2 #include "player-move.h"
3 #include "player-status.h"
7 #include "spells-status.h"
8 #include "object-hook.h"
10 #include "monster-status.h"
11 #include "monsterrace-hook.h"
14 #include "realm-hex.h"
16 #include "cmd-spell.h"
18 /* Hack, monk armour */
19 static bool monk_armour_aux;
20 static bool monk_notify_aux;
25 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
27 static concptr horror_desc[MAX_SAN_HORROR] =
83 * @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)
85 static concptr funny_desc[MAX_SAN_FUNNY] =
146 * @var funny_comments
147 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
149 static concptr funny_comments[MAX_SAN_COMMENT] =
170 * @brief 基本必要経験値テーブル /
171 * Base experience levels, may be adjusted up for race and/or class
173 const s32b player_exp[PY_MAX_LEVEL] =
229 * @brief 基本必要強化値テーブル(アンドロイド専用)
231 const s32b player_exp_a[PY_MAX_LEVEL] =
287 * Return alignment title
289 concptr your_alignment(void)
291 if (p_ptr->align > 150) return _("大善", "Lawful");
292 else if (p_ptr->align > 50) return _("中善", "Good");
293 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
294 else if (p_ptr->align > -11) return _("中立", "Neutral");
295 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
296 else if (p_ptr->align > -151) return _("中悪", "Evil");
297 else return _("大悪", "Chaotic");
302 * Return proficiency level of weapons and misc. skills (except riding)
304 int weapon_exp_level(int weapon_exp)
306 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
307 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
308 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
309 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
310 else return EXP_LEVEL_MASTER;
315 * Return proficiency level of riding
317 int riding_exp_level(int riding_exp)
319 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
320 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
321 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
322 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
323 else return EXP_LEVEL_MASTER;
328 * Return proficiency level of spells
330 int spell_exp_level(int spell_exp)
332 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
333 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
334 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
335 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
336 else return EXP_LEVEL_MASTER;
340 * @brief プレイヤーの全ステータスを更新する /
341 * Calculate the players current "state", taking into account
342 * not only race/class intrinsics, but also objects being worn
343 * and temporary spell effects.
347 * See also calc_mana() and calc_hitpoints().
349 * Take note of the new "speed code", in particular, a very strong
350 * player will start slowing down as soon as he reaches 150 pounds,
351 * but not until he reaches 450 pounds will he be half as fast as
352 * a normal kobold. This both hurts and helps the player, hurts
353 * because in the old days a player could just avoid 300 pounds,
354 * and helps because now carrying 300 pounds is not very painful.
356 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
357 * damage, since that would affect non-combat things. These values
358 * are actually added in later, at the appropriate place.
360 * This function induces various "status" messages.
363 void calc_bonuses(void)
367 int default_hand = 0;
368 int empty_hands_status = empty_hands(TRUE);
371 BIT_FLAGS flgs[TR_FLAG_SIZE];
373 bool yoiyami = FALSE;
374 bool down_saving = FALSE;
376 bool have_dd_s = FALSE, have_dd_t = FALSE;
378 bool have_sw = FALSE, have_kabe = FALSE;
379 bool easy_2weapon = FALSE;
380 bool riding_levitation = FALSE;
381 OBJECT_IDX this_o_idx, next_o_idx = 0;
382 const player_race *tmp_rp_ptr;
384 /* Save the old vision stuff */
385 bool old_telepathy = p_ptr->telepathy;
386 bool old_esp_animal = p_ptr->esp_animal;
387 bool old_esp_undead = p_ptr->esp_undead;
388 bool old_esp_demon = p_ptr->esp_demon;
389 bool old_esp_orc = p_ptr->esp_orc;
390 bool old_esp_troll = p_ptr->esp_troll;
391 bool old_esp_giant = p_ptr->esp_giant;
392 bool old_esp_dragon = p_ptr->esp_dragon;
393 bool old_esp_human = p_ptr->esp_human;
394 bool old_esp_evil = p_ptr->esp_evil;
395 bool old_esp_good = p_ptr->esp_good;
396 bool old_esp_nonliving = p_ptr->esp_nonliving;
397 bool old_esp_unique = p_ptr->esp_unique;
398 bool old_see_inv = p_ptr->see_inv;
399 bool old_mighty_throw = p_ptr->mighty_throw;
401 /* Current feature under player. */
402 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
404 /* Save the old armor class */
405 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
406 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
409 /* Clear extra blows/shots */
410 extra_blows[0] = extra_blows[1] = 0;
412 /* Clear the stat modifiers */
413 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
416 /* Clear the Displayed/Real armor class */
417 p_ptr->dis_ac = p_ptr->ac = 0;
419 /* Clear the Displayed/Real Bonuses */
420 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
421 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
422 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
423 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
424 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
425 p_ptr->dis_to_a = p_ptr->to_a = 0;
429 p_ptr->to_m_chance = 0;
431 /* Clear the Extra Dice Bonuses */
432 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
433 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
435 /* Start with "normal" speed */
438 /* Start with a single blow per current_world_ptr->game_turn */
439 p_ptr->num_blow[0] = 1;
440 p_ptr->num_blow[1] = 1;
442 /* Start with a single shot per current_world_ptr->game_turn */
443 p_ptr->num_fire = 100;
445 /* Reset the "xtra" tval */
446 p_ptr->tval_xtra = 0;
448 /* Reset the "ammo" tval */
449 p_ptr->tval_ammo = 0;
451 /* Clear all the flags */
453 p_ptr->bless_blade = FALSE;
454 p_ptr->xtra_might = FALSE;
455 p_ptr->impact[0] = FALSE;
456 p_ptr->impact[1] = FALSE;
457 p_ptr->pass_wall = FALSE;
458 p_ptr->kill_wall = FALSE;
459 p_ptr->dec_mana = FALSE;
460 p_ptr->easy_spell = FALSE;
461 p_ptr->heavy_spell = FALSE;
462 p_ptr->see_inv = FALSE;
463 p_ptr->free_act = FALSE;
464 p_ptr->slow_digest = FALSE;
465 p_ptr->regenerate = FALSE;
466 p_ptr->can_swim = FALSE;
467 p_ptr->levitation = FALSE;
468 p_ptr->hold_exp = FALSE;
469 p_ptr->telepathy = FALSE;
470 p_ptr->esp_animal = FALSE;
471 p_ptr->esp_undead = FALSE;
472 p_ptr->esp_demon = FALSE;
473 p_ptr->esp_orc = FALSE;
474 p_ptr->esp_troll = FALSE;
475 p_ptr->esp_giant = FALSE;
476 p_ptr->esp_dragon = FALSE;
477 p_ptr->esp_human = FALSE;
478 p_ptr->esp_evil = FALSE;
479 p_ptr->esp_good = FALSE;
480 p_ptr->esp_nonliving = FALSE;
481 p_ptr->esp_unique = FALSE;
483 p_ptr->sustain_str = FALSE;
484 p_ptr->sustain_int = FALSE;
485 p_ptr->sustain_wis = FALSE;
486 p_ptr->sustain_con = FALSE;
487 p_ptr->sustain_dex = FALSE;
488 p_ptr->sustain_chr = FALSE;
489 p_ptr->resist_acid = FALSE;
490 p_ptr->resist_elec = FALSE;
491 p_ptr->resist_fire = FALSE;
492 p_ptr->resist_cold = FALSE;
493 p_ptr->resist_pois = FALSE;
494 p_ptr->resist_conf = FALSE;
495 p_ptr->resist_sound = FALSE;
496 p_ptr->resist_lite = FALSE;
497 p_ptr->resist_dark = FALSE;
498 p_ptr->resist_chaos = FALSE;
499 p_ptr->resist_disen = FALSE;
500 p_ptr->resist_shard = FALSE;
501 p_ptr->resist_nexus = FALSE;
502 p_ptr->resist_blind = FALSE;
503 p_ptr->resist_neth = FALSE;
504 p_ptr->resist_time = FALSE;
505 p_ptr->resist_water = FALSE;
506 p_ptr->resist_fear = FALSE;
507 p_ptr->reflect = FALSE;
508 p_ptr->sh_fire = FALSE;
509 p_ptr->sh_elec = FALSE;
510 p_ptr->sh_cold = FALSE;
511 p_ptr->anti_magic = FALSE;
512 p_ptr->anti_tele = FALSE;
513 p_ptr->warning = FALSE;
514 p_ptr->mighty_throw = FALSE;
515 p_ptr->see_nocto = FALSE;
517 p_ptr->immune_acid = FALSE;
518 p_ptr->immune_elec = FALSE;
519 p_ptr->immune_fire = FALSE;
520 p_ptr->immune_cold = FALSE;
522 p_ptr->ryoute = FALSE;
523 p_ptr->migite = FALSE;
524 p_ptr->hidarite = FALSE;
525 p_ptr->no_flowed = FALSE;
527 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
528 else tmp_rp_ptr = &race_info[p_ptr->prace];
530 /* Base infravision (purely racial) */
531 p_ptr->see_infra = tmp_rp_ptr->infra;
533 /* Base skill -- disarming */
534 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
536 /* Base skill -- magic devices */
537 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
539 /* Base skill -- saving throw */
540 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
542 /* Base skill -- stealth */
543 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
545 /* Base skill -- searching ability */
546 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
548 /* Base skill -- searching frequency */
549 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
551 /* Base skill -- combat (normal) */
552 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
554 /* Base skill -- combat (shooting) */
555 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
557 /* Base skill -- combat (throwing) */
558 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
560 /* Base skill -- digging */
561 p_ptr->skill_dig = 0;
563 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
564 if (has_melee_weapon(INVEN_LARM))
566 p_ptr->hidarite = TRUE;
567 if (!p_ptr->migite) default_hand = 1;
570 if (CAN_TWO_HANDS_WIELDING())
572 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
573 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
575 p_ptr->ryoute = TRUE;
577 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
578 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
580 p_ptr->ryoute = TRUE;
584 switch (p_ptr->pclass)
587 case CLASS_FORCETRAINER:
588 case CLASS_BERSERKER:
589 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
591 p_ptr->migite = TRUE;
592 p_ptr->ryoute = TRUE;
599 if (!p_ptr->migite && !p_ptr->hidarite)
601 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
602 else if (empty_hands_status == EMPTY_HAND_LARM)
604 p_ptr->hidarite = TRUE;
609 if (p_ptr->special_defense & KAMAE_MASK)
611 if (!(empty_hands_status & EMPTY_HAND_RARM))
613 set_action(ACTION_NONE);
617 switch (p_ptr->pclass)
620 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
621 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
624 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
626 case CLASS_CHAOS_WARRIOR:
627 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
628 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
630 case CLASS_MINDCRAFTER:
631 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
632 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
633 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
634 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
637 case CLASS_FORCETRAINER:
638 /* Unencumbered Monks become faster every 10 levels */
639 if (!(heavy_armor()))
641 if (!(prace_is_(RACE_KLACKON) ||
642 prace_is_(RACE_SPRITE) ||
643 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
644 new_speed += (p_ptr->lev) / 10;
646 /* Free action if unencumbered at level 25 */
648 p_ptr->free_act = TRUE;
653 p_ptr->dis_to_a -= 50;
656 p_ptr->resist_sound = TRUE;
659 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
661 case CLASS_BERSERKER:
663 p_ptr->sustain_str = TRUE;
664 p_ptr->sustain_dex = TRUE;
665 p_ptr->sustain_con = TRUE;
666 p_ptr->regenerate = TRUE;
667 p_ptr->free_act = TRUE;
669 if (p_ptr->lev > 29) new_speed++;
670 if (p_ptr->lev > 39) new_speed++;
671 if (p_ptr->lev > 44) new_speed++;
672 if (p_ptr->lev > 49) new_speed++;
673 p_ptr->to_a += 10 + p_ptr->lev / 2;
674 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
675 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
676 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
677 p_ptr->redraw |= PR_STATUS;
679 case CLASS_MIRROR_MASTER:
680 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
683 /* Unencumbered Ninjas become faster every 10 levels */
686 new_speed -= (p_ptr->lev) / 10;
687 p_ptr->skill_stl -= (p_ptr->lev) / 10;
689 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
690 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
693 if (!(prace_is_(RACE_KLACKON) ||
694 prace_is_(RACE_SPRITE) ||
695 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
696 new_speed += (p_ptr->lev) / 10;
697 p_ptr->skill_stl += (p_ptr->lev) / 10;
699 /* Free action if unencumbered at level 25 */
701 p_ptr->free_act = TRUE;
703 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
704 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
706 p_ptr->to_a += p_ptr->lev / 2 + 5;
707 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
709 p_ptr->slow_digest = TRUE;
710 p_ptr->resist_fear = TRUE;
711 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
712 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
713 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
716 p_ptr->oppose_pois = 1;
717 p_ptr->redraw |= PR_STATUS;
719 p_ptr->see_nocto = TRUE;
724 if (p_ptr->mimic_form)
726 switch (p_ptr->mimic_form)
729 p_ptr->hold_exp = TRUE;
730 p_ptr->resist_chaos = TRUE;
731 p_ptr->resist_neth = TRUE;
