7 #include "player-move.h"
8 #include "player-status.h"
9 #include "player-effects.h"
10 #include "player-skill.h"
11 #include "player-race.h"
12 #include "player-class.h"
13 #include "player-personality.h"
14 #include "player-damage.h"
16 #include "floor-events.h"
21 #include "spells-status.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
26 #include "monster-status.h"
27 #include "monsterrace-hook.h"
30 #include "realm-hex.h"
31 #include "realm-song.h"
33 #include "cmd-spell.h"
35 #include "objectkind.h"
36 #include "monsterrace.h"
41 #include "view-mainwindow.h"
43 #include "cmd-magiceat.h"
46 * @brief 能力値テーブル / Abbreviations of healthy stats
48 const concptr stat_names[6] =
51 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
53 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
59 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
61 const concptr stat_names_reduced[6] =
64 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
66 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
71 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
72 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
73 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
74 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
78 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
80 static concptr horror_desc[MAX_SAN_HORROR] =
136 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
138 static concptr funny_desc[MAX_SAN_FUNNY] =
199 * @var funny_comments
200 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
202 static concptr funny_comments[MAX_SAN_COMMENT] =
223 * @brief 基本必要経験値テーブル /
224 * Base experience levels, may be adjusted up for race and/or class
226 const s32b player_exp[PY_MAX_LEVEL] =
282 * @brief 基本必要強化値テーブル(アンドロイド専用)
284 const s32b player_exp_a[PY_MAX_LEVEL] =
340 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
341 * Stat Table (INT/WIS) -- Number of half-spells per level
343 const byte adj_mag_study[] =
370 4 /* 18/100-18/109 */,
371 4 /* 18/110-18/119 */,
372 5 /* 18/120-18/129 */,
373 5 /* 18/130-18/139 */,
374 5 /* 18/140-18/149 */,
375 5 /* 18/150-18/159 */,
376 5 /* 18/160-18/169 */,
377 5 /* 18/170-18/179 */,
378 5 /* 18/180-18/189 */,
379 5 /* 18/190-18/199 */,
380 5 /* 18/200-18/209 */,
381 6 /* 18/210-18/219 */,
388 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
390 const byte adj_mag_mana[] =
407 10 /* 18/00-18/09 */,
408 11 /* 18/10-18/19 */,
409 11 /* 18/20-18/29 */,
410 12 /* 18/30-18/39 */,
411 12 /* 18/40-18/49 */,
412 13 /* 18/50-18/59 */,
413 14 /* 18/60-18/69 */,
414 15 /* 18/70-18/79 */,
415 16 /* 18/80-18/89 */,
416 17 /* 18/90-18/99 */,
417 18 /* 18/100-18/109 */,
418 19 /* 18/110-18/119 */,
419 20 /* 18/120-18/129 */,
420 21 /* 18/130-18/139 */,
421 22 /* 18/140-18/149 */,
422 23 /* 18/150-18/159 */,
423 24 /* 18/160-18/169 */,
424 25 /* 18/170-18/179 */,
425 26 /* 18/180-18/189 */,
426 27 /* 18/190-18/199 */,
427 28 /* 18/200-18/209 */,
428 29 /* 18/210-18/219 */,
434 * 知力/賢さによる最低魔法失敗率テーブル
435 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
437 const byte adj_mag_fail[] =
464 3 /* 18/100-18/109 */,
465 2 /* 18/110-18/119 */,
466 2 /* 18/120-18/129 */,
467 2 /* 18/130-18/139 */,
468 2 /* 18/140-18/149 */,
469 1 /* 18/150-18/159 */,
470 1 /* 18/160-18/169 */,
471 1 /* 18/170-18/179 */,
472 1 /* 18/180-18/189 */,
473 1 /* 18/190-18/199 */,
474 0 /* 18/200-18/209 */,
475 0 /* 18/210-18/219 */,
481 * 知力/賢さによる魔法失敗率修正テーブル
482 * Stat Table (INT/WIS) -- Various things
484 const byte adj_mag_stat[] =
511 8 /* 18/100-18/109 */,
512 9 /* 18/110-18/119 */,
513 10 /* 18/120-18/129 */,
514 11 /* 18/130-18/139 */,
515 12 /* 18/140-18/149 */,
516 13 /* 18/150-18/159 */,
517 14 /* 18/160-18/169 */,
518 15 /* 18/170-18/179 */,
519 16 /* 18/180-18/189 */,
520 17 /* 18/190-18/199 */,
521 18 /* 18/200-18/209 */,
522 19 /* 18/210-18/219 */,
529 * Stat Table (CHR) -- payment percentages
531 const byte adj_chr_gold[] =
548 100 /* 18/00-18/09 */,
549 99 /* 18/10-18/19 */,
550 98 /* 18/20-18/29 */,
551 97 /* 18/30-18/39 */,
552 96 /* 18/40-18/49 */,
553 95 /* 18/50-18/59 */,
554 94 /* 18/60-18/69 */,
555 93 /* 18/70-18/79 */,
556 92 /* 18/80-18/89 */,
557 91 /* 18/90-18/99 */,
558 90 /* 18/100-18/109 */,
559 89 /* 18/110-18/119 */,
560 88 /* 18/120-18/129 */,
561 87 /* 18/130-18/139 */,
562 86 /* 18/140-18/149 */,
563 85 /* 18/150-18/159 */,
564 84 /* 18/160-18/169 */,
565 83 /* 18/170-18/179 */,
566 82 /* 18/180-18/189 */,
567 81 /* 18/190-18/199 */,
568 80 /* 18/200-18/209 */,
569 79 /* 18/210-18/219 */,
576 * Stat Table (INT) -- Magic devices
578 const byte adj_int_dev[] =
605 8 /* 18/100-18/109 */,
606 9 /* 18/110-18/119 */,
607 10 /* 18/120-18/129 */,
608 11 /* 18/130-18/139 */,
609 12 /* 18/140-18/149 */,
610 13 /* 18/150-18/159 */,
611 14 /* 18/160-18/169 */,
612 15 /* 18/170-18/179 */,
613 16 /* 18/180-18/189 */,
614 17 /* 18/190-18/199 */,
615 18 /* 18/200-18/209 */,
616 19 /* 18/210-18/219 */,
623 * Stat Table (WIS) -- Saving throw
625 const byte adj_wis_sav[] =
652 7 /* 18/100-18/109 */,
653 8 /* 18/110-18/119 */,
654 9 /* 18/120-18/129 */,
655 10 /* 18/130-18/139 */,
656 11 /* 18/140-18/149 */,
657 12 /* 18/150-18/159 */,
658 13 /* 18/160-18/169 */,
659 14 /* 18/170-18/179 */,
660 15 /* 18/180-18/189 */,
661 16 /* 18/190-18/199 */,
662 17 /* 18/200-18/209 */,
663 18 /* 18/210-18/219 */,
670 * Stat Table (DEX) -- disarming
672 const byte adj_dex_dis[] =
699 8 /* 18/100-18/109 */,
700 8 /* 18/110-18/119 */,
701 8 /* 18/120-18/129 */,
702 8 /* 18/130-18/139 */,
703 8 /* 18/140-18/149 */,
704 9 /* 18/150-18/159 */,
705 9 /* 18/160-18/169 */,
706 9 /* 18/170-18/179 */,
707 9 /* 18/180-18/189 */,
708 9 /* 18/190-18/199 */,
709 10 /* 18/200-18/209 */,
710 10 /* 18/210-18/219 */,
717 * Stat Table (INT) -- disarming
719 const byte adj_int_dis[] =
746 10 /* 18/100-18/109 */,
747 10 /* 18/110-18/119 */,
748 11 /* 18/120-18/129 */,
749 12 /* 18/130-18/139 */,
750 13 /* 18/140-18/149 */,
751 14 /* 18/150-18/159 */,
752 15 /* 18/160-18/169 */,
753 16 /* 18/170-18/179 */,
754 17 /* 18/180-18/189 */,
755 18 /* 18/190-18/199 */,
756 19 /* 18/200-18/209 */,
757 19 /* 18/210-18/219 */,
764 * Stat Table (DEX) -- bonus to ac (plus 128)
766 const byte adj_dex_ta[] =
783 128 + 2 /* 18/00-18/09 */,
784 128 + 2 /* 18/10-18/19 */,
785 128 + 2 /* 18/20-18/29 */,
786 128 + 2 /* 18/30-18/39 */,
787 128 + 2 /* 18/40-18/49 */,
788 128 + 3 /* 18/50-18/59 */,
789 128 + 3 /* 18/60-18/69 */,
790 128 + 3 /* 18/70-18/79 */,
791 128 + 4 /* 18/80-18/89 */,
792 128 + 5 /* 18/90-18/99 */,
793 128 + 6 /* 18/100-18/109 */,
794 128 + 7 /* 18/110-18/119 */,
795 128 + 8 /* 18/120-18/129 */,
796 128 + 9 /* 18/130-18/139 */,
797 128 + 9 /* 18/140-18/149 */,
798 128 + 10 /* 18/150-18/159 */,
799 128 + 11 /* 18/160-18/169 */,
800 128 + 12 /* 18/170-18/179 */,
801 128 + 13 /* 18/180-18/189 */,
802 128 + 14 /* 18/190-18/199 */,
803 128 + 15 /* 18/200-18/209 */,
804 128 + 15 /* 18/210-18/219 */,
805 128 + 16 /* 18/220+ */
811 * Stat Table (STR) -- bonus to dam (plus 128)
813 const byte adj_str_td[] =
830 128 + 2 /* 18/00-18/09 */,
831 128 + 2 /* 18/10-18/19 */,
832 128 + 3 /* 18/20-18/29 */,
833 128 + 3 /* 18/30-18/39 */,
834 128 + 3 /* 18/40-18/49 */,
835 128 + 3 /* 18/50-18/59 */,
836 128 + 3 /* 18/60-18/69 */,
837 128 + 4 /* 18/70-18/79 */,
838 128 + 5 /* 18/80-18/89 */,
839 128 + 5 /* 18/90-18/99 */,
840 128 + 6 /* 18/100-18/109 */,
841 128 + 7 /* 18/110-18/119 */,
842 128 + 8 /* 18/120-18/129 */,
843 128 + 9 /* 18/130-18/139 */,
844 128 + 10 /* 18/140-18/149 */,
845 128 + 11 /* 18/150-18/159 */,
846 128 + 12 /* 18/160-18/169 */,
847 128 + 13 /* 18/170-18/179 */,
848 128 + 14 /* 18/180-18/189 */,
849 128 + 15 /* 18/190-18/199 */,
850 128 + 16 /* 18/200-18/209 */,
851 128 + 18 /* 18/210-18/219 */,
852 128 + 20 /* 18/220+ */
858 * Stat Table (DEX) -- bonus to hit (plus 128)
860 const byte adj_dex_th[] =
877 128 + 3 /* 18/00-18/09 */,
878 128 + 3 /* 18/10-18/19 */,
879 128 + 3 /* 18/20-18/29 */,
880 128 + 3 /* 18/30-18/39 */,
881 128 + 3 /* 18/40-18/49 */,
882 128 + 4 /* 18/50-18/59 */,
883 128 + 4 /* 18/60-18/69 */,
884 128 + 4 /* 18/70-18/79 */,
885 128 + 4 /* 18/80-18/89 */,
886 128 + 5 /* 18/90-18/99 */,
887 128 + 6 /* 18/100-18/109 */,
888 128 + 7 /* 18/110-18/119 */,
889 128 + 8 /* 18/120-18/129 */,
890 128 + 9 /* 18/130-18/139 */,
891 128 + 9 /* 18/140-18/149 */,
892 128 + 10 /* 18/150-18/159 */,
893 128 + 11 /* 18/160-18/169 */,
894 128 + 12 /* 18/170-18/179 */,
895 128 + 13 /* 18/180-18/189 */,
896 128 + 14 /* 18/190-18/199 */,
897 128 + 15 /* 18/200-18/209 */,
898 128 + 15 /* 18/210-18/219 */,
899 128 + 16 /* 18/220+ */
905 * Stat Table (STR) -- bonus to hit (plus 128)
907 const byte adj_str_th[] =
924 128 + 1 /* 18/00-18/09 */,
925 128 + 1 /* 18/10-18/19 */,
926 128 + 1 /* 18/20-18/29 */,
927 128 + 1 /* 18/30-18/39 */,
928 128 + 1 /* 18/40-18/49 */,
929 128 + 1 /* 18/50-18/59 */,
930 128 + 1 /* 18/60-18/69 */,
931 128 + 2 /* 18/70-18/79 */,
932 128 + 3 /* 18/80-18/89 */,
933 128 + 4 /* 18/90-18/99 */,
934 128 + 5 /* 18/100-18/109 */,
935 128 + 6 /* 18/110-18/119 */,
936 128 + 7 /* 18/120-18/129 */,
937 128 + 8 /* 18/130-18/139 */,
938 128 + 9 /* 18/140-18/149 */,
939 128 + 10 /* 18/150-18/159 */,
940 128 + 11 /* 18/160-18/169 */,
941 128 + 12 /* 18/170-18/179 */,
942 128 + 13 /* 18/180-18/189 */,
943 128 + 14 /* 18/190-18/199 */,
944 128 + 15 /* 18/200-18/209 */,
945 128 + 15 /* 18/210-18/219 */,
946 128 + 16 /* 18/220+ */
952 * Stat Table (STR) -- weight limit in deca-pounds
954 const byte adj_str_wgt[] =
971 25 /* 18/00-18/09 */,
972 26 /* 18/10-18/19 */,
973 27 /* 18/20-18/29 */,
974 28 /* 18/30-18/39 */,
975 29 /* 18/40-18/49 */,
976 30 /* 18/50-18/59 */,
977 31 /* 18/60-18/69 */,
978 31 /* 18/70-18/79 */,
979 32 /* 18/80-18/89 */,
980 32 /* 18/90-18/99 */,
981 33 /* 18/100-18/109 */,
982 33 /* 18/110-18/119 */,
983 34 /* 18/120-18/129 */,
984 34 /* 18/130-18/139 */,
985 35 /* 18/140-18/149 */,
986 35 /* 18/150-18/159 */,
987 36 /* 18/160-18/169 */,
988 36 /* 18/170-18/179 */,
989 37 /* 18/180-18/189 */,
990 37 /* 18/190-18/199 */,
991 38 /* 18/200-18/209 */,
992 38 /* 18/210-18/219 */,
999 * Stat Table (STR) -- weapon weight limit in pounds
1001 const byte adj_str_hold[] =
1018 19 /* 18/00-18/09 */,
1019 20 /* 18/10-18/19 */,
1020 21 /* 18/20-18/29 */,
1021 22 /* 18/30-18/39 */,
1022 23 /* 18/40-18/49 */,
1023 24 /* 18/50-18/59 */,
1024 25 /* 18/60-18/69 */,
1025 26 /* 18/70-18/79 */,
1026 27 /* 18/80-18/89 */,
1027 28 /* 18/90-18/99 */,
1028 30 /* 18/100-18/109 */,
1029 31 /* 18/110-18/119 */,
1030 32 /* 18/120-18/129 */,
1031 33 /* 18/130-18/139 */,
1032 34 /* 18/140-18/149 */,
1033 35 /* 18/150-18/159 */,
1034 37 /* 18/160-18/169 */,
1035 40 /* 18/170-18/179 */,
1036 44 /* 18/180-18/189 */,
1037 48 /* 18/190-18/199 */,
1038 50 /* 18/200-18/209 */,
1039 50 /* 18/210-18/219 */,
1046 * Stat Table (STR) -- digging value
1048 const byte adj_str_dig[] =
1065 9 /* 18/00-18/09 */,
1066 10 /* 18/10-18/19 */,
1067 12 /* 18/20-18/29 */,
1068 15 /* 18/30-18/39 */,
1069 20 /* 18/40-18/49 */,
1070 25 /* 18/50-18/59 */,
1071 30 /* 18/60-18/69 */,
1072 35 /* 18/70-18/79 */,
1073 40 /* 18/80-18/89 */,
1074 45 /* 18/90-18/99 */,
1075 50 /* 18/100-18/109 */,
1076 55 /* 18/110-18/119 */,
1077 60 /* 18/120-18/129 */,
1078 65 /* 18/130-18/139 */,
1079 70 /* 18/140-18/149 */,
1080 75 /* 18/150-18/159 */,
1081 80 /* 18/160-18/169 */,
1082 85 /* 18/170-18/179 */,
1083 90 /* 18/180-18/189 */,
1084 95 /* 18/190-18/199 */,
1085 100 /* 18/200-18/209 */,
1086 100 /* 18/210-18/219 */,
1091 * 器用さによる盗難防止&体当たり成功判定修正テーブル
1092 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
1094 const byte adj_dex_safe[] =
1111 10 /* 18/00-18/09 */,
1112 10 /* 18/10-18/19 */,
1113 15 /* 18/20-18/29 */,
1114 15 /* 18/30-18/39 */,
1115 20 /* 18/40-18/49 */,
1116 25 /* 18/50-18/59 */,
1117 30 /* 18/60-18/69 */,
1118 35 /* 18/70-18/79 */,
1119 40 /* 18/80-18/89 */,
1120 45 /* 18/90-18/99 */,
1121 50 /* 18/100-18/109 */,
1122 60 /* 18/110-18/119 */,
1123 70 /* 18/120-18/129 */,
1124 80 /* 18/130-18/139 */,
1125 90 /* 18/140-18/149 */,
1126 100 /* 18/150-18/159 */,
1127 100 /* 18/160-18/169 */,
1128 100 /* 18/170-18/179 */,
1129 100 /* 18/180-18/189 */,
1130 100 /* 18/190-18/199 */,
1131 100 /* 18/200-18/209 */,
1132 100 /* 18/210-18/219 */,
1138 * 耐久による基本HP自然治癒値テーブル /
1139 * Stat Table (CON) -- base regeneration rate
1141 const byte adj_con_fix[] =
1158 2 /* 18/00-18/09 */,
1159 2 /* 18/10-18/19 */,
1160 2 /* 18/20-18/29 */,
1161 2 /* 18/30-18/39 */,
1162 2 /* 18/40-18/49 */,
1163 3 /* 18/50-18/59 */,
1164 3 /* 18/60-18/69 */,
1165 3 /* 18/70-18/79 */,
1166 3 /* 18/80-18/89 */,
1167 3 /* 18/90-18/99 */,
1168 4 /* 18/100-18/109 */,
1169 4 /* 18/110-18/119 */,
1170 5 /* 18/120-18/129 */,
1171 6 /* 18/130-18/139 */,
1172 6 /* 18/140-18/149 */,
1173 7 /* 18/150-18/159 */,
1174 7 /* 18/160-18/169 */,
1175 8 /* 18/170-18/179 */,
1176 8 /* 18/180-18/189 */,
1177 8 /* 18/190-18/199 */,
1178 9 /* 18/200-18/209 */,
1179 9 /* 18/210-18/219 */,
1185 * 耐久による基本HP自然治癒値テーブル /
1186 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
1188 const byte adj_con_mhp[] =
1205 128 + 4 /* 18/00-18/09 */,
1206 128 + 5 /* 18/10-18/19 */,
1207 128 + 6 /* 18/20-18/29 */,
1208 128 + 7 /* 18/30-18/39 */,
1209 128 + 8 /* 18/40-18/49 */,
1210 128 + 9 /* 18/50-18/59 */,
1211 128 + 10 /* 18/60-18/69 */,
1212 128 + 11 /* 18/70-18/79 */,
1213 128 + 12 /* 18/80-18/89 */,
1214 128 + 14 /* 18/90-18/99 */,
1215 128 + 17 /* 18/100-18/109 */,
1216 128 + 20 /* 18/110-18/119 */,
1217 128 + 23 /* 18/120-18/129 */,
1218 128 + 26 /* 18/130-18/139 */,
1219 128 + 29 /* 18/140-18/149 */,
1220 128 + 32 /* 18/150-18/159 */,
1221 128 + 35 /* 18/160-18/169 */,
1222 128 + 38 /* 18/170-18/179 */,
1223 128 + 40 /* 18/180-18/189 */,
1224 128 + 42 /* 18/190-18/199 */,
1225 128 + 44 /* 18/200-18/209 */,
1226 128 + 46 /* 18/210-18/219 */,
1227 128 + 48 /* 18/220+ */
1233 * Stat Table (CHR) -- charm
1235 const byte adj_chr_chm[] =
1252 9 /* 18/00-18/09 */,
1253 10 /* 18/10-18/19 */,
1254 12 /* 18/20-18/29 */,
1255 15 /* 18/30-18/39 */,
1256 18 /* 18/40-18/49 */,
1257 21 /* 18/50-18/59 */,
1258 24 /* 18/60-18/69 */,
1259 28 /* 18/70-18/79 */,
1260 32 /* 18/80-18/89 */,
1261 36 /* 18/90-18/99 */,
1262 39 /* 18/100-18/109 */,
1263 42 /* 18/110-18/119 */,
1264 45 /* 18/120-18/129 */,
1265 49 /* 18/130-18/139 */,
1266 53 /* 18/140-18/149 */,
1267 57 /* 18/150-18/159 */,
1268 61 /* 18/160-18/169 */,
1269 65 /* 18/170-18/179 */,
1270 69 /* 18/180-18/189 */,
1271 73 /* 18/190-18/199 */,
1272 77 /* 18/200-18/209 */,
1273 81 /* 18/210-18/219 */,
1278 /*** Player information ***/
1281 * Static player info record
1286 * Pointer to the player info
