->resist_acid = TRUE;
573 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
576 p_ptr->resist_conf = TRUE;
577 p_ptr->resist_acid = TRUE;
579 /* Klackons become faster */
580 new_speed += (p_ptr->lev) / 10;
583 p_ptr->resist_pois = TRUE;
586 p_ptr->resist_disen = TRUE;
587 p_ptr->resist_dark = TRUE;
590 p_ptr->resist_dark = TRUE;
591 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
594 p_ptr->levitation = TRUE;
595 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
596 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
597 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
598 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
599 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
601 case RACE_MIND_FLAYER:
602 p_ptr->sustain_int = TRUE;
603 p_ptr->sustain_wis = TRUE;
604 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
605 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
608 p_ptr->resist_fire = TRUE;
609 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
612 p_ptr->slow_digest = TRUE;
613 p_ptr->free_act = TRUE;
614 p_ptr->see_inv = TRUE;
615 p_ptr->resist_pois = TRUE;
616 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
619 p_ptr->resist_shard = TRUE;
620 p_ptr->hold_exp = TRUE;
621 p_ptr->see_inv = TRUE;
622 p_ptr->resist_pois = TRUE;
623 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
626 p_ptr->resist_neth = TRUE;
627 p_ptr->hold_exp = TRUE;
628 p_ptr->see_inv = TRUE;
629 p_ptr->resist_pois = TRUE;
630 p_ptr->slow_digest = TRUE;
631 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
634 p_ptr->resist_dark = TRUE;
635 p_ptr->hold_exp = TRUE;
636 p_ptr->resist_neth = TRUE;
637 p_ptr->resist_cold = TRUE;
638 p_ptr->resist_pois = TRUE;
639 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
642 p_ptr->levitation = TRUE;
643 p_ptr->free_act = TRUE;
644 p_ptr->resist_neth = TRUE;
645 p_ptr->hold_exp = TRUE;
646 p_ptr->see_inv = TRUE;
647 p_ptr->resist_pois = TRUE;
648 p_ptr->slow_digest = TRUE;
649 p_ptr->resist_cold = TRUE;
650 p_ptr->pass_wall = TRUE;
651 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
654 p_ptr->levitation = TRUE;
655 p_ptr->resist_lite = TRUE;
657 /* Sprites become faster */
658 new_speed += (p_ptr->lev) / 10;
661 p_ptr->resist_conf = TRUE;
662 p_ptr->resist_sound = TRUE;
665 /* Ents dig like maniacs, but only with their hands. */
666 if (!inventory[INVEN_RARM].k_idx)
667 p_ptr->skill_dig += p_ptr->lev * 10;
668 /* Ents get tougher and stronger as they age, but lose dexterity. */
669 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
670 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
671 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
673 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
674 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
675 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
677 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
678 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
679 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
682 p_ptr->levitation = TRUE;
683 p_ptr->see_inv = TRUE;
686 p_ptr->resist_fire = TRUE;
687 p_ptr->resist_neth = TRUE;
688 p_ptr->hold_exp = TRUE;
689 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
692 p_ptr->oppose_fire = 1;
693 p_ptr->redraw |= PR_STATUS;
697 p_ptr->sustain_con = TRUE;
700 p_ptr->levitation = TRUE;
703 p_ptr->resist_conf = TRUE;
706 p_ptr->slow_digest = TRUE;
707 p_ptr->free_act = TRUE;
708 p_ptr->resist_pois = TRUE;
709 p_ptr->hold_exp = TRUE;
712 p_ptr->resist_water = TRUE;
720 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
722 p_ptr->see_inv = TRUE;
723 p_ptr->free_act = TRUE;
724 p_ptr->slow_digest = TRUE;
725 p_ptr->regenerate = TRUE;
726 p_ptr->levitation = TRUE;
727 p_ptr->hold_exp = TRUE;
728 p_ptr->telepathy = TRUE;
730 p_ptr->sustain_str = TRUE;
731 p_ptr->sustain_int = TRUE;
732 p_ptr->sustain_wis = TRUE;
733 p_ptr->sustain_con = TRUE;
734 p_ptr->sustain_dex = TRUE;
735 p_ptr->sustain_chr = TRUE;
736 p_ptr->resist_acid = TRUE;
737 p_ptr->resist_elec = TRUE;
738 p_ptr->resist_fire = TRUE;
739 p_ptr->resist_cold = TRUE;
740 p_ptr->resist_pois = TRUE;
741 p_ptr->resist_conf = TRUE;
742 p_ptr->resist_sound = TRUE;
743 p_ptr->resist_lite = TRUE;
744 p_ptr->resist_dark = TRUE;
745 p_ptr->resist_chaos = TRUE;
746 p_ptr->resist_disen = TRUE;
747 p_ptr->resist_shard = TRUE;
748 p_ptr->resist_nexus = TRUE;
749 p_ptr->resist_blind = TRUE;
750 p_ptr->resist_neth = TRUE;
751 p_ptr->resist_fear = TRUE;
752 p_ptr->reflect = TRUE;
753 p_ptr->sh_fire = TRUE;
754 p_ptr->sh_elec = TRUE;
755 p_ptr->sh_cold = TRUE;
757 p_ptr->dis_to_a += 100;
759 /* Temporary shield */
760 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
763 p_ptr->dis_to_a += 50;
766 if (p_ptr->tim_res_nether)
768 p_ptr->resist_neth = TRUE;
770 if (p_ptr->tim_sh_fire)
772 p_ptr->sh_fire = TRUE;
774 if (p_ptr->tim_res_time)
776 p_ptr->resist_time = TRUE;
780 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
782 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
783 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
784 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
786 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
788 p_ptr->to_m_chance += 5;
789 p_ptr->resist_conf = TRUE;
793 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
795 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
797 p_ptr->resist_blind = TRUE;
798 p_ptr->resist_conf = TRUE;
799 p_ptr->hold_exp = TRUE;
800 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
802 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
803 /* Munchkin become faster */
804 new_speed += (p_ptr->lev) / 10 + 5;
807 if (music_singing(MUSIC_WALL))
809 p_ptr->kill_wall = TRUE;
812 /* Hack -- apply racial/class stat maxes */
813 /* Apply the racial modifiers */
814 for (i = 0; i < A_MAX; i++)
816 /* Modify the stats for "race" */
817 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
821 /* I'm adding the mutations here for the lack of a better place... */
825 if (p_ptr->muta3 & MUT3_HYPER_STR)
827 p_ptr->stat_add[A_STR] += 4;
831 if (p_ptr->muta3 & MUT3_PUNY)
833 p_ptr->stat_add[A_STR] -= 4;
836 /* Living computer */
837 if (p_ptr->muta3 & MUT3_HYPER_INT)
839 p_ptr->stat_add[A_INT] += 4;
840 p_ptr->stat_add[A_WIS] += 4;
844 if (p_ptr->muta3 & MUT3_MORONIC)
846 p_ptr->stat_add[A_INT] -= 4;
847 p_ptr->stat_add[A_WIS] -= 4;
850 if (p_ptr->muta3 & MUT3_RESILIENT)
852 p_ptr->stat_add[A_CON] += 4;
855 if (p_ptr->muta3 & MUT3_XTRA_FAT)
857 p_ptr->stat_add[A_CON] += 2;
861 if (p_ptr->muta3 & MUT3_ALBINO)
863 p_ptr->stat_add[A_CON] -= 4;
866 if (p_ptr->muta3 & MUT3_FLESH_ROT)
868 p_ptr->stat_add[A_CON] -= 2;
869 p_ptr->stat_add[A_CHR] -= 1;
870 p_ptr->regenerate = FALSE;
871 /* Cancel innate regeneration */
874 if (p_ptr->muta3 & MUT3_SILLY_VOI)
876 p_ptr->stat_add[A_CHR] -= 4;
879 if (p_ptr->muta3 & MUT3_BLANK_FAC)
881 p_ptr->stat_add[A_CHR] -= 1;
884 if (p_ptr->muta3 & MUT3_XTRA_EYES)
886 p_ptr->skill_fos += 15;
887 p_ptr->skill_srh += 15;
890 if (p_ptr->muta3 & MUT3_MAGIC_RES)
892 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
895 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
897 p_ptr->skill_stl -= 3;
900 if (p_ptr->muta3 & MUT3_INFRAVIS)
902 p_ptr->see_infra += 3;
905 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
910 if (p_ptr->muta3 & MUT3_SHORT_LEG)
915 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
917 p_ptr->sh_elec = TRUE;
920 if (p_ptr->muta3 & MUT3_FIRE_BODY)
922 p_ptr->sh_fire = TRUE;
926 if (p_ptr->muta3 & MUT3_WART_SKIN)
928 p_ptr->stat_add[A_CHR] -= 2;
930 p_ptr->dis_to_a += 5;
933 if (p_ptr->muta3 & MUT3_SCALES)
935 p_ptr->stat_add[A_CHR] -= 1;
937 p_ptr->dis_to_a += 10;
940 if (p_ptr->muta3 & MUT3_IRON_SKIN)
942 p_ptr->stat_add[A_DEX] -= 1;
944 p_ptr->dis_to_a += 25;
947 if (p_ptr->muta3 & MUT3_WINGS)
949 p_ptr->levitation = TRUE;
952 if (p_ptr->muta3 & MUT3_FEARLESS)
954 p_ptr->resist_fear = TRUE;
957 if (p_ptr->muta3 & MUT3_REGEN)
959 p_ptr->regenerate = TRUE;
962 if (p_ptr->muta3 & MUT3_ESP)
964 p_ptr->telepathy = TRUE;
967 if (p_ptr->muta3 & MUT3_LIMBER)
969 p_ptr->stat_add[A_DEX] += 3;
972 if (p_ptr->muta3 & MUT3_ARTHRITIS)
974 p_ptr->stat_add[A_DEX] -= 3;
977 if (p_ptr->muta3 & MUT3_MOTION)
979 p_ptr->free_act = TRUE;
980 p_ptr->skill_stl += 1;
983 if (p_ptr->muta3 & MUT3_ILL_NORM)
985 p_ptr->stat_add[A_CHR] = 0;
991 p_ptr->stat_add[A_STR] += 4;
992 p_ptr->stat_add[A_CON] += 4;
995 /* Scan the usable inventory */
996 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
998 int bonus_to_h, bonus_to_d;
999 o_ptr = &inventory[i];
1001 /* Skip non-objects */
1002 if (!o_ptr->k_idx) continue;
1004 /* Extract the item flags */
1005 object_flags(o_ptr, flgs);
1007 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1008 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1011 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1012 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1013 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1014 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1015 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1016 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1018 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1020 /* Affect stealth */
1021 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1023 /* Affect searching ability (factor of five) */
1024 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1026 /* Affect searching frequency (factor of five) */
1027 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1029 /* Affect infravision */
1030 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1032 /* Affect digging (factor of 20) */
1033 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1036 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1039 if (have_flag(flgs, TR_BLOWS))
1041 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1042 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1043 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1046 /* Hack -- cause earthquakes */
1047 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1050 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1051 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1052 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1053 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1054 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1055 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1056 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1057 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1058 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1059 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1060 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1061 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1062 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1063 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1064 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1065 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1066 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1067 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1068 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1069 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1070 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1071 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1072 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1073 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1074 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1075 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1076 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1077 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1078 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1079 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1080 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1081 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1082 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1083 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1084 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1086 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1087 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1088 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1089 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1090 if (have_flag(flgs, TR_WARNING)) {
1091 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1092 p_ptr->warning = TRUE;
1095 if (have_flag(flgs, TR_TELEPORT))
1097 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1100 concptr insc = quark_str(o_ptr->inscription);
1102 if (o_ptr->inscription && my_strchr(insc, '.'))
