3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @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
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @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。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1721 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1724 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725 * @param n_same モンスターの数の現在数
1729 * nnn : number or unique(U) or wanted unique(W)
1730 * X : symbol of monster
1731 * LV : monster lv if known
1732 * name: name of monster
1736 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1739 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740 monster_race* r_ptr = &r_info[r_idx];
1744 //Number of 'U'nique
1745 if(r_ptr->flags1&RF1_UNIQUE){//unique
1746 bool is_kubi = FALSE;
1747 for(i=0;i<MAX_KUBI;i++){
1748 if(kubi_r_idx[i] == r_idx){
1753 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1755 sprintf(buf, "%3d", n_same);
1756 Term_addstr(-1, TERM_WHITE, buf);
1759 Term_addstr(-1, TERM_WHITE, " ");
1760 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761 //Term_addstr(-1, TERM_WHITE, "/");
1762 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1764 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765 sprintf(buf, " %2d", (int)r_ptr->level);
1769 Term_addstr(-1, TERM_WHITE, buf);
1771 sprintf(buf, " %s ", r_name+r_ptr->name);
1772 Term_addstr(-1, TERM_WHITE, buf);
1774 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1778 * @brief モンスターの出現リストを表示する / Print monster info in line
1781 * @param max_lines 最大何行描画するか
1783 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1785 monster_type* last_mons = NULL;
1786 monster_type* m_ptr = NULL;
1790 for(i=0;i<temp_n;i++){
1791 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793 m_ptr = &m_list[c_ptr->m_idx];
1794 if(is_pet(m_ptr))continue;//pet
1795 if(!m_ptr->r_idx)continue;//dead?
1798 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799 monster_race* r_ptr = &r_info[r_idx];
1800 cptr name = (r_name + r_ptr->name);
1801 cptr ename = (r_name + r_ptr->name);
1802 //ミミック類や「それ」等は、一覧に出てはいけない
1803 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1806 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807 (strcmp(ename, "Null the Living Void")==0))continue;
1808 //"金無垢の指輪"は、一覧に出てはいけない
1809 if((strcmp(name, "金無垢の指輪")==0)||
1810 (strcmp(ename, "Plain Gold Ring")==0))continue;
1814 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815 if(!last_mons){//先頭モンスター
1821 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1823 continue;//表示処理を次に回す
1825 //print last mons info
1826 print_monster_line(x, line++, last_mons, n_same);
1829 if(line-y-1==max_lines){//残り1行
1833 if(line-y-1==max_lines && i!=temp_n){
1834 Term_gotoxy(x, line);
1835 Term_addstr(-1, TERM_WHITE, "-- and more --");
1837 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1842 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1845 static void fix_monster_list(void)
1851 for (j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1862 Term_activate(angband_term[j]);
1863 Term_get_size(&w, &h);
1867 target_set_prepare_look();//モンスター一覧を生成,ソート
1868 print_monster_list(0, 0, h);
1881 * @brief 現在の装備品をサブウィンドウに表示する /
1882 * Hack -- display equipment in sub-windows
1885 static void fix_equip(void)
1890 for (j = 0; j < 8; j++)
1895 if (!angband_term[j]) continue;
1897 /* No relevant flags */
1898 if (!(window_flag[j] & (PW_EQUIP))) continue;
1901 Term_activate(angband_term[j]);
1903 /* Display equipment */
1916 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1917 * Hack -- display spells in sub-windows
1920 static void fix_spell(void)
1925 for (j = 0; j < 8; j++)
1930 if (!angband_term[j]) continue;
1932 /* No relevant flags */
1933 if (!(window_flag[j] & (PW_SPELL))) continue;
1936 Term_activate(angband_term[j]);
1938 /* Display spell list */
1939 display_spell_list();
1951 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1952 * Hack -- display character in sub-windows
1955 static void fix_player(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_PLAYER))) continue;
1971 Term_activate(angband_term[j]);
1975 /* Display player */
1987 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1988 * Hack -- display recent messages in sub-windows
1989 * XXX XXX XXX Adjust for width and split messages
1992 static void fix_message(void)
1999 for (j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2010 Term_activate(angband_term[j]);
2013 Term_get_size(&w, &h);
2016 for (i = 0; i < h; i++)
2018 /* Dump the message on the appropriate line */
2019 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2022 Term_locate(&x, &y);
2024 /* Clear to end of line */
2025 Term_erase(x, y, 255);
2038 * @brief 簡易マップをサブウィンドウに表示する /
2039 * Hack -- display overhead view in sub-windows
2040 * XXX XXX XXX Adjust for width and split messages
2043 * Note that the "player" symbol does NOT appear on the map.
2045 static void fix_overhead(void)
2052 for (j = 0; j < 8; j++)
2058 if (!angband_term[j]) continue;
2060 /* No relevant flags */
2061 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2064 Term_activate(angband_term[j]);
2066 /* Full map in too small window is useless */
2067 Term_get_size(&wid, &hgt);
2068 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2071 display_map(&cy, &cx);
2084 * @brief ダンジョンの地形をサブウィンドウに表示する /
2085 * Hack -- display dungeon view in sub-windows
2088 static void fix_dungeon(void)
2093 for (j = 0; j < 8; j++)
2098 if (!angband_term[j]) continue;
2100 /* No relevant flags */
2101 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2104 Term_activate(angband_term[j]);
2106 /* Redraw dungeon view */
2119 * @brief モンスターの思い出をサブウィンドウに表示する /
2120 * Hack -- display dungeon view in sub-windows
2123 static void fix_monster(void)
2128 for (j = 0; j < 8; j++)
2133 if (!angband_term[j]) continue;
2135 /* No relevant flags */
2136 if (!(window_flag[j] & (PW_MONSTER))) continue;
2139 Term_activate(angband_term[j]);
2141 /* Display monster race info */
2142 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2154 * @brief ベースアイテム情報をサブウィンドウに表示する /
2155 * Hack -- display object recall in sub-windows
2158 static void fix_object(void)
2163 for (j = 0; j < 8; j++)
2168 if (!angband_term[j]) continue;
2170 /* No relevant flags */
2171 if (!(window_flag[j] & (PW_OBJECT))) continue;
2174 Term_activate(angband_term[j]);
2176 /* Display monster race info */
2177 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2190 * @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。 /
2191 * Calculate number of spells player should have, and forget,
2192 * or remember, spells until that number is properly reflected.
2195 * Note that this function induces various "status" messages,
2196 * which must be bypasses until the character is created.