1288 player_type *p_ptr = &p_body;
1291 * Return alignment title
1293 concptr your_alignment(player_type *creature_ptr)
1295 if (creature_ptr->align > 150) return _("大善", "Lawful");
1296 else if (creature_ptr->align > 50) return _("中善", "Good");
1297 else if (creature_ptr->align > 10) return _("小善", "Neutral Good");
1298 else if (creature_ptr->align > -11) return _("中立", "Neutral");
1299 else if (creature_ptr->align > -51) return _("小悪", "Neutral Evil");
1300 else if (creature_ptr->align > -151) return _("中悪", "Evil");
1301 else return _("大悪", "Chaotic");
1306 * Return proficiency level of weapons and misc. skills (except riding)
1308 int weapon_exp_level(int weapon_exp)
1310 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1311 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1312 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1313 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
1314 else return EXP_LEVEL_MASTER;
1319 * Return proficiency level of riding
1321 int riding_exp_level(int riding_exp)
1323 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1324 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1325 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1326 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
1327 else return EXP_LEVEL_MASTER;
1332 * Return proficiency level of spells
1334 int spell_exp_level(int spell_exp)
1336 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1337 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1338 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1339 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
1340 else return EXP_LEVEL_MASTER;
1344 * @brief プレイヤーの全ステータスを更新する /
1345 * Calculate the players current "state", taking into account
1346 * not only race/class intrinsics, but also objects being worn
1347 * and temporary spell effects.
1351 * See also calc_mana() and calc_hitpoints().
1353 * Take note of the new "speed code", in particular, a very strong
1354 * player will start slowing down as soon as he reaches 150 pounds,
1355 * but not until he reaches 450 pounds will he be half as fast as
1356 * a normal kobold. This both hurts and helps the player, hurts
1357 * because in the old days a player could just avoid 300 pounds,
1358 * and helps because now carrying 300 pounds is not very painful.
1360 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
1361 * damage, since that would affect non-combat things. These values
1362 * are actually added in later, at the appropriate place.
1364 * This function induces various "status" messages.
1367 void calc_bonuses(void)
1371 int default_hand = 0;
1372 int empty_hands_status = empty_hands(p_ptr, TRUE);
1375 BIT_FLAGS flgs[TR_FLAG_SIZE];
1377 bool yoiyami = FALSE;
1378 bool down_saving = FALSE;
1381 bool have_dd_s = FALSE, have_dd_t = FALSE;
1383 bool have_sw = FALSE, have_kabe = FALSE;
1384 bool easy_2weapon = FALSE;
1385 bool riding_levitation = FALSE;
1386 OBJECT_IDX this_o_idx, next_o_idx = 0;
1387 const player_race *tmp_rp_ptr;
1389 /* Save the old vision stuff */
1390 bool old_telepathy = p_ptr->telepathy;
1391 bool old_esp_animal = p_ptr->esp_animal;
1392 bool old_esp_undead = p_ptr->esp_undead;
1393 bool old_esp_demon = p_ptr->esp_demon;
1394 bool old_esp_orc = p_ptr->esp_orc;
1395 bool old_esp_troll = p_ptr->esp_troll;
1396 bool old_esp_giant = p_ptr->esp_giant;
1397 bool old_esp_dragon = p_ptr->esp_dragon;
1398 bool old_esp_human = p_ptr->esp_human;
1399 bool old_esp_evil = p_ptr->esp_evil;
1400 bool old_esp_good = p_ptr->esp_good;
1401 bool old_esp_nonliving = p_ptr->esp_nonliving;
1402 bool old_esp_unique = p_ptr->esp_unique;
1403 bool old_see_inv = p_ptr->see_inv;
1404 bool old_mighty_throw = p_ptr->mighty_throw;
1406 /* Current feature under player. */
1407 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
1409 /* Save the old armor class */
1410 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
1411 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
1414 /* Clear extra blows/shots */
1415 extra_blows[0] = extra_blows[1] = 0;
1417 /* Clear the stat modifiers */
1418 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
1421 /* Clear the Displayed/Real armor class */
1422 p_ptr->dis_ac = p_ptr->ac = 0;
1424 /* Clear the Displayed/Real Bonuses */
1425 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
1426 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
1427 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
1428 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
1429 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
1430 p_ptr->dis_to_a = p_ptr->to_a = 0;
1434 p_ptr->to_m_chance = 0;
1436 /* Clear the Extra Dice Bonuses */
1437 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
1438 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
1440 /* Start with "normal" speed */
1443 /* Start with a single blow per current_world_ptr->game_turn */
1444 p_ptr->num_blow[0] = 1;
1445 p_ptr->num_blow[1] = 1;
1447 /* Start with a single shot per current_world_ptr->game_turn */
1448 p_ptr->num_fire = 100;
1450 /* Reset the "xtra" tval */
1451 p_ptr->tval_xtra = 0;
1453 /* Reset the "ammo" tval */
1454 p_ptr->tval_ammo = 0;
1456 /* Clear all the flags */
1458 p_ptr->bless_blade = FALSE;
1459 p_ptr->xtra_might = FALSE;
1460 p_ptr->impact[0] = FALSE;
1461 p_ptr->impact[1] = FALSE;
1462 p_ptr->pass_wall = FALSE;
1463 p_ptr->kill_wall = FALSE;
1464 p_ptr->dec_mana = FALSE;
1465 p_ptr->easy_spell = FALSE;
1466 p_ptr->heavy_spell = FALSE;
1467 p_ptr->see_inv = FALSE;
1468 p_ptr->free_act = FALSE;
1469 p_ptr->slow_digest = FALSE;
1470 p_ptr->regenerate = FALSE;
1471 p_ptr->can_swim = FALSE;
1472 p_ptr->levitation = FALSE;
1473 p_ptr->hold_exp = FALSE;
1474 p_ptr->telepathy = FALSE;
1475 p_ptr->esp_animal = FALSE;
1476 p_ptr->esp_undead = FALSE;
1477 p_ptr->esp_demon = FALSE;
1478 p_ptr->esp_orc = FALSE;
1479 p_ptr->esp_troll = FALSE;
1480 p_ptr->esp_giant = FALSE;
1481 p_ptr->esp_dragon = FALSE;
1482 p_ptr->esp_human = FALSE;
1483 p_ptr->esp_evil = FALSE;
1484 p_ptr->esp_good = FALSE;
1485 p_ptr->esp_nonliving = FALSE;
1486 p_ptr->esp_unique = FALSE;
1487 p_ptr->lite = FALSE;
1488 p_ptr->sustain_str = FALSE;
1489 p_ptr->sustain_int = FALSE;
1490 p_ptr->sustain_wis = FALSE;
1491 p_ptr->sustain_con = FALSE;
1492 p_ptr->sustain_dex = FALSE;
1493 p_ptr->sustain_chr = FALSE;
1494 p_ptr->resist_acid = FALSE;
1495 p_ptr->resist_elec = FALSE;
1496 p_ptr->resist_fire = FALSE;
1497 p_ptr->resist_cold = FALSE;
1498 p_ptr->resist_pois = FALSE;
1499 p_ptr->resist_conf = FALSE;
1500 p_ptr->resist_sound = FALSE;
1501 p_ptr->resist_lite = FALSE;
1502 p_ptr->resist_dark = FALSE;
1503 p_ptr->resist_chaos = FALSE;
1504 p_ptr->resist_disen = FALSE;
1505 p_ptr->resist_shard = FALSE;
1506 p_ptr->resist_nexus = FALSE;
1507 p_ptr->resist_blind = FALSE;
1508 p_ptr->resist_neth = FALSE;
1509 p_ptr->resist_time = FALSE;
1510 p_ptr->resist_water = FALSE;
1511 p_ptr->resist_fear = FALSE;
1512 p_ptr->reflect = FALSE;
1513 p_ptr->sh_fire = FALSE;
1514 p_ptr->sh_elec = FALSE;
1515 p_ptr->sh_cold = FALSE;
1516 p_ptr->anti_magic = FALSE;
1517 p_ptr->anti_tele = FALSE;
1518 p_ptr->warning = FALSE;
1519 p_ptr->mighty_throw = FALSE;
1520 p_ptr->see_nocto = FALSE;
1522 p_ptr->immune_acid = FALSE;
1523 p_ptr->immune_elec = FALSE;
1524 p_ptr->immune_fire = FALSE;
1525 p_ptr->immune_cold = FALSE;
1527 p_ptr->ryoute = FALSE;
1528 p_ptr->migite = FALSE;
1529 p_ptr->hidarite = FALSE;
1530 p_ptr->no_flowed = FALSE;
1532 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
1533 else tmp_rp_ptr = &race_info[p_ptr->prace];
1535 /* Base infravision (purely racial) */
1536 p_ptr->see_infra = tmp_rp_ptr->infra;
1538 /* Base skill -- disarming */
1539 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
1541 /* Base skill -- magic devices */
1542 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
1544 /* Base skill -- saving throw */
1545 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
1547 /* Base skill -- stealth */
1548 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
1550 /* Base skill -- searching ability */
1551 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
1553 /* Base skill -- searching frequency */
1554 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
1556 /* Base skill -- combat (normal) */
1557 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
1559 /* Base skill -- combat (shooting) */
1560 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1562 /* Base skill -- combat (throwing) */
1563 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1565 /* Base skill -- digging */
1566 p_ptr->skill_dig = 0;
1568 if (has_melee_weapon(p_ptr, INVEN_RARM)) p_ptr->migite = TRUE;
1569 if (has_melee_weapon(p_ptr, INVEN_LARM))
1571 p_ptr->hidarite = TRUE;
1572 if (!p_ptr->migite) default_hand = 1;
1575 if (CAN_TWO_HANDS_WIELDING())
1577 if (p_ptr->migite && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_LARM) &&
1578 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
1580 p_ptr->ryoute = TRUE;
1582 else if (p_ptr->hidarite && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_RARM) &&
1583 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
1585 p_ptr->ryoute = TRUE;
1589 switch (p_ptr->pclass)
1592 case CLASS_FORCETRAINER:
1593 case CLASS_BERSERKER:
1594 if (empty_hands(p_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
1596 p_ptr->migite = TRUE;
1597 p_ptr->ryoute = TRUE;
1604 if (!p_ptr->migite && !p_ptr->hidarite)
1606 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
1607 else if (empty_hands_status == EMPTY_HAND_LARM)
1609 p_ptr->hidarite = TRUE;
1614 if (p_ptr->special_defense & KAMAE_MASK)
1616 if (!(empty_hands_status & EMPTY_HAND_RARM))
1618 set_action(p_ptr, ACTION_NONE);
1622 switch (p_ptr->pclass)
1625 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
1626 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
1629 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
1631 case CLASS_CHAOS_WARRIOR:
1632 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
1633 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
1635 case CLASS_MINDCRAFTER:
1636 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
1637 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
1638 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
1639 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
1642 case CLASS_FORCETRAINER:
1643 /* Unencumbered Monks become faster every 10 levels */
1644 if (!(heavy_armor(p_ptr)))
1646 if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
1647 PRACE_IS_(p_ptr, RACE_SPRITE) ||
1648 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1649 new_speed += (p_ptr->lev) / 10;
1651 /* Free action if unencumbered at level 25 */
1652 if (p_ptr->lev > 24)
1653 p_ptr->free_act = TRUE;
1656 case CLASS_SORCERER:
1658 p_ptr->dis_to_a -= 50;
1661 p_ptr->resist_sound = TRUE;
1664 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
1666 case CLASS_BERSERKER:
1668 p_ptr->sustain_str = TRUE;
1669 p_ptr->sustain_dex = TRUE;
1670 p_ptr->sustain_con = TRUE;
1671 p_ptr->regenerate = TRUE;
1672 p_ptr->free_act = TRUE;
1674 if (p_ptr->lev > 29) new_speed++;
1675 if (p_ptr->lev > 39) new_speed++;
1676 if (p_ptr->lev > 44) new_speed++;
1677 if (p_ptr->lev > 49) new_speed++;
1678 p_ptr->to_a += 10 + p_ptr->lev / 2;
1679 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
1680 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
1681 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
1682 p_ptr->redraw |= PR_STATUS;
1684 case CLASS_MIRROR_MASTER:
1685 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
1688 /* Unencumbered Ninjas become faster every 10 levels */
1689 if (heavy_armor(p_ptr))
1691 new_speed -= (p_ptr->lev) / 10;
1692 p_ptr->skill_stl -= (p_ptr->lev) / 10;
1694 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
1695 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
1698 if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
1699 PRACE_IS_(p_ptr, RACE_SPRITE) ||
1700 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1701 new_speed += (p_ptr->lev) / 10;
1702 p_ptr->skill_stl += (p_ptr->lev) / 10;
1704 /* Free action if unencumbered at level 25 */
1705 if (p_ptr->lev > 24)
1706 p_ptr->free_act = TRUE;
1708 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
1709 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
1711 p_ptr->to_a += p_ptr->lev / 2 + 5;
1712 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
1714 p_ptr->slow_digest = TRUE;
1715 p_ptr->resist_fear = TRUE;
1716 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
1717 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
1718 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
1719 if (p_ptr->lev > 44)
1721 p_ptr->oppose_pois = 1;
1722 p_ptr->redraw |= PR_STATUS;
1724 p_ptr->see_nocto = TRUE;
1729 if (p_ptr->mimic_form)
1731 switch (p_ptr->mimic_form)
1734 p_ptr->hold_exp = TRUE;
1735 p_ptr->resist_chaos = TRUE;
1736 p_ptr->resist_neth = TRUE;
1737 p_ptr->resist_fire = TRUE;
1738 p_ptr->oppose_fire = 1;
1739 p_ptr->see_inv = TRUE;
1741 p_ptr->redraw |= PR_STATUS;
1743 p_ptr->dis_to_a += 10;
1745 case MIMIC_DEMON_LORD:
1746 p_ptr->hold_exp = TRUE;
1747 p_ptr->resist_chaos = TRUE;
1748 p_ptr->resist_neth = TRUE;
1749 p_ptr->immune_fire = TRUE;
1750 p_ptr->resist_acid = TRUE;
1751 p_ptr->resist_fire = TRUE;
1752 p_ptr->resist_cold = TRUE;
1753 p_ptr->resist_elec = TRUE;
1754 p_ptr->resist_pois = TRUE;
1755 p_ptr->resist_conf = TRUE;
1756 p_ptr->resist_disen = TRUE;
1757 p_ptr->resist_nexus = TRUE;
1758 p_ptr->resist_fear = TRUE;
1759 p_ptr->sh_fire = TRUE;
1760 p_ptr->see_inv = TRUE;
1761 p_ptr->telepathy = TRUE;
1762 p_ptr->levitation = TRUE;
1763 p_ptr->kill_wall = TRUE;
1766 p_ptr->dis_to_a += 20;
1769 p_ptr->resist_dark = TRUE;
1770 p_ptr->hold_exp = TRUE;
1771 p_ptr->resist_neth = TRUE;
1772 p_ptr->resist_cold = TRUE;
1773 p_ptr->resist_pois = TRUE;
1774 p_ptr->see_inv = TRUE;
1777 p_ptr->dis_to_a += 10;
1778 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1784 switch (p_ptr->prace)
1787 p_ptr->resist_lite = TRUE;
1790 p_ptr->hold_exp = TRUE;
1793 p_ptr->free_act = TRUE;
1796 p_ptr->resist_blind = TRUE;
1799 p_ptr->resist_dark = TRUE;
1801 case RACE_HALF_TROLL:
1802 p_ptr->sustain_str = TRUE;
1804 if (p_ptr->lev > 14)
1806 /* High level trolls heal fast... */
1807 p_ptr->regenerate = TRUE;
1809 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
1811 p_ptr->slow_digest = TRUE;
1812 /* Let's not make Regeneration
1813 * a disadvantage for the poor warriors who can
1814 * never learn a spell that satisfies hunger (actually
1815 * neither can rogues, but half-trolls are not