732 p_ptr->resist_fire = TRUE;
733 p_ptr->oppose_fire = 1;
734 p_ptr->see_inv = TRUE;
736 p_ptr->redraw |= PR_STATUS;
738 p_ptr->dis_to_a += 10;
740 case MIMIC_DEMON_LORD:
741 p_ptr->hold_exp = TRUE;
742 p_ptr->resist_chaos = TRUE;
743 p_ptr->resist_neth = TRUE;
744 p_ptr->immune_fire = TRUE;
745 p_ptr->resist_acid = TRUE;
746 p_ptr->resist_fire = TRUE;
747 p_ptr->resist_cold = TRUE;
748 p_ptr->resist_elec = TRUE;
749 p_ptr->resist_pois = TRUE;
750 p_ptr->resist_conf = TRUE;
751 p_ptr->resist_disen = TRUE;
752 p_ptr->resist_nexus = TRUE;
753 p_ptr->resist_fear = TRUE;
754 p_ptr->sh_fire = TRUE;
755 p_ptr->see_inv = TRUE;
756 p_ptr->telepathy = TRUE;
757 p_ptr->levitation = TRUE;
758 p_ptr->kill_wall = TRUE;
761 p_ptr->dis_to_a += 20;
764 p_ptr->resist_dark = TRUE;
765 p_ptr->hold_exp = TRUE;
766 p_ptr->resist_neth = TRUE;
767 p_ptr->resist_cold = TRUE;
768 p_ptr->resist_pois = TRUE;
769 p_ptr->see_inv = TRUE;
772 p_ptr->dis_to_a += 10;
773 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
779 switch (p_ptr->prace)
782 p_ptr->resist_lite = TRUE;
785 p_ptr->hold_exp = TRUE;
788 p_ptr->free_act = TRUE;
791 p_ptr->resist_blind = TRUE;
794 p_ptr->resist_dark = TRUE;
796 case RACE_HALF_TROLL:
797 p_ptr->sustain_str = TRUE;
801 /* High level trolls heal fast... */
802 p_ptr->regenerate = TRUE;
804 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
806 p_ptr->slow_digest = TRUE;
807 /* Let's not make Regeneration
808 * a disadvantage for the poor warriors who can
809 * never learn a spell that satisfies hunger (actually
810 * neither can rogues, but half-trolls are not
811 * supposed to play rogues) */
816 p_ptr->sustain_con = TRUE;
817 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
820 p_ptr->resist_lite = TRUE;
821 p_ptr->see_inv = TRUE;
824 p_ptr->resist_fear = TRUE;
827 p_ptr->resist_dark = TRUE;
828 p_ptr->sustain_str = TRUE;
830 case RACE_HALF_GIANT:
831 p_ptr->sustain_str = TRUE;
832 p_ptr->resist_shard = TRUE;
834 case RACE_HALF_TITAN:
835 p_ptr->resist_chaos = TRUE;
838 p_ptr->resist_sound = TRUE;
841 p_ptr->resist_acid = TRUE;
842 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
845 p_ptr->resist_conf = TRUE;
846 p_ptr->resist_acid = TRUE;
848 /* Klackons become faster */
849 new_speed += (p_ptr->lev) / 10;
852 p_ptr->resist_pois = TRUE;
855 p_ptr->resist_disen = TRUE;
856 p_ptr->resist_dark = TRUE;
859 p_ptr->resist_dark = TRUE;
860 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
863 p_ptr->levitation = TRUE;
864 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
865 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
866 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
867 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
868 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
870 case RACE_MIND_FLAYER:
871 p_ptr->sustain_int = TRUE;
872 p_ptr->sustain_wis = TRUE;
873 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
874 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
877 p_ptr->resist_fire = TRUE;
878 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
881 p_ptr->slow_digest = TRUE;
882 p_ptr->free_act = TRUE;
883 p_ptr->see_inv = TRUE;
884 p_ptr->resist_pois = TRUE;
885 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
888 p_ptr->resist_shard = TRUE;
889 p_ptr->hold_exp = TRUE;
890 p_ptr->see_inv = TRUE;
891 p_ptr->resist_pois = TRUE;
892 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
895 p_ptr->resist_neth = TRUE;
896 p_ptr->hold_exp = TRUE;
897 p_ptr->see_inv = TRUE;
898 p_ptr->resist_pois = TRUE;
899 p_ptr->slow_digest = TRUE;
900 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
903 p_ptr->resist_dark = TRUE;
904 p_ptr->hold_exp = TRUE;
905 p_ptr->resist_neth = TRUE;
906 p_ptr->resist_cold = TRUE;
907 p_ptr->resist_pois = TRUE;
908 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
911 p_ptr->levitation = TRUE;
912 p_ptr->free_act = TRUE;
913 p_ptr->resist_neth = TRUE;
914 p_ptr->hold_exp = TRUE;
915 p_ptr->see_inv = TRUE;
916 p_ptr->resist_pois = TRUE;
917 p_ptr->slow_digest = TRUE;
918 p_ptr->resist_cold = TRUE;
919 p_ptr->pass_wall = TRUE;
920 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
923 p_ptr->levitation = TRUE;
924 p_ptr->resist_lite = TRUE;
926 /* Sprites become faster */
927 new_speed += (p_ptr->lev) / 10;
930 p_ptr->resist_conf = TRUE;
931 p_ptr->resist_sound = TRUE;
934 /* Ents dig like maniacs, but only with their hands. */
935 if (!inventory[INVEN_RARM].k_idx)
936 p_ptr->skill_dig += p_ptr->lev * 10;
937 /* Ents get tougher and stronger as they age, but lose dexterity. */
938 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
939 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
940 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
942 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
943 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
944 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
946 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
947 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
948 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
951 p_ptr->levitation = TRUE;
952 p_ptr->see_inv = TRUE;
955 p_ptr->resist_fire = TRUE;
956 p_ptr->resist_neth = TRUE;
957 p_ptr->hold_exp = TRUE;
958 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
961 p_ptr->oppose_fire = 1;
962 p_ptr->redraw |= PR_STATUS;
966 p_ptr->sustain_con = TRUE;
969 p_ptr->levitation = TRUE;
972 p_ptr->resist_conf = TRUE;
975 p_ptr->slow_digest = TRUE;
976 p_ptr->free_act = TRUE;
977 p_ptr->resist_pois = TRUE;
978 p_ptr->hold_exp = TRUE;
981 p_ptr->resist_water = TRUE;
989 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
991 p_ptr->see_inv = TRUE;
992 p_ptr->free_act = TRUE;
993 p_ptr->slow_digest = TRUE;
994 p_ptr->regenerate = TRUE;
995 p_ptr->levitation = TRUE;
996 p_ptr->hold_exp = TRUE;
997 p_ptr->telepathy = TRUE;
999 p_ptr->sustain_str = TRUE;
1000 p_ptr->sustain_int = TRUE;
1001 p_ptr->sustain_wis = TRUE;
1002 p_ptr->sustain_con = TRUE;
1003 p_ptr->sustain_dex = TRUE;
1004 p_ptr->sustain_chr = TRUE;
1005 p_ptr->resist_acid = TRUE;
1006 p_ptr->resist_elec = TRUE;
1007 p_ptr->resist_fire = TRUE;
1008 p_ptr->resist_cold = TRUE;
1009 p_ptr->resist_pois = TRUE;
1010 p_ptr->resist_conf = TRUE;
1011 p_ptr->resist_sound = TRUE;
1012 p_ptr->resist_lite = TRUE;
1013 p_ptr->resist_dark = TRUE;
1014 p_ptr->resist_chaos = TRUE;
1015 p_ptr->resist_disen = TRUE;
1016 p_ptr->resist_shard = TRUE;
1017 p_ptr->resist_nexus = TRUE;
1018 p_ptr->resist_blind = TRUE;
1019 p_ptr->resist_neth = TRUE;
1020 p_ptr->resist_fear = TRUE;
1021 p_ptr->reflect = TRUE;
1022 p_ptr->sh_fire = TRUE;
1023 p_ptr->sh_elec = TRUE;
1024 p_ptr->sh_cold = TRUE;
1026 p_ptr->dis_to_a += 100;
1028 /* Temporary shield */
1029 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1032 p_ptr->dis_to_a += 50;
1035 if (p_ptr->tim_res_nether)
1037 p_ptr->resist_neth = TRUE;
1039 if (p_ptr->tim_sh_fire)
1041 p_ptr->sh_fire = TRUE;
1043 if (p_ptr->tim_res_time)
1045 p_ptr->resist_time = TRUE;
1049 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1051 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1052 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1053 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1055 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1057 p_ptr->to_m_chance += 5;
1058 p_ptr->resist_conf = TRUE;
1062 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1064 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1066 p_ptr->resist_blind = TRUE;
1067 p_ptr->resist_conf = TRUE;
1068 p_ptr->hold_exp = TRUE;
1069 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1071 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1072 /* Munchkin become faster */
1073 new_speed += (p_ptr->lev) / 10 + 5;
1076 if (music_singing(MUSIC_WALL))
1078 p_ptr->kill_wall = TRUE;
1081 /* Hack -- apply racial/class stat maxes */
1082 /* Apply the racial modifiers */
1083 for (i = 0; i < A_MAX; i++)
1085 /* Modify the stats for "race" */
1086 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1090 /* I'm adding the mutations here for the lack of a better place... */
1093 /* Hyper Strength */
1094 if (p_ptr->muta3 & MUT3_HYPER_STR)
1096 p_ptr->stat_add[A_STR] += 4;
1100 if (p_ptr->muta3 & MUT3_PUNY)
1102 p_ptr->stat_add[A_STR] -= 4;
1105 /* Living computer */
1106 if (p_ptr->muta3 & MUT3_HYPER_INT)
1108 p_ptr->stat_add[A_INT] += 4;
1109 p_ptr->stat_add[A_WIS] += 4;
1113 if (p_ptr->muta3 & MUT3_MORONIC)
1115 p_ptr->stat_add[A_INT] -= 4;
1116 p_ptr->stat_add[A_WIS] -= 4;
1119 if (p_ptr->muta3 & MUT3_RESILIENT)
1121 p_ptr->stat_add[A_CON] += 4;
1124 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1126 p_ptr->stat_add[A_CON] += 2;
1130 if (p_ptr->muta3 & MUT3_ALBINO)
1132 p_ptr->stat_add[A_CON] -= 4;
1135 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1137 p_ptr->stat_add[A_CON] -= 2;
1138 p_ptr->stat_add[A_CHR] -= 1;
1139 p_ptr->regenerate = FALSE;
1140 /* Cancel innate regeneration */
1143 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1145 p_ptr->stat_add[A_CHR] -= 4;
1148 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1150 p_ptr->stat_add[A_CHR] -= 1;
1153 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1155 p_ptr->skill_fos += 15;
1156 p_ptr->skill_srh += 15;
1159 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1161 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1164 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1166 p_ptr->skill_stl -= 3;
1169 if (p_ptr->muta3 & MUT3_INFRAVIS)
1171 p_ptr->see_infra += 3;
1174 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1179 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1184 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1186 p_ptr->sh_elec = TRUE;
1189 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1191 p_ptr->sh_fire = TRUE;
1195 if (p_ptr->muta3 & MUT3_WART_SKIN)
1197 p_ptr->stat_add[A_CHR] -= 2;
1199 p_ptr->dis_to_a += 5;
1202 if (p_ptr->muta3 & MUT3_SCALES)
1204 p_ptr->stat_add[A_CHR] -= 1;
1206 p_ptr->dis_to_a += 10;
1209 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1211 p_ptr->stat_add[A_DEX] -= 1;
1213 p_ptr->dis_to_a += 25;
1216 if (p_ptr->muta3 & MUT3_WINGS)
1218 p_ptr->levitation = TRUE;
1221 if (p_ptr->muta3 & MUT3_FEARLESS)
1223 p_ptr->resist_fear = TRUE;
1226 if (p_ptr->muta3 & MUT3_REGEN)
1228 p_ptr->regenerate = TRUE;
1231 if (p_ptr->muta3 & MUT3_ESP)
1233 p_ptr->telepathy = TRUE;
1236 if (p_ptr->muta3 & MUT3_LIMBER)
1238 p_ptr->stat_add[A_DEX] += 3;
1241 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1243 p_ptr->stat_add[A_DEX] -= 3;
1246 if (p_ptr->muta3 & MUT3_MOTION)
1248 p_ptr->free_act = TRUE;
1249 p_ptr->skill_stl += 1;
1252 if (p_ptr->muta3 & MUT3_ILL_NORM)
1254 p_ptr->stat_add[A_CHR] = 0;
1258 if (p_ptr->tsuyoshi)
1260 p_ptr->stat_add[A_STR] += 4;
1261 p_ptr->stat_add[A_CON] += 4;
1264 /* Scan the usable inventory */
1265 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1267 int bonus_to_h, bonus_to_d;
1268 o_ptr = &inventory[i];
1270 /* Skip non-objects */
1271 if (!o_ptr->k_idx) continue;
1273 /* Extract the item flags */
1274 object_flags(o_ptr, flgs);
1276 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1277 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1280 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1281 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1282 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1283 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1284 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1285 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1287 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1289 /* Affect stealth */
1290 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1292 /* Affect searching ability (factor of five) */
1293 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1295 /* Affect searching frequency (factor of five) */
1296 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1298 /* Affect infravision */
1299 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1301 /* Affect digging (factor of 20) */
1302 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1305 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1308 if (have_flag(flgs, TR_BLOWS))
1310 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1311 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1312 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1315 /* Hack -- cause earthquakes */