2198 static void calc_spells(void)
2200 int i, j, k, levels;
2202 int num_boukyaku = 0;
2204 const magic_type *s_ptr;
2211 /* Hack -- must be literate */
2212 if (!mp_ptr->spell_book) return;
2214 /* Hack -- wait for creation */
2215 if (!character_generated) return;
2217 /* Hack -- handle "xtra" mode */
2218 if (character_xtra) return;
2220 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2222 p_ptr->new_spells = 0;
2226 p = spell_category_name(mp_ptr->spell_book);
2228 /* Determine the number of spells allowed */
2229 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2231 /* Hack -- no negative spells */
2232 if (levels < 0) levels = 0;
2234 /* Extract total allowed spells */
2235 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2237 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2241 if (p_ptr->pclass == CLASS_SAMURAI)
2245 else if (p_ptr->realm2 == REALM_NONE)
2247 num_allowed = (num_allowed+1)/2;
2248 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2250 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2252 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2256 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2259 /* Count the number of spells we know */
2260 for (j = 0; j < 64; j++)
2262 /* Count known spells */
2264 (p_ptr->spell_forgotten1 & (1L << j)) :
2265 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2271 /* See how many spells we must forget or may learn */
2272 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2274 /* Forget spells which are too hard */
2275 for (i = 63; i >= 0; i--)
2277 /* Efficiency -- all done */
2278 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2280 /* Access the spell */
2281 j = p_ptr->spell_order[i];
2283 /* Skip non-spells */
2284 if (j >= 99) continue;
2288 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2291 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2293 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2296 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2298 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2300 /* Skip spells we are allowed to know */
2301 if (s_ptr->slevel <= p_ptr->lev) continue;
2305 (p_ptr->spell_learned1 & (1L << j)) :
2306 (p_ptr->spell_learned2 & (1L << (j - 32))))
2308 /* Mark as forgotten */
2311 p_ptr->spell_forgotten1 |= (1L << j);
2312 which = p_ptr->realm1;
2316 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317 which = p_ptr->realm2;
2320 /* No longer known */
2323 p_ptr->spell_learned1 &= ~(1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329 which = p_ptr->realm2;
2334 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2336 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2340 /* One more can be learned */
2341 p_ptr->new_spells++;
2346 /* Forget spells if we know too many spells */
2347 for (i = 63; i >= 0; i--)
2349 /* Stop when possible */
2350 if (p_ptr->new_spells >= 0) break;
2352 /* Efficiency -- all done */
2353 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2355 /* Get the (i+1)th spell learned */
2356 j = p_ptr->spell_order[i];
2358 /* Skip unknown spells */
2359 if (j >= 99) continue;
2361 /* Forget it (if learned) */
2363 (p_ptr->spell_learned1 & (1L << j)) :
2364 (p_ptr->spell_learned2 & (1L << (j - 32))))
2366 /* Mark as forgotten */
2369 p_ptr->spell_forgotten1 |= (1L << j);
2370 which = p_ptr->realm1;
2374 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2375 which = p_ptr->realm2;
2378 /* No longer known */
2381 p_ptr->spell_learned1 &= ~(1L << j);
2382 which = p_ptr->realm1;
2386 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2387 which = p_ptr->realm2;
2392 msg_format("%sの%sを忘れてしまった。",
2393 do_spell(which, j%32, SPELL_NAME), p );
2395 msg_format("You have forgotten the %s of %s.", p,
2396 do_spell(which, j%32, SPELL_NAME));
2400 /* One more can be learned */
2401 p_ptr->new_spells++;
2406 /* Check for spells to remember */
2407 for (i = 0; i < 64; i++)
2409 /* None left to remember */
2410 if (p_ptr->new_spells <= 0) break;
2412 /* Efficiency -- all done */
2413 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2415 /* Get the next spell we learned */
2416 j = p_ptr->spell_order[i];
2418 /* Skip unknown spells */
2421 /* Access the spell */
2422 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2425 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2427 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2430 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2432 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2434 /* Skip spells we cannot remember */
2435 if (s_ptr->slevel > p_ptr->lev) continue;
2437 /* First set of spells */
2439 (p_ptr->spell_forgotten1 & (1L << j)) :
2440 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2442 /* No longer forgotten */
2445 p_ptr->spell_forgotten1 &= ~(1L << j);
2446 which = p_ptr->realm1;
2450 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2451 which = p_ptr->realm2;
2454 /* Known once more */
2457 p_ptr->spell_learned1 |= (1L << j);
2458 which = p_ptr->realm1;
2462 p_ptr->spell_learned2 |= (1L << (j - 32));
2463 which = p_ptr->realm2;
2468 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2470 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2474 /* One less can be learned */
2475 p_ptr->new_spells--;
2481 if (p_ptr->realm2 == REALM_NONE)
2483 /* Count spells that can be learned */
2484 for (j = 0; j < 32; j++)
2486 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2487 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2489 /* Skip spells we cannot remember */
2490 if (s_ptr->slevel > p_ptr->lev) continue;
2492 /* Skip spells we already know */
2493 if (p_ptr->spell_learned1 & (1L << j))
2502 if ((p_ptr->new_spells > k) &&
2503 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2505 p_ptr->new_spells = (s16b)k;
2509 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2511 /* Spell count changed */
2512 if (p_ptr->old_spells != p_ptr->new_spells)
2514 /* Message if needed */
2515 if (p_ptr->new_spells)
2519 if( p_ptr->new_spells < 10 ){
2520 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2522 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2525 msg_format("You can learn %d more %s%s.",
2526 p_ptr->new_spells, p,
2527 (p_ptr->new_spells != 1) ? "s" : "");
2532 /* Save the new_spells value */
2533 p_ptr->old_spells = p_ptr->new_spells;
2535 /* Redraw Study Status */
2536 p_ptr->redraw |= (PR_STUDY);
2538 /* Redraw object recall */
2539 p_ptr->window |= (PW_OBJECT);
2544 * @brief プレイヤーの最大MPを計算する /
2545 * Calculate maximum mana. You do not need to know any spells.
2546 * Note that mana is lowered by heavy (or inappropriate) armor.
2549 * This function induces status messages.
2551 static void calc_mana(void)
2553 int msp, levels, cur_wgt, max_wgt;
2558 /* Hack -- Must be literate */
2559 if (!mp_ptr->spell_book) return;
2561 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2562 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2563 (p_ptr->pclass == CLASS_BLUE_MAGE))
2565 levels = p_ptr->lev;
2569 if(mp_ptr->spell_first > p_ptr->lev)
2574 /* Display mana later */
2575 p_ptr->redraw |= (PR_MANA);
2579 /* Extract "effective" player level */
2580 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2583 if (p_ptr->pclass == CLASS_SAMURAI)
2585 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2586 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2590 /* Extract total mana */
2591 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2593 /* Hack -- usually add one mana */
2596 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2598 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2600 /* Hack: High mages have a 25% mana bonus */
2601 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2603 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2606 /* Only mages are affected */
2607 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2609 BIT_FLAGS flgs[TR_FLAG_SIZE];
2611 /* Assume player is not encumbered by gloves */
2612 p_ptr->cumber_glove = FALSE;
2614 /* Get the gloves */
2615 o_ptr = &inventory[INVEN_HANDS];
2617 /* Examine the gloves */
2618 object_flags(o_ptr, flgs);
2620 /* Normal gloves hurt mage-type spells */
2622 !(have_flag(flgs, TR_FREE_ACT)) &&
2623 !(have_flag(flgs, TR_DEC_MANA)) &&
2624 !(have_flag(flgs, TR_EASY_SPELL)) &&
2625 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2626 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2629 p_ptr->cumber_glove = TRUE;
2632 msp = (3 * msp) / 4;
2637 /* Assume player not encumbered by armor */
2638 p_ptr->cumber_armor = FALSE;
2640 /* Weigh the armor */
2642 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2643 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2644 cur_wgt += inventory[INVEN_BODY].weight;
2645 cur_wgt += inventory[INVEN_HEAD].weight;
2646 cur_wgt += inventory[INVEN_OUTER].weight;
2647 cur_wgt += inventory[INVEN_HANDS].weight;
2648 cur_wgt += inventory[INVEN_FEET].weight;
2650 /* Subtract a percentage of maximum mana. */
2651 switch (p_ptr->pclass)
2653 /* For these classes, mana is halved if armour
2654 * is 30 pounds over their weight limit. */
2656 case CLASS_HIGH_MAGE:
2657 case CLASS_BLUE_MAGE:
2659 case CLASS_FORCETRAINER:
2660 case CLASS_SORCERER:
2662 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2663 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2667 /* Mana halved if armour is 40 pounds over weight limit. */
2672 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2673 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2677 case CLASS_MINDCRAFTER:
2678 case CLASS_BEASTMASTER:
2679 case CLASS_MIRROR_MASTER:
2681 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2682 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2686 /* Mana halved if armour is 50 pounds over weight limit. */