1816 * supposed to play rogues) */
1821 p_ptr->sustain_con = TRUE;
1822 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
1825 p_ptr->resist_lite = TRUE;
1826 p_ptr->see_inv = TRUE;
1828 case RACE_BARBARIAN:
1829 p_ptr->resist_fear = TRUE;
1831 case RACE_HALF_OGRE:
1832 p_ptr->resist_dark = TRUE;
1833 p_ptr->sustain_str = TRUE;
1835 case RACE_HALF_GIANT:
1836 p_ptr->sustain_str = TRUE;
1837 p_ptr->resist_shard = TRUE;
1839 case RACE_HALF_TITAN:
1840 p_ptr->resist_chaos = TRUE;
1843 p_ptr->resist_sound = TRUE;
1846 p_ptr->resist_acid = TRUE;
1847 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
1850 p_ptr->resist_conf = TRUE;
1851 p_ptr->resist_acid = TRUE;
1853 /* Klackons become faster */
1854 new_speed += (p_ptr->lev) / 10;
1857 p_ptr->resist_pois = TRUE;
1860 p_ptr->resist_disen = TRUE;
1861 p_ptr->resist_dark = TRUE;
1864 p_ptr->resist_dark = TRUE;
1865 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
1867 case RACE_DRACONIAN:
1868 p_ptr->levitation = TRUE;
1869 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
1870 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
1871 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
1872 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
1873 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
1875 case RACE_MIND_FLAYER:
1876 p_ptr->sustain_int = TRUE;
1877 p_ptr->sustain_wis = TRUE;
1878 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
1879 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
1882 p_ptr->resist_fire = TRUE;
1883 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1886 p_ptr->slow_digest = TRUE;
1887 p_ptr->free_act = TRUE;
1888 p_ptr->see_inv = TRUE;
1889 p_ptr->resist_pois = TRUE;
1890 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
1893 p_ptr->resist_shard = TRUE;
1894 p_ptr->hold_exp = TRUE;
1895 p_ptr->see_inv = TRUE;
1896 p_ptr->resist_pois = TRUE;
1897 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
1900 p_ptr->resist_neth = TRUE;
1901 p_ptr->hold_exp = TRUE;
1902 p_ptr->see_inv = TRUE;
1903 p_ptr->resist_pois = TRUE;
1904 p_ptr->slow_digest = TRUE;
1905 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
1908 p_ptr->resist_dark = TRUE;
1909 p_ptr->hold_exp = TRUE;
1910 p_ptr->resist_neth = TRUE;
1911 p_ptr->resist_cold = TRUE;
1912 p_ptr->resist_pois = TRUE;
1913 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1916 p_ptr->levitation = TRUE;
1917 p_ptr->free_act = TRUE;
1918 p_ptr->resist_neth = TRUE;
1919 p_ptr->hold_exp = TRUE;
1920 p_ptr->see_inv = TRUE;
1921 p_ptr->resist_pois = TRUE;
1922 p_ptr->slow_digest = TRUE;
1923 p_ptr->resist_cold = TRUE;
1924 p_ptr->pass_wall = TRUE;
1925 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
1928 p_ptr->levitation = TRUE;
1929 p_ptr->resist_lite = TRUE;
1931 /* Sprites become faster */
1932 new_speed += (p_ptr->lev) / 10;
1935 p_ptr->resist_conf = TRUE;
1936 p_ptr->resist_sound = TRUE;
1939 /* Ents dig like maniacs, but only with their hands. */
1940 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
1941 p_ptr->skill_dig += p_ptr->lev * 10;
1942 /* Ents get tougher and stronger as they age, but lose dexterity. */
1943 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
1944 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
1945 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
1947 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
1948 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
1949 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
1951 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
1952 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
1953 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
1956 p_ptr->levitation = TRUE;
1957 p_ptr->see_inv = TRUE;
1960 p_ptr->resist_fire = TRUE;
1961 p_ptr->resist_neth = TRUE;
1962 p_ptr->hold_exp = TRUE;
1963 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1964 if (p_ptr->lev > 44)
1966 p_ptr->oppose_fire = 1;
1967 p_ptr->redraw |= PR_STATUS;
1971 p_ptr->sustain_con = TRUE;
1974 p_ptr->levitation = TRUE;
1977 p_ptr->resist_conf = TRUE;
1980 p_ptr->slow_digest = TRUE;
1981 p_ptr->free_act = TRUE;
1982 p_ptr->resist_pois = TRUE;
1983 p_ptr->hold_exp = TRUE;
1986 p_ptr->resist_water = TRUE;
1994 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1996 p_ptr->see_inv = TRUE;
1997 p_ptr->free_act = TRUE;
1998 p_ptr->slow_digest = TRUE;
1999 p_ptr->regenerate = TRUE;
2000 p_ptr->levitation = TRUE;
2001 p_ptr->hold_exp = TRUE;
2002 p_ptr->telepathy = TRUE;
2004 p_ptr->sustain_str = TRUE;
2005 p_ptr->sustain_int = TRUE;
2006 p_ptr->sustain_wis = TRUE;
2007 p_ptr->sustain_con = TRUE;
2008 p_ptr->sustain_dex = TRUE;
2009 p_ptr->sustain_chr = TRUE;
2010 p_ptr->resist_acid = TRUE;
2011 p_ptr->resist_elec = TRUE;
2012 p_ptr->resist_fire = TRUE;
2013 p_ptr->resist_cold = TRUE;
2014 p_ptr->resist_pois = TRUE;
2015 p_ptr->resist_conf = TRUE;
2016 p_ptr->resist_sound = TRUE;
2017 p_ptr->resist_lite = TRUE;
2018 p_ptr->resist_dark = TRUE;
2019 p_ptr->resist_chaos = TRUE;
2020 p_ptr->resist_disen = TRUE;
2021 p_ptr->resist_shard = TRUE;
2022 p_ptr->resist_nexus = TRUE;
2023 p_ptr->resist_blind = TRUE;
2024 p_ptr->resist_neth = TRUE;
2025 p_ptr->resist_fear = TRUE;
2026 p_ptr->reflect = TRUE;
2027 p_ptr->sh_fire = TRUE;
2028 p_ptr->sh_elec = TRUE;
2029 p_ptr->sh_cold = TRUE;
2031 p_ptr->dis_to_a += 100;
2033 /* Temporary shield */
2034 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
2037 p_ptr->dis_to_a += 50;
2040 if (p_ptr->tim_res_nether)
2042 p_ptr->resist_neth = TRUE;
2044 if (p_ptr->tim_sh_fire)
2046 p_ptr->sh_fire = TRUE;
2048 if (p_ptr->tim_res_time)
2050 p_ptr->resist_time = TRUE;
2054 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
2056 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
2057 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
2058 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
2060 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2062 p_ptr->to_m_chance += 5;
2063 p_ptr->resist_conf = TRUE;
2067 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
2069 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2071 p_ptr->resist_blind = TRUE;
2072 p_ptr->resist_conf = TRUE;
2073 p_ptr->hold_exp = TRUE;
2074 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
2076 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
2077 /* Munchkin become faster */
2078 new_speed += (p_ptr->lev) / 10 + 5;
2081 if (music_singing(MUSIC_WALL))
2083 p_ptr->kill_wall = TRUE;
2086 /* Hack -- apply racial/class stat maxes */
2087 /* Apply the racial modifiers */
2088 for (i = 0; i < A_MAX; i++)
2090 /* Modify the stats for "race" */
2091 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
2095 /* I'm adding the mutations here for the lack of a better place... */
2098 /* Hyper Strength */
2099 if (p_ptr->muta3 & MUT3_HYPER_STR)
2101 p_ptr->stat_add[A_STR] += 4;
2105 if (p_ptr->muta3 & MUT3_PUNY)
2107 p_ptr->stat_add[A_STR] -= 4;
2110 /* Living computer */
2111 if (p_ptr->muta3 & MUT3_HYPER_INT)
2113 p_ptr->stat_add[A_INT] += 4;
2114 p_ptr->stat_add[A_WIS] += 4;
2118 if (p_ptr->muta3 & MUT3_MORONIC)
2120 p_ptr->stat_add[A_INT] -= 4;
2121 p_ptr->stat_add[A_WIS] -= 4;
2124 if (p_ptr->muta3 & MUT3_RESILIENT)
2126 p_ptr->stat_add[A_CON] += 4;
2129 if (p_ptr->muta3 & MUT3_XTRA_FAT)
2131 p_ptr->stat_add[A_CON] += 2;
2135 if (p_ptr->muta3 & MUT3_ALBINO)
2137 p_ptr->stat_add[A_CON] -= 4;
2140 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2142 p_ptr->stat_add[A_CON] -= 2;
2143 p_ptr->stat_add[A_CHR] -= 1;
2144 p_ptr->regenerate = FALSE;
2145 /* Cancel innate regeneration */
2148 if (p_ptr->muta3 & MUT3_SILLY_VOI)
2150 p_ptr->stat_add[A_CHR] -= 4;
2153 if (p_ptr->muta3 & MUT3_BLANK_FAC)
2155 p_ptr->stat_add[A_CHR] -= 1;
2158 if (p_ptr->muta3 & MUT3_XTRA_EYES)
2160 p_ptr->skill_fos += 15;
2161 p_ptr->skill_srh += 15;
2164 if (p_ptr->muta3 & MUT3_MAGIC_RES)
2166 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
2169 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
2171 p_ptr->skill_stl -= 3;
2174 if (p_ptr->muta3 & MUT3_INFRAVIS)
2176 p_ptr->see_infra += 3;
2179 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
2184 if (p_ptr->muta3 & MUT3_SHORT_LEG)
2189 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2191 p_ptr->sh_elec = TRUE;
2194 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2196 p_ptr->sh_fire = TRUE;
2200 if (p_ptr->muta3 & MUT3_WART_SKIN)
2202 p_ptr->stat_add[A_CHR] -= 2;
2204 p_ptr->dis_to_a += 5;
2207 if (p_ptr->muta3 & MUT3_SCALES)
2209 p_ptr->stat_add[A_CHR] -= 1;
2211 p_ptr->dis_to_a += 10;
2214 if (p_ptr->muta3 & MUT3_IRON_SKIN)
2216 p_ptr->stat_add[A_DEX] -= 1;
2218 p_ptr->dis_to_a += 25;
2221 if (p_ptr->muta3 & MUT3_WINGS)
2223 p_ptr->levitation = TRUE;
2226 if (p_ptr->muta3 & MUT3_FEARLESS)
2228 p_ptr->resist_fear = TRUE;
2231 if (p_ptr->muta3 & MUT3_REGEN)
2233 p_ptr->regenerate = TRUE;
2236 if (p_ptr->muta3 & MUT3_ESP)
2238 p_ptr->telepathy = TRUE;
2241 if (p_ptr->muta3 & MUT3_LIMBER)
2243 p_ptr->stat_add[A_DEX] += 3;
2246 if (p_ptr->muta3 & MUT3_ARTHRITIS)
2248 p_ptr->stat_add[A_DEX] -= 3;
2251 if (p_ptr->muta3 & MUT3_MOTION)
2253 p_ptr->free_act = TRUE;
2254 p_ptr->skill_stl += 1;
2257 if (p_ptr->muta3 & MUT3_ILL_NORM)
2259 p_ptr->stat_add[A_CHR] = 0;
2263 if (p_ptr->tsuyoshi)
2265 p_ptr->stat_add[A_STR] += 4;
2266 p_ptr->stat_add[A_CON] += 4;
2269 /* Scan the usable p_ptr->inventory_list */
2270 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2272 int bonus_to_h, bonus_to_d;
2273 o_ptr = &p_ptr->inventory_list[i];
2274 if (!o_ptr->k_idx) continue;
2276 object_flags(o_ptr, flgs);
2278 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
2279 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
2282 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
2283 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
2284 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
2285 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
2286 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
2287 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
2289 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
2291 /* Affect stealth */
2292 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
2294 /* Affect searching ability (factor of five) */
2295 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
2297 /* Affect searching frequency (factor of five) */
2298 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
2300 /* Affect infravision */
2301 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
2303 /* Affect digging (factor of 20) */
2304 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
2307 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
2310 if (have_flag(flgs, TR_BLOWS))
2312 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
2313 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
2314 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
2317 /* Hack -- cause earthquakes */
2318 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
2321 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
2322 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
2323 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
2324 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
2325 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
2326 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
2327 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
2328 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
2329 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
2330 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
2331 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
2332 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
2333 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
2334 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
2335 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
2336 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
2337 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
2338 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
2339 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
2340 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
2341 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
2342 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
2343 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
2344 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
2345 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
2346 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
2347 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
2348 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
2349 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
2350 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
2351 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
2352 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
2353 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
2354 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
2355 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
2357 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
2358 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
2359 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
2360 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
2361 if (have_flag(flgs, TR_WARNING)) {
2362 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
2363 p_ptr->warning = TRUE;
2366 if (have_flag(flgs, TR_TELEPORT))
2368 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
2371 concptr insc = quark_str(o_ptr->inscription);
2373 if (o_ptr->inscription && my_strchr(insc, '.'))
2376 * {.} will stop random teleportation.
2381 /* Controlled random teleportation */
2382 p_ptr->cursed |= TRC_TELEPORT_SELF;
2387 /* Immunity flags */
2388 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
2389 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
2390 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
2391 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
2393 /* Resistance flags */
2394 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
2395 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
2396 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
2397 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
2398 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
2399 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
2400 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
2401 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
2402 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
2403 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
2404 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