1316 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1319 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1320 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1321 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1322 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1323 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1324 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1325 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1326 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1327 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1328 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1329 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1330 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1331 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1332 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1333 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1334 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1335 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1336 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1337 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1338 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1339 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1340 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1341 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1342 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1343 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1344 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1345 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1346 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1347 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1348 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1349 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1350 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1351 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1352 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1353 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1355 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1356 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1357 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1358 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1359 if (have_flag(flgs, TR_WARNING)) {
1360 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1361 p_ptr->warning = TRUE;
1364 if (have_flag(flgs, TR_TELEPORT))
1366 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1369 concptr insc = quark_str(o_ptr->inscription);
1371 if (o_ptr->inscription && my_strchr(insc, '.'))
1374 * {.} will stop random teleportation.
1379 /* Controlled random teleportation */
1380 p_ptr->cursed |= TRC_TELEPORT_SELF;
1385 /* Immunity flags */
1386 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1387 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1388 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1389 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1391 /* Resistance flags */
1392 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1393 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1394 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1395 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1396 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1397 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1398 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1399 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1400 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1401 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1402 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1403 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1404 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1405 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1406 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1407 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1409 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1410 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1411 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1412 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1413 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1414 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1417 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1418 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1419 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1420 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1421 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1422 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1424 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1425 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1426 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1427 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1428 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1429 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1430 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1432 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1434 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1436 p_ptr->to_m_chance += 10;
1440 p_ptr->to_m_chance += 3;
1444 if (o_ptr->tval == TV_CAPTURE) continue;
1446 /* Modify the base armor class */
1447 p_ptr->ac += o_ptr->ac;
1449 /* The base armor class is always known */
1450 p_ptr->dis_ac += o_ptr->ac;
1452 /* Apply the bonuses to armor class */
1453 p_ptr->to_a += o_ptr->to_a;
1455 /* Apply the mental bonuses to armor class, if known */
1456 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1458 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1460 int slot = i - INVEN_RARM;
1463 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1465 p_ptr->to_h[slot] -= 15;
1466 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1470 p_ptr->to_h[slot] -= 5;
1471 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1476 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1478 p_ptr->to_h_b -= 15;
1479 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1484 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1489 if (o_ptr->curse_flags & TRC_LOW_AC)
1491 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1494 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1499 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1503 /* Hack -- do not apply "weapon" bonuses */
1504 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1505 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1507 /* Hack -- do not apply "bow" bonuses */
1508 if (i == INVEN_BOW) continue;
1510 bonus_to_h = o_ptr->to_h;
1511 bonus_to_d = o_ptr->to_d;
1513 if (p_ptr->pclass == CLASS_NINJA)
1515 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1516 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1519 /* To Bow and Natural attack */
1521 /* Apply the bonuses to hit/damage */
1522 p_ptr->to_h_b += (s16b)bonus_to_h;
1523 p_ptr->to_h_m += (s16b)bonus_to_h;
1524 p_ptr->to_d_m += (s16b)bonus_to_d;
1526 /* Apply the mental bonuses tp hit/damage, if known */
1527 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1530 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1532 /* Apply the bonuses to hit/damage */
1533 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1534 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1536 /* Apply the mental bonuses tp hit/damage, if known */
1537 if (object_is_known(o_ptr))
1539 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1540 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1543 else if (p_ptr->migite && p_ptr->hidarite)
1545 /* Apply the bonuses to hit/damage */
1546 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1547 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1548 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1549 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1551 /* Apply the mental bonuses tp hit/damage, if known */
1552 if (object_is_known(o_ptr))
1554 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1555 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1556 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1557 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1562 /* Apply the bonuses to hit/damage */
1563 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1564 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1566 /* Apply the mental bonuses to hit/damage, if known */
1567 if (object_is_known(o_ptr))
1569 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1570 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1575 /* Shield skill bonus */
1576 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1578 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1579 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1582 if (old_mighty_throw != p_ptr->mighty_throw)
1584 /* Redraw average damege display of Shuriken */
1585 p_ptr->window |= PW_INVEN;
1588 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1590 /* Monks get extra ac for armour _not worn_ */
1591 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1593 if (!(inventory[INVEN_BODY].k_idx))
1595 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1596 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1598 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1600 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1601 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1603 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1605 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1606 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1608 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1610 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1611 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1613 if (!(inventory[INVEN_HANDS].k_idx))
1615 p_ptr->to_a += (p_ptr->lev / 2);
1616 p_ptr->dis_to_a += (p_ptr->lev / 2);
1618 if (!(inventory[INVEN_FEET].k_idx))
1620 p_ptr->to_a += (p_ptr->lev / 3);
1621 p_ptr->dis_to_a += (p_ptr->lev / 3);
1623 if (p_ptr->special_defense & KAMAE_BYAKKO)
1625 p_ptr->stat_add[A_STR] += 2;
1626 p_ptr->stat_add[A_DEX] += 2;
1627 p_ptr->stat_add[A_CON] -= 3;
1629 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1632 else if (p_ptr->special_defense & KAMAE_GENBU)
1634 p_ptr->stat_add[A_INT] -= 1;
1635 p_ptr->stat_add[A_WIS] -= 1;
1636 p_ptr->stat_add[A_DEX] -= 2;
1637 p_ptr->stat_add[A_CON] += 3;
1639 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1641 p_ptr->stat_add[A_STR] -= 2;
1642 p_ptr->stat_add[A_INT] += 1;
1643 p_ptr->stat_add[A_WIS] += 1;
1644 p_ptr->stat_add[A_DEX] += 2;
1645 p_ptr->stat_add[A_CON] -= 2;
1649 if (p_ptr->special_defense & KATA_KOUKIJIN)
1651 for (i = 0; i < A_MAX; i++)
1652 p_ptr->stat_add[i] += 5;
1654 p_ptr->dis_to_a -= 50;
1657 /* Hack -- aura of fire also provides light */
1658 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1660 /* Golems also get an intrinsic AC bonus */
1661 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1663 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1664 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1668 if (p_ptr->realm1 == REALM_HEX)
1670 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1671 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1672 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1673 if (hex_spelling(HEX_BUILDING))
1675 p_ptr->stat_add[A_STR] += 4;
1676 p_ptr->stat_add[A_DEX] += 4;
1677 p_ptr->stat_add[A_CON] += 4;
1679 if (hex_spelling(HEX_DEMON_AURA))
1681 p_ptr->sh_fire = TRUE;
1682 p_ptr->regenerate = TRUE;
1684 if (hex_spelling(HEX_ICE_ARMOR))
1686 p_ptr->sh_cold = TRUE;
1688 p_ptr->dis_to_a += 30;
1690 if (hex_spelling(HEX_SHOCK_CLOAK))
1692 p_ptr->sh_elec = TRUE;
1695 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1697 ARMOUR_CLASS ac = 0;
1698 o_ptr = &inventory[i];
1699 if (!o_ptr->k_idx) continue;
1700 if (!object_is_armour(o_ptr)) continue;
1701 if (!object_is_cursed(o_ptr)) continue;
1703 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1704 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1705 p_ptr->to_a += (s16b)ac;
1706 p_ptr->dis_to_a += (s16b)ac;
1710 /* Calculate stats */
1711 for (i = 0; i < A_MAX; i++)
1715 /* Extract the new "stat_use" value for the stat */
1716 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1718 /* Notice changes */
1719 if (p_ptr->stat_top[i] != top)
1721 /* Save the new value */
1722 p_ptr->stat_top[i] = (s16b)top;
1723 p_ptr->redraw |= (PR_STATS);
1724 p_ptr->window |= (PW_PLAYER);
1728 /* Extract the new "stat_use" value for the stat */
1729 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1731 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1733 /* 10 to 18/90 charisma, guaranteed, based on level */
1734 if (use < 8 + 2 * p_ptr->lev)
1736 use = 8 + 2 * p_ptr->lev;
1740 /* Notice changes */
1741 if (p_ptr->stat_use[i] != use)
1743 /* Save the new value */
1744 p_ptr->stat_use[i] = (s16b)use;
1745 p_ptr->redraw |= (PR_STATS);
1746 p_ptr->window |= (PW_PLAYER);
1750 /* Values: 3, 4, ..., 17 */
1751 if (use <= 18) ind = (use - 3);
1753 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1754 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1756 /* Range: 18/220+ */
1759 /* Notice changes */
1760 if (p_ptr->stat_ind[i] != ind)
1762 /* Save the new index */
1763 p_ptr->stat_ind[i] = (s16b)ind;
1765 /* Change in CON affects Hitpoints */
1768 p_ptr->update |= (PU_HP);
1771 /* Change in INT may affect Mana/Spells */
1772 else if (i == A_INT)
1774 if (mp_ptr->spell_stat == A_INT)
1776 p_ptr->update |= (PU_MANA | PU_SPELLS);
1780 /* Change in WIS may affect Mana/Spells */
1781 else if (i == A_WIS)
1783 if (mp_ptr->spell_stat == A_WIS)
1785 p_ptr->update |= (PU_MANA | PU_SPELLS);
1789 /* Change in WIS may affect Mana/Spells */