2689 case CLASS_RED_MAGE:
2690 case CLASS_WARRIOR_MAGE:
2692 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2693 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2697 /* Mana halved if armour is 60 pounds over weight limit. */
2699 case CLASS_CHAOS_WARRIOR:
2701 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2702 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2706 /* For new classes created, but not yet added to this formula. */
2713 /* Determine the weight allowance */
2714 max_wgt = mp_ptr->spell_weight;
2716 /* Heavy armor penalizes mana by a percentage. -LM- */
2717 if ((cur_wgt - max_wgt) > 0)
2720 p_ptr->cumber_armor = TRUE;
2722 /* Subtract a percentage of maximum mana. */
2723 switch (p_ptr->pclass)
2725 /* For these classes, mana is halved if armour
2726 * is 30 pounds over their weight limit. */
2728 case CLASS_HIGH_MAGE:
2729 case CLASS_BLUE_MAGE:
2731 msp -= msp * (cur_wgt - max_wgt) / 600;
2735 /* Mana halved if armour is 40 pounds over weight limit. */
2737 case CLASS_MINDCRAFTER:
2738 case CLASS_BEASTMASTER:
2740 case CLASS_FORCETRAINER:
2742 case CLASS_MIRROR_MASTER:
2744 msp -= msp * (cur_wgt - max_wgt) / 800;
2748 case CLASS_SORCERER:
2750 msp -= msp * (cur_wgt - max_wgt) / 900;
2754 /* Mana halved if armour is 50 pounds over weight limit. */
2758 case CLASS_RED_MAGE:
2760 msp -= msp * (cur_wgt - max_wgt) / 1000;
2764 /* Mana halved if armour is 60 pounds over weight limit. */
2766 case CLASS_CHAOS_WARRIOR:
2767 case CLASS_WARRIOR_MAGE:
2769 msp -= msp * (cur_wgt - max_wgt) / 1200;
2775 p_ptr->cumber_armor = FALSE;
2779 /* For new classes created, but not yet added to this formula. */
2782 msp -= msp * (cur_wgt - max_wgt) / 800;
2788 /* Mana can never be negative */
2789 if (msp < 0) msp = 0;
2792 /* Maximum mana has changed */
2793 if (p_ptr->msp != msp)
2795 /* Enforce maximum */
2796 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2799 p_ptr->csp_frac = 0;
2803 /* レベルアップの時は上昇量を表示する */
2804 if ((level_up == 1) && (msp > p_ptr->msp))
2806 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2812 /* Display mana later */
2813 p_ptr->redraw |= (PR_MANA);
2816 p_ptr->window |= (PW_PLAYER);
2817 p_ptr->window |= (PW_SPELL);
2821 /* Hack -- handle "xtra" mode */
2822 if (character_xtra) return;
2824 /* Take note when "glove state" changes */
2825 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2828 if (p_ptr->cumber_glove)
2830 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."));
2834 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."));
2838 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2842 /* Take note when "armor state" changes */
2843 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2846 if (p_ptr->cumber_armor)
2848 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."));
2852 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."));
2856 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2863 * @brief プレイヤーの最大HPを計算する /
2864 * Calculate the players (maximal) hit points
2865 * Adjust current hitpoints if necessary
2869 static void calc_hitpoints(void)
2874 /* Un-inflate "half-hitpoint bonus per level" value */
2875 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2877 /* Calculate hitpoints */
2878 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2880 if (p_ptr->mimic_form)
2882 if (p_ptr->pclass == CLASS_SORCERER)
2883 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2885 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2886 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2889 if (p_ptr->pclass == CLASS_SORCERER)
2891 if (p_ptr->lev < 30)
2892 mhp = (mhp * (45+p_ptr->lev) / 100);
2894 mhp = (mhp * 75 / 100);
2895 bonus = (bonus * 65 / 100);
2900 if (p_ptr->pclass == CLASS_BERSERKER)
2902 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2905 /* Always have at least one hitpoint per level */
2906 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2908 /* Factor in the hero / superhero settings */
2909 if (IS_HERO()) mhp += 10;
2910 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2911 if (p_ptr->tsuyoshi) mhp += 50;
2913 /* Factor in the hex spell settings */
2914 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2915 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2917 /* New maximum hitpoints */
2918 if (p_ptr->mhp != mhp)
2920 /* Enforce maximum */
2921 if (p_ptr->chp >= mhp)
2924 p_ptr->chp_frac = 0;
2928 /* レベルアップの時は上昇量を表示する */
2929 if ((level_up == 1) && (mhp > p_ptr->mhp))
2931 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2934 /* Save the new max-hitpoints */
2937 /* Display hitpoints (later) */
2938 p_ptr->redraw |= (PR_HP);
2941 p_ptr->window |= (PW_PLAYER);
2946 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2949 * SWD: Experimental modification: multiple light sources have additive effect.
2951 static void calc_torch(void)
2955 BIT_FLAGS flgs[TR_FLAG_SIZE];
2957 /* Assume no light */
2958 p_ptr->cur_lite = 0;
2960 /* Loop through all wielded items */
2961 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2963 o_ptr = &inventory[i];
2964 /* Skip empty slots */
2965 if (!o_ptr->k_idx) continue;
2967 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2970 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2972 if (o_ptr->tval == TV_LITE)
2974 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2975 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2979 /* Extract the flags */
2980 object_flags(o_ptr, flgs);
2982 /* calc the lite_radius */
2985 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2986 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2987 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2988 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2989 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2990 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2991 p_ptr->cur_lite += (s16b)rad;
2994 /* max radius is 14 (was 5) without rewriting other code -- */
2995 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2996 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2997 p_ptr->cur_lite = 1;
3000 * check if the player doesn't have light radius,
3001 * but does weakly glow as an intrinsic.
3003 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3005 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3006 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3008 /* end experimental mods */
3010 /* Notice changes in the "lite radius" */
3011 if (p_ptr->old_lite != p_ptr->cur_lite)
3014 /* Hack -- PU_MON_LITE for monsters' darkness */
3015 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3017 /* Remember the old lite */
3018 p_ptr->old_lite = p_ptr->cur_lite;
3020 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3021 set_superstealth(FALSE);
3027 * @brief プレイヤーの所持重量制限を計算する /
3028 * Computes current weight limit.
3031 WEIGHT weight_limit(void)
3035 /* Weight limit based only on strength */
3036 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3037 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3039 /* Return the result */
3044 * @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 /
3045 * @param i 判定する手のID(右手:0 左手:1)
3046 * @return 持っているならばTRUE
3048 bool buki_motteruka(int i)
3050 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3054 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3055 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3056 * @return 重すぎるならばTRUE
3058 bool is_heavy_shoot(object_type *o_ptr)
3060 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3061 /* It is hard to carholdry a heavy bow */
3062 return (hold < o_ptr->weight / 10);
3066 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3067 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3068 * @return 対応する矢/弾薬のベースアイテムID
3070 int bow_tval_ammo(object_type *o_ptr)
3072 /* Analyze the launcher */
3073 switch (o_ptr->sval)
3103 * @brief 装備中の射撃武器の威力倍率を返す /
3104 * calcurate the fire rate of target object
3105 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3106 * @return 射撃倍率の値(100で1.00倍)
3108 s16b calc_num_fire(object_type *o_ptr)
3110 int extra_shots = 0;
3113 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3115 BIT_FLAGS flgs[TR_FLAG_SIZE];
3117 /* Scan the usable inventory */
3118 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3120 q_ptr = &inventory[i];
3122 /* Skip non-objects */
3123 if (!q_ptr->k_idx) continue;
3125 /* Do not apply current equip */
3126 if (i == INVEN_BOW) continue;
3128 /* Extract the item flags */
3129 object_flags(q_ptr, flgs);
3132 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3135 object_flags(o_ptr, flgs);
3136 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3138 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3142 num += (extra_shots * 100);
3144 /* Hack -- Rangers love Bows */
3145 if ((p_ptr->pclass == CLASS_RANGER) &&
3146 (tval_ammo == TV_ARROW))
3148 num += (p_ptr->lev * 4);
3151 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3152 (tval_ammo == TV_ARROW))
3154 num += (p_ptr->lev * 3);
3157 if (p_ptr->pclass == CLASS_ARCHER)
3159 if (tval_ammo == TV_ARROW)
3160 num += ((p_ptr->lev * 5)+50);
3161 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3162 num += (p_ptr->lev * 4);
3166 * Addendum -- also "Reward" high level warriors,
3167 * with _any_ missile weapon -- TY
3169 if (p_ptr->pclass == CLASS_WARRIOR &&
3170 (tval_ammo <= TV_BOLT) &&
3171 (tval_ammo >= TV_SHOT))
3173 num += (p_ptr->lev * 2);
3175 if ((p_ptr->pclass == CLASS_ROGUE) &&
3176 (tval_ammo == TV_SHOT))
3178 num += (p_ptr->lev * 4);
3185 * @brief プレイヤーの全ステータスを更新する /
3186 * Calculate the players current "state", taking into account
3187 * not only race/class intrinsics, but also objects being worn
3188 * and temporary spell effects.