1105 * {.} will stop random teleportation.
1110 /* Controlled random teleportation */
1111 p_ptr->cursed |= TRC_TELEPORT_SELF;
1116 /* Immunity flags */
1117 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1118 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1119 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1120 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1122 /* Resistance flags */
1123 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1124 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1125 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1126 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1127 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1128 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1129 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1130 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1131 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1132 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1133 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1134 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1135 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1136 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1137 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1138 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1140 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1141 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1142 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1143 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1144 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1145 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1148 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1149 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1150 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1151 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1152 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1153 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1155 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1156 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1157 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1158 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1159 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1160 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1161 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1163 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1165 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1167 p_ptr->to_m_chance += 10;
1171 p_ptr->to_m_chance += 3;
1175 if (o_ptr->tval == TV_CAPTURE) continue;
1177 /* Modify the base armor class */
1178 p_ptr->ac += o_ptr->ac;
1180 /* The base armor class is always known */
1181 p_ptr->dis_ac += o_ptr->ac;
1183 /* Apply the bonuses to armor class */
1184 p_ptr->to_a += o_ptr->to_a;
1186 /* Apply the mental bonuses to armor class, if known */
1187 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1189 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1191 int slot = i - INVEN_RARM;
1194 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1196 p_ptr->to_h[slot] -= 15;
1197 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1201 p_ptr->to_h[slot] -= 5;
1202 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1207 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1209 p_ptr->to_h_b -= 15;
1210 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1215 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1220 if (o_ptr->curse_flags & TRC_LOW_AC)
1222 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1225 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1230 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1234 /* Hack -- do not apply "weapon" bonuses */
1235 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1236 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1238 /* Hack -- do not apply "bow" bonuses */
1239 if (i == INVEN_BOW) continue;
1241 bonus_to_h = o_ptr->to_h;
1242 bonus_to_d = o_ptr->to_d;
1244 if (p_ptr->pclass == CLASS_NINJA)
1246 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1247 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1250 /* To Bow and Natural attack */
1252 /* Apply the bonuses to hit/damage */
1253 p_ptr->to_h_b += (s16b)bonus_to_h;
1254 p_ptr->to_h_m += (s16b)bonus_to_h;
1255 p_ptr->to_d_m += (s16b)bonus_to_d;
1257 /* Apply the mental bonuses tp hit/damage, if known */
1258 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1261 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1263 /* Apply the bonuses to hit/damage */
1264 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1265 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1267 /* Apply the mental bonuses tp hit/damage, if known */
1268 if (object_is_known(o_ptr))
1270 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1271 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1274 else if (p_ptr->migite && p_ptr->hidarite)
1276 /* Apply the bonuses to hit/damage */
1277 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1278 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1279 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1280 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1282 /* Apply the mental bonuses tp hit/damage, if known */
1283 if (object_is_known(o_ptr))
1285 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1286 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1287 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1288 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1293 /* Apply the bonuses to hit/damage */
1294 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1295 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1297 /* Apply the mental bonuses to hit/damage, if known */
1298 if (object_is_known(o_ptr))
1300 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1301 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1306 /* Shield skill bonus */
1307 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1309 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1310 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1313 if (old_mighty_throw != p_ptr->mighty_throw)
1315 /* Redraw average damege display of Shuriken */
1316 p_ptr->window |= PW_INVEN;
1319 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1321 /* Monks get extra ac for armour _not worn_ */
1322 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1324 if (!(inventory[INVEN_BODY].k_idx))
1326 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1327 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1329 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1331 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1332 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1334 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1336 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1337 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1339 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1341 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1342 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1344 if (!(inventory[INVEN_HANDS].k_idx))
1346 p_ptr->to_a += (p_ptr->lev / 2);
1347 p_ptr->dis_to_a += (p_ptr->lev / 2);
1349 if (!(inventory[INVEN_FEET].k_idx))
1351 p_ptr->to_a += (p_ptr->lev / 3);
1352 p_ptr->dis_to_a += (p_ptr->lev / 3);
1354 if (p_ptr->special_defense & KAMAE_BYAKKO)
1356 p_ptr->stat_add[A_STR] += 2;
1357 p_ptr->stat_add[A_DEX] += 2;
1358 p_ptr->stat_add[A_CON] -= 3;
1360 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1363 else if (p_ptr->special_defense & KAMAE_GENBU)
1365 p_ptr->stat_add[A_INT] -= 1;
1366 p_ptr->stat_add[A_WIS] -= 1;
1367 p_ptr->stat_add[A_DEX] -= 2;
1368 p_ptr->stat_add[A_CON] += 3;
1370 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1372 p_ptr->stat_add[A_STR] -= 2;
1373 p_ptr->stat_add[A_INT] += 1;
1374 p_ptr->stat_add[A_WIS] += 1;
1375 p_ptr->stat_add[A_DEX] += 2;
1376 p_ptr->stat_add[A_CON] -= 2;
1380 if (p_ptr->special_defense & KATA_KOUKIJIN)
1382 for (i = 0; i < A_MAX; i++)
1383 p_ptr->stat_add[i] += 5;
1385 p_ptr->dis_to_a -= 50;
1388 /* Hack -- aura of fire also provides light */
1389 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1391 /* Golems also get an intrinsic AC bonus */
1392 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1394 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1395 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1399 if (p_ptr->realm1 == REALM_HEX)
1401 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1402 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1403 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1404 if (hex_spelling(HEX_BUILDING))
1406 p_ptr->stat_add[A_STR] += 4;
1407 p_ptr->stat_add[A_DEX] += 4;
1408 p_ptr->stat_add[A_CON] += 4;
1410 if (hex_spelling(HEX_DEMON_AURA))
1412 p_ptr->sh_fire = TRUE;
1413 p_ptr->regenerate = TRUE;
1415 if (hex_spelling(HEX_ICE_ARMOR))
1417 p_ptr->sh_cold = TRUE;
1419 p_ptr->dis_to_a += 30;
1421 if (hex_spelling(HEX_SHOCK_CLOAK))
1423 p_ptr->sh_elec = TRUE;
1426 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1428 ARMOUR_CLASS ac = 0;
1429 o_ptr = &inventory[i];
1430 if (!o_ptr->k_idx) continue;
1431 if (!object_is_armour(o_ptr)) continue;
1432 if (!object_is_cursed(o_ptr)) continue;
1434 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1435 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1436 p_ptr->to_a += (s16b)ac;
1437 p_ptr->dis_to_a += (s16b)ac;
1441 /* Calculate stats */
1442 for (i = 0; i < A_MAX; i++)
1446 /* Extract the new "stat_use" value for the stat */
1447 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1449 /* Notice changes */
1450 if (p_ptr->stat_top[i] != top)
1452 /* Save the new value */
1453 p_ptr->stat_top[i] = (s16b)top;
1454 p_ptr->redraw |= (PR_STATS);
1455 p_ptr->window |= (PW_PLAYER);
1459 /* Extract the new "stat_use" value for the stat */
1460 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1462 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1464 /* 10 to 18/90 charisma, guaranteed, based on level */
1465 if (use < 8 + 2 * p_ptr->lev)
1467 use = 8 + 2 * p_ptr->lev;
1471 /* Notice changes */
1472 if (p_ptr->stat_use[i] != use)
1474 /* Save the new value */
1475 p_ptr->stat_use[i] = (s16b)use;
1476 p_ptr->redraw |= (PR_STATS);
1477 p_ptr->window |= (PW_PLAYER);
1481 /* Values: 3, 4, ..., 17 */