2405 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
2406 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
2407 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
2408 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
2409 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
2411 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
2412 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
2413 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
2414 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
2415 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
2416 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
2419 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
2420 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
2421 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
2422 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
2423 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
2424 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
2426 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
2427 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
2428 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
2429 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
2430 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
2431 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
2432 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
2434 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
2436 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2438 p_ptr->to_m_chance += 10;
2442 p_ptr->to_m_chance += 3;
2446 if (o_ptr->tval == TV_CAPTURE) continue;
2448 /* Modify the base armor class */
2449 p_ptr->ac += o_ptr->ac;
2451 /* The base armor class is always known */
2452 p_ptr->dis_ac += o_ptr->ac;
2454 /* Apply the bonuses to armor class */
2455 p_ptr->to_a += o_ptr->to_a;
2457 /* Apply the mental bonuses to armor class, if known */
2458 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
2460 if (o_ptr->curse_flags & TRC_LOW_MELEE)
2462 int slot = i - INVEN_RARM;
2465 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2467 p_ptr->to_h[slot] -= 15;
2468 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
2472 p_ptr->to_h[slot] -= 5;
2473 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
2478 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2480 p_ptr->to_h_b -= 15;
2481 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
2486 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
2491 if (o_ptr->curse_flags & TRC_LOW_AC)
2493 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2496 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
2501 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
2505 /* Hack -- do not apply "weapon" bonuses */
2506 if (i == INVEN_RARM && has_melee_weapon(p_ptr, i)) continue;
2507 if (i == INVEN_LARM && has_melee_weapon(p_ptr, i)) continue;
2509 /* Hack -- do not apply "bow" bonuses */
2510 if (i == INVEN_BOW) continue;
2512 bonus_to_h = o_ptr->to_h;
2513 bonus_to_d = o_ptr->to_d;
2515 if (p_ptr->pclass == CLASS_NINJA)
2517 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
2518 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
2521 /* To Bow and Natural attack */
2523 /* Apply the bonuses to hit/damage */
2524 p_ptr->to_h_b += (s16b)bonus_to_h;
2525 p_ptr->to_h_m += (s16b)bonus_to_h;
2526 p_ptr->to_d_m += (s16b)bonus_to_d;
2528 /* Apply the mental bonuses tp hit/damage, if known */
2529 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
2532 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
2534 /* Apply the bonuses to hit/damage */
2535 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2536 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2538 /* Apply the mental bonuses tp hit/damage, if known */
2539 if (object_is_known(o_ptr))
2541 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2542 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2545 else if (p_ptr->migite && p_ptr->hidarite)
2547 /* Apply the bonuses to hit/damage */
2548 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2549 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2550 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2551 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2553 /* Apply the mental bonuses tp hit/damage, if known */
2554 if (object_is_known(o_ptr))
2556 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2557 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2558 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2559 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2564 /* Apply the bonuses to hit/damage */
2565 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
2566 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
2568 /* Apply the mental bonuses to hit/damage, if known */
2569 if (object_is_known(o_ptr))
2571 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
2572 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
2577 /* Shield skill bonus */
2578 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
2580 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
2581 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
2584 if (old_mighty_throw != p_ptr->mighty_throw)
2586 /* Redraw average damege display of Shuriken */
2587 p_ptr->window |= PW_INVEN;
2590 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
2592 /* Monks get extra ac for armour _not worn_ */
2593 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(p_ptr))
2595 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
2597 p_ptr->to_a += (p_ptr->lev * 3) / 2;
2598 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
2600 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
2602 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
2603 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
2605 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
2607 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
2608 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
2610 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
2612 p_ptr->to_a += (p_ptr->lev - 2) / 3;
2613 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
2615 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
2617 p_ptr->to_a += (p_ptr->lev / 2);
2618 p_ptr->dis_to_a += (p_ptr->lev / 2);
2620 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
2622 p_ptr->to_a += (p_ptr->lev / 3);
2623 p_ptr->dis_to_a += (p_ptr->lev / 3);
2625 if (p_ptr->special_defense & KAMAE_BYAKKO)
2627 p_ptr->stat_add[A_STR] += 2;
2628 p_ptr->stat_add[A_DEX] += 2;
2629 p_ptr->stat_add[A_CON] -= 3;
2631 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2634 else if (p_ptr->special_defense & KAMAE_GENBU)
2636 p_ptr->stat_add[A_INT] -= 1;
2637 p_ptr->stat_add[A_WIS] -= 1;
2638 p_ptr->stat_add[A_DEX] -= 2;
2639 p_ptr->stat_add[A_CON] += 3;
2641 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2643 p_ptr->stat_add[A_STR] -= 2;
2644 p_ptr->stat_add[A_INT] += 1;
2645 p_ptr->stat_add[A_WIS] += 1;
2646 p_ptr->stat_add[A_DEX] += 2;
2647 p_ptr->stat_add[A_CON] -= 2;
2651 if (p_ptr->special_defense & KATA_KOUKIJIN)
2653 for (i = 0; i < A_MAX; i++)
2654 p_ptr->stat_add[i] += 5;
2656 p_ptr->dis_to_a -= 50;
2659 /* Hack -- aura of fire also provides light */
2660 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
2662 /* Golems also get an intrinsic AC bonus */
2663 if (PRACE_IS_(p_ptr, RACE_GOLEM) || PRACE_IS_(p_ptr, RACE_ANDROID))
2665 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
2666 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
2670 if (p_ptr->realm1 == REALM_HEX)
2672 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
2673 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
2674 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
2675 if (hex_spelling(HEX_BUILDING))
2677 p_ptr->stat_add[A_STR] += 4;
2678 p_ptr->stat_add[A_DEX] += 4;
2679 p_ptr->stat_add[A_CON] += 4;
2681 if (hex_spelling(HEX_DEMON_AURA))
2683 p_ptr->sh_fire = TRUE;
2684 p_ptr->regenerate = TRUE;
2686 if (hex_spelling(HEX_ICE_ARMOR))
2688 p_ptr->sh_cold = TRUE;
2690 p_ptr->dis_to_a += 30;
2692 if (hex_spelling(HEX_SHOCK_CLOAK))
2694 p_ptr->sh_elec = TRUE;
2697 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
2699 ARMOUR_CLASS ac = 0;
2700 o_ptr = &p_ptr->inventory_list[i];
2701 if (!o_ptr->k_idx) continue;
2702 if (!object_is_armour(o_ptr)) continue;
2703 if (!object_is_cursed(o_ptr)) continue;
2705 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
2706 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
2707 p_ptr->to_a += (s16b)ac;
2708 p_ptr->dis_to_a += (s16b)ac;
2712 /* Calculate stats */
2713 for (i = 0; i < A_MAX; i++)
2717 /* Extract the new "stat_use" value for the stat */
2718 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
2720 /* Notice changes */
2721 if (p_ptr->stat_top[i] != top)
2723 /* Save the new value */
2724 p_ptr->stat_top[i] = (s16b)top;
2725 p_ptr->redraw |= (PR_STATS);
2726 p_ptr->window |= (PW_PLAYER);
2730 /* Extract the new "stat_use" value for the stat */
2731 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
2733 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
2735 /* 10 to 18/90 charisma, guaranteed, based on level */
2736 if (use < 8 + 2 * p_ptr->lev)
2738 use = 8 + 2 * p_ptr->lev;
2742 /* Notice changes */
2743 if (p_ptr->stat_use[i] != use)
2745 /* Save the new value */
2746 p_ptr->stat_use[i] = (s16b)use;
2747 p_ptr->redraw |= (PR_STATS);
2748 p_ptr->window |= (PW_PLAYER);
2752 /* Values: 3, 4, ..., 17 */
2753 if (use <= 18) ind = (use - 3);
2755 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
2756 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
2758 /* Range: 18/220+ */
2761 /* Notice changes */
2762 if (p_ptr->stat_ind[i] != ind)
2764 /* Save the new index */
2765 p_ptr->stat_ind[i] = (s16b)ind;
2767 /* Change in CON affects Hitpoints */
2770 p_ptr->update |= (PU_HP);
2773 /* Change in INT may affect Mana/Spells */
2774 else if (i == A_INT)
2776 if (mp_ptr->spell_stat == A_INT)
2778 p_ptr->update |= (PU_MANA | PU_SPELLS);
2782 /* Change in WIS may affect Mana/Spells */
2783 else if (i == A_WIS)
2785 if (mp_ptr->spell_stat == A_WIS)
2787 p_ptr->update |= (PU_MANA | PU_SPELLS);
2791 /* Change in WIS may affect Mana/Spells */
2792 else if (i == A_CHR)
2794 if (mp_ptr->spell_stat == A_CHR)
2796 p_ptr->update |= (PU_MANA | PU_SPELLS);
2800 p_ptr->window |= (PW_PLAYER);
2805 /* Apply temporary "stun" */
2806 if (p_ptr->stun > 50)
2808 p_ptr->to_h[0] -= 20;
2809 p_ptr->to_h[1] -= 20;
2810 p_ptr->to_h_b -= 20;
2811 p_ptr->to_h_m -= 20;
2812 p_ptr->dis_to_h[0] -= 20;
2813 p_ptr->dis_to_h[1] -= 20;
2814 p_ptr->dis_to_h_b -= 20;
2815 p_ptr->to_d[0] -= 20;
2816 p_ptr->to_d[1] -= 20;
2817 p_ptr->to_d_m -= 20;
2818 p_ptr->dis_to_d[0] -= 20;
2819 p_ptr->dis_to_d[1] -= 20;
2821 else if (p_ptr->stun)
2823 p_ptr->to_h[0] -= 5;
2824 p_ptr->to_h[1] -= 5;
2827 p_ptr->dis_to_h[0] -= 5;
2828 p_ptr->dis_to_h[1] -= 5;
2829 p_ptr->dis_to_h_b -= 5;
2830 p_ptr->to_d[0] -= 5;
2831 p_ptr->to_d[1] -= 5;
2833 p_ptr->dis_to_d[0] -= 5;
2834 p_ptr->dis_to_d[1] -= 5;
2838 if (p_ptr->wraith_form)
2840 p_ptr->reflect = TRUE;
2841 p_ptr->pass_wall = TRUE;
2844 if (p_ptr->kabenuke)
2846 p_ptr->pass_wall = TRUE;
2849 /* Temporary blessing */
2853 p_ptr->dis_to_a += 5;
2854 p_ptr->to_h[0] += 10;
2855 p_ptr->to_h[1] += 10;
2856 p_ptr->to_h_b += 10;
2857 p_ptr->to_h_m += 10;
2858 p_ptr->dis_to_h[0] += 10;
2859 p_ptr->dis_to_h[1] += 10;
2860 p_ptr->dis_to_h_b += 10;
2863 if (p_ptr->magicdef)
2865 p_ptr->resist_blind = TRUE;
2866 p_ptr->resist_conf = TRUE;
2867 p_ptr->reflect = TRUE;
2868 p_ptr->free_act = TRUE;
2869 p_ptr->levitation = TRUE;
2872 /* Temporary "Hero" */
2875 p_ptr->to_h[0] += 12;
2876 p_ptr->to_h[1] += 12;
2877 p_ptr->to_h_b += 12;
2878 p_ptr->to_h_m += 12;
2879 p_ptr->dis_to_h[0] += 12;
2880 p_ptr->dis_to_h[1] += 12;
2881 p_ptr->dis_to_h_b += 12;
2884 /* Temporary "Beserk" */
2887 p_ptr->to_h[0] += 12;
2888 p_ptr->to_h[1] += 12;
2889 p_ptr->to_h_b -= 12;
2890 p_ptr->to_h_m += 12;
2891 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
2892 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
2893 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
2894 p_ptr->dis_to_h[0] += 12;
2895 p_ptr->dis_to_h[1] += 12;
2896 p_ptr->dis_to_h_b -= 12;
2897 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
2898 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
2900 p_ptr->dis_to_a -= 10;
2901 p_ptr->skill_stl -= 7;
2902 p_ptr->skill_dev -= 20;
2903 p_ptr->skill_sav -= 30;
2904 p_ptr->skill_srh -= 15;
2905 p_ptr->skill_fos -= 15;
2906 p_ptr->skill_tht -= 20;
2907 p_ptr->skill_dig += 30;
2910 /* Temporary "fast" */
2916 /* Temporary "slow" */
2922 /* Temporary "telepathy" */
2925 p_ptr->telepathy = TRUE;
2928 if (p_ptr->ele_immune)
2930 if (p_ptr->special_defense & DEFENSE_ACID)
2931 p_ptr->immune_acid = TRUE;
2932 else if (p_ptr->special_defense & DEFENSE_ELEC)
2933 p_ptr->immune_elec = TRUE;
2934 else if (p_ptr->special_defense & DEFENSE_FIRE)
2935 p_ptr->immune_fire = TRUE;
2936 else if (p_ptr->special_defense & DEFENSE_COLD)
2937 p_ptr->immune_cold = TRUE;
2940 /* Temporary see invisible */
2941 if (p_ptr->tim_invis)
2943 p_ptr->see_inv = TRUE;
2946 /* Temporary infravision boost */
2947 if (p_ptr->tim_infra)
2949 p_ptr->see_infra += 3;
2952 /* Temporary regeneration boost */
2953 if (p_ptr->tim_regen)
2955 p_ptr->regenerate = TRUE;
2958 /* Temporary levitation */
2959 if (p_ptr->tim_levitation)
2961 p_ptr->levitation = TRUE;
2964 /* Temporary reflection */
2965 if (p_ptr->tim_reflect)
2967 p_ptr->reflect = TRUE;
2970 /* Hack -- Hero/Shero -> Res fear */
2971 if (IS_HERO() || p_ptr->shero)
2973 p_ptr->resist_fear = TRUE;
2977 /* Hack -- Telepathy Change */
2978 if (p_ptr->telepathy != old_telepathy)
2980 p_ptr->update |= (PU_MONSTERS);
2983 if ((p_ptr->esp_animal != old_esp_animal) ||
2984 (p_ptr->esp_undead != old_esp_undead) ||
2985 (p_ptr->esp_demon != old_esp_demon) ||
2986 (p_ptr->esp_orc != old_esp_orc) ||
2987 (p_ptr->esp_troll != old_esp_troll) ||
2988 (p_ptr->esp_giant != old_esp_giant) ||
2989 (p_ptr->esp_dragon != old_esp_dragon) ||
2990 (p_ptr->esp_human != old_esp_human) ||
2991 (p_ptr->esp_evil != old_esp_evil) ||
2992 (p_ptr->esp_good != old_esp_good) ||
2993 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2994 (p_ptr->esp_unique != old_esp_unique))
2996 p_ptr->update |= (PU_MONSTERS);
2999 /* Hack -- See Invis Change */
3000 if (p_ptr->see_inv != old_see_inv)
3002 p_ptr->update |= (PU_MONSTERS);
3005 /* Bloating slows the player down (a little) */
3006 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