3192 * See also calc_mana() and calc_hitpoints().
3194 * Take note of the new "speed code", in particular, a very strong
3195 * player will start slowing down as soon as he reaches 150 pounds,
3196 * but not until he reaches 450 pounds will he be half as fast as
3197 * a normal kobold. This both hurts and helps the player, hurts
3198 * because in the old days a player could just avoid 300 pounds,
3199 * and helps because now carrying 300 pounds is not very painful.
3201 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3202 * damage, since that would affect non-combat things. These values
3203 * are actually added in later, at the appropriate place.
3205 * This function induces various "status" messages.
3208 void calc_bonuses(void)
3210 int i, j, hold, neutral[2];
3212 int default_hand = 0;
3213 int empty_hands_status = empty_hands(TRUE);
3216 BIT_FLAGS flgs[TR_FLAG_SIZE];
3218 bool yoiyami = FALSE;
3219 bool down_saving = FALSE;
3221 bool have_dd_s = FALSE, have_dd_t = FALSE;
3223 bool have_sw = FALSE, have_kabe = FALSE;
3224 bool easy_2weapon = FALSE;
3225 bool riding_levitation = FALSE;
3226 s16b this_o_idx, next_o_idx = 0;
3227 const player_race *tmp_rp_ptr;
3229 /* Save the old vision stuff */
3230 bool old_telepathy = p_ptr->telepathy;
3231 bool old_esp_animal = p_ptr->esp_animal;
3232 bool old_esp_undead = p_ptr->esp_undead;
3233 bool old_esp_demon = p_ptr->esp_demon;
3234 bool old_esp_orc = p_ptr->esp_orc;
3235 bool old_esp_troll = p_ptr->esp_troll;
3236 bool old_esp_giant = p_ptr->esp_giant;
3237 bool old_esp_dragon = p_ptr->esp_dragon;
3238 bool old_esp_human = p_ptr->esp_human;
3239 bool old_esp_evil = p_ptr->esp_evil;
3240 bool old_esp_good = p_ptr->esp_good;
3241 bool old_esp_nonliving = p_ptr->esp_nonliving;
3242 bool old_esp_unique = p_ptr->esp_unique;
3243 bool old_see_inv = p_ptr->see_inv;
3244 bool old_mighty_throw = p_ptr->mighty_throw;
3246 /* Save the old armor class */
3247 s16b old_dis_ac = p_ptr->dis_ac;
3248 s16b old_dis_to_a = p_ptr->dis_to_a;
3251 /* Clear extra blows/shots */
3252 extra_blows[0] = extra_blows[1] = 0;
3254 /* Clear the stat modifiers */
3255 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3258 /* Clear the Displayed/Real armor class */
3259 p_ptr->dis_ac = p_ptr->ac = 0;
3261 /* Clear the Displayed/Real Bonuses */
3262 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3263 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3264 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3265 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3266 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3267 p_ptr->dis_to_a = p_ptr->to_a = 0;
3271 p_ptr->to_m_chance = 0;
3273 /* Clear the Extra Dice Bonuses */
3274 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3275 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3277 /* Start with "normal" speed */
3280 /* Start with a single blow per turn */
3281 p_ptr->num_blow[0] = 1;
3282 p_ptr->num_blow[1] = 1;
3284 /* Start with a single shot per turn */
3285 p_ptr->num_fire = 100;
3287 /* Reset the "xtra" tval */
3288 p_ptr->tval_xtra = 0;
3290 /* Reset the "ammo" tval */
3291 p_ptr->tval_ammo = 0;
3293 /* Clear all the flags */
3295 p_ptr->bless_blade = FALSE;
3296 p_ptr->xtra_might = FALSE;
3297 p_ptr->impact[0] = FALSE;
3298 p_ptr->impact[1] = FALSE;
3299 p_ptr->pass_wall = FALSE;
3300 p_ptr->kill_wall = FALSE;
3301 p_ptr->dec_mana = FALSE;
3302 p_ptr->easy_spell = FALSE;
3303 p_ptr->heavy_spell = FALSE;
3304 p_ptr->see_inv = FALSE;
3305 p_ptr->free_act = FALSE;
3306 p_ptr->slow_digest = FALSE;
3307 p_ptr->regenerate = FALSE;
3308 p_ptr->can_swim = FALSE;
3309 p_ptr->levitation = FALSE;
3310 p_ptr->hold_exp = FALSE;
3311 p_ptr->telepathy = FALSE;
3312 p_ptr->esp_animal = FALSE;
3313 p_ptr->esp_undead = FALSE;
3314 p_ptr->esp_demon = FALSE;
3315 p_ptr->esp_orc = FALSE;
3316 p_ptr->esp_troll = FALSE;
3317 p_ptr->esp_giant = FALSE;
3318 p_ptr->esp_dragon = FALSE;
3319 p_ptr->esp_human = FALSE;
3320 p_ptr->esp_evil = FALSE;
3321 p_ptr->esp_good = FALSE;
3322 p_ptr->esp_nonliving = FALSE;
3323 p_ptr->esp_unique = FALSE;
3324 p_ptr->lite = FALSE;
3325 p_ptr->sustain_str = FALSE;
3326 p_ptr->sustain_int = FALSE;
3327 p_ptr->sustain_wis = FALSE;
3328 p_ptr->sustain_con = FALSE;
3329 p_ptr->sustain_dex = FALSE;
3330 p_ptr->sustain_chr = FALSE;
3331 p_ptr->resist_acid = FALSE;
3332 p_ptr->resist_elec = FALSE;
3333 p_ptr->resist_fire = FALSE;
3334 p_ptr->resist_cold = FALSE;
3335 p_ptr->resist_pois = FALSE;
3336 p_ptr->resist_conf = FALSE;
3337 p_ptr->resist_sound = FALSE;
3338 p_ptr->resist_lite = FALSE;
3339 p_ptr->resist_dark = FALSE;
3340 p_ptr->resist_chaos = FALSE;
3341 p_ptr->resist_disen = FALSE;
3342 p_ptr->resist_shard = FALSE;
3343 p_ptr->resist_nexus = FALSE;
3344 p_ptr->resist_blind = FALSE;
3345 p_ptr->resist_neth = FALSE;
3346 p_ptr->resist_time = FALSE;
3347 p_ptr->resist_fear = FALSE;
3348 p_ptr->reflect = FALSE;
3349 p_ptr->sh_fire = FALSE;
3350 p_ptr->sh_elec = FALSE;
3351 p_ptr->sh_cold = FALSE;
3352 p_ptr->anti_magic = FALSE;
3353 p_ptr->anti_tele = FALSE;
3354 p_ptr->warning = FALSE;
3355 p_ptr->mighty_throw = FALSE;
3356 p_ptr->see_nocto = FALSE;
3358 p_ptr->immune_acid = FALSE;
3359 p_ptr->immune_elec = FALSE;
3360 p_ptr->immune_fire = FALSE;
3361 p_ptr->immune_cold = FALSE;
3363 p_ptr->ryoute = FALSE;
3364 p_ptr->migite = FALSE;
3365 p_ptr->hidarite = FALSE;
3366 p_ptr->no_flowed = FALSE;
3368 p_ptr->align = friend_align;
3370 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3371 else tmp_rp_ptr = &race_info[p_ptr->prace];
3373 /* Base infravision (purely racial) */
3374 p_ptr->see_infra = tmp_rp_ptr->infra;
3376 /* Base skill -- disarming */
3377 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3379 /* Base skill -- magic devices */
3380 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3382 /* Base skill -- saving throw */
3383 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3385 /* Base skill -- stealth */
3386 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3388 /* Base skill -- searching ability */
3389 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3391 /* Base skill -- searching frequency */
3392 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3394 /* Base skill -- combat (normal) */
3395 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3397 /* Base skill -- combat (shooting) */
3398 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3400 /* Base skill -- combat (throwing) */
3401 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3403 /* Base skill -- digging */
3404 p_ptr->skill_dig = 0;
3406 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3407 if (buki_motteruka(INVEN_LARM))
3409 p_ptr->hidarite = TRUE;
3410 if (!p_ptr->migite) default_hand = 1;
3413 if (CAN_TWO_HANDS_WIELDING())
3415 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3416 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3418 p_ptr->ryoute = TRUE;
3420 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3421 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3423 p_ptr->ryoute = TRUE;
3427 switch (p_ptr->pclass)
3430 case CLASS_FORCETRAINER:
3431 case CLASS_BERSERKER:
3432 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3434 p_ptr->migite = TRUE;
3435 p_ptr->ryoute = TRUE;
3442 if (!p_ptr->migite && !p_ptr->hidarite)
3444 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3445 else if (empty_hands_status == EMPTY_HAND_LARM)
3447 p_ptr->hidarite = TRUE;
3452 if (p_ptr->special_defense & KAMAE_MASK)
3454 if (!(empty_hands_status & EMPTY_HAND_RARM))
3456 set_action(ACTION_NONE);
3460 switch (p_ptr->pclass)
3463 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3464 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3467 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3469 case CLASS_CHAOS_WARRIOR:
3470 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3471 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3473 case CLASS_MINDCRAFTER:
3474 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3475 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3476 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3477 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3480 case CLASS_FORCETRAINER:
3481 /* Unencumbered Monks become faster every 10 levels */
3482 if (!(heavy_armor()))
3484 if (!(prace_is_(RACE_KLACKON) ||
3485 prace_is_(RACE_SPRITE) ||
3486 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3487 new_speed += (p_ptr->lev) / 10;
3489 /* Free action if unencumbered at level 25 */
3490 if (p_ptr->lev > 24)
3491 p_ptr->free_act = TRUE;
3494 case CLASS_SORCERER:
3496 p_ptr->dis_to_a -= 50;
3499 p_ptr->resist_sound = TRUE;
3502 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3504 case CLASS_BERSERKER:
3506 p_ptr->sustain_str = TRUE;
3507 p_ptr->sustain_dex = TRUE;
3508 p_ptr->sustain_con = TRUE;
3509 p_ptr->regenerate = TRUE;
3510 p_ptr->free_act = TRUE;
3512 if (p_ptr->lev > 29) new_speed++;
3513 if (p_ptr->lev > 39) new_speed++;
3514 if (p_ptr->lev > 44) new_speed++;
3515 if (p_ptr->lev > 49) new_speed++;
3516 p_ptr->to_a += 10+p_ptr->lev/2;
3517 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3518 p_ptr->skill_dig += (100+p_ptr->lev*8);
3519 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3520 p_ptr->redraw |= PR_STATUS;
3522 case CLASS_MIRROR_MASTER:
3523 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3526 /* Unencumbered Ninjas become faster every 10 levels */
3529 new_speed -= (p_ptr->lev) / 10;
3530 p_ptr->skill_stl -= (p_ptr->lev)/10;
3532 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3533 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3536 if (!(prace_is_(RACE_KLACKON) ||
3537 prace_is_(RACE_SPRITE) ||
3538 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3539 new_speed += (p_ptr->lev) / 10;
3540 p_ptr->skill_stl += (p_ptr->lev)/10;
3542 /* Free action if unencumbered at level 25 */
3543 if (p_ptr->lev > 24)
3544 p_ptr->free_act = TRUE;
3546 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3547 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3549 p_ptr->to_a += p_ptr->lev/2+5;
3550 p_ptr->dis_to_a += p_ptr->lev/2+5;
3552 p_ptr->slow_digest = TRUE;
3553 p_ptr->resist_fear = TRUE;
3554 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3555 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3556 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3557 if (p_ptr->lev > 44)
3559 p_ptr->oppose_pois = 1;
3560 p_ptr->redraw |= PR_STATUS;
3562 p_ptr->see_nocto = TRUE;
3567 if (p_ptr->mimic_form)
3569 switch (p_ptr->mimic_form)
3572 p_ptr->hold_exp = TRUE;
3573 p_ptr->resist_chaos = TRUE;
3574 p_ptr->resist_neth = TRUE;
3575 p_ptr->resist_fire = TRUE;
3576 p_ptr->oppose_fire = 1;
3577 p_ptr->see_inv=TRUE;
3579 p_ptr->redraw |= PR_STATUS;
3581 p_ptr->dis_to_a += 10;
3582 p_ptr->align -= 200;
3584 case MIMIC_DEMON_LORD:
3585 p_ptr->hold_exp = TRUE;
3586 p_ptr->resist_chaos = TRUE;
3587 p_ptr->resist_neth = TRUE;
3588 p_ptr->immune_fire = TRUE;
3589 p_ptr->resist_acid = TRUE;
3590 p_ptr->resist_fire = TRUE;
3591 p_ptr->resist_cold = TRUE;
3592 p_ptr->resist_elec = TRUE;
3593 p_ptr->resist_pois = TRUE;
3594 p_ptr->resist_conf = TRUE;
3595 p_ptr->resist_disen = TRUE;
3596 p_ptr->resist_nexus = TRUE;
3597 p_ptr->resist_fear = TRUE;
3598 p_ptr->sh_fire = TRUE;
3599 p_ptr->see_inv = TRUE;
3600 p_ptr->telepathy = TRUE;
3601 p_ptr->levitation = TRUE;
3602 p_ptr->kill_wall = TRUE;
3605 p_ptr->dis_to_a += 20;
3606 p_ptr->align -= 200;
3609 p_ptr->resist_dark = TRUE;
3610 p_ptr->hold_exp = TRUE;
3611 p_ptr->resist_neth = TRUE;
3612 p_ptr->resist_cold = TRUE;
3613 p_ptr->resist_pois = TRUE;
3614 p_ptr->see_inv = TRUE;
3617 p_ptr->dis_to_a += 10;
3618 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3624 switch (p_ptr->prace)
3627 p_ptr->resist_lite = TRUE;
3630 p_ptr->hold_exp = TRUE;
3633 p_ptr->free_act = TRUE;
3636 p_ptr->resist_blind = TRUE;
3639 p_ptr->resist_dark = TRUE;
3641 case RACE_HALF_TROLL:
3642 p_ptr->sustain_str = TRUE;
3644 if (p_ptr->lev > 14)
3646 /* High level trolls heal fast... */
3647 p_ptr->regenerate = TRUE;
3649 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3651 p_ptr->slow_digest = TRUE;
3652 /* Let's not make Regeneration
3653 * a disadvantage for the poor warriors who can
3654 * never learn a spell that satisfies hunger (actually
3655 * neither can rogues, but half-trolls are not
3656 * supposed to play rogues) */
3661 p_ptr->sustain_con = TRUE;
3662 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3665 p_ptr->resist_lite = TRUE;
3666 p_ptr->see_inv = TRUE;
3668 case RACE_BARBARIAN:
3669 p_ptr->resist_fear = TRUE;
3671 case RACE_HALF_OGRE:
3672 p_ptr->resist_dark = TRUE;
3673 p_ptr->sustain_str = TRUE;
3675 case RACE_HALF_GIANT:
3676 p_ptr->sustain_str = TRUE;
3677 p_ptr->resist_shard = TRUE;
3679 case RACE_HALF_TITAN:
3680 p_ptr->resist_chaos = TRUE;
3683 p_ptr->resist_sound = TRUE;
3686 p_ptr->resist_acid = TRUE;
3687 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3690 p_ptr->resist_conf = TRUE;
3691 p_ptr->resist_acid = TRUE;
3693 /* Klackons become faster */
3694 new_speed += (p_ptr->lev) / 10;
3697 p_ptr->resist_pois = TRUE;
3700 p_ptr->resist_disen = TRUE;
3701 p_ptr->resist_dark = TRUE;
3704 p_ptr->resist_dark = TRUE;
3705 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3707 case RACE_DRACONIAN:
3708 p_ptr->levitation = TRUE;
3709 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3710 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3711 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3712 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3713 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3715 case RACE_MIND_FLAYER:
3716 p_ptr->sustain_int = TRUE;
3717 p_ptr->sustain_wis = TRUE;
3718 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3719 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3722 p_ptr->resist_fire = TRUE;
3723 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3726 p_ptr->slow_digest = TRUE;
3727 p_ptr->free_act = TRUE;
3728 p_ptr->see_inv = TRUE;
3729 p_ptr->resist_pois = TRUE;
3730 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3733 p_ptr->resist_shard = TRUE;
3734 p_ptr->hold_exp = TRUE;
3735 p_ptr->see_inv = TRUE;
3736 p_ptr->resist_pois = TRUE;
3737 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3740 p_ptr->resist_neth = TRUE;
3741 p_ptr->hold_exp = TRUE;
3742 p_ptr->see_inv = TRUE;
3743 p_ptr->resist_pois = TRUE;
3744 p_ptr->slow_digest = TRUE;
3745 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3748 p_ptr->resist_dark = TRUE;
3749 p_ptr->hold_exp = TRUE;
3750 p_ptr->resist_neth = TRUE;
3751 p_ptr->resist_cold = TRUE;
3752 p_ptr->resist_pois = TRUE;
3753 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3756 p_ptr->levitation = TRUE;
3757 p_ptr->free_act = TRUE;
3758 p_ptr->resist_neth = TRUE;
3759 p_ptr->hold_exp = TRUE;
3760 p_ptr->see_inv = TRUE;
3761 p_ptr->resist_pois = TRUE;
3762 p_ptr->slow_digest = TRUE;
3763 p_ptr->resist_cold = TRUE;
3764 p_ptr->pass_wall = TRUE;
3765 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3768 p_ptr->levitation = TRUE;
3769 p_ptr->resist_lite = TRUE;
3771 /* Sprites become faster */
3772 new_speed += (p_ptr->lev) / 10;
3775 p_ptr->resist_conf = TRUE;
3776 p_ptr->resist_sound = TRUE;
3779 /* Ents dig like maniacs, but only with their hands. */
3780 if (!inventory[INVEN_RARM].k_idx)
3781 p_ptr->skill_dig += p_ptr->lev * 10;
3782 /* Ents get tougher and stronger as they age, but lose dexterity. */
3783 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3784 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3785 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3787 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3788 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3789 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3791 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3792 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3793 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3796 p_ptr->levitation = TRUE;