1482 if (use <= 18) ind = (use - 3);
1484 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1485 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1487 /* Range: 18/220+ */
1490 /* Notice changes */
1491 if (p_ptr->stat_ind[i] != ind)
1493 /* Save the new index */
1494 p_ptr->stat_ind[i] = (s16b)ind;
1496 /* Change in CON affects Hitpoints */
1499 p_ptr->update |= (PU_HP);
1502 /* Change in INT may affect Mana/Spells */
1503 else if (i == A_INT)
1505 if (mp_ptr->spell_stat == A_INT)
1507 p_ptr->update |= (PU_MANA | PU_SPELLS);
1511 /* Change in WIS may affect Mana/Spells */
1512 else if (i == A_WIS)
1514 if (mp_ptr->spell_stat == A_WIS)
1516 p_ptr->update |= (PU_MANA | PU_SPELLS);
1520 /* Change in WIS may affect Mana/Spells */
1521 else if (i == A_CHR)
1523 if (mp_ptr->spell_stat == A_CHR)
1525 p_ptr->update |= (PU_MANA | PU_SPELLS);
1529 p_ptr->window |= (PW_PLAYER);
1534 /* Apply temporary "stun" */
1535 if (p_ptr->stun > 50)
1537 p_ptr->to_h[0] -= 20;
1538 p_ptr->to_h[1] -= 20;
1539 p_ptr->to_h_b -= 20;
1540 p_ptr->to_h_m -= 20;
1541 p_ptr->dis_to_h[0] -= 20;
1542 p_ptr->dis_to_h[1] -= 20;
1543 p_ptr->dis_to_h_b -= 20;
1544 p_ptr->to_d[0] -= 20;
1545 p_ptr->to_d[1] -= 20;
1546 p_ptr->to_d_m -= 20;
1547 p_ptr->dis_to_d[0] -= 20;
1548 p_ptr->dis_to_d[1] -= 20;
1550 else if (p_ptr->stun)
1552 p_ptr->to_h[0] -= 5;
1553 p_ptr->to_h[1] -= 5;
1556 p_ptr->dis_to_h[0] -= 5;
1557 p_ptr->dis_to_h[1] -= 5;
1558 p_ptr->dis_to_h_b -= 5;
1559 p_ptr->to_d[0] -= 5;
1560 p_ptr->to_d[1] -= 5;
1562 p_ptr->dis_to_d[0] -= 5;
1563 p_ptr->dis_to_d[1] -= 5;
1567 if (p_ptr->wraith_form)
1569 p_ptr->reflect = TRUE;
1570 p_ptr->pass_wall = TRUE;
1573 if (p_ptr->kabenuke)
1575 p_ptr->pass_wall = TRUE;
1578 /* Temporary blessing */
1582 p_ptr->dis_to_a += 5;
1583 p_ptr->to_h[0] += 10;
1584 p_ptr->to_h[1] += 10;
1585 p_ptr->to_h_b += 10;
1586 p_ptr->to_h_m += 10;
1587 p_ptr->dis_to_h[0] += 10;
1588 p_ptr->dis_to_h[1] += 10;
1589 p_ptr->dis_to_h_b += 10;
1592 if (p_ptr->magicdef)
1594 p_ptr->resist_blind = TRUE;
1595 p_ptr->resist_conf = TRUE;
1596 p_ptr->reflect = TRUE;
1597 p_ptr->free_act = TRUE;
1598 p_ptr->levitation = TRUE;
1601 /* Temporary "Hero" */
1604 p_ptr->to_h[0] += 12;
1605 p_ptr->to_h[1] += 12;
1606 p_ptr->to_h_b += 12;
1607 p_ptr->to_h_m += 12;
1608 p_ptr->dis_to_h[0] += 12;
1609 p_ptr->dis_to_h[1] += 12;
1610 p_ptr->dis_to_h_b += 12;
1613 /* Temporary "Beserk" */
1616 p_ptr->to_h[0] += 12;
1617 p_ptr->to_h[1] += 12;
1618 p_ptr->to_h_b -= 12;
1619 p_ptr->to_h_m += 12;
1620 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1621 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1622 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1623 p_ptr->dis_to_h[0] += 12;
1624 p_ptr->dis_to_h[1] += 12;
1625 p_ptr->dis_to_h_b -= 12;
1626 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1627 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1629 p_ptr->dis_to_a -= 10;
1630 p_ptr->skill_stl -= 7;
1631 p_ptr->skill_dev -= 20;
1632 p_ptr->skill_sav -= 30;
1633 p_ptr->skill_srh -= 15;
1634 p_ptr->skill_fos -= 15;
1635 p_ptr->skill_tht -= 20;
1636 p_ptr->skill_dig += 30;
1639 /* Temporary "fast" */
1645 /* Temporary "slow" */
1651 /* Temporary "telepathy" */
1654 p_ptr->telepathy = TRUE;
1657 if (p_ptr->ele_immune)
1659 if (p_ptr->special_defense & DEFENSE_ACID)
1660 p_ptr->immune_acid = TRUE;
1661 else if (p_ptr->special_defense & DEFENSE_ELEC)
1662 p_ptr->immune_elec = TRUE;
1663 else if (p_ptr->special_defense & DEFENSE_FIRE)
1664 p_ptr->immune_fire = TRUE;
1665 else if (p_ptr->special_defense & DEFENSE_COLD)
1666 p_ptr->immune_cold = TRUE;
1669 /* Temporary see invisible */
1670 if (p_ptr->tim_invis)
1672 p_ptr->see_inv = TRUE;
1675 /* Temporary infravision boost */
1676 if (p_ptr->tim_infra)
1678 p_ptr->see_infra += 3;
1681 /* Temporary regeneration boost */
1682 if (p_ptr->tim_regen)
1684 p_ptr->regenerate = TRUE;
1687 /* Temporary levitation */
1688 if (p_ptr->tim_levitation)
1690 p_ptr->levitation = TRUE;
1693 /* Temporary reflection */
1694 if (p_ptr->tim_reflect)
1696 p_ptr->reflect = TRUE;
1699 /* Hack -- Hero/Shero -> Res fear */
1700 if (IS_HERO() || p_ptr->shero)
1702 p_ptr->resist_fear = TRUE;
1706 /* Hack -- Telepathy Change */
1707 if (p_ptr->telepathy != old_telepathy)
1709 p_ptr->update |= (PU_MONSTERS);
1712 if ((p_ptr->esp_animal != old_esp_animal) ||
1713 (p_ptr->esp_undead != old_esp_undead) ||
1714 (p_ptr->esp_demon != old_esp_demon) ||
1715 (p_ptr->esp_orc != old_esp_orc) ||
1716 (p_ptr->esp_troll != old_esp_troll) ||
1717 (p_ptr->esp_giant != old_esp_giant) ||
1718 (p_ptr->esp_dragon != old_esp_dragon) ||
1719 (p_ptr->esp_human != old_esp_human) ||
1720 (p_ptr->esp_evil != old_esp_evil) ||
1721 (p_ptr->esp_good != old_esp_good) ||
1722 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1723 (p_ptr->esp_unique != old_esp_unique))
1725 p_ptr->update |= (PU_MONSTERS);
1728 /* Hack -- See Invis Change */
1729 if (p_ptr->see_inv != old_see_inv)
1731 p_ptr->update |= (PU_MONSTERS);
1734 /* Bloating slows the player down (a little) */
1735 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1737 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1739 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1740 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1742 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1743 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1746 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1748 int penalty1, penalty2;
1749 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1750 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1751 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1753 penalty1 = penalty1 / 2 - 5;
1754 penalty2 = penalty2 / 2 - 5;
1757 p_ptr->dis_to_a += 10;
1761 if (penalty1 > 0) penalty1 /= 2;
1762 if (penalty2 > 0) penalty2 /= 2;
1764 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1766 penalty1 = MAX(0, penalty1 - 10);
1767 penalty2 = MAX(0, penalty2 - 10);
1769 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1771 penalty1 = MIN(0, penalty1);
1772 penalty2 = MIN(0, penalty2);
1774 p_ptr->dis_to_a += 10;
1778 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1780 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1783 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1784 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1785 p_ptr->to_h[0] -= (s16b)penalty1;
1786 p_ptr->to_h[1] -= (s16b)penalty2;
1787 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1788 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1791 /* Extract the current weight (in tenth pounds) */
1792 j = p_ptr->total_weight;
1796 /* Extract the "weight limit" (in tenth pounds) */
1797 i = (int)weight_limit();
1801 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1802 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1803 SPEED speed = riding_m_ptr->mspeed;
1805 if (riding_m_ptr->mspeed > 110)
1807 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1808 if (new_speed < 110) new_speed = 110;
1814 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1815 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1816 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1817 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1818 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1820 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1821 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1823 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;
1825 /* Extract the "weight limit" */
1826 i = 1500 + riding_r_ptr->level * 25;
1829 /* Apply "encumbrance" from weight */
1830 if (j > i) new_speed -= ((j - i) / (i / 5));
1832 /* Searching slows the player down */
1833 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1836 if (p_ptr->prace == RACE_MERFOLK)
1838 if (have_flag(f_ptr->flags, FF_WATER))
1840 new_speed += (2 + p_ptr->lev / 10);
1842 else if (!p_ptr->levitation)
1849 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1850 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1851 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1852 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1853 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1854 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1855 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1856 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1857 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1859 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1860 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1861 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1863 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1864 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1865 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1866 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1867 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1868 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1869 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1870 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1871 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1872 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1875 /* Obtain the "hold" value */
1876 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1879 /* Examine the "current bow" */
1880 o_ptr = &inventory[INVEN_BOW];
1882 /* It is hard to carholdry a heavy bow */
1883 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1884 if (p_ptr->heavy_shoot)
1886 /* Hard to wield a heavy bow */
1887 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1888 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1891 /* Compute "extra shots" if needed */
1894 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1896 /* Apply special flags */
1897 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1900 p_ptr->num_fire = calc_num_fire(o_ptr);
1902 /* Snipers love Cross bows */
1903 if ((p_ptr->pclass == CLASS_SNIPER) &&
1904 (p_ptr->tval_ammo == TV_BOLT))
1906 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1907 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1912 if (p_ptr->ryoute) hold *= 2;
1914 for (i = 0; i < 2; i++)
1916 /* Examine the "main weapon" */
1917 o_ptr = &inventory[INVEN_RARM + i];
1919 object_flags(o_ptr, flgs);
1921 /* Assume not heavy */
1922 p_ptr->heavy_wield[i] = FALSE;
1923 p_ptr->icky_wield[i] = FALSE;
1924 p_ptr->riding_wield[i] = FALSE;