3008 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
3010 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
3011 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
3013 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3014 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3017 if (has_melee_weapon(p_ptr, INVEN_RARM) && has_melee_weapon(p_ptr, INVEN_LARM))
3019 int penalty1, penalty2;
3020 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
3021 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
3022 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
3024 penalty1 = penalty1 / 2 - 5;
3025 penalty2 = penalty2 / 2 - 5;
3028 p_ptr->dis_to_a += 10;
3032 if (penalty1 > 0) penalty1 /= 2;
3033 if (penalty2 > 0) penalty2 /= 2;
3035 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
3037 penalty1 = MAX(0, penalty1 - 10);
3038 penalty2 = MAX(0, penalty2 - 10);
3040 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
3042 penalty1 = MIN(0, penalty1);
3043 penalty2 = MIN(0, penalty2);
3045 p_ptr->dis_to_a += 10;
3049 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
3051 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
3054 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
3055 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
3056 p_ptr->to_h[0] -= (s16b)penalty1;
3057 p_ptr->to_h[1] -= (s16b)penalty2;
3058 p_ptr->dis_to_h[0] -= (s16b)penalty1;
3059 p_ptr->dis_to_h[1] -= (s16b)penalty2;
3062 /* Extract the current weight (in tenth pounds) */
3063 j = p_ptr->total_weight;
3067 /* Extract the "weight limit" (in tenth pounds) */
3068 i = (int)weight_limit(p_ptr);
3072 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
3073 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
3074 SPEED speed = riding_m_ptr->mspeed;
3076 if (riding_m_ptr->mspeed > 110)
3078 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
3079 if (new_speed < 110) new_speed = 110;
3085 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
3086 if (MON_FAST(riding_m_ptr)) new_speed += 10;
3087 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
3088 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
3089 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
3091 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
3092 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
3094 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;
3096 /* Extract the "weight limit" */
3097 i = 1500 + riding_r_ptr->level * 25;
3100 /* Apply "encumbrance" from weight */
3101 if (j > i) new_speed -= ((j - i) / (i / 5));
3103 /* Searching slows the player down */
3104 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
3107 if (p_ptr->prace == RACE_MERFOLK)
3109 if (have_flag(f_ptr->flags, FF_WATER))
3111 new_speed += (2 + p_ptr->lev / 10);
3113 else if (!p_ptr->levitation)
3120 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
3121 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
3122 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3123 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3124 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3125 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3126 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3127 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3128 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3129 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3130 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3131 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3132 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3134 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
3135 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
3136 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3137 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3138 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3139 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3140 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3141 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3142 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3143 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
3146 /* Obtain the "hold" value */
3147 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3150 /* Examine the "current bow" */
3151 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
3153 /* It is hard to carholdry a heavy bow */
3154 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
3155 if (p_ptr->heavy_shoot)
3157 /* Hard to wield a heavy bow */
3158 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
3159 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
3162 /* Compute "extra shots" if needed */
3165 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
3167 /* Apply special flags */
3168 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
3171 p_ptr->num_fire = calc_num_fire(p_ptr, o_ptr);
3173 /* Snipers love Cross bows */
3174 if ((p_ptr->pclass == CLASS_SNIPER) &&
3175 (p_ptr->tval_ammo == TV_BOLT))
3177 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
3178 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
3183 if (p_ptr->ryoute) hold *= 2;
3185 for (i = 0; i < 2; i++)
3187 /* Examine the "main weapon" */
3188 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
3190 object_flags(o_ptr, flgs);
3192 /* Assume not heavy */
3193 p_ptr->heavy_wield[i] = FALSE;
3194 p_ptr->icky_wield[i] = FALSE;
3195 p_ptr->riding_wield[i] = FALSE;
3197 if (!has_melee_weapon(p_ptr, INVEN_RARM + i))
3199 p_ptr->num_blow[i] = 1;
3202 /* It is hard to hold a heavy weapon */
3203 if (hold < o_ptr->weight / 10)
3205 /* Hard to wield a heavy weapon */
3206 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
3207 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
3210 p_ptr->heavy_wield[i] = TRUE;
3212 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
3214 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
3217 p_ptr->dis_to_a += 5;
3220 /* Normal weapons */
3221 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
3223 int str_index, dex_index;
3225 int num = 0, wgt = 0, mul = 0, div = 0;
3227 /* Analyze the class */
3228 switch (p_ptr->pclass)
3231 num = 6; wgt = 70; mul = 5; break;
3233 case CLASS_BERSERKER:
3234 num = 6; wgt = 70; mul = 7; break;
3237 case CLASS_HIGH_MAGE:
3238 case CLASS_BLUE_MAGE:
3239 num = 3; wgt = 100; mul = 2; break;
3242 case CLASS_MAGIC_EATER:
3243 case CLASS_MINDCRAFTER:
3244 num = 5; wgt = 100; mul = 3; break;
3247 num = 5; wgt = 40; mul = 3; break;
3250 num = 5; wgt = 70; mul = 4; break;
3254 num = 5; wgt = 70; mul = 4; break;
3257 num = 5; wgt = 150; mul = 5; break;
3259 case CLASS_WARRIOR_MAGE:
3260 case CLASS_RED_MAGE:
3261 num = 5; wgt = 70; mul = 3; break;
3263 case CLASS_CHAOS_WARRIOR:
3264 num = 5; wgt = 70; mul = 4; break;
3267 num = 5; wgt = 60; mul = 3; break;
3270 num = 4; wgt = 100; mul = 3; break;
3272 case CLASS_IMITATOR:
3273 num = 5; wgt = 70; mul = 4; break;
3275 case CLASS_BEASTMASTER:
3276 num = 5; wgt = 70; mul = 3; break;
3279 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
3280 else { num = 5; wgt = 100; mul = 3; }
3283 case CLASS_SORCERER:
3284 num = 1; wgt = 1; mul = 1; break;
3289 num = 4; wgt = 70; mul = 2; break;
3291 case CLASS_FORCETRAINER:
3292 num = 4; wgt = 60; mul = 2; break;
3294 case CLASS_MIRROR_MASTER:
3295 num = 3; wgt = 100; mul = 3; break;
3298 num = 4; wgt = 20; mul = 1; break;
3301 /* Hex - extra mights gives +1 bonus to max blows */
3302 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
3304 /* Enforce a minimum "weight" (tenth pounds) */
3305 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
3307 /* Access the strength vs weight */
3308 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
3310 if (p_ptr->ryoute && !omoi) str_index++;
3311 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
3314 if (str_index > 11) str_index = 11;
3316 /* Index by dexterity */
3317 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
3320 if (dex_index > 11) dex_index = 11;
3322 /* Use the blows table */
3323 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
3326 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
3328 /* Add in the "bonus blows" */
3329 p_ptr->num_blow[i] += (s16b)extra_blows[i];
3332 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
3333 else if (p_ptr->pclass == CLASS_BERSERKER)
3335 p_ptr->num_blow[i] += (p_ptr->lev / 23);
3337 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
3339 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
3341 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
3344 /* Require at least one blow */
3345 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
3347 /* Boost digging skill by weapon weight */
3348 p_ptr->skill_dig += (o_ptr->weight / 10);
3352 /* Priest weapon penalty for non-blessed edged weapons */
3353 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
3354 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
3356 /* Reduce the real bonuses */
3357 p_ptr->to_h[i] -= 2;
3358 p_ptr->to_d[i] -= 2;
3360 /* Reduce the mental bonuses */
3361 p_ptr->dis_to_h[i] -= 2;
3362 p_ptr->dis_to_d[i] -= 2;
3365 p_ptr->icky_wield[i] = TRUE;
3367 else if (p_ptr->pclass == CLASS_BERSERKER)
3369 p_ptr->to_h[i] += p_ptr->lev / 5;
3370 p_ptr->to_d[i] += p_ptr->lev / 6;
3371 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
3372 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
3373 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
3375 p_ptr->to_h[i] += p_ptr->lev / 5;
3376 p_ptr->to_d[i] += p_ptr->lev / 6;
3377 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
3378 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
3381 else if (p_ptr->pclass == CLASS_SORCERER)
3383 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
3385 /* Reduce the real bonuses */
3386 p_ptr->to_h[i] -= 200;
3387 p_ptr->to_d[i] -= 200;
3389 /* Reduce the mental bonuses */
3390 p_ptr->dis_to_h[i] -= 200;
3391 p_ptr->dis_to_d[i] -= 200;
3394 p_ptr->icky_wield[i] = TRUE;
3398 /* Reduce the real bonuses */
3399 p_ptr->to_h[i] -= 30;
3400 p_ptr->to_d[i] -= 10;
3402 /* Reduce the mental bonuses */
3403 p_ptr->dis_to_h[i] -= 30;
3404 p_ptr->dis_to_d[i] -= 10;
3408 if (p_ptr->realm1 == REALM_HEX)
3410 if (object_is_cursed(o_ptr))
3412 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
3413 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
3414 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
3415 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
3416 if (hex_spelling(HEX_RUNESWORD))
3418 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
3419 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
3420 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
3426 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
3428 p_ptr->to_h[i] += 15;
3429 p_ptr->dis_to_h[i] += 15;
3430 p_ptr->to_dd[i] += 2;
3432 else if (!(have_flag(flgs, TR_RIDING)))
3435 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
3441 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
3443 if (penalty < 30) penalty = 30;
3445 p_ptr->to_h[i] -= (s16b)penalty;
3446 p_ptr->dis_to_h[i] -= (s16b)penalty;
3449 p_ptr->riding_wield[i] = TRUE;
3458 p_ptr->riding_ryoute = FALSE;
3460 if (p_ptr->ryoute || (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
3461 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
3463 switch (p_ptr->pclass)
3466 case CLASS_FORCETRAINER:
3467 case CLASS_BERSERKER:
3468 if ((empty_hands(p_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
3469 p_ptr->riding_ryoute = TRUE;
3474 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
3476 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
3480 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
3482 if (penalty < 30) penalty = 30;
3484 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
3485 p_ptr->to_h_b -= (s16b)penalty;
3486 p_ptr->dis_to_h_b -= (s16b)penalty;
3489 /* Different calculation for monks with empty hands */
3490 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
3491 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
3493 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
3494 p_ptr->num_blow[0] = 0;
3496 if (p_ptr->pclass == CLASS_FORCETRAINER)
3498 if (blow_base > 18) p_ptr->num_blow[0]++;
3499 if (blow_base > 31) p_ptr->num_blow[0]++;
3500 if (blow_base > 44) p_ptr->num_blow[0]++;
3501 if (blow_base > 58) p_ptr->num_blow[0]++;
3504 p_ptr->to_d[0] += P_PTR_KI / 5;
3505 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
3510 if (blow_base > 12) p_ptr->num_blow[0]++;
3511 if (blow_base > 22) p_ptr->num_blow[0]++;
3512 if (blow_base > 31) p_ptr->num_blow[0]++;
3513 if (blow_base > 39) p_ptr->num_blow[0]++;
3514 if (blow_base > 46) p_ptr->num_blow[0]++;
3515 if (blow_base > 53) p_ptr->num_blow[0]++;
3516 if (blow_base > 59) p_ptr->num_blow[0]++;
3519 if (heavy_armor(p_ptr) && (p_ptr->pclass != CLASS_BERSERKER))
3520 p_ptr->num_blow[0] /= 2;
3523 p_ptr->to_h[0] += (p_ptr->lev / 3);
3524 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
3526 p_ptr->to_d[0] += (p_ptr->lev / 6);
3527 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
3530 if (p_ptr->special_defense & KAMAE_BYAKKO)
3533 p_ptr->dis_to_a -= 40;
3536 else if (p_ptr->special_defense & KAMAE_SEIRYU)
3539 p_ptr->dis_to_a -= 50;
3540 p_ptr->resist_acid = TRUE;
3541 p_ptr->resist_fire = TRUE;
3542 p_ptr->resist_elec = TRUE;
3543 p_ptr->resist_cold = TRUE;
3544 p_ptr->resist_pois = TRUE;
3545 p_ptr->sh_fire = TRUE;
3546 p_ptr->sh_elec = TRUE;
3547 p_ptr->sh_cold = TRUE;
3548 p_ptr->levitation = TRUE;
3550 else if (p_ptr->special_defense & KAMAE_GENBU)
3552 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
3553 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
3554 p_ptr->reflect = TRUE;
3555 p_ptr->num_blow[0] -= 2;
3556 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
3557 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
3559 else if (p_ptr->special_defense & KAMAE_SUZAKU)
3561 p_ptr->to_h[0] -= (p_ptr->lev / 3);
3562 p_ptr->to_d[0] -= (p_ptr->lev / 6);
3564 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
3565 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
3566 p_ptr->num_blow[0] /= 2;
3567 p_ptr->levitation = TRUE;
3570 p_ptr->num_blow[0] += 1 + extra_blows[0];
3573 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
3575 p_ptr->monk_armour_aux = FALSE;
3577 if (heavy_armor(p_ptr))
3579 p_ptr->monk_armour_aux = TRUE;
3582 for (i = 0; i < 2; i++)
3584 if (has_melee_weapon(p_ptr, INVEN_RARM + i))
3586 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
3587 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