1790 else if (i == A_CHR)
1792 if (mp_ptr->spell_stat == A_CHR)
1794 p_ptr->update |= (PU_MANA | PU_SPELLS);
1798 p_ptr->window |= (PW_PLAYER);
1803 /* Apply temporary "stun" */
1804 if (p_ptr->stun > 50)
1806 p_ptr->to_h[0] -= 20;
1807 p_ptr->to_h[1] -= 20;
1808 p_ptr->to_h_b -= 20;
1809 p_ptr->to_h_m -= 20;
1810 p_ptr->dis_to_h[0] -= 20;
1811 p_ptr->dis_to_h[1] -= 20;
1812 p_ptr->dis_to_h_b -= 20;
1813 p_ptr->to_d[0] -= 20;
1814 p_ptr->to_d[1] -= 20;
1815 p_ptr->to_d_m -= 20;
1816 p_ptr->dis_to_d[0] -= 20;
1817 p_ptr->dis_to_d[1] -= 20;
1819 else if (p_ptr->stun)
1821 p_ptr->to_h[0] -= 5;
1822 p_ptr->to_h[1] -= 5;
1825 p_ptr->dis_to_h[0] -= 5;
1826 p_ptr->dis_to_h[1] -= 5;
1827 p_ptr->dis_to_h_b -= 5;
1828 p_ptr->to_d[0] -= 5;
1829 p_ptr->to_d[1] -= 5;
1831 p_ptr->dis_to_d[0] -= 5;
1832 p_ptr->dis_to_d[1] -= 5;
1836 if (p_ptr->wraith_form)
1838 p_ptr->reflect = TRUE;
1839 p_ptr->pass_wall = TRUE;
1842 if (p_ptr->kabenuke)
1844 p_ptr->pass_wall = TRUE;
1847 /* Temporary blessing */
1851 p_ptr->dis_to_a += 5;
1852 p_ptr->to_h[0] += 10;
1853 p_ptr->to_h[1] += 10;
1854 p_ptr->to_h_b += 10;
1855 p_ptr->to_h_m += 10;
1856 p_ptr->dis_to_h[0] += 10;
1857 p_ptr->dis_to_h[1] += 10;
1858 p_ptr->dis_to_h_b += 10;
1861 if (p_ptr->magicdef)
1863 p_ptr->resist_blind = TRUE;
1864 p_ptr->resist_conf = TRUE;
1865 p_ptr->reflect = TRUE;
1866 p_ptr->free_act = TRUE;
1867 p_ptr->levitation = TRUE;
1870 /* Temporary "Hero" */
1873 p_ptr->to_h[0] += 12;
1874 p_ptr->to_h[1] += 12;
1875 p_ptr->to_h_b += 12;
1876 p_ptr->to_h_m += 12;
1877 p_ptr->dis_to_h[0] += 12;
1878 p_ptr->dis_to_h[1] += 12;
1879 p_ptr->dis_to_h_b += 12;
1882 /* Temporary "Beserk" */
1885 p_ptr->to_h[0] += 12;
1886 p_ptr->to_h[1] += 12;
1887 p_ptr->to_h_b -= 12;
1888 p_ptr->to_h_m += 12;
1889 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1890 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1891 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1892 p_ptr->dis_to_h[0] += 12;
1893 p_ptr->dis_to_h[1] += 12;
1894 p_ptr->dis_to_h_b -= 12;
1895 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1896 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1898 p_ptr->dis_to_a -= 10;
1899 p_ptr->skill_stl -= 7;
1900 p_ptr->skill_dev -= 20;
1901 p_ptr->skill_sav -= 30;
1902 p_ptr->skill_srh -= 15;
1903 p_ptr->skill_fos -= 15;
1904 p_ptr->skill_tht -= 20;
1905 p_ptr->skill_dig += 30;
1908 /* Temporary "fast" */
1914 /* Temporary "slow" */
1920 /* Temporary "telepathy" */
1923 p_ptr->telepathy = TRUE;
1926 if (p_ptr->ele_immune)
1928 if (p_ptr->special_defense & DEFENSE_ACID)
1929 p_ptr->immune_acid = TRUE;
1930 else if (p_ptr->special_defense & DEFENSE_ELEC)
1931 p_ptr->immune_elec = TRUE;
1932 else if (p_ptr->special_defense & DEFENSE_FIRE)
1933 p_ptr->immune_fire = TRUE;
1934 else if (p_ptr->special_defense & DEFENSE_COLD)
1935 p_ptr->immune_cold = TRUE;
1938 /* Temporary see invisible */
1939 if (p_ptr->tim_invis)
1941 p_ptr->see_inv = TRUE;
1944 /* Temporary infravision boost */
1945 if (p_ptr->tim_infra)
1947 p_ptr->see_infra += 3;
1950 /* Temporary regeneration boost */
1951 if (p_ptr->tim_regen)
1953 p_ptr->regenerate = TRUE;
1956 /* Temporary levitation */
1957 if (p_ptr->tim_levitation)
1959 p_ptr->levitation = TRUE;
1962 /* Temporary reflection */
1963 if (p_ptr->tim_reflect)
1965 p_ptr->reflect = TRUE;
1968 /* Hack -- Hero/Shero -> Res fear */
1969 if (IS_HERO() || p_ptr->shero)
1971 p_ptr->resist_fear = TRUE;
1975 /* Hack -- Telepathy Change */
1976 if (p_ptr->telepathy != old_telepathy)
1978 p_ptr->update |= (PU_MONSTERS);
1981 if ((p_ptr->esp_animal != old_esp_animal) ||
1982 (p_ptr->esp_undead != old_esp_undead) ||
1983 (p_ptr->esp_demon != old_esp_demon) ||
1984 (p_ptr->esp_orc != old_esp_orc) ||
1985 (p_ptr->esp_troll != old_esp_troll) ||
1986 (p_ptr->esp_giant != old_esp_giant) ||
1987 (p_ptr->esp_dragon != old_esp_dragon) ||
1988 (p_ptr->esp_human != old_esp_human) ||
1989 (p_ptr->esp_evil != old_esp_evil) ||
1990 (p_ptr->esp_good != old_esp_good) ||
1991 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1992 (p_ptr->esp_unique != old_esp_unique))
1994 p_ptr->update |= (PU_MONSTERS);
1997 /* Hack -- See Invis Change */
1998 if (p_ptr->see_inv != old_see_inv)
2000 p_ptr->update |= (PU_MONSTERS);
2003 /* Bloating slows the player down (a little) */
2004 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2006 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2008 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2009 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2011 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2012 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2015 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2017 int penalty1, penalty2;
2018 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
2019 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
2020 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
2022 penalty1 = penalty1 / 2 - 5;
2023 penalty2 = penalty2 / 2 - 5;
2026 p_ptr->dis_to_a += 10;
2030 if (penalty1 > 0) penalty1 /= 2;
2031 if (penalty2 > 0) penalty2 /= 2;
2033 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
2035 penalty1 = MAX(0, penalty1 - 10);
2036 penalty2 = MAX(0, penalty2 - 10);
2038 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2040 penalty1 = MIN(0, penalty1);
2041 penalty2 = MIN(0, penalty2);
2043 p_ptr->dis_to_a += 10;
2047 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2049 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2052 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2053 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2054 p_ptr->to_h[0] -= (s16b)penalty1;
2055 p_ptr->to_h[1] -= (s16b)penalty2;
2056 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2057 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2060 /* Extract the current weight (in tenth pounds) */
2061 j = p_ptr->total_weight;
2065 /* Extract the "weight limit" (in tenth pounds) */
2066 i = (int)weight_limit();
2070 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2071 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2072 SPEED speed = riding_m_ptr->mspeed;
2074 if (riding_m_ptr->mspeed > 110)
2076 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2077 if (new_speed < 110) new_speed = 110;
2083 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2084 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2085 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2086 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2087 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2089 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2090 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2092 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;
2094 /* Extract the "weight limit" */
2095 i = 1500 + riding_r_ptr->level * 25;
2098 /* Apply "encumbrance" from weight */
2099 if (j > i) new_speed -= ((j - i) / (i / 5));
2101 /* Searching slows the player down */
2102 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2105 if (p_ptr->prace == RACE_MERFOLK)
2107 if (have_flag(f_ptr->flags, FF_WATER))
2109 new_speed += (2 + p_ptr->lev / 10);
2111 else if (!p_ptr->levitation)
2118 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2119 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2120 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2121 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2122 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2123 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2124 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2125 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2126 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2127 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2128 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2129 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2130 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2132 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2133 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2134 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2135 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2136 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2137 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2138 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2139 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2140 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2141 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2144 /* Obtain the "hold" value */
2145 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2148 /* Examine the "current bow" */
2149 o_ptr = &inventory[INVEN_BOW];
2151 /* It is hard to carholdry a heavy bow */
2152 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2153 if (p_ptr->heavy_shoot)
2155 /* Hard to wield a heavy bow */
2156 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2157 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2160 /* Compute "extra shots" if needed */
2163 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2165 /* Apply special flags */
2166 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2169 p_ptr->num_fire = calc_num_fire(o_ptr);
2171 /* Snipers love Cross bows */
2172 if ((p_ptr->pclass == CLASS_SNIPER) &&
2173 (p_ptr->tval_ammo == TV_BOLT))
2175 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2176 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2181 if (p_ptr->ryoute) hold *= 2;
2183 for (i = 0; i < 2; i++)
2185 /* Examine the "main weapon" */
2186 o_ptr = &inventory[INVEN_RARM + i];
2188 object_flags(o_ptr, flgs);
2190 /* Assume not heavy */
2191 p_ptr->heavy_wield[i] = FALSE;
2192 p_ptr->icky_wield[i] = FALSE;
2193 p_ptr->riding_wield[i] = FALSE;
2195 if (!has_melee_weapon(INVEN_RARM + i))
2197 p_ptr->num_blow[i] = 1;
2200 /* It is hard to hold a heavy weapon */
2201 if (hold < o_ptr->weight / 10)
2203 /* Hard to wield a heavy weapon */
2204 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2205 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2208 p_ptr->heavy_wield[i] = TRUE;
2210 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2212 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2215 p_ptr->dis_to_a += 5;
2218 /* Normal weapons */
2219 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2221 int str_index, dex_index;
2223 int num = 0, wgt = 0, mul = 0, div = 0;
2225 /* Analyze the class */
2226 switch (p_ptr->pclass)
2229 num = 6; wgt = 70; mul = 5; break;
2231 case CLASS_BERSERKER:
2232 num = 6; wgt = 70; mul = 7; break;
2235 case CLASS_HIGH_MAGE:
2236 case CLASS_BLUE_MAGE:
2237 num = 3; wgt = 100; mul = 2; break;
2240 case CLASS_MAGIC_EATER:
2241 case CLASS_MINDCRAFTER:
2242 num = 5; wgt = 100; mul = 3; break;
2245 num = 5; wgt = 40; mul = 3; break;
2248 num = 5; wgt = 70; mul = 4; break;
2252 num = 5; wgt = 70; mul = 4; break;
2255 num = 5; wgt = 150; mul = 5; break;
2257 case CLASS_WARRIOR_MAGE:
2258 case CLASS_RED_MAGE:
2259 num = 5; wgt = 70; mul = 3; break;
2261 case CLASS_CHAOS_WARRIOR:
2262 num = 5; wgt = 70; mul = 4; break;
2265 num = 5; wgt = 60; mul = 3; break;
2268 num = 4; wgt = 100; mul = 3; break;
2270 case CLASS_IMITATOR:
2271 num = 5; wgt = 70; mul = 4; break;
2273 case CLASS_BEASTMASTER:
2274 num = 5; wgt = 70; mul = 3; break;
2277 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2278 else { num = 5; wgt = 100; mul = 3; }
2281 case CLASS_SORCERER:
2282 num = 1; wgt = 1; mul = 1; break;
2287 num = 4; wgt = 70; mul = 2; break;
2289 case CLASS_FORCETRAINER:
2290 num = 4; wgt = 60; mul = 2; break;
2292 case CLASS_MIRROR_MASTER:
2293 num = 3; wgt = 100; mul = 3; break;
2296 num = 4; wgt = 20; mul = 1; break;
2299 /* Hex - extra mights gives +1 bonus to max blows */
2300 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2302 /* Enforce a minimum "weight" (tenth pounds) */
2303 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2305 /* Access the strength vs weight */
2306 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2308 if (p_ptr->ryoute && !omoi) str_index++;
2309 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2312 if (str_index > 11) str_index = 11;
2314 /* Index by dexterity */
2315 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2318 if (dex_index > 11) dex_index = 11;
2320 /* Use the blows table */
2321 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2324 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2326 /* Add in the "bonus blows" */
2327 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2330 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2331 else if (p_ptr->pclass == CLASS_BERSERKER)
2333 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2335 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2337 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2339 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2342 /* Require at least one blow */
2343 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2345 /* Boost digging skill by weapon weight */
2346 p_ptr->skill_dig += (o_ptr->weight / 10);
2350 /* Priest weapon penalty for non-blessed edged weapons */