1926 if (!has_melee_weapon(INVEN_RARM + i))
1928 p_ptr->num_blow[i] = 1;
1931 /* It is hard to hold a heavy weapon */
1932 if (hold < o_ptr->weight / 10)
1934 /* Hard to wield a heavy weapon */
1935 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1936 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1939 p_ptr->heavy_wield[i] = TRUE;
1941 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1943 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1946 p_ptr->dis_to_a += 5;
1949 /* Normal weapons */
1950 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1952 int str_index, dex_index;
1954 int num = 0, wgt = 0, mul = 0, div = 0;
1956 /* Analyze the class */
1957 switch (p_ptr->pclass)
1960 num = 6; wgt = 70; mul = 5; break;
1962 case CLASS_BERSERKER:
1963 num = 6; wgt = 70; mul = 7; break;
1966 case CLASS_HIGH_MAGE:
1967 case CLASS_BLUE_MAGE:
1968 num = 3; wgt = 100; mul = 2; break;
1971 case CLASS_MAGIC_EATER:
1972 case CLASS_MINDCRAFTER:
1973 num = 5; wgt = 100; mul = 3; break;
1976 num = 5; wgt = 40; mul = 3; break;
1979 num = 5; wgt = 70; mul = 4; break;
1983 num = 5; wgt = 70; mul = 4; break;
1986 num = 5; wgt = 150; mul = 5; break;
1988 case CLASS_WARRIOR_MAGE:
1989 case CLASS_RED_MAGE:
1990 num = 5; wgt = 70; mul = 3; break;
1992 case CLASS_CHAOS_WARRIOR:
1993 num = 5; wgt = 70; mul = 4; break;
1996 num = 5; wgt = 60; mul = 3; break;
1999 num = 4; wgt = 100; mul = 3; break;
2001 case CLASS_IMITATOR:
2002 num = 5; wgt = 70; mul = 4; break;
2004 case CLASS_BEASTMASTER:
2005 num = 5; wgt = 70; mul = 3; break;
2008 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2009 else { num = 5; wgt = 100; mul = 3; }
2012 case CLASS_SORCERER:
2013 num = 1; wgt = 1; mul = 1; break;
2018 num = 4; wgt = 70; mul = 2; break;
2020 case CLASS_FORCETRAINER:
2021 num = 4; wgt = 60; mul = 2; break;
2023 case CLASS_MIRROR_MASTER:
2024 num = 3; wgt = 100; mul = 3; break;
2027 num = 4; wgt = 20; mul = 1; break;
2030 /* Hex - extra mights gives +1 bonus to max blows */
2031 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2033 /* Enforce a minimum "weight" (tenth pounds) */
2034 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2036 /* Access the strength vs weight */
2037 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2039 if (p_ptr->ryoute && !omoi) str_index++;
2040 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2043 if (str_index > 11) str_index = 11;
2045 /* Index by dexterity */
2046 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2049 if (dex_index > 11) dex_index = 11;
2051 /* Use the blows table */
2052 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2055 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2057 /* Add in the "bonus blows" */
2058 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2061 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2062 else if (p_ptr->pclass == CLASS_BERSERKER)
2064 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2066 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2068 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2070 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2073 /* Require at least one blow */
2074 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2076 /* Boost digging skill by weapon weight */
2077 p_ptr->skill_dig += (o_ptr->weight / 10);
2081 /* Priest weapon penalty for non-blessed edged weapons */
2082 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2083 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2085 /* Reduce the real bonuses */
2086 p_ptr->to_h[i] -= 2;
2087 p_ptr->to_d[i] -= 2;
2089 /* Reduce the mental bonuses */
2090 p_ptr->dis_to_h[i] -= 2;
2091 p_ptr->dis_to_d[i] -= 2;
2094 p_ptr->icky_wield[i] = TRUE;
2096 else if (p_ptr->pclass == CLASS_BERSERKER)
2098 p_ptr->to_h[i] += p_ptr->lev / 5;
2099 p_ptr->to_d[i] += p_ptr->lev / 6;
2100 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2101 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2102 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2104 p_ptr->to_h[i] += p_ptr->lev / 5;
2105 p_ptr->to_d[i] += p_ptr->lev / 6;
2106 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2107 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2110 else if (p_ptr->pclass == CLASS_SORCERER)
2112 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2114 /* Reduce the real bonuses */
2115 p_ptr->to_h[i] -= 200;
2116 p_ptr->to_d[i] -= 200;
2118 /* Reduce the mental bonuses */
2119 p_ptr->dis_to_h[i] -= 200;
2120 p_ptr->dis_to_d[i] -= 200;
2123 p_ptr->icky_wield[i] = TRUE;
2127 /* Reduce the real bonuses */
2128 p_ptr->to_h[i] -= 30;
2129 p_ptr->to_d[i] -= 10;
2131 /* Reduce the mental bonuses */
2132 p_ptr->dis_to_h[i] -= 30;
2133 p_ptr->dis_to_d[i] -= 10;
2137 if (p_ptr->realm1 == REALM_HEX)
2139 if (object_is_cursed(o_ptr))
2141 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2142 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2143 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2144 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2145 if (hex_spelling(HEX_RUNESWORD))
2147 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2148 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2149 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2155 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2157 p_ptr->to_h[i] += 15;
2158 p_ptr->dis_to_h[i] += 15;
2159 p_ptr->to_dd[i] += 2;
2161 else if (!(have_flag(flgs, TR_RIDING)))
2164 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2170 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2172 if (penalty < 30) penalty = 30;
2174 p_ptr->to_h[i] -= (s16b)penalty;
2175 p_ptr->dis_to_h[i] -= (s16b)penalty;
2178 p_ptr->riding_wield[i] = TRUE;
2187 p_ptr->riding_ryoute = FALSE;
2189 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2190 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2192 switch (p_ptr->pclass)
2195 case CLASS_FORCETRAINER:
2196 case CLASS_BERSERKER:
2197 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2198 p_ptr->riding_ryoute = TRUE;
2203 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2205 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2209 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2211 if (penalty < 30) penalty = 30;
2213 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2214 p_ptr->to_h_b -= (s16b)penalty;
2215 p_ptr->dis_to_h_b -= (s16b)penalty;
2218 /* Different calculation for monks with empty hands */
2219 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2220 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2222 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2223 p_ptr->num_blow[0] = 0;
2225 if (p_ptr->pclass == CLASS_FORCETRAINER)
2227 if (blow_base > 18) p_ptr->num_blow[0]++;
2228 if (blow_base > 31) p_ptr->num_blow[0]++;
2229 if (blow_base > 44) p_ptr->num_blow[0]++;
2230 if (blow_base > 58) p_ptr->num_blow[0]++;
2233 p_ptr->to_d[0] += P_PTR_KI / 5;
2234 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2239 if (blow_base > 12) p_ptr->num_blow[0]++;
2240 if (blow_base > 22) p_ptr->num_blow[0]++;
2241 if (blow_base > 31) p_ptr->num_blow[0]++;
2242 if (blow_base > 39) p_ptr->num_blow[0]++;
2243 if (blow_base > 46) p_ptr->num_blow[0]++;
2244 if (blow_base > 53) p_ptr->num_blow[0]++;
2245 if (blow_base > 59) p_ptr->num_blow[0]++;
2248 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2249 p_ptr->num_blow[0] /= 2;
2252 p_ptr->to_h[0] += (p_ptr->lev / 3);
2253 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2255 p_ptr->to_d[0] += (p_ptr->lev / 6);
2256 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2259 if (p_ptr->special_defense & KAMAE_BYAKKO)
2262 p_ptr->dis_to_a -= 40;
2265 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2268 p_ptr->dis_to_a -= 50;
2269 p_ptr->resist_acid = TRUE;
2270 p_ptr->resist_fire = TRUE;
2271 p_ptr->resist_elec = TRUE;
2272 p_ptr->resist_cold = TRUE;
2273 p_ptr->resist_pois = TRUE;
2274 p_ptr->sh_fire = TRUE;
2275 p_ptr->sh_elec = TRUE;
2276 p_ptr->sh_cold = TRUE;
2277 p_ptr->levitation = TRUE;
2279 else if (p_ptr->special_defense & KAMAE_GENBU)
2281 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2282 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2283 p_ptr->reflect = TRUE;
2284 p_ptr->num_blow[0] -= 2;
2285 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2286 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2288 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2290 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2291 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2293 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2294 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2295 p_ptr->num_blow[0] /= 2;
2296 p_ptr->levitation = TRUE;
2299 p_ptr->num_blow[0] += 1 + extra_blows[0];
2302 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2304 monk_armour_aux = FALSE;
2308 monk_armour_aux = TRUE;
2311 for (i = 0; i < 2; i++)
2313 if (has_melee_weapon(INVEN_RARM + i))
2315 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2316 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2318 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2319 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2320 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2322 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2324 p_ptr->to_h[i] -= 40;
2325 p_ptr->dis_to_h[i] -= 40;
2326 p_ptr->icky_wield[i] = TRUE;
2329 else if (p_ptr->pclass == CLASS_NINJA)
2331 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2333 p_ptr->to_h[i] -= 40;
2334 p_ptr->dis_to_h[i] -= 40;
2335 p_ptr->icky_wield[i] = TRUE;
2336 p_ptr->num_blow[i] /= 2;
2337 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2343 /* Maximum speed is (+99). (internally it's 110 + 99) */
2344 /* Temporary lightspeed forces to be maximum speed */
2345 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2350 /* Minimum speed is (-99). (internally it's 110 - 99) */
2351 if (new_speed < 11) new_speed = 11;
2353 /* Display the speed (if needed) */
2354 if (p_ptr->pspeed != (byte)new_speed)
2356 p_ptr->pspeed = (byte)new_speed;
2357 p_ptr->redraw |= (PR_SPEED);
2362 if (p_ptr->to_a > (0 - p_ptr->ac))
2363 p_ptr->to_a = 0 - p_ptr->ac;
2364 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2365 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2368 /* Redraw armor (if needed) */
2369 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2371 p_ptr->redraw |= (PR_ARMOR);