3589 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3590 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3591 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
3593 if (!s_info[p_ptr->pclass].w_max[tval][sval])
3595 p_ptr->to_h[i] -= 40;
3596 p_ptr->dis_to_h[i] -= 40;
3597 p_ptr->icky_wield[i] = TRUE;
3600 else if (p_ptr->pclass == CLASS_NINJA)
3602 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
3604 p_ptr->to_h[i] -= 40;
3605 p_ptr->dis_to_h[i] -= 40;
3606 p_ptr->icky_wield[i] = TRUE;
3607 p_ptr->num_blow[i] /= 2;
3608 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
3614 /* Maximum speed is (+99). (internally it's 110 + 99) */
3615 /* Temporary lightspeed forces to be maximum speed */
3616 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
3621 /* Minimum speed is (-99). (internally it's 110 - 99) */
3622 if (new_speed < 11) new_speed = 11;
3624 /* Display the speed (if needed) */
3625 if (p_ptr->pspeed != (byte)new_speed)
3627 p_ptr->pspeed = (byte)new_speed;
3628 p_ptr->redraw |= (PR_SPEED);
3633 if (p_ptr->to_a > (0 - p_ptr->ac))
3634 p_ptr->to_a = 0 - p_ptr->ac;
3635 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
3636 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
3639 /* Redraw armor (if needed) */
3640 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
3642 p_ptr->redraw |= (PR_ARMOR);
3643 p_ptr->window |= (PW_PLAYER);
3646 if (p_ptr->ryoute && !omoi)
3648 int bonus_to_h = 0, bonus_to_d = 0;
3649 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
3650 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);
3652 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
3653 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
3654 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
3655 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
3658 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(p_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
3660 /* Affect Skill -- stealth (bonus one) */
3661 p_ptr->skill_stl += 1;
3663 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
3665 /* Affect Skill -- disarming (DEX and INT) */
3666 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
3667 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
3669 /* Affect Skill -- magic devices (INT) */
3670 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
3672 /* Affect Skill -- saving throw (WIS) */
3673 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
3675 /* Affect Skill -- digging (STR) */
3676 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
3678 /* Affect Skill -- disarming (Level, by Class) */
3679 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
3681 /* Affect Skill -- magic devices (Level, by Class) */
3682 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
3684 /* Affect Skill -- saving throw (Level, by Class) */
3685 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
3687 /* Affect Skill -- stealth (Level, by Class) */
3688 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
3690 /* Affect Skill -- search ability (Level, by Class) */
3691 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
3693 /* Affect Skill -- search frequency (Level, by Class) */
3694 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
3696 /* Affect Skill -- combat (normal) (Level, by Class) */
3697 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
3699 /* Affect Skill -- combat (shooting) (Level, by Class) */
3700 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
3702 /* Affect Skill -- combat (throwing) (Level, by Class) */
3703 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
3706 if ((PRACE_IS_(p_ptr, RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
3708 p_ptr->cursed &= ~(TRC_AGGRAVATE);
3709 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
3712 /* Limit Skill -- stealth from 0 to 30 */
3713 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
3714 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
3716 /* Limit Skill -- digging from 1 up */
3717 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
3719 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
3721 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
3723 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;
3725 if (down_saving) p_ptr->skill_sav /= 2;
3727 /* Hack -- Each elemental immunity includes resistance */
3728 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
3729 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
3730 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
3731 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
3734 /* Hack -- handle "xtra" mode */
3735 if (current_world_ptr->character_xtra) return;
3737 /* Take note when "heavy bow" changes */
3738 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
3740 if (p_ptr->heavy_shoot)
3742 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."));
3744 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
3746 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."));
3750 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."));
3754 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
3757 for (i = 0; i < 2; i++)
3759 /* Take note when "heavy weapon" changes */
3760 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
3762 if (p_ptr->heavy_wield[i])
3764 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."));
3766 else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
3768 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
3770 else if (p_ptr->heavy_wield[1 - i])
3772 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
3776 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."));
3780 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
3783 /* Take note when "heavy weapon" changes */
3784 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
3786 if (p_ptr->riding_wield[i])
3788 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."));
3790 else if (!p_ptr->riding)
3792 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
3794 else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
3796 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
3799 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
3802 /* Take note when "illegal weapon" changes */
3803 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
3805 if (p_ptr->icky_wield[i])
3807 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."));
3808 if (current_world_ptr->is_loading_now)
3810 chg_virtue(p_ptr, V_FAITH, -1);
3813 else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
3815 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."));
3819 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."));
3823 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
3827 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
3829 if (p_ptr->riding_ryoute)
3832 msg_format("%s馬を操れない。", (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
3834 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
3840 msg_format("%s馬を操れるようになった。", (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
3842 msg_print("You began to control riding pet with one hand.");
3846 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
3849 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
3851 if (heavy_armor(p_ptr))
3853 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."));
3854 if (current_world_ptr->is_loading_now)
3856 chg_virtue(p_ptr, V_HARMONY, -1);
3861 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
3864 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
3867 for (i = 0; i < INVEN_PACK; i++)
3870 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
3871 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
3873 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
3874 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
3877 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)
3879 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3880 next_o_idx = o_ptr->next_o_idx;
3883 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
3884 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
3886 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
3887 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
3890 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
3892 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
3894 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
3895 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
3898 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)))
3900 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
3901 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
3904 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
3906 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
3907 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
3910 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
3912 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
3913 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
3918 static void calc_alignment(void)
3922 int i, j, neutral[2];
3924 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
3926 monster_type *m_ptr;
3927 monster_race *r_ptr;
3928 m_ptr = ¤t_floor_ptr->m_list[m_idx];
3929 if (!monster_is_valid(m_ptr)) continue;
3930 r_ptr = &r_info[m_ptr->r_idx];
3934 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
3935 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
3939 if (p_ptr->mimic_form)
3941 switch (p_ptr->mimic_form)
3944 p_ptr->align -= 200;
3946 case MIMIC_DEMON_LORD:
3947 p_ptr->align -= 200;
3953 switch (p_ptr->prace)
3956 p_ptr->align += 200;
3959 p_ptr->align -= 200;
3964 for (i = 0; i < 2; i++)
3966 if (has_melee_weapon(p_ptr, INVEN_RARM + i))
3968 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3972 /* Determine player alignment */
3973 for (i = 0, j = 0; i < 8; i++)
3975 switch (p_ptr->vir_types[i])
3978 p_ptr->align += p_ptr->virtues[i] * 2;
3988 p_ptr->align -= p_ptr->virtues[i];
3991 p_ptr->align += p_ptr->virtues[i];
3996 for (i = 0; i < j; i++)
3998 if (p_ptr->align > 0)
4000 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
4001 if (p_ptr->align < 0) p_ptr->align = 0;
4003 else if (p_ptr->align < 0)
4005 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
4006 if (p_ptr->align > 0) p_ptr->align = 0;
4012 * @brief プレイヤーの最大HPを計算する /
4013 * Calculate the players (maximal) hit points
4014 * Adjust current hitpoints if necessary
4018 static void calc_hitpoints(player_type *creature_ptr)
4023 /* Un-inflate "half-hitpoint bonus per level" value */
4024 bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
4026 /* Calculate hitpoints */
4027 mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
4029 if (creature_ptr->mimic_form)
4031 if (creature_ptr->pclass == CLASS_SORCERER)
4032 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4034 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4035 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
4038 if (creature_ptr->pclass == CLASS_SORCERER)
4040 if (creature_ptr->lev < 30)
4041 mhp = (mhp * (45 + creature_ptr->lev) / 100);
4043 mhp = (mhp * 75 / 100);
4044 bonus = (bonus * 65 / 100);
4049 if (creature_ptr->pclass == CLASS_BERSERKER)
4051 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
4054 /* Always have at least one hitpoint per level */
4055 if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
4057 /* Factor in the hero / superhero settings */
4058 if (IS_HERO()) mhp += 10;
4059 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
4060 if (creature_ptr->tsuyoshi) mhp += 50;
4062 /* Factor in the hex spell settings */
4063 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
4064 if (hex_spelling(HEX_BUILDING)) mhp += 60;
4066 /* New maximum hitpoints */
4067 if (creature_ptr->mhp != mhp)
4069 /* Enforce maximum */
4070 if (creature_ptr->chp >= mhp)
4072 creature_ptr->chp = mhp;
4073 creature_ptr->chp_frac = 0;
4077 /* レベルアップの時は上昇量を表示する */
4078 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp))
4080 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
4083 /* Save the new max-hitpoints */
4084 creature_ptr->mhp = mhp;
4086 /* Display hitpoints (later) */
4087 creature_ptr->redraw |= (PR_HP);
4088 creature_ptr->window |= (PW_PLAYER);
4093 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
4096 * SWD: Experimental modification: multiple light sources have additive effect.
4098 static void calc_torch(player_type *creature_ptr)
4103 BIT_FLAGS flgs[TR_FLAG_SIZE];
4105 /* Assume no light */
4106 creature_ptr->cur_lite = 0;
4108 /* Loop through all wielded items */
4109 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4111 o_ptr = &creature_ptr->inventory_list[i];
4112 /* Skip empty slots */
4113 if (!o_ptr->k_idx) continue;
4115 if (o_ptr->name2 == EGO_LITE_SHINE) creature_ptr->cur_lite++;
4118 if (o_ptr->name2 != EGO_LITE_DARKNESS)
4120 if (o_ptr->tval == TV_LITE)
4122 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
4123 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
4126 object_flags(o_ptr, flgs);
4128 /* calc the lite_radius */
4131 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
4132 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
4133 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
4134 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
4135 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
4136 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
4137 creature_ptr->cur_lite += rad;
4140 /* max radius is 14 (was 5) without rewriting other code -- */
4141 if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
4142 creature_ptr->cur_lite = 1;
4145 * check if the player doesn't have light radius,
4146 * but does weakly glow as an intrinsic.
4148 if (creature_ptr->cur_lite <= 0 && creature_ptr->lite) creature_ptr->cur_lite++;
4150 if (creature_ptr->cur_lite > 14) creature_ptr->cur_lite = 14;
4151 if (creature_ptr->cur_lite < 0) creature_ptr->cur_lite = 0;
4153 /* end experimental mods */
4155 /* Notice changes in the "lite radius" */
4156 if (creature_ptr->old_lite != creature_ptr->cur_lite)
4158 /* Hack -- PU_MON_LITE for monsters' darkness */
4159 creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
4161 /* Remember the old lite */
4162 creature_ptr->old_lite = creature_ptr->cur_lite;
4164 if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
4165 set_superstealth(creature_ptr, FALSE);
4170 * @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。 /
4171 * Calculate number of spells player should have, and forget,
4172 * or remember, spells until that number is properly reflected.
4175 * Note that this function induces various "status" messages,
4176 * which must be bypasses until the character is created.