2351 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2352 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2354 /* Reduce the real bonuses */
2355 p_ptr->to_h[i] -= 2;
2356 p_ptr->to_d[i] -= 2;
2358 /* Reduce the mental bonuses */
2359 p_ptr->dis_to_h[i] -= 2;
2360 p_ptr->dis_to_d[i] -= 2;
2363 p_ptr->icky_wield[i] = TRUE;
2365 else if (p_ptr->pclass == CLASS_BERSERKER)
2367 p_ptr->to_h[i] += p_ptr->lev / 5;
2368 p_ptr->to_d[i] += p_ptr->lev / 6;
2369 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2370 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2371 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2373 p_ptr->to_h[i] += p_ptr->lev / 5;
2374 p_ptr->to_d[i] += p_ptr->lev / 6;
2375 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2376 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2379 else if (p_ptr->pclass == CLASS_SORCERER)
2381 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2383 /* Reduce the real bonuses */
2384 p_ptr->to_h[i] -= 200;
2385 p_ptr->to_d[i] -= 200;
2387 /* Reduce the mental bonuses */
2388 p_ptr->dis_to_h[i] -= 200;
2389 p_ptr->dis_to_d[i] -= 200;
2392 p_ptr->icky_wield[i] = TRUE;
2396 /* Reduce the real bonuses */
2397 p_ptr->to_h[i] -= 30;
2398 p_ptr->to_d[i] -= 10;
2400 /* Reduce the mental bonuses */
2401 p_ptr->dis_to_h[i] -= 30;
2402 p_ptr->dis_to_d[i] -= 10;
2406 if (p_ptr->realm1 == REALM_HEX)
2408 if (object_is_cursed(o_ptr))
2410 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2411 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2412 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2413 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2414 if (hex_spelling(HEX_RUNESWORD))
2416 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2417 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2418 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2424 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2426 p_ptr->to_h[i] += 15;
2427 p_ptr->dis_to_h[i] += 15;
2428 p_ptr->to_dd[i] += 2;
2430 else if (!(have_flag(flgs, TR_RIDING)))
2433 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2439 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2441 if (penalty < 30) penalty = 30;
2443 p_ptr->to_h[i] -= (s16b)penalty;
2444 p_ptr->dis_to_h[i] -= (s16b)penalty;
2447 p_ptr->riding_wield[i] = TRUE;
2456 p_ptr->riding_ryoute = FALSE;
2458 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2459 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2461 switch (p_ptr->pclass)
2464 case CLASS_FORCETRAINER:
2465 case CLASS_BERSERKER:
2466 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2467 p_ptr->riding_ryoute = TRUE;
2472 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2474 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2478 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2480 if (penalty < 30) penalty = 30;
2482 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2483 p_ptr->to_h_b -= (s16b)penalty;
2484 p_ptr->dis_to_h_b -= (s16b)penalty;
2487 /* Different calculation for monks with empty hands */
2488 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2489 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2491 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2492 p_ptr->num_blow[0] = 0;
2494 if (p_ptr->pclass == CLASS_FORCETRAINER)
2496 if (blow_base > 18) p_ptr->num_blow[0]++;
2497 if (blow_base > 31) p_ptr->num_blow[0]++;
2498 if (blow_base > 44) p_ptr->num_blow[0]++;
2499 if (blow_base > 58) p_ptr->num_blow[0]++;
2502 p_ptr->to_d[0] += P_PTR_KI / 5;
2503 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2508 if (blow_base > 12) p_ptr->num_blow[0]++;
2509 if (blow_base > 22) p_ptr->num_blow[0]++;
2510 if (blow_base > 31) p_ptr->num_blow[0]++;
2511 if (blow_base > 39) p_ptr->num_blow[0]++;
2512 if (blow_base > 46) p_ptr->num_blow[0]++;
2513 if (blow_base > 53) p_ptr->num_blow[0]++;
2514 if (blow_base > 59) p_ptr->num_blow[0]++;
2517 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2518 p_ptr->num_blow[0] /= 2;
2521 p_ptr->to_h[0] += (p_ptr->lev / 3);
2522 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2524 p_ptr->to_d[0] += (p_ptr->lev / 6);
2525 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2528 if (p_ptr->special_defense & KAMAE_BYAKKO)
2531 p_ptr->dis_to_a -= 40;
2534 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2537 p_ptr->dis_to_a -= 50;
2538 p_ptr->resist_acid = TRUE;
2539 p_ptr->resist_fire = TRUE;
2540 p_ptr->resist_elec = TRUE;
2541 p_ptr->resist_cold = TRUE;
2542 p_ptr->resist_pois = TRUE;
2543 p_ptr->sh_fire = TRUE;
2544 p_ptr->sh_elec = TRUE;
2545 p_ptr->sh_cold = TRUE;
2546 p_ptr->levitation = TRUE;
2548 else if (p_ptr->special_defense & KAMAE_GENBU)
2550 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2551 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2552 p_ptr->reflect = TRUE;
2553 p_ptr->num_blow[0] -= 2;
2554 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2555 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2557 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2559 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2560 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2562 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2563 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2564 p_ptr->num_blow[0] /= 2;
2565 p_ptr->levitation = TRUE;
2568 p_ptr->num_blow[0] += 1 + extra_blows[0];
2571 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2573 monk_armour_aux = FALSE;
2577 monk_armour_aux = TRUE;
2580 for (i = 0; i < 2; i++)
2582 if (has_melee_weapon(INVEN_RARM + i))
2584 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2585 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2587 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2588 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2589 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2591 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2593 p_ptr->to_h[i] -= 40;
2594 p_ptr->dis_to_h[i] -= 40;
2595 p_ptr->icky_wield[i] = TRUE;
2598 else if (p_ptr->pclass == CLASS_NINJA)
2600 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2602 p_ptr->to_h[i] -= 40;
2603 p_ptr->dis_to_h[i] -= 40;
2604 p_ptr->icky_wield[i] = TRUE;
2605 p_ptr->num_blow[i] /= 2;
2606 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2612 /* Maximum speed is (+99). (internally it's 110 + 99) */
2613 /* Temporary lightspeed forces to be maximum speed */
2614 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2619 /* Minimum speed is (-99). (internally it's 110 - 99) */
2620 if (new_speed < 11) new_speed = 11;
2622 /* Display the speed (if needed) */
2623 if (p_ptr->pspeed != (byte)new_speed)
2625 p_ptr->pspeed = (byte)new_speed;
2626 p_ptr->redraw |= (PR_SPEED);
2631 if (p_ptr->to_a > (0 - p_ptr->ac))
2632 p_ptr->to_a = 0 - p_ptr->ac;
2633 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2634 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2637 /* Redraw armor (if needed) */
2638 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2640 p_ptr->redraw |= (PR_ARMOR);
2641 p_ptr->window |= (PW_PLAYER);
2644 if (p_ptr->ryoute && !omoi)
2646 int bonus_to_h = 0, bonus_to_d = 0;
2647 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2648 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);
2650 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2651 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2652 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2653 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2656 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
2658 /* Affect Skill -- stealth (bonus one) */
2659 p_ptr->skill_stl += 1;
2661 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2663 /* Affect Skill -- disarming (DEX and INT) */
2664 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2665 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2667 /* Affect Skill -- magic devices (INT) */
2668 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2670 /* Affect Skill -- saving throw (WIS) */
2671 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2673 /* Affect Skill -- digging (STR) */
2674 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2676 /* Affect Skill -- disarming (Level, by Class) */
2677 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2679 /* Affect Skill -- magic devices (Level, by Class) */
2680 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2682 /* Affect Skill -- saving throw (Level, by Class) */
2683 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2685 /* Affect Skill -- stealth (Level, by Class) */
2686 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2688 /* Affect Skill -- search ability (Level, by Class) */
2689 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2691 /* Affect Skill -- search frequency (Level, by Class) */
2692 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2694 /* Affect Skill -- combat (normal) (Level, by Class) */
2695 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2697 /* Affect Skill -- combat (shooting) (Level, by Class) */
2698 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2700 /* Affect Skill -- combat (throwing) (Level, by Class) */
2701 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2704 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2706 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2707 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2710 /* Limit Skill -- stealth from 0 to 30 */
2711 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2712 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2714 /* Limit Skill -- digging from 1 up */
2715 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2717 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2719 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2721 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;
2723 if (down_saving) p_ptr->skill_sav /= 2;
2725 /* Hack -- Each elemental immunity includes resistance */
2726 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2727 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2728 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2729 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2732 /* Hack -- handle "xtra" mode */
2733 if (character_xtra) return;
2735 /* Take note when "heavy bow" changes */
2736 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2738 if (p_ptr->heavy_shoot)
2740 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."));
2742 else if (inventory[INVEN_BOW].k_idx)
2744 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."));
2748 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."));
2752 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2755 for (i = 0; i < 2; i++)
2757 /* Take note when "heavy weapon" changes */
2758 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2760 if (p_ptr->heavy_wield[i])
2762 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."));
2764 else if (has_melee_weapon(INVEN_RARM + i))
2766 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2768 else if (p_ptr->heavy_wield[1 - i])
2770 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2774 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."));
2778 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2781 /* Take note when "heavy weapon" changes */
2782 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2784 if (p_ptr->riding_wield[i])
2786 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."));
2788 else if (!p_ptr->riding)
2790 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2792 else if (has_melee_weapon(INVEN_RARM + i))
2794 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2797 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2800 /* Take note when "illegal weapon" changes */
2801 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2803 if (p_ptr->icky_wield[i])
2805 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."));
2808 chg_virtue(V_FAITH, -1);
2811 else if (has_melee_weapon(INVEN_RARM + i))
2813 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."));
2817 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."));
2821 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2825 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2827 if (p_ptr->riding_ryoute)
2830 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2832 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2838 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2840 msg_print("You began to control riding pet with one hand.");
2844 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2847 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2851 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."));
2854 chg_virtue(V_HARMONY, -1);
2859 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2862 monk_notify_aux = monk_armour_aux;
2865 for (i = 0; i < INVEN_PACK; i++)
2868 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2869 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2871 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2872 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2875 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)