2372 p_ptr->window |= (PW_PLAYER);
2375 if (p_ptr->ryoute && !omoi)
2377 int bonus_to_h = 0, bonus_to_d = 0;
2378 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2379 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);
2381 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2382 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2383 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2384 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2387 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;
2389 /* Affect Skill -- stealth (bonus one) */
2390 p_ptr->skill_stl += 1;
2392 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2394 /* Affect Skill -- disarming (DEX and INT) */
2395 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2396 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2398 /* Affect Skill -- magic devices (INT) */
2399 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2401 /* Affect Skill -- saving throw (WIS) */
2402 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2404 /* Affect Skill -- digging (STR) */
2405 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2407 /* Affect Skill -- disarming (Level, by Class) */
2408 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2410 /* Affect Skill -- magic devices (Level, by Class) */
2411 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2413 /* Affect Skill -- saving throw (Level, by Class) */
2414 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2416 /* Affect Skill -- stealth (Level, by Class) */
2417 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2419 /* Affect Skill -- search ability (Level, by Class) */
2420 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2422 /* Affect Skill -- search frequency (Level, by Class) */
2423 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2425 /* Affect Skill -- combat (normal) (Level, by Class) */
2426 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2428 /* Affect Skill -- combat (shooting) (Level, by Class) */
2429 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2431 /* Affect Skill -- combat (throwing) (Level, by Class) */
2432 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2435 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2437 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2438 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2441 /* Limit Skill -- stealth from 0 to 30 */
2442 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2443 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2445 /* Limit Skill -- digging from 1 up */
2446 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2448 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2450 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2452 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;
2454 if (down_saving) p_ptr->skill_sav /= 2;
2456 /* Hack -- Each elemental immunity includes resistance */
2457 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2458 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2459 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2460 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2463 /* Hack -- handle "xtra" mode */
2464 if (character_xtra) return;
2466 /* Take note when "heavy bow" changes */
2467 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2469 if (p_ptr->heavy_shoot)
2471 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."));
2473 else if (inventory[INVEN_BOW].k_idx)
2475 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."));
2479 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."));
2483 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2486 for (i = 0; i < 2; i++)
2488 /* Take note when "heavy weapon" changes */
2489 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2491 if (p_ptr->heavy_wield[i])
2493 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."));
2495 else if (has_melee_weapon(INVEN_RARM + i))
2497 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2499 else if (p_ptr->heavy_wield[1 - i])
2501 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2505 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."));
2509 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2512 /* Take note when "heavy weapon" changes */
2513 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2515 if (p_ptr->riding_wield[i])
2517 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."));
2519 else if (!p_ptr->riding)
2521 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2523 else if (has_melee_weapon(INVEN_RARM + i))
2525 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2528 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2531 /* Take note when "illegal weapon" changes */
2532 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2534 if (p_ptr->icky_wield[i])
2536 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."));
2539 chg_virtue(V_FAITH, -1);
2542 else if (has_melee_weapon(INVEN_RARM + i))
2544 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."));
2548 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."));
2552 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2556 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2558 if (p_ptr->riding_ryoute)
2561 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" : "");
2563 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2569 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" : "");
2571 msg_print("You began to control riding pet with one hand.");
2575 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2578 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2582 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."));
2585 chg_virtue(V_HARMONY, -1);
2590 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2593 monk_notify_aux = monk_armour_aux;
2596 for (i = 0; i < INVEN_PACK; i++)
2599 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2600 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2602 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2603 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2606 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)
2608 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2609 next_o_idx = o_ptr->next_o_idx;
2612 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2613 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2615 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2616 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2619 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2621 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2623 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2624 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2627 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)))
2629 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2630 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2633 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2635 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2636 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2639 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2641 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2642 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2647 static void calc_alignment(void)
2651 int i, j, neutral[2];
2653 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2655 monster_type *m_ptr;
2656 monster_race *r_ptr;
2657 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2658 if (!monster_is_valid(m_ptr)) continue;
2659 r_ptr = &r_info[m_ptr->r_idx];
2663 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2664 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2668 if (p_ptr->mimic_form)
2670 switch (p_ptr->mimic_form)
2673 p_ptr->align -= 200;
2675 case MIMIC_DEMON_LORD:
2676 p_ptr->align -= 200;
2682 switch (p_ptr->prace)
2685 p_ptr->align += 200;
2688 p_ptr->align -= 200;
2693 for (i = 0; i < 2; i++)
2695 if (has_melee_weapon(INVEN_RARM + i))
2697 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2701 /* Determine player alignment */
2702 for (i = 0, j = 0; i < 8; i++)
2704 switch (p_ptr->vir_types[i])
2707 p_ptr->align += p_ptr->virtues[i] * 2;
2717 p_ptr->align -= p_ptr->virtues[i];
2720 p_ptr->align += p_ptr->virtues[i];
2725 for (i = 0; i < j; i++)
2727 if (p_ptr->align > 0)
2729 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2730 if (p_ptr->align < 0) p_ptr->align = 0;
2732 else if (p_ptr->align < 0)
2734 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2735 if (p_ptr->align > 0) p_ptr->align = 0;
2741 * @brief プレイヤーの最大HPを計算する /
2742 * Calculate the players (maximal) hit points
2743 * Adjust current hitpoints if necessary
2747 static void calc_hitpoints(void)
2752 /* Un-inflate "half-hitpoint bonus per level" value */
2753 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2755 /* Calculate hitpoints */
2756 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2758 if (p_ptr->mimic_form)
2760 if (p_ptr->pclass == CLASS_SORCERER)
2761 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2763 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2764 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2767 if (p_ptr->pclass == CLASS_SORCERER)
2769 if (p_ptr->lev < 30)
2770 mhp = (mhp * (45 + p_ptr->lev) / 100);
2772 mhp = (mhp * 75 / 100);
2773 bonus = (bonus * 65 / 100);
2778 if (p_ptr->pclass == CLASS_BERSERKER)
2780 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2783 /* Always have at least one hitpoint per level */
2784 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2786 /* Factor in the hero / superhero settings */
2787 if (IS_HERO()) mhp += 10;
2788 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2789 if (p_ptr->tsuyoshi) mhp += 50;
2791 /* Factor in the hex spell settings */
2792 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2793 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2795 /* New maximum hitpoints */
2796 if (p_ptr->mhp != mhp)
2798 /* Enforce maximum */
2799 if (p_ptr->chp >= mhp)
2802 p_ptr->chp_frac = 0;
2806 /* レベルアップの時は上昇量を表示する */
2807 if ((level_up == 1) && (mhp > p_ptr->mhp))
2809 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2812 /* Save the new max-hitpoints */
2815 /* Display hitpoints (later) */
2816 p_ptr->redraw |= (PR_HP);
2818 p_ptr->window |= (PW_PLAYER);
2823 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2826 * SWD: Experimental modification: multiple light sources have additive effect.