4178 static void calc_spells(player_type *creature_ptr)
4180 int i, j, k, levels;
4182 int num_boukyaku = 0;
4184 const magic_type *s_ptr;
4190 /* Hack -- must be literate */
4191 if (!mp_ptr->spell_book) return;
4193 /* Hack -- wait for creation */
4194 if (!current_world_ptr->character_generated) return;
4196 /* Hack -- handle "xtra" mode */
4197 if (current_world_ptr->character_xtra) return;
4199 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
4201 creature_ptr->new_spells = 0;
4205 p = spell_category_name(mp_ptr->spell_book);
4207 /* Determine the number of spells allowed */
4208 levels = creature_ptr->lev - mp_ptr->spell_first + 1;
4210 /* Hack -- no negative spells */
4211 if (levels < 0) levels = 0;
4213 /* Extract total allowed spells */
4214 num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
4216 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
4220 if (creature_ptr->pclass == CLASS_SAMURAI)
4224 else if (creature_ptr->realm2 == REALM_NONE)
4226 num_allowed = (num_allowed + 1) / 2;
4227 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
4229 else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST))
4231 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
4235 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
4238 /* Count the number of spells we know */
4239 for (j = 0; j < 64; j++)
4241 /* Count known spells */
4243 (creature_ptr->spell_forgotten1 & (1L << j)) :
4244 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4250 /* See how many spells we must forget or may learn */
4251 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
4253 /* Forget spells which are too hard */
4254 for (i = 63; i >= 0; i--)
4256 /* Efficiency -- all done */
4257 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4259 /* Access the spell */
4260 j = creature_ptr->spell_order[i];
4262 /* Skip non-spells */
4263 if (j >= 99) continue;
4267 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4270 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4272 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4275 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4277 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4279 /* Skip spells we are allowed to know */
4280 if (s_ptr->slevel <= creature_ptr->lev) continue;
4284 (creature_ptr->spell_learned1 & (1L << j)) :
4285 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4287 /* Mark as forgotten */
4290 creature_ptr->spell_forgotten1 |= (1L << j);
4291 which = creature_ptr->realm1;
4295 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4296 which = creature_ptr->realm2;
4299 /* No longer known */
4302 creature_ptr->spell_learned1 &= ~(1L << j);
4303 which = creature_ptr->realm1;
4307 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4308 which = creature_ptr->realm2;
4312 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
4314 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
4318 /* One more can be learned */
4319 creature_ptr->new_spells++;
4324 /* Forget spells if we know too many spells */
4325 for (i = 63; i >= 0; i--)
4327 /* Stop when possible */
4328 if (creature_ptr->new_spells >= 0) break;
4330 /* Efficiency -- all done */
4331 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4333 /* Get the (i+1)th spell learned */
4334 j = creature_ptr->spell_order[i];
4336 /* Skip unknown spells */
4337 if (j >= 99) continue;
4339 /* Forget it (if learned) */
4341 (creature_ptr->spell_learned1 & (1L << j)) :
4342 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4344 /* Mark as forgotten */
4347 creature_ptr->spell_forgotten1 |= (1L << j);
4348 which = creature_ptr->realm1;
4352 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4353 which = creature_ptr->realm2;
4356 /* No longer known */
4359 creature_ptr->spell_learned1 &= ~(1L << j);
4360 which = creature_ptr->realm1;
4364 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4365 which = creature_ptr->realm2;
4369 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
4371 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
4375 /* One more can be learned */
4376 creature_ptr->new_spells++;
4381 /* Check for spells to remember */
4382 for (i = 0; i < 64; i++)
4384 /* None left to remember */
4385 if (creature_ptr->new_spells <= 0) break;
4387 /* Efficiency -- all done */
4388 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2) break;
4390 /* Get the next spell we learned */
4391 j = creature_ptr->spell_order[i];
4393 /* Skip unknown spells */
4396 /* Access the spell */
4397 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4400 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4402 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4405 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4407 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4409 /* Skip spells we cannot remember */
4410 if (s_ptr->slevel > creature_ptr->lev) continue;
4412 /* First set of spells */
4414 (creature_ptr->spell_forgotten1 & (1L << j)) :
4415 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4417 /* No longer forgotten */
4420 creature_ptr->spell_forgotten1 &= ~(1L << j);
4421 which = creature_ptr->realm1;
4425 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
4426 which = creature_ptr->realm2;
4429 /* Known once more */
4432 creature_ptr->spell_learned1 |= (1L << j);
4433 which = creature_ptr->realm1;
4437 creature_ptr->spell_learned2 |= (1L << (j - 32));
4438 which = creature_ptr->realm2;
4442 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
4444 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
4448 /* One less can be learned */
4449 creature_ptr->new_spells--;
4455 if (creature_ptr->realm2 == REALM_NONE)
4457 /* Count spells that can be learned */
4458 for (j = 0; j < 32; j++)
4460 if (!is_magic(creature_ptr->realm1)) s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4461 else s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4463 /* Skip spells we cannot remember */
4464 if (s_ptr->slevel > creature_ptr->lev) continue;
4466 /* Skip spells we already know */
4467 if (creature_ptr->spell_learned1 & (1L << j))
4476 if ((creature_ptr->new_spells > k) &&
4477 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
4479 creature_ptr->new_spells = (s16b)k;
4483 if (creature_ptr->new_spells < 0) creature_ptr->new_spells = 0;
4485 /* Spell count changed */
4486 if (creature_ptr->old_spells != creature_ptr->new_spells)
4488 /* Message if needed */
4489 if (creature_ptr->new_spells)
4492 if (creature_ptr->new_spells < 10) {
4493 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
4496 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
4499 msg_format("You can learn %d more %s%s.",
4500 creature_ptr->new_spells, p,
4501 (creature_ptr->new_spells != 1) ? "s" : "");
4506 /* Save the new_spells value */
4507 creature_ptr->old_spells = creature_ptr->new_spells;
4509 /* Redraw Study Status */
4510 creature_ptr->redraw |= (PR_STUDY);
4512 /* Redraw object recall */
4513 creature_ptr->window |= (PW_OBJECT);
4518 * @brief プレイヤーの最大MPを計算する /
4519 * Calculate maximum mana. You do not need to know any spells.
4520 * Note that mana is lowered by heavy (or inappropriate) armor.
4523 * This function induces status messages.
4525 static void calc_mana(player_type *creature_ptr)
4527 int msp, levels, cur_wgt, max_wgt;
4532 /* Hack -- Must be literate */
4533 if (!mp_ptr->spell_book) return;
4535 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
4536 (creature_ptr->pclass == CLASS_MIRROR_MASTER) ||
4537 (creature_ptr->pclass == CLASS_BLUE_MAGE))
4539 levels = creature_ptr->lev;
4543 if (mp_ptr->spell_first > creature_ptr->lev)
4546 creature_ptr->msp = 0;
4548 /* Display mana later */
4549 creature_ptr->redraw |= (PR_MANA);
4553 /* Extract "effective" player level */
4554 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
4557 if (creature_ptr->pclass == CLASS_SAMURAI)
4559 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
4560 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4564 /* Extract total mana */
4565 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
4567 /* Hack -- usually add one mana */
4570 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4572 if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
4574 /* Hack: High mages have a 25% mana bonus */
4575 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
4577 if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
4580 /* Only mages are affected */
4581 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
4583 BIT_FLAGS flgs[TR_FLAG_SIZE];
4585 /* Assume player is not encumbered by gloves */
4586 creature_ptr->cumber_glove = FALSE;
4588 /* Get the gloves */
4589 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
4591 /* Examine the gloves */
4592 object_flags(o_ptr, flgs);
4594 /* Normal gloves hurt mage-type spells */
4596 !(have_flag(flgs, TR_FREE_ACT)) &&
4597 !(have_flag(flgs, TR_DEC_MANA)) &&
4598 !(have_flag(flgs, TR_EASY_SPELL)) &&
4599 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
4600 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
4603 creature_ptr->cumber_glove = TRUE;
4606 msp = (3 * msp) / 4;
4611 /* Assume player not encumbered by armor */
4612 creature_ptr->cumber_armor = FALSE;
4614 /* Weigh the armor */
4616 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4617 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4618 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4619 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4620 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4621 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4622 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4624 /* Subtract a percentage of maximum mana. */
4625 switch (creature_ptr->pclass)
4627 /* For these classes, mana is halved if armour
4628 * is 30 pounds over their weight limit. */
4630 case CLASS_HIGH_MAGE:
4631 case CLASS_BLUE_MAGE:
4633 case CLASS_FORCETRAINER:
4634 case CLASS_SORCERER:
4636 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4637 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4641 /* Mana halved if armour is 40 pounds over weight limit. */
4646 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
4647 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
4651 case CLASS_MINDCRAFTER:
4652 case CLASS_BEASTMASTER:
4653 case CLASS_MIRROR_MASTER:
4655 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
4656 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
4660 /* Mana halved if armour is 50 pounds over weight limit. */
4663 case CLASS_RED_MAGE:
4664 case CLASS_WARRIOR_MAGE:
4666 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
4667 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
4671 /* Mana halved if armour is 60 pounds over weight limit. */
4673 case CLASS_CHAOS_WARRIOR:
4675 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
4676 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
4680 /* For new classes created, but not yet added to this formula. */
4687 /* Determine the weight allowance */
4688 max_wgt = mp_ptr->spell_weight;
4690 /* Heavy armor penalizes mana by a percentage. -LM- */
4691 if ((cur_wgt - max_wgt) > 0)
4694 creature_ptr->cumber_armor = TRUE;
4696 /* Subtract a percentage of maximum mana. */
4697 switch (creature_ptr->pclass)
4699 /* For these classes, mana is halved if armour
4700 * is 30 pounds over their weight limit. */
4702 case CLASS_HIGH_MAGE:
4703 case CLASS_BLUE_MAGE:
4705 msp -= msp * (cur_wgt - max_wgt) / 600;
4709 /* Mana halved if armour is 40 pounds over weight limit. */
4711 case CLASS_MINDCRAFTER:
4712 case CLASS_BEASTMASTER:
4714 case CLASS_FORCETRAINER:
4716 case CLASS_MIRROR_MASTER:
4718 msp -= msp * (cur_wgt - max_wgt) / 800;
4722 case CLASS_SORCERER:
4724 msp -= msp * (cur_wgt - max_wgt) / 900;
4728 /* Mana halved if armour is 50 pounds over weight limit. */
4732 case CLASS_RED_MAGE:
4734 msp -= msp * (cur_wgt - max_wgt) / 1000;
4738 /* Mana halved if armour is 60 pounds over weight limit. */
4740 case CLASS_CHAOS_WARRIOR:
4741 case CLASS_WARRIOR_MAGE:
4743 msp -= msp * (cur_wgt - max_wgt) / 1200;
4749 creature_ptr->cumber_armor = FALSE;
4753 /* For new classes created, but not yet added to this formula. */
4756 msp -= msp * (cur_wgt - max_wgt) / 800;
4762 /* Mana can never be negative */
4763 if (msp < 0) msp = 0;
4766 /* Maximum mana has changed */
4767 if (creature_ptr->msp != msp)
4769 /* Enforce maximum */
4770 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI))
4772 creature_ptr->csp = msp;
4773 creature_ptr->csp_frac = 0;
4777 /* レベルアップの時は上昇量を表示する */
4778 if (creature_ptr->level_up_message && (msp > creature_ptr->msp))
4780 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
4784 creature_ptr->msp = msp;
4786 /* Display mana later */
4787 creature_ptr->redraw |= (PR_MANA);
4788 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
4792 /* Hack -- handle "xtra" mode */
4793 if (current_world_ptr->character_xtra) return;
4795 /* Take note when "glove state" changes */
4796 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove)
4798 if (creature_ptr->cumber_glove)
4800 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."));
4804 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."));
4808 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
4812 /* Take note when "armor state" changes */
4813 if (creature_ptr->old_cumber_armor != creature_ptr->cumber_armor)
4815 if (creature_ptr->cumber_armor)
4817 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."));
4821 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."));
4825 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
4830 * @brief 装備中の射撃武器の威力倍率を返す /
4831 * calcurate the fire rate of target object
4832 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
4833 * @return 射撃倍率の値(100で1.00倍)
4835 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
4837 int extra_shots = 0;
4840 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
4842 BIT_FLAGS flgs[TR_FLAG_SIZE];
4844 /* Scan the usable creature_ptr->inventory_list */
4845 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4847 q_ptr = &creature_ptr->inventory_list[i];
4848 if (!q_ptr->k_idx) continue;
4850 /* Do not apply current equip */
4851 if (i == INVEN_BOW) continue;
4853 object_flags(q_ptr, flgs);
4856 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4859 object_flags(o_ptr, flgs);
4860 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4862 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
4866 num += (extra_shots * 100);
4868 /* Hack -- Rangers love Bows */
4869 if ((creature_ptr->pclass == CLASS_RANGER) &&
4870 (tval_ammo == TV_ARROW))
4872 num += (creature_ptr->lev * 4);
4875 if ((creature_ptr->pclass == CLASS_CAVALRY) &&
4876 (tval_ammo == TV_ARROW))
4878 num += (creature_ptr->lev * 3);
4881 if (creature_ptr->pclass == CLASS_ARCHER)
4883 if (tval_ammo == TV_ARROW)
4884 num += ((creature_ptr->lev * 5) + 50);
4885 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
4886 num += (creature_ptr->lev * 4);
4890 * Addendum -- also "Reward" high level warriors,
4891 * with _any_ missile weapon -- TY
4893 if (creature_ptr->pclass == CLASS_WARRIOR &&
4894 (tval_ammo <= TV_BOLT) &&
4895 (tval_ammo >= TV_SHOT))
4897 num += (creature_ptr->lev * 2);
4899 if ((creature_ptr->pclass == CLASS_ROGUE) &&
4900 (tval_ammo == TV_SHOT))
4902 num += (creature_ptr->lev * 4);
4909 * @brief プレイヤーの所持重量制限を計算する /
4910 * Computes current weight limit.