2877 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2878 next_o_idx = o_ptr->next_o_idx;
2881 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2882 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2884 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2885 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2888 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2890 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2892 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2893 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2896 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)))
2898 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2899 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2902 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2904 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2905 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2908 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2910 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2911 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2916 static void calc_alignment(void)
2920 int i, j, neutral[2];
2922 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2924 monster_type *m_ptr;
2925 monster_race *r_ptr;
2926 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2927 if (!monster_is_valid(m_ptr)) continue;
2928 r_ptr = &r_info[m_ptr->r_idx];
2932 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2933 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2937 if (p_ptr->mimic_form)
2939 switch (p_ptr->mimic_form)
2942 p_ptr->align -= 200;
2944 case MIMIC_DEMON_LORD:
2945 p_ptr->align -= 200;
2951 switch (p_ptr->prace)
2954 p_ptr->align += 200;
2957 p_ptr->align -= 200;
2962 for (i = 0; i < 2; i++)
2964 if (has_melee_weapon(INVEN_RARM + i))
2966 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2970 /* Determine player alignment */
2971 for (i = 0, j = 0; i < 8; i++)
2973 switch (p_ptr->vir_types[i])
2976 p_ptr->align += p_ptr->virtues[i] * 2;
2986 p_ptr->align -= p_ptr->virtues[i];
2989 p_ptr->align += p_ptr->virtues[i];
2994 for (i = 0; i < j; i++)
2996 if (p_ptr->align > 0)
2998 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2999 if (p_ptr->align < 0) p_ptr->align = 0;
3001 else if (p_ptr->align < 0)
3003 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3004 if (p_ptr->align > 0) p_ptr->align = 0;
3010 * @brief プレイヤーの最大HPを計算する /
3011 * Calculate the players (maximal) hit points
3012 * Adjust current hitpoints if necessary
3016 static void calc_hitpoints(void)
3021 /* Un-inflate "half-hitpoint bonus per level" value */
3022 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3024 /* Calculate hitpoints */
3025 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3027 if (p_ptr->mimic_form)
3029 if (p_ptr->pclass == CLASS_SORCERER)
3030 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3032 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3033 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3036 if (p_ptr->pclass == CLASS_SORCERER)
3038 if (p_ptr->lev < 30)
3039 mhp = (mhp * (45 + p_ptr->lev) / 100);
3041 mhp = (mhp * 75 / 100);
3042 bonus = (bonus * 65 / 100);
3047 if (p_ptr->pclass == CLASS_BERSERKER)
3049 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3052 /* Always have at least one hitpoint per level */
3053 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3055 /* Factor in the hero / superhero settings */
3056 if (IS_HERO()) mhp += 10;
3057 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3058 if (p_ptr->tsuyoshi) mhp += 50;
3060 /* Factor in the hex spell settings */
3061 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3062 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3064 /* New maximum hitpoints */
3065 if (p_ptr->mhp != mhp)
3067 /* Enforce maximum */
3068 if (p_ptr->chp >= mhp)
3071 p_ptr->chp_frac = 0;
3075 /* レベルアップの時は上昇量を表示する */
3076 if ((level_up == 1) && (mhp > p_ptr->mhp))
3078 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3081 /* Save the new max-hitpoints */
3084 /* Display hitpoints (later) */
3085 p_ptr->redraw |= (PR_HP);
3086 p_ptr->window |= (PW_PLAYER);
3091 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3094 * SWD: Experimental modification: multiple light sources have additive effect.
3096 static void calc_torch(void)
3101 BIT_FLAGS flgs[TR_FLAG_SIZE];
3103 /* Assume no light */
3104 p_ptr->cur_lite = 0;
3106 /* Loop through all wielded items */
3107 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3109 o_ptr = &inventory[i];
3110 /* Skip empty slots */
3111 if (!o_ptr->k_idx) continue;
3113 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3116 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3118 if (o_ptr->tval == TV_LITE)
3120 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3121 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3124 object_flags(o_ptr, flgs);
3126 /* calc the lite_radius */
3129 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3130 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3131 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3132 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3133 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3134 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3135 p_ptr->cur_lite += rad;
3138 /* max radius is 14 (was 5) without rewriting other code -- */
3139 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3140 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3141 p_ptr->cur_lite = 1;
3144 * check if the player doesn't have light radius,
3145 * but does weakly glow as an intrinsic.
3147 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3149 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3150 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3152 /* end experimental mods */
3154 /* Notice changes in the "lite radius" */
3155 if (p_ptr->old_lite != p_ptr->cur_lite)
3157 /* Hack -- PU_MON_LITE for monsters' darkness */
3158 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3160 /* Remember the old lite */
3161 p_ptr->old_lite = p_ptr->cur_lite;
3163 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3164 set_superstealth(FALSE);
3169 * @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。 /
3170 * Calculate number of spells player should have, and forget,
3171 * or remember, spells until that number is properly reflected.
3174 * Note that this function induces various "status" messages,
3175 * which must be bypasses until the character is created.
3177 static void calc_spells(void)
3179 int i, j, k, levels;
3181 int num_boukyaku = 0;
3183 const magic_type *s_ptr;
3189 /* Hack -- must be literate */
3190 if (!mp_ptr->spell_book) return;
3192 /* Hack -- wait for creation */
3193 if (!character_generated) return;
3195 /* Hack -- handle "xtra" mode */
3196 if (character_xtra) return;
3198 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3200 p_ptr->new_spells = 0;
3204 p = spell_category_name(mp_ptr->spell_book);
3206 /* Determine the number of spells allowed */
3207 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3209 /* Hack -- no negative spells */
3210 if (levels < 0) levels = 0;
3212 /* Extract total allowed spells */
3213 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3215 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3219 if (p_ptr->pclass == CLASS_SAMURAI)
3223 else if (p_ptr->realm2 == REALM_NONE)
3225 num_allowed = (num_allowed + 1) / 2;
3226 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3228 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3230 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3234 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3237 /* Count the number of spells we know */
3238 for (j = 0; j < 64; j++)
3240 /* Count known spells */
3242 (p_ptr->spell_forgotten1 & (1L << j)) :
3243 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3249 /* See how many spells we must forget or may learn */
3250 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3252 /* Forget spells which are too hard */
3253 for (i = 63; i >= 0; i--)
3255 /* Efficiency -- all done */
3256 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3258 /* Access the spell */
3259 j = p_ptr->spell_order[i];
3261 /* Skip non-spells */
3262 if (j >= 99) continue;
3266 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3269 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3271 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3274 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3276 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3278 /* Skip spells we are allowed to know */
3279 if (s_ptr->slevel <= p_ptr->lev) continue;
3283 (p_ptr->spell_learned1 & (1L << j)) :
3284 (p_ptr->spell_learned2 & (1L << (j - 32))))
3286 /* Mark as forgotten */
3289 p_ptr->spell_forgotten1 |= (1L << j);
3290 which = p_ptr->realm1;
3294 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3295 which = p_ptr->realm2;
3298 /* No longer known */
3301 p_ptr->spell_learned1 &= ~(1L << j);
3302 which = p_ptr->realm1;
3306 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3307 which = p_ptr->realm2;
3311 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3313 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3317 /* One more can be learned */
3318 p_ptr->new_spells++;
3323 /* Forget spells if we know too many spells */
3324 for (i = 63; i >= 0; i--)
3326 /* Stop when possible */
3327 if (p_ptr->new_spells >= 0) break;
3329 /* Efficiency -- all done */
3330 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3332 /* Get the (i+1)th spell learned */
3333 j = p_ptr->spell_order[i];
3335 /* Skip unknown spells */
3336 if (j >= 99) continue;
3338 /* Forget it (if learned) */
3340 (p_ptr->spell_learned1 & (1L << j)) :
3341 (p_ptr->spell_learned2 & (1L << (j - 32))))
3343 /* Mark as forgotten */
3346 p_ptr->spell_forgotten1 |= (1L << j);
3347 which = p_ptr->realm1;
3351 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3352 which = p_ptr->realm2;
3355 /* No longer known */
3358 p_ptr->spell_learned1 &= ~(1L << j);
3359 which = p_ptr->realm1;
3363 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3364 which = p_ptr->realm2;
3368 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3370 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3374 /* One more can be learned */
3375 p_ptr->new_spells++;
3380 /* Check for spells to remember */
3381 for (i = 0; i < 64; i++)
3383 /* None left to remember */
3384 if (p_ptr->new_spells <= 0) break;
3386 /* Efficiency -- all done */
3387 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3389 /* Get the next spell we learned */
3390 j = p_ptr->spell_order[i];
3392 /* Skip unknown spells */
3395 /* Access the spell */
3396 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3399 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3401 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3404 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3406 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3408 /* Skip spells we cannot remember */
3409 if (s_ptr->slevel > p_ptr->lev) continue;
3411 /* First set of spells */
3413 (p_ptr->spell_forgotten1 & (1L << j)) :
3414 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3416 /* No longer forgotten */
3419 p_ptr->spell_forgotten1 &= ~(1L << j);
3420 which = p_ptr->realm1;
3424 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3425 which = p_ptr->realm2;
3428 /* Known once more */
3431 p_ptr->spell_learned1 |= (1L << j);
3432 which = p_ptr->realm1;
3436 p_ptr->spell_learned2 |= (1L << (j - 32));
3437 which = p_ptr->realm2;
3441 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3443 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3447 /* One less can be learned */
3448 p_ptr->new_spells--;
3454 if (p_ptr->realm2 == REALM_NONE)
3456 /* Count spells that can be learned */
3457 for (j = 0; j < 32; j++)
3459 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3460 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3462 /* Skip spells we cannot remember */
3463 if (s_ptr->slevel > p_ptr->lev) continue;
3465 /* Skip spells we already know */
3466 if (p_ptr->spell_learned1 & (1L << j))
3475 if ((p_ptr->new_spells > k) &&
3476 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3478 p_ptr->new_spells = (s16b)k;
3482 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3484 /* Spell count changed */
3485 if (p_ptr->old_spells != p_ptr->new_spells)
3487 /* Message if needed */
3488 if (p_ptr->new_spells)
3491 if (p_ptr->new_spells < 10) {
3492 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3495 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3498 msg_format("You can learn %d more %s%s.",
3499 p_ptr->new_spells, p,
3500 (p_ptr->new_spells != 1) ? "s" : "");
3505 /* Save the new_spells value */
3506 p_ptr->old_spells = p_ptr->new_spells;
3508 /* Redraw Study Status */
3509 p_ptr->redraw |= (PR_STUDY);
3511 /* Redraw object recall */
3512 p_ptr->window |= (PW_OBJECT);
3517 * @brief プレイヤーの最大MPを計算する /
3518 * Calculate maximum mana. You do not need to know any spells.