2828 static void calc_torch(void)
2832 BIT_FLAGS flgs[TR_FLAG_SIZE];
2834 /* Assume no light */
2835 p_ptr->cur_lite = 0;
2837 /* Loop through all wielded items */
2838 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2840 o_ptr = &inventory[i];
2841 /* Skip empty slots */
2842 if (!o_ptr->k_idx) continue;
2844 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2847 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2849 if (o_ptr->tval == TV_LITE)
2851 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2852 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2855 object_flags(o_ptr, flgs);
2857 /* calc the lite_radius */
2860 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2861 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2862 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2863 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2864 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2865 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2866 p_ptr->cur_lite += (s16b)rad;
2869 /* max radius is 14 (was 5) without rewriting other code -- */
2870 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2871 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2872 p_ptr->cur_lite = 1;
2875 * check if the player doesn't have light radius,
2876 * but does weakly glow as an intrinsic.
2878 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2880 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2881 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2883 /* end experimental mods */
2885 /* Notice changes in the "lite radius" */
2886 if (p_ptr->old_lite != p_ptr->cur_lite)
2888 /* Hack -- PU_MON_LITE for monsters' darkness */
2889 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2891 /* Remember the old lite */
2892 p_ptr->old_lite = p_ptr->cur_lite;
2894 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2895 set_superstealth(FALSE);
2900 * @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。 /
2901 * Calculate number of spells player should have, and forget,
2902 * or remember, spells until that number is properly reflected.
2905 * Note that this function induces various "status" messages,
2906 * which must be bypasses until the character is created.
2908 static void calc_spells(void)
2910 int i, j, k, levels;
2912 int num_boukyaku = 0;
2914 const magic_type *s_ptr;
2921 /* Hack -- must be literate */
2922 if (!mp_ptr->spell_book) return;
2924 /* Hack -- wait for creation */
2925 if (!character_generated) return;
2927 /* Hack -- handle "xtra" mode */
2928 if (character_xtra) return;
2930 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2932 p_ptr->new_spells = 0;
2936 p = spell_category_name(mp_ptr->spell_book);
2938 /* Determine the number of spells allowed */
2939 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2941 /* Hack -- no negative spells */
2942 if (levels < 0) levels = 0;
2944 /* Extract total allowed spells */
2945 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2947 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2951 if (p_ptr->pclass == CLASS_SAMURAI)
2955 else if (p_ptr->realm2 == REALM_NONE)
2957 num_allowed = (num_allowed + 1) / 2;
2958 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2960 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2962 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2966 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2969 /* Count the number of spells we know */
2970 for (j = 0; j < 64; j++)
2972 /* Count known spells */
2974 (p_ptr->spell_forgotten1 & (1L << j)) :
2975 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2981 /* See how many spells we must forget or may learn */
2982 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2984 /* Forget spells which are too hard */
2985 for (i = 63; i >= 0; i--)
2987 /* Efficiency -- all done */
2988 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2990 /* Access the spell */
2991 j = p_ptr->spell_order[i];
2993 /* Skip non-spells */
2994 if (j >= 99) continue;
2998 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3001 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3003 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3006 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3008 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3010 /* Skip spells we are allowed to know */
3011 if (s_ptr->slevel <= p_ptr->lev) continue;
3015 (p_ptr->spell_learned1 & (1L << j)) :
3016 (p_ptr->spell_learned2 & (1L << (j - 32))))
3018 /* Mark as forgotten */
3021 p_ptr->spell_forgotten1 |= (1L << j);
3022 which = p_ptr->realm1;
3026 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3027 which = p_ptr->realm2;
3030 /* No longer known */
3033 p_ptr->spell_learned1 &= ~(1L << j);
3034 which = p_ptr->realm1;
3038 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3039 which = p_ptr->realm2;
3043 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3045 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3049 /* One more can be learned */
3050 p_ptr->new_spells++;
3055 /* Forget spells if we know too many spells */
3056 for (i = 63; i >= 0; i--)
3058 /* Stop when possible */
3059 if (p_ptr->new_spells >= 0) break;
3061 /* Efficiency -- all done */
3062 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3064 /* Get the (i+1)th spell learned */
3065 j = p_ptr->spell_order[i];
3067 /* Skip unknown spells */
3068 if (j >= 99) continue;
3070 /* Forget it (if learned) */
3072 (p_ptr->spell_learned1 & (1L << j)) :
3073 (p_ptr->spell_learned2 & (1L << (j - 32))))
3075 /* Mark as forgotten */
3078 p_ptr->spell_forgotten1 |= (1L << j);
3079 which = p_ptr->realm1;
3083 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3084 which = p_ptr->realm2;
3087 /* No longer known */
3090 p_ptr->spell_learned1 &= ~(1L << j);
3091 which = p_ptr->realm1;
3095 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3096 which = p_ptr->realm2;
3100 msg_format("%sの%sを忘れてしまった。",
3101 do_spell(which, j % 32, SPELL_NAME), p);
3103 msg_format("You have forgotten the %s of %s.", p,
3104 do_spell(which, j % 32, SPELL_NAME));
3108 /* One more can be learned */
3109 p_ptr->new_spells++;
3114 /* Check for spells to remember */
3115 for (i = 0; i < 64; i++)
3117 /* None left to remember */
3118 if (p_ptr->new_spells <= 0) break;
3120 /* Efficiency -- all done */
3121 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3123 /* Get the next spell we learned */
3124 j = p_ptr->spell_order[i];
3126 /* Skip unknown spells */
3129 /* Access the spell */
3130 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3133 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3135 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3138 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3140 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3142 /* Skip spells we cannot remember */
3143 if (s_ptr->slevel > p_ptr->lev) continue;
3145 /* First set of spells */
3147 (p_ptr->spell_forgotten1 & (1L << j)) :
3148 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3150 /* No longer forgotten */
3153 p_ptr->spell_forgotten1 &= ~(1L << j);
3154 which = p_ptr->realm1;
3158 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3159 which = p_ptr->realm2;
3162 /* Known once more */
3165 p_ptr->spell_learned1 |= (1L << j);
3166 which = p_ptr->realm1;
3170 p_ptr->spell_learned2 |= (1L << (j - 32));
3171 which = p_ptr->realm2;
3175 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3177 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3181 /* One less can be learned */
3182 p_ptr->new_spells--;
3188 if (p_ptr->realm2 == REALM_NONE)
3190 /* Count spells that can be learned */
3191 for (j = 0; j < 32; j++)
3193 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3194 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3196 /* Skip spells we cannot remember */
3197 if (s_ptr->slevel > p_ptr->lev) continue;
3199 /* Skip spells we already know */
3200 if (p_ptr->spell_learned1 & (1L << j))
3209 if ((p_ptr->new_spells > k) &&
3210 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3212 p_ptr->new_spells = (s16b)k;
3216 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3218 /* Spell count changed */
3219 if (p_ptr->old_spells != p_ptr->new_spells)
3221 /* Message if needed */
3222 if (p_ptr->new_spells)
3225 if (p_ptr->new_spells < 10) {
3226 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3229 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3232 msg_format("You can learn %d more %s%s.",
3233 p_ptr->new_spells, p,
3234 (p_ptr->new_spells != 1) ? "s" : "");
3239 /* Save the new_spells value */
3240 p_ptr->old_spells = p_ptr->new_spells;
3242 /* Redraw Study Status */
3243 p_ptr->redraw |= (PR_STUDY);
3245 /* Redraw object recall */
3246 p_ptr->window |= (PW_OBJECT);
3251 * @brief プレイヤーの最大MPを計算する /
3252 * Calculate maximum mana. You do not need to know any spells.
3253 * Note that mana is lowered by heavy (or inappropriate) armor.
3256 * This function induces status messages.