4913 WEIGHT weight_limit(player_type *creature_ptr)
4917 /* Weight limit based only on strength */
4918 i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
4919 if (creature_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
4921 /* Return the result */
4926 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
4927 * @param i 判定する手のID(右手:0 左手:1)
4928 * @return 持っているならばTRUE
4930 bool has_melee_weapon(player_type *creature_ptr, int i)
4932 return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
4936 * @brief プレイヤーの現在開いている手の状態を返す
4937 * @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。
4938 * @return 開いている手のビットフラグ
4940 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
4942 BIT_FLAGS16 status = EMPTY_HAND_NONE;
4944 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
4945 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
4947 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_RYOUTE))
4949 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
4950 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
4958 * @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。
4959 * @return ペナルティが適用されるならばTRUE。
4961 bool heavy_armor(player_type *creature_ptr)
4963 WEIGHT monk_arm_wgt = 0;
4965 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA)) return FALSE;
4967 /* Weight the armor */
4968 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4969 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4970 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4971 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4972 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4973 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4974 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4976 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
4980 * @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"
4982 * @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。
4984 void update_creature(player_type *creature_ptr)
4986 if (!creature_ptr->update) return;
4988 /* Actually do auto-destroy */
4989 if (creature_ptr->update & (PU_AUTODESTROY))
4991 creature_ptr->update &= ~(PU_AUTODESTROY);
4992 autopick_delayed_alter();
4994 if (creature_ptr->update & (PU_COMBINE))
4996 creature_ptr->update &= ~(PU_COMBINE);
5000 /* Reorder the pack */
5001 if (creature_ptr->update & (PU_REORDER))
5003 creature_ptr->update &= ~(PU_REORDER);
5007 if (creature_ptr->update & (PU_BONUS))
5009 creature_ptr->update &= ~(PU_BONUS);
5014 if (creature_ptr->update & (PU_TORCH))
5016 creature_ptr->update &= ~(PU_TORCH);
5017 calc_torch(creature_ptr);
5020 if (creature_ptr->update & (PU_HP))
5022 creature_ptr->update &= ~(PU_HP);
5023 calc_hitpoints(creature_ptr);
5026 if (creature_ptr->update & (PU_MANA))
5028 creature_ptr->update &= ~(PU_MANA);
5029 calc_mana(creature_ptr);
5032 if (creature_ptr->update & (PU_SPELLS))
5034 creature_ptr->update &= ~(PU_SPELLS);
5035 calc_spells(creature_ptr);
5038 /* Character is not ready yet, no screen updates */
5039 if (!current_world_ptr->character_generated) return;
5041 /* Character is in "icky" mode, no screen updates */
5042 if (current_world_ptr->character_icky) return;
5044 if (creature_ptr->update & (PU_UN_LITE))
5046 creature_ptr->update &= ~(PU_UN_LITE);
5050 if (creature_ptr->update & (PU_UN_VIEW))
5052 creature_ptr->update &= ~(PU_UN_VIEW);
5056 if (creature_ptr->update & (PU_VIEW))
5058 creature_ptr->update &= ~(PU_VIEW);
5062 if (creature_ptr->update & (PU_LITE))
5064 creature_ptr->update &= ~(PU_LITE);
5069 if (creature_ptr->update & (PU_FLOW))
5071 creature_ptr->update &= ~(PU_FLOW);
5075 if (creature_ptr->update & (PU_DISTANCE))
5077 creature_ptr->update &= ~(PU_DISTANCE);
5079 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5080 /* creature_ptr->update &= ~(PU_MONSTERS); */
5082 update_monsters(TRUE);
5085 if (creature_ptr->update & (PU_MON_LITE))
5087 creature_ptr->update &= ~(PU_MON_LITE);
5092 * Mega-Hack -- Delayed visual update
5093 * Only used if update_view(), update_lite() or update_mon_lite() was called
5095 if (creature_ptr->update & (PU_DELAY_VIS))
5097 creature_ptr->update &= ~(PU_DELAY_VIS);
5098 delayed_visual_update();
5101 if (creature_ptr->update & (PU_MONSTERS))
5103 creature_ptr->update &= ~(PU_MONSTERS);
5104 update_monsters(FALSE);
5109 * @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
5110 * @return 魔道書を一冊も持っていないならTRUEを返す
5112 bool player_has_no_spellbooks(player_type *creature_ptr)
5117 for (i = 0; i < INVEN_PACK; i++)
5119 o_ptr = &creature_ptr->inventory_list[i];
5120 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5123 for (i = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
5125 o_ptr = ¤t_floor_ptr->o_list[i];
5126 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5132 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
5134 creature_ptr->energy_use = (ENERGY)need_cost;
5137 void free_turn(player_type *creature_ptr)
5139 creature_ptr->energy_use = 0;
5143 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
5146 * @return 配置に成功したらTRUE
5148 bool player_place(POSITION y, POSITION x)
5150 /* Paranoia XXX XXX */
5151 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
5153 /* Save player location */
5162 * @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
5165 void wreck_the_pattern(void)
5169 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
5171 if (pattern_type == PATTERN_TILE_WRECKED)
5173 /* Ruined already */
5177 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
5178 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
5180 if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
5181 to_ruin = randint1(45) + 35;
5185 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
5187 if (pattern_tile(r_y, r_x) &&
5188 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
5190 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
5194 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
5199 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
5200 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
5201 * @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
5204 void sanity_blast(monster_type *m_ptr, bool necro)
5208 if (p_ptr->phase_out || !current_world_ptr->character_dungeon) return;
5210 if (!necro && m_ptr)
5212 GAME_TEXT m_name[MAX_NLEN];
5213 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
5215 power = r_ptr->level / 2;
5217 monster_desc(m_name, m_ptr, 0);
5219 if (!(r_ptr->flags1 & RF1_UNIQUE))
5221 if (r_ptr->flags1 & RF1_FRIENDS)
5226 if (!current_world_ptr->is_loading_now)
5227 return; /* No effect yet, just loaded... */
5230 return; /* Cannot see it for some reason */
5232 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
5236 return; /* Pet eldritch horrors are safe most of the time */
5238 if (randint1(100) > power) return;
5240 if (saving_throw(p_ptr->skill_sav - power))
5242 return; /* Save, no adverse effects */
5247 /* Something silly happens... */
5248 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5249 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5253 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5254 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
5257 return; /* Never mind; we can't see it clearly enough */
5260 /* Something frightening happens... */
5261 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5262 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
5264 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5266 /* Demon characters are unaffected */
5267 if (PRACE_IS_(p_ptr, RACE_IMP) || PRACE_IS_(p_ptr, RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
5268 if (p_ptr->wizard) return;
5270 /* Undead characters are 50% likely to be unaffected */
5271 if (PRACE_IS_(p_ptr, RACE_SKELETON) || PRACE_IS_(p_ptr, RACE_ZOMBIE)
5272 || PRACE_IS_(p_ptr, RACE_VAMPIRE) || PRACE_IS_(p_ptr, RACE_SPECTRE) ||
5273 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
5275 if (saving_throw(25 + p_ptr->lev)) return;
5280 monster_race *r_ptr;
5281 GAME_TEXT m_name[MAX_NLEN];
5284 get_mon_num_prep(get_nightmare, NULL);
5286 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
5287 power = r_ptr->level + 10;
5288 desc = r_name + r_ptr->name;
5290 get_mon_num_prep(NULL, NULL);
5293 if (!(r_ptr->flags1 & RF1_UNIQUE))
5294 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
5297 sprintf(m_name, "%s", desc);
5299 if (!(r_ptr->flags1 & RF1_UNIQUE))
5301 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
5305 if (saving_throw(p_ptr->skill_sav * 100 / power))
5307 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
5314 /* Something silly happens... */
5315 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5316 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5320 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5321 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
5324 /* Never mind; we can't see it clearly enough */
5328 /* Something frightening happens... */
5329 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5330 horror_desc[randint0(MAX_SAN_HORROR)], desc);
5332 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5334 if (!p_ptr->mimic_form)
5336 switch (p_ptr->prace)
5338 /* Demons may make a saving throw */
5341 if (saving_throw(20 + p_ptr->lev)) return;
5343 /* Undead may make a saving throw */
5348 if (saving_throw(10 + p_ptr->lev)) return;
5354 /* Demons may make a saving throw */
5355 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
5357 if (saving_throw(20 + p_ptr->lev)) return;
5359 /* Undead may make a saving throw */
5360 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
5362 if (saving_throw(10 + p_ptr->lev)) return;
5368 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!"));
5371 if (saving_throw(p_ptr->skill_sav - power))
5377 (void)do_dec_stat(p_ptr, A_INT);
5378 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
5381 (void)do_dec_stat(p_ptr, A_WIS);
5382 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
5384 switch (randint1(21))
5387 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
5389 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
5391 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!"));
5395 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!"));
5398 if (p_ptr->muta3 & MUT3_HYPER_INT)
5400 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."));
5401 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
5403 p_ptr->muta3 |= MUT3_MORONIC;
5409 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
5411 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
5413 /* Duh, the following should never happen, but anyway... */
5414 if (p_ptr->muta3 & MUT3_FEARLESS)
5416 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."));
5417 p_ptr->muta3 &= ~(MUT3_FEARLESS);
5420 p_ptr->muta2 |= MUT2_COWARDICE;
5426 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
5428 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!"));
5429 p_ptr->muta2 |= MUT2_HALLU;
5435 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
5437 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!"));
5438 p_ptr->muta2 |= MUT2_BERS_RAGE;
5448 if (!p_ptr->resist_conf)
5450 (void)set_confused(p_ptr, p_ptr->confused + randint0(4) + 4);
5452 if (!p_ptr->free_act)
5454 (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint0(4) + 4);
5456 if (!p_ptr->resist_chaos)
5458 (void)set_image(p_ptr, p_ptr->image + randint0(250) + 150);
5467 if (lose_all_info(p_ptr))
5468 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!"));
5472 p_ptr->update |= PU_BONUS;
5478 * @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 /
5479 * Advance experience levels and print experience
5482 void check_experience(void)
5484 bool level_reward = FALSE;
5485 bool level_mutation = FALSE;
5486 bool level_inc_stat = FALSE;
5487 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
5488 PLAYER_LEVEL old_lev = p_ptr->lev;
5490 /* Hack -- lower limit */
5491 if (p_ptr->exp < 0) p_ptr->exp = 0;
5492 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
5493 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
5495 /* Hack -- upper limit */
5496 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
5497 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
5498 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
5500 /* Hack -- maintain "max" experience */
5501 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
5503 /* Hack -- maintain "max max" experience */
5504 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
5506 /* Redraw experience */
5507 p_ptr->redraw |= (PR_EXP);
5511 /* Lose levels while possible */
5512 while ((p_ptr->lev > 1) &&
5513 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
5517 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5518 p_ptr->redraw |= (PR_LEV | PR_TITLE);
5519 p_ptr->window |= (PW_PLAYER);
5524 /* Gain levels while possible */
5525 while ((p_ptr->lev < PY_MAX_LEVEL) &&
5526 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
5531 /* Save the highest level */
5532 if (p_ptr->lev > p_ptr->max_plv)
5534 p_ptr->max_plv = p_ptr->lev;
5536 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
5537 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
5539 level_reward = TRUE;
5541 if (p_ptr->prace == RACE_BEASTMAN)
5543 if (one_in_(5)) level_mutation = TRUE;
5545 level_inc_stat = TRUE;
5547 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
5552 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
5554 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5555 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
5556 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
5559 p_ptr->level_up_message = TRUE;
5562 p_ptr->level_up_message = FALSE;
5566 if (!(p_ptr->max_plv % 10))
5575 cnv_stat(p_ptr->stat_max[0], tmp);
5576 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
5577 cnv_stat(p_ptr->stat_max[1], tmp);
5578 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
5579 cnv_stat(p_ptr->stat_max[2], tmp);
5580 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
5581 cnv_stat(p_ptr->stat_max[3], tmp);
5582 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
5583 cnv_stat(p_ptr->stat_max[4], tmp);
5584 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
5585 cnv_stat(p_ptr->stat_max[5], tmp);
5586 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
5589 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
5594 if ((choice >= 'a') && (choice <= 'f')) break;
5596 for (n = 0; n < A_MAX; n++)
5597 if (n != choice - 'a')
5599 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
5601 do_inc_stat(p_ptr, choice - 'a');
5604 else if (!(p_ptr->max_plv % 2))
5605 do_inc_stat(p_ptr, randint0(6));
5610 msg_print(_("あなたは変わった気がする...", "You feel different..."));
5611 (void)gain_mutation(p_ptr, 0);
5612 level_mutation = FALSE;
5616 * 報酬でレベルが上ると再帰的に check_experience() が
5621 gain_level_reward(p_ptr, 0);
5622 level_reward = FALSE;
5625 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5626 p_ptr->redraw |= (PR_LEV | PR_TITLE);
5627 p_ptr->window |= (PW_PLAYER | PW_SPELL);
5631 /* Load an autopick preference file */
5632 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
5636 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
5638 * @param out_val 出力先文字列ポインタ
5641 void cnv_stat(int val, char *out_val)
5646 int bonus = (val - 18);
5650 sprintf(out_val, "18/%3s", "***");
5652 else if (bonus >= 100)
5654 sprintf(out_val, "18/%03d", bonus);
5658 sprintf(out_val, " 18/%02d", bonus);
5665 sprintf(out_val, " %2d", val);
5670 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
5671 * Modify a stat value by a "modifier", return new value
5673 * @param amount 加減算値
5677 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
5678 * Or even: 18/13, 18/23, 18/33, ..., 18/220
5679 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
5680 * Or even: 18/13, 18/03, 18, 17, ..., 3
5683 s16b modify_stat_value(int value, int amount)
5690 /* Apply each point */
5691 for (i = 0; i < amount; i++)
5693 /* One point at a time */
5694 if (value < 18) value++;
5696 /* Ten "points" at a time */
5702 else if (amount < 0)
5704 /* Apply each point */
5705 for (i = 0; i < (0 - amount); i++)
5707 /* Ten points at a time */
5708 if (value >= 18 + 10) value -= 10;
5710 /* Hack -- prevent weirdness */
5711 else if (value > 18) value = 18;
5713 /* One point at a time */
5714 else if (value > 3) value--;
5718 /* Return new value */
5719 return (s16b)(value);
5725 * Hack -- Calculates the total number of points earned -JWT-
5729 long calc_score(void)
5733 u32b point, point_h, point_l;
5734 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
5736 if (!preserve_mode) mult += 10;
5737 if (!autoroller) mult += 10;
5738 if (!smart_learn) mult -= 20;
5739 if (smart_cheat) mult += 30;
5740 if (ironman_shops) mult += 50;
5741 if (ironman_small_levels) mult += 10;
5742 if (ironman_empty_levels) mult += 20;
5743 if (!powerup_home) mult += 50;
5744 if (ironman_rooms) mult += 100;
5745 if (ironman_nightmare) mult += 100;
5747 if (mult < 5) mult = 5;
5749 for (i = 0; i < max_d_idx; i++)
5750 if (max_dlv[i] > max_dl)
5751 max_dl = max_dlv[i];
5753 point_l = (p_ptr->max_max_exp + (100 * max_dl));
5754 point_h = point_l / 0x10000L;
5755 point_l = point_l % 0x10000L;
5758 point_h += point_l / 0x10000L;
5759 point_l %= 0x10000L;
5761 point_l += ((point_h % 100) << 16);
5765 point = (point_h << 16) + (point_l);
5766 if (p_ptr->arena_number >= 0)
5767 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
5769 if (ironman_downward) point *= 2;
5770 if (p_ptr->pclass == CLASS_BERSERKER)
5772 if (p_ptr->prace == RACE_SPECTRE)
5776 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
5779 if (p_ptr->total_winner) point = 2;
5781 if (easy_band) point = (0 - point);
5787 void cheat_death(player_type *creature_ptr)
5789 /* Mark social class, reset age, if needed */
5790 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
5793 creature_ptr->age++;
5796 creature_ptr->noscore |= 0x0001;
5798 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
5801 (void)life_stream(FALSE, FALSE);
5803 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
5806 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
5808 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
5810 for (; magic_idx < EATER_EXT * 3; magic_idx++)
5812 creature_ptr->magic_num1[magic_idx] = 0;
5816 /* Restore spell points */
5817 creature_ptr->csp = creature_ptr->msp;
5818 creature_ptr->csp_frac = 0;
5820 /* Hack -- cancel recall */
5821 if (creature_ptr->word_recall)
5823 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
5826 /* Hack -- Prevent recall */
5827 creature_ptr->word_recall = 0;
5828 creature_ptr->redraw |= (PR_STATUS);
5831 /* Hack -- cancel alter */
5832 if (creature_ptr->alter_reality)
5834 /* Hack -- Prevent alter */
5835 creature_ptr->alter_reality = 0;
5836 creature_ptr->redraw |= (PR_STATUS);
5839 /* Note cause of death */
5840 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
5843 creature_ptr->is_dead = FALSE;
5845 /* Hack -- Prevent starvation */
5846 (void)set_food(p_ptr, PY_FOOD_MAX - 1);
5848 current_floor_ptr->dun_level = 0;
5849 creature_ptr->inside_arena = FALSE;
5850 creature_ptr->phase_out = FALSE;
5852 creature_ptr->inside_quest = 0;
5853 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
5854 p_ptr->dungeon_idx = 0;
5855 if (lite_town || vanilla_town)
5857 creature_ptr->wilderness_y = 1;
5858 creature_ptr->wilderness_x = 1;
5861 creature_ptr->oldpy = 10;
5862 creature_ptr->oldpx = 34;
5866 creature_ptr->oldpy = 33;
5867 creature_ptr->oldpx = 131;
5872 creature_ptr->wilderness_y = 48;
5873 creature_ptr->wilderness_x = 5;
5874 creature_ptr->oldpy = 33;
5875 creature_ptr->oldpx = 131;
5877 creature_ptr->wild_mode = FALSE;
5878 creature_ptr->leaving = TRUE;
5880 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
5884 /* Prepare next floor */
5885 leave_floor(p_ptr->change_floor_mode);