3797 p_ptr->see_inv = TRUE;
3798 p_ptr->align += 200;
3801 p_ptr->resist_fire = TRUE;
3802 p_ptr->resist_neth = TRUE;
3803 p_ptr->hold_exp = TRUE;
3804 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3805 if (p_ptr->lev > 44)
3807 p_ptr->oppose_fire = 1;
3808 p_ptr->redraw |= PR_STATUS;
3810 p_ptr->align -= 200;
3813 p_ptr->sustain_con = TRUE;
3816 p_ptr->levitation = TRUE;
3819 p_ptr->resist_conf = TRUE;
3822 p_ptr->slow_digest = TRUE;
3823 p_ptr->free_act = TRUE;
3824 p_ptr->resist_pois = TRUE;
3825 p_ptr->hold_exp = TRUE;
3833 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3835 p_ptr->see_inv = TRUE;
3836 p_ptr->free_act = TRUE;
3837 p_ptr->slow_digest = TRUE;
3838 p_ptr->regenerate = TRUE;
3839 p_ptr->levitation = TRUE;
3840 p_ptr->hold_exp = TRUE;
3841 p_ptr->telepathy = TRUE;
3843 p_ptr->sustain_str = TRUE;
3844 p_ptr->sustain_int = TRUE;
3845 p_ptr->sustain_wis = TRUE;
3846 p_ptr->sustain_con = TRUE;
3847 p_ptr->sustain_dex = TRUE;
3848 p_ptr->sustain_chr = TRUE;
3849 p_ptr->resist_acid = TRUE;
3850 p_ptr->resist_elec = TRUE;
3851 p_ptr->resist_fire = TRUE;
3852 p_ptr->resist_cold = TRUE;
3853 p_ptr->resist_pois = TRUE;
3854 p_ptr->resist_conf = TRUE;
3855 p_ptr->resist_sound = TRUE;
3856 p_ptr->resist_lite = TRUE;
3857 p_ptr->resist_dark = TRUE;
3858 p_ptr->resist_chaos = TRUE;
3859 p_ptr->resist_disen = TRUE;
3860 p_ptr->resist_shard = TRUE;
3861 p_ptr->resist_nexus = TRUE;
3862 p_ptr->resist_blind = TRUE;
3863 p_ptr->resist_neth = TRUE;
3864 p_ptr->resist_fear = TRUE;
3865 p_ptr->reflect = TRUE;
3866 p_ptr->sh_fire = TRUE;
3867 p_ptr->sh_elec = TRUE;
3868 p_ptr->sh_cold = TRUE;
3870 p_ptr->dis_to_a += 100;
3872 /* Temporary shield */
3873 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3876 p_ptr->dis_to_a += 50;
3879 if (p_ptr->tim_res_nether)
3881 p_ptr->resist_neth = TRUE;
3883 if (p_ptr->tim_sh_fire)
3885 p_ptr->sh_fire = TRUE;
3887 if (p_ptr->tim_res_time)
3889 p_ptr->resist_time = TRUE;
3893 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3894 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3895 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3896 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3899 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3901 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3903 p_ptr->resist_blind = TRUE;
3904 p_ptr->resist_conf = TRUE;
3905 p_ptr->hold_exp = TRUE;
3906 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3908 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3909 /* Munchkin become faster */
3910 new_speed += (p_ptr->lev) / 10 + 5;
3913 if (music_singing(MUSIC_WALL))
3915 p_ptr->kill_wall = TRUE;
3918 /* Hack -- apply racial/class stat maxes */
3919 /* Apply the racial modifiers */
3920 for (i = 0; i < 6; i++)
3922 /* Modify the stats for "race" */
3923 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3927 /* I'm adding the mutations here for the lack of a better place... */
3930 /* Hyper Strength */
3931 if (p_ptr->muta3 & MUT3_HYPER_STR)
3933 p_ptr->stat_add[A_STR] += 4;
3937 if (p_ptr->muta3 & MUT3_PUNY)
3939 p_ptr->stat_add[A_STR] -= 4;
3942 /* Living computer */
3943 if (p_ptr->muta3 & MUT3_HYPER_INT)
3945 p_ptr->stat_add[A_INT] += 4;
3946 p_ptr->stat_add[A_WIS] += 4;
3950 if (p_ptr->muta3 & MUT3_MORONIC)
3952 p_ptr->stat_add[A_INT] -= 4;
3953 p_ptr->stat_add[A_WIS] -= 4;
3956 if (p_ptr->muta3 & MUT3_RESILIENT)
3958 p_ptr->stat_add[A_CON] += 4;
3961 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3963 p_ptr->stat_add[A_CON] += 2;
3967 if (p_ptr->muta3 & MUT3_ALBINO)
3969 p_ptr->stat_add[A_CON] -= 4;
3972 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3974 p_ptr->stat_add[A_CON] -= 2;
3975 p_ptr->stat_add[A_CHR] -= 1;
3976 p_ptr->regenerate = FALSE;
3977 /* Cancel innate regeneration */
3980 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3982 p_ptr->stat_add[A_CHR] -= 4;
3985 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3987 p_ptr->stat_add[A_CHR] -= 1;
3990 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3992 p_ptr->skill_fos += 15;
3993 p_ptr->skill_srh += 15;
3996 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3998 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4001 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4003 p_ptr->skill_stl -= 3;
4006 if (p_ptr->muta3 & MUT3_INFRAVIS)
4008 p_ptr->see_infra += 3;
4011 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4016 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4021 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4023 p_ptr->sh_elec = TRUE;
4026 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4028 p_ptr->sh_fire = TRUE;
4032 if (p_ptr->muta3 & MUT3_WART_SKIN)
4034 p_ptr->stat_add[A_CHR] -= 2;
4036 p_ptr->dis_to_a += 5;
4039 if (p_ptr->muta3 & MUT3_SCALES)
4041 p_ptr->stat_add[A_CHR] -= 1;
4043 p_ptr->dis_to_a += 10;
4046 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4048 p_ptr->stat_add[A_DEX] -= 1;
4050 p_ptr->dis_to_a += 25;
4053 if (p_ptr->muta3 & MUT3_WINGS)
4055 p_ptr->levitation = TRUE;
4058 if (p_ptr->muta3 & MUT3_FEARLESS)
4060 p_ptr->resist_fear = TRUE;
4063 if (p_ptr->muta3 & MUT3_REGEN)
4065 p_ptr->regenerate = TRUE;
4068 if (p_ptr->muta3 & MUT3_ESP)
4070 p_ptr->telepathy = TRUE;
4073 if (p_ptr->muta3 & MUT3_LIMBER)
4075 p_ptr->stat_add[A_DEX] += 3;
4078 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4080 p_ptr->stat_add[A_DEX] -= 3;
4083 if (p_ptr->muta3 & MUT3_MOTION)
4085 p_ptr->free_act = TRUE;
4086 p_ptr->skill_stl += 1;
4089 if (p_ptr->muta3 & MUT3_ILL_NORM)
4091 p_ptr->stat_add[A_CHR] = 0;
4095 if (p_ptr->tsuyoshi)
4097 p_ptr->stat_add[A_STR] += 4;
4098 p_ptr->stat_add[A_CON] += 4;
4101 /* Scan the usable inventory */
4102 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4104 int bonus_to_h, bonus_to_d;
4105 o_ptr = &inventory[i];
4107 /* Skip non-objects */
4108 if (!o_ptr->k_idx) continue;
4110 /* Extract the item flags */
4111 object_flags(o_ptr, flgs);
4113 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4114 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4117 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4118 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4119 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4120 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4121 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4122 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4124 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4126 /* Affect stealth */
4127 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4129 /* Affect searching ability (factor of five) */
4130 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4132 /* Affect searching frequency (factor of five) */
4133 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4135 /* Affect infravision */
4136 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4138 /* Affect digging (factor of 20) */
4139 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4142 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4145 if (have_flag(flgs, TR_BLOWS))
4147 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4148 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4149 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4152 /* Hack -- cause earthquakes */