3258 static void calc_mana(void)
3260 int msp, levels, cur_wgt, max_wgt;
3265 /* Hack -- Must be literate */
3266 if (!mp_ptr->spell_book) return;
3268 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3269 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3270 (p_ptr->pclass == CLASS_BLUE_MAGE))
3272 levels = p_ptr->lev;
3276 if (mp_ptr->spell_first > p_ptr->lev)
3281 /* Display mana later */
3282 p_ptr->redraw |= (PR_MANA);
3286 /* Extract "effective" player level */
3287 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3290 if (p_ptr->pclass == CLASS_SAMURAI)
3292 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3293 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3297 /* Extract total mana */
3298 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3300 /* Hack -- usually add one mana */
3303 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3305 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3307 /* Hack: High mages have a 25% mana bonus */
3308 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3310 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3313 /* Only mages are affected */
3314 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3316 BIT_FLAGS flgs[TR_FLAG_SIZE];
3318 /* Assume player is not encumbered by gloves */
3319 p_ptr->cumber_glove = FALSE;
3321 /* Get the gloves */
3322 o_ptr = &inventory[INVEN_HANDS];
3324 /* Examine the gloves */
3325 object_flags(o_ptr, flgs);
3327 /* Normal gloves hurt mage-type spells */
3329 !(have_flag(flgs, TR_FREE_ACT)) &&
3330 !(have_flag(flgs, TR_DEC_MANA)) &&
3331 !(have_flag(flgs, TR_EASY_SPELL)) &&
3332 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3333 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3336 p_ptr->cumber_glove = TRUE;
3339 msp = (3 * msp) / 4;
3344 /* Assume player not encumbered by armor */
3345 p_ptr->cumber_armor = FALSE;
3347 /* Weigh the armor */
3349 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3350 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3351 cur_wgt += inventory[INVEN_BODY].weight;
3352 cur_wgt += inventory[INVEN_HEAD].weight;
3353 cur_wgt += inventory[INVEN_OUTER].weight;
3354 cur_wgt += inventory[INVEN_HANDS].weight;
3355 cur_wgt += inventory[INVEN_FEET].weight;
3357 /* Subtract a percentage of maximum mana. */
3358 switch (p_ptr->pclass)
3360 /* For these classes, mana is halved if armour
3361 * is 30 pounds over their weight limit. */
3363 case CLASS_HIGH_MAGE:
3364 case CLASS_BLUE_MAGE:
3366 case CLASS_FORCETRAINER:
3367 case CLASS_SORCERER:
3369 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3370 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3374 /* Mana halved if armour is 40 pounds over weight limit. */
3379 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3380 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3384 case CLASS_MINDCRAFTER:
3385 case CLASS_BEASTMASTER:
3386 case CLASS_MIRROR_MASTER:
3388 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3389 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3393 /* Mana halved if armour is 50 pounds over weight limit. */
3396 case CLASS_RED_MAGE:
3397 case CLASS_WARRIOR_MAGE:
3399 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3400 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3404 /* Mana halved if armour is 60 pounds over weight limit. */
3406 case CLASS_CHAOS_WARRIOR:
3408 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3409 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3413 /* For new classes created, but not yet added to this formula. */
3420 /* Determine the weight allowance */
3421 max_wgt = mp_ptr->spell_weight;
3423 /* Heavy armor penalizes mana by a percentage. -LM- */
3424 if ((cur_wgt - max_wgt) > 0)
3427 p_ptr->cumber_armor = TRUE;
3429 /* Subtract a percentage of maximum mana. */
3430 switch (p_ptr->pclass)
3432 /* For these classes, mana is halved if armour
3433 * is 30 pounds over their weight limit. */
3435 case CLASS_HIGH_MAGE:
3436 case CLASS_BLUE_MAGE:
3438 msp -= msp * (cur_wgt - max_wgt) / 600;
3442 /* Mana halved if armour is 40 pounds over weight limit. */
3444 case CLASS_MINDCRAFTER:
3445 case CLASS_BEASTMASTER:
3447 case CLASS_FORCETRAINER:
3449 case CLASS_MIRROR_MASTER:
3451 msp -= msp * (cur_wgt - max_wgt) / 800;
3455 case CLASS_SORCERER:
3457 msp -= msp * (cur_wgt - max_wgt) / 900;
3461 /* Mana halved if armour is 50 pounds over weight limit. */
3465 case CLASS_RED_MAGE:
3467 msp -= msp * (cur_wgt - max_wgt) / 1000;
3471 /* Mana halved if armour is 60 pounds over weight limit. */
3473 case CLASS_CHAOS_WARRIOR:
3474 case CLASS_WARRIOR_MAGE:
3476 msp -= msp * (cur_wgt - max_wgt) / 1200;
3482 p_ptr->cumber_armor = FALSE;
3486 /* For new classes created, but not yet added to this formula. */
3489 msp -= msp * (cur_wgt - max_wgt) / 800;
3495 /* Mana can never be negative */
3496 if (msp < 0) msp = 0;
3499 /* Maximum mana has changed */
3500 if (p_ptr->msp != msp)
3502 /* Enforce maximum */
3503 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3506 p_ptr->csp_frac = 0;
3510 /* レベルアップの時は上昇量を表示する */
3511 if ((level_up == 1) && (msp > p_ptr->msp))
3513 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3519 /* Display mana later */
3520 p_ptr->redraw |= (PR_MANA);
3522 p_ptr->window |= (PW_PLAYER);
3523 p_ptr->window |= (PW_SPELL);
3527 /* Hack -- handle "xtra" mode */
3528 if (character_xtra) return;
3530 /* Take note when "glove state" changes */
3531 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3533 if (p_ptr->cumber_glove)
3535 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."));
3539 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."));
3543 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3547 /* Take note when "armor state" changes */
3548 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3550 if (p_ptr->cumber_armor)
3552 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."));
3556 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."));
3560 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3565 * @brief 装備中の射撃武器の威力倍率を返す /
3566 * calcurate the fire rate of target object
3567 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3568 * @return 射撃倍率の値(100で1.00倍)
3570 s16b calc_num_fire(object_type *o_ptr)
3572 int extra_shots = 0;
3575 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3577 BIT_FLAGS flgs[TR_FLAG_SIZE];
3579 /* Scan the usable inventory */
3580 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3582 q_ptr = &inventory[i];
3584 /* Skip non-objects */
3585 if (!q_ptr->k_idx) continue;
3587 /* Do not apply current equip */
3588 if (i == INVEN_BOW) continue;
3590 /* Extract the item flags */
3591 object_flags(q_ptr, flgs);
3594 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3597 object_flags(o_ptr, flgs);
3598 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3600 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3604 num += (extra_shots * 100);
3606 /* Hack -- Rangers love Bows */
3607 if ((p_ptr->pclass == CLASS_RANGER) &&
3608 (tval_ammo == TV_ARROW))
3610 num += (p_ptr->lev * 4);
3613 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3614 (tval_ammo == TV_ARROW))
3616 num += (p_ptr->lev * 3);
3619 if (p_ptr->pclass == CLASS_ARCHER)
3621 if (tval_ammo == TV_ARROW)
3622 num += ((p_ptr->lev * 5) + 50);
3623 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3624 num += (p_ptr->lev * 4);
3628 * Addendum -- also "Reward" high level warriors,
3629 * with _any_ missile weapon -- TY
3631 if (p_ptr->pclass == CLASS_WARRIOR &&
3632 (tval_ammo <= TV_BOLT) &&
3633 (tval_ammo >= TV_SHOT))
3635 num += (p_ptr->lev * 2);
3637 if ((p_ptr->pclass == CLASS_ROGUE) &&
3638 (tval_ammo == TV_SHOT))
3640 num += (p_ptr->lev * 4);
3647 * @brief プレイヤーの所持重量制限を計算する /
3648 * Computes current weight limit.