3519 * Note that mana is lowered by heavy (or inappropriate) armor.
3522 * This function induces status messages.
3524 static void calc_mana(void)
3526 int msp, levels, cur_wgt, max_wgt;
3531 /* Hack -- Must be literate */
3532 if (!mp_ptr->spell_book) return;
3534 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3535 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3536 (p_ptr->pclass == CLASS_BLUE_MAGE))
3538 levels = p_ptr->lev;
3542 if (mp_ptr->spell_first > p_ptr->lev)
3547 /* Display mana later */
3548 p_ptr->redraw |= (PR_MANA);
3552 /* Extract "effective" player level */
3553 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3556 if (p_ptr->pclass == CLASS_SAMURAI)
3558 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3559 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3563 /* Extract total mana */
3564 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3566 /* Hack -- usually add one mana */
3569 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3571 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3573 /* Hack: High mages have a 25% mana bonus */
3574 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3576 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3579 /* Only mages are affected */
3580 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3582 BIT_FLAGS flgs[TR_FLAG_SIZE];
3584 /* Assume player is not encumbered by gloves */
3585 p_ptr->cumber_glove = FALSE;
3587 /* Get the gloves */
3588 o_ptr = &inventory[INVEN_HANDS];
3590 /* Examine the gloves */
3591 object_flags(o_ptr, flgs);
3593 /* Normal gloves hurt mage-type spells */
3595 !(have_flag(flgs, TR_FREE_ACT)) &&
3596 !(have_flag(flgs, TR_DEC_MANA)) &&
3597 !(have_flag(flgs, TR_EASY_SPELL)) &&
3598 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3599 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3602 p_ptr->cumber_glove = TRUE;
3605 msp = (3 * msp) / 4;
3610 /* Assume player not encumbered by armor */
3611 p_ptr->cumber_armor = FALSE;
3613 /* Weigh the armor */
3615 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3616 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3617 cur_wgt += inventory[INVEN_BODY].weight;
3618 cur_wgt += inventory[INVEN_HEAD].weight;
3619 cur_wgt += inventory[INVEN_OUTER].weight;
3620 cur_wgt += inventory[INVEN_HANDS].weight;
3621 cur_wgt += inventory[INVEN_FEET].weight;
3623 /* Subtract a percentage of maximum mana. */
3624 switch (p_ptr->pclass)
3626 /* For these classes, mana is halved if armour
3627 * is 30 pounds over their weight limit. */
3629 case CLASS_HIGH_MAGE:
3630 case CLASS_BLUE_MAGE:
3632 case CLASS_FORCETRAINER:
3633 case CLASS_SORCERER:
3635 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3636 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3640 /* Mana halved if armour is 40 pounds over weight limit. */
3645 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3646 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3650 case CLASS_MINDCRAFTER:
3651 case CLASS_BEASTMASTER:
3652 case CLASS_MIRROR_MASTER:
3654 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3655 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3659 /* Mana halved if armour is 50 pounds over weight limit. */
3662 case CLASS_RED_MAGE:
3663 case CLASS_WARRIOR_MAGE:
3665 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3666 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3670 /* Mana halved if armour is 60 pounds over weight limit. */
3672 case CLASS_CHAOS_WARRIOR:
3674 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3675 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3679 /* For new classes created, but not yet added to this formula. */
3686 /* Determine the weight allowance */
3687 max_wgt = mp_ptr->spell_weight;
3689 /* Heavy armor penalizes mana by a percentage. -LM- */
3690 if ((cur_wgt - max_wgt) > 0)
3693 p_ptr->cumber_armor = TRUE;
3695 /* Subtract a percentage of maximum mana. */
3696 switch (p_ptr->pclass)
3698 /* For these classes, mana is halved if armour
3699 * is 30 pounds over their weight limit. */
3701 case CLASS_HIGH_MAGE:
3702 case CLASS_BLUE_MAGE:
3704 msp -= msp * (cur_wgt - max_wgt) / 600;
3708 /* Mana halved if armour is 40 pounds over weight limit. */
3710 case CLASS_MINDCRAFTER:
3711 case CLASS_BEASTMASTER:
3713 case CLASS_FORCETRAINER:
3715 case CLASS_MIRROR_MASTER:
3717 msp -= msp * (cur_wgt - max_wgt) / 800;
3721 case CLASS_SORCERER:
3723 msp -= msp * (cur_wgt - max_wgt) / 900;
3727 /* Mana halved if armour is 50 pounds over weight limit. */
3731 case CLASS_RED_MAGE:
3733 msp -= msp * (cur_wgt - max_wgt) / 1000;
3737 /* Mana halved if armour is 60 pounds over weight limit. */
3739 case CLASS_CHAOS_WARRIOR:
3740 case CLASS_WARRIOR_MAGE:
3742 msp -= msp * (cur_wgt - max_wgt) / 1200;
3748 p_ptr->cumber_armor = FALSE;
3752 /* For new classes created, but not yet added to this formula. */
3755 msp -= msp * (cur_wgt - max_wgt) / 800;
3761 /* Mana can never be negative */
3762 if (msp < 0) msp = 0;
3765 /* Maximum mana has changed */
3766 if (p_ptr->msp != msp)
3768 /* Enforce maximum */
3769 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3772 p_ptr->csp_frac = 0;
3776 /* レベルアップの時は上昇量を表示する */
3777 if ((level_up == 1) && (msp > p_ptr->msp))
3779 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3785 /* Display mana later */
3786 p_ptr->redraw |= (PR_MANA);
3787 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3791 /* Hack -- handle "xtra" mode */
3792 if (character_xtra) return;
3794 /* Take note when "glove state" changes */
3795 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3797 if (p_ptr->cumber_glove)
3799 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."));
3803 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."));
3807 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3811 /* Take note when "armor state" changes */
3812 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3814 if (p_ptr->cumber_armor)
3816 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."));
3820 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."));
3824 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3829 * @brief 装備中の射撃武器の威力倍率を返す /
3830 * calcurate the fire rate of target object
3831 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3832 * @return 射撃倍率の値(100で1.00倍)
3834 s16b calc_num_fire(object_type *o_ptr)
3836 int extra_shots = 0;
3839 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3841 BIT_FLAGS flgs[TR_FLAG_SIZE];
3843 /* Scan the usable inventory */
3844 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3846 q_ptr = &inventory[i];
3848 /* Skip non-objects */
3849 if (!q_ptr->k_idx) continue;
3851 /* Do not apply current equip */
3852 if (i == INVEN_BOW) continue;
3854 /* Extract the item flags */
3855 object_flags(q_ptr, flgs);
3858 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3861 object_flags(o_ptr, flgs);
3862 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3864 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3868 num += (extra_shots * 100);
3870 /* Hack -- Rangers love Bows */
3871 if ((p_ptr->pclass == CLASS_RANGER) &&
3872 (tval_ammo == TV_ARROW))
3874 num += (p_ptr->lev * 4);
3877 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3878 (tval_ammo == TV_ARROW))
3880 num += (p_ptr->lev * 3);
3883 if (p_ptr->pclass == CLASS_ARCHER)
3885 if (tval_ammo == TV_ARROW)
3886 num += ((p_ptr->lev * 5) + 50);
3887 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3888 num += (p_ptr->lev * 4);
3892 * Addendum -- also "Reward" high level warriors,
3893 * with _any_ missile weapon -- TY
3895 if (p_ptr->pclass == CLASS_WARRIOR &&
3896 (tval_ammo <= TV_BOLT) &&
3897 (tval_ammo >= TV_SHOT))
3899 num += (p_ptr->lev * 2);
3901 if ((p_ptr->pclass == CLASS_ROGUE) &&
3902 (tval_ammo == TV_SHOT))
3904 num += (p_ptr->lev * 4);
3911 * @brief プレイヤーの所持重量制限を計算する /
3912 * Computes current weight limit.