4153 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4156 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4157 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4158 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4159 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4160 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4161 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4162 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4163 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4164 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4165 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4166 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4167 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4168 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4169 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4170 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4171 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4172 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4173 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4174 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4175 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4176 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4177 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4178 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4179 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4180 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4181 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4182 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4183 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4184 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4185 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4186 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4187 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4188 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4189 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4190 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4192 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4193 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4194 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4195 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4196 if (have_flag(flgs, TR_WARNING)){
4197 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4198 p_ptr->warning = TRUE;
4201 if (have_flag(flgs, TR_TELEPORT))
4203 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4206 cptr insc = quark_str(o_ptr->inscription);
4208 if (o_ptr->inscription && my_strchr(insc, '.'))
4211 * {.} will stop random teleportation.
4216 /* Controlled random teleportation */
4217 p_ptr->cursed |= TRC_TELEPORT_SELF;
4222 /* Immunity flags */
4223 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4224 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4225 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4226 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4228 /* Resistance flags */
4229 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4230 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4231 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4232 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4233 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4234 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4235 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4236 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4237 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4238 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4239 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4240 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4241 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4242 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4243 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4244 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4246 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4247 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4248 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4249 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4250 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4251 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4254 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4255 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4256 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4257 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4258 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4259 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4261 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4262 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4263 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4264 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4265 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4266 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4267 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4269 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4271 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4273 p_ptr->to_m_chance += 10;
4277 p_ptr->to_m_chance += 3;
4281 if (o_ptr->tval == TV_CAPTURE) continue;
4283 /* Modify the base armor class */
4284 p_ptr->ac += o_ptr->ac;
4286 /* The base armor class is always known */
4287 p_ptr->dis_ac += o_ptr->ac;
4289 /* Apply the bonuses to armor class */
4290 p_ptr->to_a += o_ptr->to_a;
4292 /* Apply the mental bonuses to armor class, if known */
4293 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4295 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4297 int slot = i - INVEN_RARM;
4300 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4302 p_ptr->to_h[slot] -= 15;
4303 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4307 p_ptr->to_h[slot] -= 5;
4308 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4313 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4315 p_ptr->to_h_b -= 15;
4316 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4321 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4326 if (o_ptr->curse_flags & TRC_LOW_AC)
4328 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4331 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4336 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4340 /* Hack -- do not apply "weapon" bonuses */
4341 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4342 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4344 /* Hack -- do not apply "bow" bonuses */
4345 if (i == INVEN_BOW) continue;
4347 bonus_to_h = o_ptr->to_h;
4348 bonus_to_d = o_ptr->to_d;
4350 if (p_ptr->pclass == CLASS_NINJA)
4352 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4353 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4356 /* To Bow and Natural attack */
4358 /* Apply the bonuses to hit/damage */
4359 p_ptr->to_h_b += (s16b)bonus_to_h;
4360 p_ptr->to_h_m += (s16b)bonus_to_h;
4361 p_ptr->to_d_m += (s16b)bonus_to_d;
4363 /* Apply the mental bonuses tp hit/damage, if known */
4364 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4367 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4369 /* Apply the bonuses to hit/damage */
4370 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4371 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4373 /* Apply the mental bonuses tp hit/damage, if known */
4374 if (object_is_known(o_ptr))
4376 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4377 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4380 else if (p_ptr->migite && p_ptr->hidarite)
4382 /* Apply the bonuses to hit/damage */
4383 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4384 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4385 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4386 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4388 /* Apply the mental bonuses tp hit/damage, if known */
4389 if (object_is_known(o_ptr))
4391 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4392 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4393 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4394 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4399 /* Apply the bonuses to hit/damage */