3651 WEIGHT weight_limit(void)
3655 /* Weight limit based only on strength */
3656 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3657 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3659 /* Return the result */
3664 * @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 /
3665 * @param i 判定する手のID(右手:0 左手:1)
3666 * @return 持っているならばTRUE
3668 bool has_melee_weapon(int i)
3670 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3674 * @brief プレイヤーの現在開いている手の状態を返す
3675 * @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。
3676 * @return 開いている手のビットフラグ
3678 BIT_FLAGS16 empty_hands(bool riding_control)
3680 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3682 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3683 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3685 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3687 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3688 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3696 * @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。
3697 * @return ペナルティが適用されるならばTRUE。
3699 bool heavy_armor(void)
3701 WEIGHT monk_arm_wgt = 0;
3703 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3705 /* Weight the armor */
3706 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3707 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3708 monk_arm_wgt += inventory[INVEN_BODY].weight;
3709 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3710 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3711 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3712 monk_arm_wgt += inventory[INVEN_FEET].weight;
3714 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3718 * @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"
3720 * @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。
3722 void update_creature(player_type *creature_ptr)
3724 if (!creature_ptr->update) return;
3726 /* Actually do auto-destroy */
3727 if (creature_ptr->update & (PU_AUTODESTROY))
3729 creature_ptr->update &= ~(PU_AUTODESTROY);
3730 autopick_delayed_alter();
3732 if (creature_ptr->update & (PU_COMBINE))
3734 creature_ptr->update &= ~(PU_COMBINE);
3738 /* Reorder the pack */
3739 if (creature_ptr->update & (PU_REORDER))
3741 creature_ptr->update &= ~(PU_REORDER);
3745 if (creature_ptr->update & (PU_BONUS))
3747 creature_ptr->update &= ~(PU_BONUS);
3752 if (creature_ptr->update & (PU_TORCH))
3754 creature_ptr->update &= ~(PU_TORCH);
3758 if (creature_ptr->update & (PU_HP))
3760 creature_ptr->update &= ~(PU_HP);
3764 if (creature_ptr->update & (PU_MANA))
3766 creature_ptr->update &= ~(PU_MANA);
3770 if (creature_ptr->update & (PU_SPELLS))
3772 creature_ptr->update &= ~(PU_SPELLS);
3776 /* Character is not ready yet, no screen updates */
3777 if (!character_generated) return;
3779 /* Character is in "icky" mode, no screen updates */
3780 if (character_icky) return;
3782 if (creature_ptr->update & (PU_UN_LITE))
3784 creature_ptr->update &= ~(PU_UN_LITE);
3788 if (creature_ptr->update & (PU_UN_VIEW))
3790 creature_ptr->update &= ~(PU_UN_VIEW);
3794 if (creature_ptr->update & (PU_VIEW))
3796 creature_ptr->update &= ~(PU_VIEW);
3800 if (creature_ptr->update & (PU_LITE))
3802 creature_ptr->update &= ~(PU_LITE);
3807 if (creature_ptr->update & (PU_FLOW))
3809 creature_ptr->update &= ~(PU_FLOW);
3813 if (creature_ptr->update & (PU_DISTANCE))
3815 creature_ptr->update &= ~(PU_DISTANCE);
3817 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3818 /* creature_ptr->update &= ~(PU_MONSTERS); */
3820 update_monsters(TRUE);
3823 if (creature_ptr->update & (PU_MON_LITE))
3825 creature_ptr->update &= ~(PU_MON_LITE);
3830 * Mega-Hack -- Delayed visual update
3831 * Only used if update_view(), update_lite() or update_mon_lite() was called
3833 if (creature_ptr->update & (PU_DELAY_VIS))
3835 creature_ptr->update &= ~(PU_DELAY_VIS);
3836 delayed_visual_update();
3839 if (creature_ptr->update & (PU_MONSTERS))
3841 creature_ptr->update &= ~(PU_MONSTERS);
3842 update_monsters(FALSE);
3847 * @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
3848 * @return 魔道書を一冊も持っていないならTRUEを返す
3850 bool player_has_no_spellbooks(void)
3855 for (i = 0; i < INVEN_PACK; i++)
3857 o_ptr = &inventory[i];
3858 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3861 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3863 o_ptr = ¤t_floor_ptr->o_list[i];
3864 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3870 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3872 creature_ptr->energy_use = (ENERGY)need_cost;
3875 void free_turn(player_type *creature_ptr)
3877 creature_ptr->energy_use = 0;
3881 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3884 * @return 配置に成功したらTRUE
3886 bool player_place(POSITION y, POSITION x)
3888 /* Paranoia XXX XXX */
3889 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3891 /* Save player location */
3900 * @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
3903 void wreck_the_pattern(void)
3907 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3909 if (pattern_type == PATTERN_TILE_WRECKED)
3911 /* Ruined already */
3915 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3916 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3918 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3919 to_ruin = randint1(45) + 35;
3923 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3925 if (pattern_tile(r_y, r_x) &&
3926 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3928 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3932 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3937 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3938 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3939 * @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
3942 void sanity_blast(monster_type *m_ptr, bool necro)
3946 if (p_ptr->inside_battle || !character_dungeon) return;
3948 if (!necro && m_ptr)
3950 GAME_TEXT m_name[MAX_NLEN];
3951 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3953 power = r_ptr->level / 2;
3955 monster_desc(m_name, m_ptr, 0);
3957 if (!(r_ptr->flags1 & RF1_UNIQUE))
3959 if (r_ptr->flags1 & RF1_FRIENDS)
3964 if (!is_loading_now)
3965 return; /* No effect yet, just loaded... */
3968 return; /* Cannot see it for some reason */
3970 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3974 return; /* Pet eldritch horrors are safe most of the time */
3976 if (randint1(100) > power) return;
3978 if (saving_throw(p_ptr->skill_sav - power))
3980 return; /* Save, no adverse effects */
3985 /* Something silly happens... */
3986 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3987 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3991 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3992 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3995 return; /* Never mind; we can't see it clearly enough */
3998 /* Something frightening happens... */
3999 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4000 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4002 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4004 /* Demon characters are unaffected */
4005 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4006 if (p_ptr->wizard) return;
4008 /* Undead characters are 50% likely to be unaffected */
4009 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4010 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4011 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4013 if (saving_throw(25 + p_ptr->lev)) return;
4018 monster_race *r_ptr;
4019 GAME_TEXT m_name[MAX_NLEN];
4022 get_mon_num_prep(get_nightmare, NULL);
4024 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4025 power = r_ptr->level + 10;
4026 desc = r_name + r_ptr->name;
4028 get_mon_num_prep(NULL, NULL);
4031 if (!(r_ptr->flags1 & RF1_UNIQUE))
4032 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4035 sprintf(m_name, "%s", desc);
4037 if (!(r_ptr->flags1 & RF1_UNIQUE))
4039 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4043 if (saving_throw(p_ptr->skill_sav * 100 / power))
4045 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4052 /* Something silly happens... */
4053 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4054 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4058 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4059 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4062 /* Never mind; we can't see it clearly enough */
4066 /* Something frightening happens... */
4067 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4068 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4070 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4072 if (!p_ptr->mimic_form)
4074 switch (p_ptr->prace)
4076 /* Demons may make a saving throw */
4079 if (saving_throw(20 + p_ptr->lev)) return;
4081 /* Undead may make a saving throw */
4086 if (saving_throw(10 + p_ptr->lev)) return;
4092 /* Demons may make a saving throw */
4093 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4095 if (saving_throw(20 + p_ptr->lev)) return;
4097 /* Undead may make a saving throw */
4098 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4100 if (saving_throw(10 + p_ptr->lev)) return;
4106 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!"));
4109 if (saving_throw(p_ptr->skill_sav - power))
4115 (void)do_dec_stat(A_INT);
4116 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4119 (void)do_dec_stat(A_WIS);
4120 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4122 switch (randint1(21))
4125 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4127 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4129 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!"));
4133 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!"));
4136 if (p_ptr->muta3 & MUT3_HYPER_INT)
4138 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."));
4139 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4141 p_ptr->muta3 |= MUT3_MORONIC;
4147 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4149 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4151 /* Duh, the following should never happen, but anyway... */
4152 if (p_ptr->muta3 & MUT3_FEARLESS)
4154 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."));
4155 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4158 p_ptr->muta2 |= MUT2_COWARDICE;
4164 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4166 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!"));
4167 p_ptr->muta2 |= MUT2_HALLU;
4173 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4175 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!"));
4176 p_ptr->muta2 |= MUT2_BERS_RAGE;
4186 if (!p_ptr->resist_conf)
4188 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4190 if (!p_ptr->free_act)
4192 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4194 if (!p_ptr->resist_chaos)
4196 (void)set_image(p_ptr->image + randint0(250) + 150);
4205 if (lose_all_info())
4206 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!"));
4210 p_ptr->update |= PU_BONUS;
4216 * @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 /
4217 * Advance experience levels and print experience
4220 void check_experience(void)
4222 bool level_reward = FALSE;
4223 bool level_mutation = FALSE;
4224 bool level_inc_stat = FALSE;
4225 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4226 PLAYER_LEVEL old_lev = p_ptr->lev;
4228 /* Hack -- lower limit */
4229 if (p_ptr->exp < 0) p_ptr->exp = 0;
4230 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4231 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4233 /* Hack -- upper limit */
4234 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4235 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4236 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4238 /* Hack -- maintain "max" experience */
4239 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4241 /* Hack -- maintain "max max" experience */
4242 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4244 /* Redraw experience */
4245 p_ptr->redraw |= (PR_EXP);
4249 /* Lose levels while possible */
4250 while ((p_ptr->lev > 1) &&
4251 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4255 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4256 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4257 p_ptr->window |= (PW_PLAYER);
4262 /* Gain levels while possible */
4263 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4264 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4269 /* Save the highest level */
4270 if (p_ptr->lev > p_ptr->max_plv)
4272 p_ptr->max_plv = p_ptr->lev;
4274 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4275 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4277 level_reward = TRUE;
4279 if (p_ptr->prace == RACE_BEASTMAN)
4281 if (one_in_(5)) level_mutation = TRUE;
4283 level_inc_stat = TRUE;
4285 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4290 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4292 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4293 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4294 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4304 if (!(p_ptr->max_plv % 10))
4313 cnv_stat(p_ptr->stat_max[0], tmp);
4314 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4315 cnv_stat(p_ptr->stat_max[1], tmp);
4316 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4317 cnv_stat(p_ptr->stat_max[2], tmp);
4318 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4319 cnv_stat(p_ptr->stat_max[3], tmp);
4320 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4321 cnv_stat(p_ptr->stat_max[4], tmp);
4322 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4323 cnv_stat(p_ptr->stat_max[5], tmp);
4324 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4327 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4332 if ((choice >= 'a') && (choice <= 'f')) break;
4334 for (n = 0; n < A_MAX; n++)
4335 if (n != choice - 'a')
4337 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4339 do_inc_stat(choice - 'a');
4342 else if (!(p_ptr->max_plv % 2))
4343 do_inc_stat(randint0(6));
4348 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4349 (void)gain_mutation(p_ptr, 0);
4350 level_mutation = FALSE;
4354 * 報酬でレベルが上ると再帰的に check_experience() が
4359 gain_level_reward(0);
4360 level_reward = FALSE;
4363 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4364 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4365 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4369 /* Load an autopick preference file */
4370 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);