3915 WEIGHT weight_limit(void)
3919 /* Weight limit based only on strength */
3920 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3921 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3923 /* Return the result */
3928 * @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 /
3929 * @param i 判定する手のID(右手:0 左手:1)
3930 * @return 持っているならばTRUE
3932 bool has_melee_weapon(int i)
3934 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3938 * @brief プレイヤーの現在開いている手の状態を返す
3939 * @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。
3940 * @return 開いている手のビットフラグ
3942 BIT_FLAGS16 empty_hands(bool riding_control)
3944 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3946 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3947 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3949 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3951 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3952 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3960 * @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。
3961 * @return ペナルティが適用されるならばTRUE。
3963 bool heavy_armor(void)
3965 WEIGHT monk_arm_wgt = 0;
3967 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3969 /* Weight the armor */
3970 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3971 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3972 monk_arm_wgt += inventory[INVEN_BODY].weight;
3973 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3974 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3975 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3976 monk_arm_wgt += inventory[INVEN_FEET].weight;
3978 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3982 * @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"
3984 * @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。
3986 void update_creature(player_type *creature_ptr)
3988 if (!creature_ptr->update) return;
3990 /* Actually do auto-destroy */
3991 if (creature_ptr->update & (PU_AUTODESTROY))
3993 creature_ptr->update &= ~(PU_AUTODESTROY);
3994 autopick_delayed_alter();
3996 if (creature_ptr->update & (PU_COMBINE))
3998 creature_ptr->update &= ~(PU_COMBINE);
4002 /* Reorder the pack */
4003 if (creature_ptr->update & (PU_REORDER))
4005 creature_ptr->update &= ~(PU_REORDER);
4009 if (creature_ptr->update & (PU_BONUS))
4011 creature_ptr->update &= ~(PU_BONUS);
4016 if (creature_ptr->update & (PU_TORCH))
4018 creature_ptr->update &= ~(PU_TORCH);
4022 if (creature_ptr->update & (PU_HP))
4024 creature_ptr->update &= ~(PU_HP);
4028 if (creature_ptr->update & (PU_MANA))
4030 creature_ptr->update &= ~(PU_MANA);
4034 if (creature_ptr->update & (PU_SPELLS))
4036 creature_ptr->update &= ~(PU_SPELLS);
4040 /* Character is not ready yet, no screen updates */
4041 if (!character_generated) return;
4043 /* Character is in "icky" mode, no screen updates */
4044 if (character_icky) return;
4046 if (creature_ptr->update & (PU_UN_LITE))
4048 creature_ptr->update &= ~(PU_UN_LITE);
4052 if (creature_ptr->update & (PU_UN_VIEW))
4054 creature_ptr->update &= ~(PU_UN_VIEW);
4058 if (creature_ptr->update & (PU_VIEW))
4060 creature_ptr->update &= ~(PU_VIEW);
4064 if (creature_ptr->update & (PU_LITE))
4066 creature_ptr->update &= ~(PU_LITE);
4071 if (creature_ptr->update & (PU_FLOW))
4073 creature_ptr->update &= ~(PU_FLOW);
4077 if (creature_ptr->update & (PU_DISTANCE))
4079 creature_ptr->update &= ~(PU_DISTANCE);
4081 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4082 /* creature_ptr->update &= ~(PU_MONSTERS); */
4084 update_monsters(TRUE);
4087 if (creature_ptr->update & (PU_MON_LITE))
4089 creature_ptr->update &= ~(PU_MON_LITE);
4094 * Mega-Hack -- Delayed visual update
4095 * Only used if update_view(), update_lite() or update_mon_lite() was called
4097 if (creature_ptr->update & (PU_DELAY_VIS))
4099 creature_ptr->update &= ~(PU_DELAY_VIS);
4100 delayed_visual_update();
4103 if (creature_ptr->update & (PU_MONSTERS))
4105 creature_ptr->update &= ~(PU_MONSTERS);
4106 update_monsters(FALSE);
4111 * @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
4112 * @return 魔道書を一冊も持っていないならTRUEを返す
4114 bool player_has_no_spellbooks(void)
4119 for (i = 0; i < INVEN_PACK; i++)
4121 o_ptr = &inventory[i];
4122 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4125 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4127 o_ptr = ¤t_floor_ptr->o_list[i];
4128 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4134 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4136 creature_ptr->energy_use = (ENERGY)need_cost;
4139 void free_turn(player_type *creature_ptr)
4141 creature_ptr->energy_use = 0;
4145 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4148 * @return 配置に成功したらTRUE
4150 bool player_place(POSITION y, POSITION x)
4152 /* Paranoia XXX XXX */
4153 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4155 /* Save player location */
4164 * @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
4167 void wreck_the_pattern(void)
4171 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4173 if (pattern_type == PATTERN_TILE_WRECKED)
4175 /* Ruined already */
4179 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4180 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4182 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4183 to_ruin = randint1(45) + 35;
4187 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4189 if (pattern_tile(r_y, r_x) &&
4190 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4192 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4196 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4201 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4202 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4203 * @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
4206 void sanity_blast(monster_type *m_ptr, bool necro)
4210 if (p_ptr->inside_battle || !character_dungeon) return;
4212 if (!necro && m_ptr)
4214 GAME_TEXT m_name[MAX_NLEN];
4215 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4217 power = r_ptr->level / 2;
4219 monster_desc(m_name, m_ptr, 0);
4221 if (!(r_ptr->flags1 & RF1_UNIQUE))
4223 if (r_ptr->flags1 & RF1_FRIENDS)
4228 if (!is_loading_now)
4229 return; /* No effect yet, just loaded... */
4232 return; /* Cannot see it for some reason */
4234 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4238 return; /* Pet eldritch horrors are safe most of the time */
4240 if (randint1(100) > power) return;
4242 if (saving_throw(p_ptr->skill_sav - power))
4244 return; /* Save, no adverse effects */
4249 /* Something silly happens... */
4250 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4251 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4255 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4256 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4259 return; /* Never mind; we can't see it clearly enough */
4262 /* Something frightening happens... */
4263 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4264 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4266 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4268 /* Demon characters are unaffected */
4269 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4270 if (p_ptr->wizard) return;
4272 /* Undead characters are 50% likely to be unaffected */
4273 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4274 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4275 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4277 if (saving_throw(25 + p_ptr->lev)) return;
4282 monster_race *r_ptr;
4283 GAME_TEXT m_name[MAX_NLEN];
4286 get_mon_num_prep(get_nightmare, NULL);
4288 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4289 power = r_ptr->level + 10;
4290 desc = r_name + r_ptr->name;
4292 get_mon_num_prep(NULL, NULL);
4295 if (!(r_ptr->flags1 & RF1_UNIQUE))
4296 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4299 sprintf(m_name, "%s", desc);
4301 if (!(r_ptr->flags1 & RF1_UNIQUE))
4303 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4307 if (saving_throw(p_ptr->skill_sav * 100 / power))
4309 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4316 /* Something silly happens... */
4317 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4318 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4322 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4323 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4326 /* Never mind; we can't see it clearly enough */
4330 /* Something frightening happens... */
4331 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4332 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4334 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4336 if (!p_ptr->mimic_form)
4338 switch (p_ptr->prace)
4340 /* Demons may make a saving throw */
4343 if (saving_throw(20 + p_ptr->lev)) return;
4345 /* Undead may make a saving throw */
4350 if (saving_throw(10 + p_ptr->lev)) return;
4356 /* Demons may make a saving throw */
4357 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4359 if (saving_throw(20 + p_ptr->lev)) return;
4361 /* Undead may make a saving throw */
4362 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4364 if (saving_throw(10 + p_ptr->lev)) return;
4370 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!"));
4373 if (saving_throw(p_ptr->skill_sav - power))
4379 (void)do_dec_stat(A_INT);
4380 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4383 (void)do_dec_stat(A_WIS);
4384 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4386 switch (randint1(21))
4389 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4391 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4393 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!"));
4397 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!"));
4400 if (p_ptr->muta3 & MUT3_HYPER_INT)
4402 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."));
4403 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4405 p_ptr->muta3 |= MUT3_MORONIC;
4411 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4413 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4415 /* Duh, the following should never happen, but anyway... */
4416 if (p_ptr->muta3 & MUT3_FEARLESS)
4418 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."));
4419 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4422 p_ptr->muta2 |= MUT2_COWARDICE;
4428 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4430 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!"));
4431 p_ptr->muta2 |= MUT2_HALLU;
4437 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4439 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!"));
4440 p_ptr->muta2 |= MUT2_BERS_RAGE;
4450 if (!p_ptr->resist_conf)
4452 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4454 if (!p_ptr->free_act)
4456 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4458 if (!p_ptr->resist_chaos)
4460 (void)set_image(p_ptr->image + randint0(250) + 150);
4469 if (lose_all_info())
4470 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!"));
4474 p_ptr->update |= PU_BONUS;
4480 * @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 /
4481 * Advance experience levels and print experience
4484 void check_experience(void)
4486 bool level_reward = FALSE;
4487 bool level_mutation = FALSE;
4488 bool level_inc_stat = FALSE;
4489 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4490 PLAYER_LEVEL old_lev = p_ptr->lev;
4492 /* Hack -- lower limit */
4493 if (p_ptr->exp < 0) p_ptr->exp = 0;
4494 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4495 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4497 /* Hack -- upper limit */
4498 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4499 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4500 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4502 /* Hack -- maintain "max" experience */
4503 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4505 /* Hack -- maintain "max max" experience */
4506 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4508 /* Redraw experience */
4509 p_ptr->redraw |= (PR_EXP);
4513 /* Lose levels while possible */
4514 while ((p_ptr->lev > 1) &&
4515 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4519 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4520 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4521 p_ptr->window |= (PW_PLAYER);
4526 /* Gain levels while possible */
4527 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4528 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4533 /* Save the highest level */
4534 if (p_ptr->lev > p_ptr->max_plv)
4536 p_ptr->max_plv = p_ptr->lev;
4538 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4539 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4541 level_reward = TRUE;
4543 if (p_ptr->prace == RACE_BEASTMAN)
4545 if (one_in_(5)) level_mutation = TRUE;
4547 level_inc_stat = TRUE;
4549 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4554 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4556 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4557 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4558 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4568 if (!(p_ptr->max_plv % 10))
4577 cnv_stat(p_ptr->stat_max[0], tmp);
4578 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4579 cnv_stat(p_ptr->stat_max[1], tmp);
4580 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4581 cnv_stat(p_ptr->stat_max[2], tmp);
4582 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4583 cnv_stat(p_ptr->stat_max[3], tmp);
4584 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4585 cnv_stat(p_ptr->stat_max[4], tmp);
4586 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4587 cnv_stat(p_ptr->stat_max[5], tmp);
4588 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4591 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4596 if ((choice >= 'a') && (choice <= 'f')) break;
4598 for (n = 0; n < A_MAX; n++)
4599 if (n != choice - 'a')
4601 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4603 do_inc_stat(choice - 'a');
4606 else if (!(p_ptr->max_plv % 2))
4607 do_inc_stat(randint0(6));
4612 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4613 (void)gain_mutation(p_ptr, 0);
4614 level_mutation = FALSE;
4618 * 報酬でレベルが上ると再帰的に check_experience() が
4623 gain_level_reward(0);
4624 level_reward = FALSE;
4627 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4628 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4629 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4633 /* Load an autopick preference file */
4634 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4638 * @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
4640 * @param out_val 出力先文字列ポインタ
4643 void cnv_stat(int val, char *out_val)
4648 int bonus = (val - 18);
4652 sprintf(out_val, "18/%3s", "***");
4654 else if (bonus >= 100)
4656 sprintf(out_val, "18/%03d", bonus);
4660 sprintf(out_val, " 18/%02d", bonus);
4667 sprintf(out_val, " %2d", val);
4672 * @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。
4673 * Modify a stat value by a "modifier", return new value
4675 * @param amount 加減算値
4679 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4680 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4681 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4682 * Or even: 18/13, 18/03, 18, 17, ..., 3
4685 s16b modify_stat_value(int value, int amount)
4692 /* Apply each point */
4693 for (i = 0; i < amount; i++)
4695 /* One point at a time */
4696 if (value < 18) value++;
4698 /* Ten "points" at a time */
4704 else if (amount < 0)
4706 /* Apply each point */
4707 for (i = 0; i < (0 - amount); i++)
4709 /* Ten points at a time */
4710 if (value >= 18 + 10) value -= 10;
4712 /* Hack -- prevent weirdness */
4713 else if (value > 18) value = 18;
4715 /* One point at a time */
4716 else if (value > 3) value--;
4720 /* Return new value */
4721 return (s16b)(value);