4400 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4401 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4403 /* Apply the mental bonuses to hit/damage, if known */
4404 if (object_is_known(o_ptr))
4406 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4407 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4412 if (old_mighty_throw != p_ptr->mighty_throw)
4414 /* Redraw average damege display of Shuriken */
4415 p_ptr->window |= PW_INVEN;
4418 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4420 /* Monks get extra ac for armour _not worn_ */
4421 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4423 if (!(inventory[INVEN_BODY].k_idx))
4425 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4426 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4428 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4430 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4431 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4433 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4435 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4436 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4438 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4440 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4441 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4443 if (!(inventory[INVEN_HANDS].k_idx))
4445 p_ptr->to_a += (p_ptr->lev / 2);
4446 p_ptr->dis_to_a += (p_ptr->lev / 2);
4448 if (!(inventory[INVEN_FEET].k_idx))
4450 p_ptr->to_a += (p_ptr->lev / 3);
4451 p_ptr->dis_to_a += (p_ptr->lev / 3);
4453 if (p_ptr->special_defense & KAMAE_BYAKKO)
4455 p_ptr->stat_add[A_STR] += 2;
4456 p_ptr->stat_add[A_DEX] += 2;
4457 p_ptr->stat_add[A_CON] -= 3;
4459 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4462 else if (p_ptr->special_defense & KAMAE_GENBU)
4464 p_ptr->stat_add[A_INT] -= 1;
4465 p_ptr->stat_add[A_WIS] -= 1;
4466 p_ptr->stat_add[A_DEX] -= 2;
4467 p_ptr->stat_add[A_CON] += 3;
4469 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4471 p_ptr->stat_add[A_STR] -= 2;
4472 p_ptr->stat_add[A_INT] += 1;
4473 p_ptr->stat_add[A_WIS] += 1;
4474 p_ptr->stat_add[A_DEX] += 2;
4475 p_ptr->stat_add[A_CON] -= 2;
4479 if (p_ptr->special_defense & KATA_KOUKIJIN)
4481 for (i = 0; i < 6; i++)
4482 p_ptr->stat_add[i] += 5;
4484 p_ptr->dis_to_a -= 50;
4487 /* Hack -- aura of fire also provides light */
4488 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4490 /* Golems also get an intrinsic AC bonus */
4491 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4493 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4494 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4498 if (p_ptr->realm1 == REALM_HEX)
4500 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4501 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4502 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4503 if (hex_spelling(HEX_BUILDING))
4505 p_ptr->stat_add[A_STR] += 4;
4506 p_ptr->stat_add[A_DEX] += 4;
4507 p_ptr->stat_add[A_CON] += 4;
4509 if (hex_spelling(HEX_DEMON_AURA))
4511 p_ptr->sh_fire = TRUE;
4512 p_ptr->regenerate = TRUE;
4514 if (hex_spelling(HEX_ICE_ARMOR))
4516 p_ptr->sh_cold = TRUE;
4518 p_ptr->dis_to_a += 30;
4520 if (hex_spelling(HEX_SHOCK_CLOAK))
4522 p_ptr->sh_elec = TRUE;
4525 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4527 ARMOUR_CLASS ac = 0;
4528 o_ptr = &inventory[i];
4529 if (!o_ptr->k_idx) continue;
4530 if (!object_is_armour(o_ptr)) continue;
4531 if (!object_is_cursed(o_ptr)) continue;
4533 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4534 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4535 p_ptr->to_a += (s16b)ac;
4536 p_ptr->dis_to_a += (s16b)ac;
4540 /* Calculate stats */
4541 for (i = 0; i < 6; i++)
4545 /* Extract the new "stat_use" value for the stat */
4546 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4548 /* Notice changes */
4549 if (p_ptr->stat_top[i] != top)
4551 /* Save the new value */
4552 p_ptr->stat_top[i] = (s16b)top;
4554 /* Redisplay the stats later */
4555 p_ptr->redraw |= (PR_STATS);
4558 p_ptr->window |= (PW_PLAYER);
4562 /* Extract the new "stat_use" value for the stat */
4563 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4565 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4567 /* 10 to 18/90 charisma, guaranteed, based on level */
4568 if (use < 8 + 2 * p_ptr->lev)
4570 use = 8 + 2 * p_ptr->lev;
4574 /* Notice changes */
4575 if (p_ptr->stat_use[i] != use)
4577 /* Save the new value */
4578 p_ptr->stat_use[i] = (s16b)use;
4580 /* Redisplay the stats later */
4581 p_ptr->redraw |= (PR_STATS);
4584 p_ptr->window |= (PW_PLAYER);
4588 /* Values: 3, 4, ..., 17 */
4589 if (use <= 18) ind = (use - 3);
4591 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4592 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4594 /* Range: 18/220+ */
4597 /* Notice changes */
4598 if (p_ptr->stat_ind[i] != ind)
4600 /* Save the new index */
4601 p_ptr->stat_ind[i] = (s16b)ind;
4603 /* Change in CON affects Hitpoints */
4606 p_ptr->update |= (PU_HP);
4609 /* Change in INT may affect Mana/Spells */
4610 else if (i == A_INT)
4612 if (mp_ptr->spell_stat == A_INT)
4614 p_ptr->update |= (PU_MANA | PU_SPELLS);
4618 /* Change in WIS may affect Mana/Spells */
4619 else if (i == A_WIS)
4621 if (mp_ptr->spell_stat == A_WIS)
4623 p_ptr->update |= (PU_MANA | PU_SPELLS);
4627 /* Change in WIS may affect Mana/Spells */
4628 else if (i == A_CHR)
4630 if (mp_ptr->spell_stat == A_CHR)
4632 p_ptr->update |= (PU_MANA | PU_SPELLS);
4637 p_ptr->window |= (PW_PLAYER);
4642 /* Apply temporary "stun" */
4643 if (p_ptr->stun > 50)
4645 p_ptr->to_h[0] -= 20;
4646 p_ptr->to_h[1] -= 20;
4647 p_ptr->to_h_b -= 20;
4648 p_ptr->to_h_m -= 20;
4649 p_ptr->dis_to_h[0] -= 20;
4650 p_ptr->dis_to_h[1] -= 20;
4651 p_ptr->dis_to_h_b -= 20;
4652 p_ptr->to_d[0] -= 20;
4653 p_ptr->to_d[1] -= 20;
4654 p_ptr->to_d_m -= 20;
4655 p_ptr->dis_to_d[0] -= 20;
4656 p_ptr->dis_to_d[1] -= 20;
4658 else if (p_ptr->stun)
4660 p_ptr->to_h[0] -= 5;
4661 p_ptr->to_h[1] -= 5;
4664 p_ptr->dis_to_h[0] -= 5;
4665 p_ptr->dis_to_h[1] -= 5;
4666 p_ptr->dis_to_h_b -= 5;
4667 p_ptr->to_d[0] -= 5;
4668 p_ptr->to_d[1] -= 5;
4670 p_ptr->dis_to_d[0] -= 5;
4671 p_ptr->dis_to_d[1] -= 5;
4675 if (p_ptr->wraith_form)
4677 p_ptr->reflect = TRUE;
4678 p_ptr->pass_wall = TRUE;
4681 if (p_ptr->kabenuke)
4683 p_ptr->pass_wall = TRUE;
4686 /* Temporary blessing */
4690 p_ptr->dis_to_a += 5;
4691 p_ptr->to_h[0] += 10;
4692 p_ptr->to_h[1] += 10;
4693 p_ptr->to_h_b += 10;
4694 p_ptr->to_h_m += 10;
4695 p_ptr->dis_to_h[0] += 10;
4696 p_ptr->dis_to_h[1] += 10;
4697 p_ptr->dis_to_h_b += 10;
4700 if (p_ptr->magicdef)
4702 p_ptr->resist_blind = TRUE;
4703 p_ptr->resist_conf = TRUE;
4704 p_ptr->reflect = TRUE;
4705 p_ptr->free_act = TRUE;
4706 p_ptr->levitation = TRUE;
4709 /* Temporary "Hero" */
4712 p_ptr->to_h[0] += 12;
4713 p_ptr->to_h[1] += 12;
4714 p_ptr->to_h_b += 12;
4715 p_ptr->to_h_m += 12;
4716 p_ptr->dis_to_h[0] += 12;
4717 p_ptr->dis_to_h[1] += 12;
4718 p_ptr->dis_to_h_b += 12;
4721 /* Temporary "Beserk" */
4724 p_ptr->to_h[0] += 12;
4725 p_ptr->to_h[1] += 12;
4726 p_ptr->to_h_b -= 12;
4727 p_ptr->to_h_m += 12;
4728 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4729 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4730 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4731 p_ptr->dis_to_h[0] += 12;
4732 p_ptr->dis_to_h[1] += 12;
4733 p_ptr->dis_to_h_b -= 12;
4734 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4735 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4737 p_ptr->dis_to_a -= 10;
4738 p_ptr->skill_stl -= 7;
4739 p_ptr->skill_dev -= 20;
4740 p_ptr->skill_sav -= 30;
4741 p_ptr->skill_srh -= 15;
4742 p_ptr->skill_fos -= 15;
4743 p_ptr->skill_tht -= 20;
4744 p_ptr->skill_dig += 30;
4747 /* Temporary "fast" */
4753 /* Temporary "slow" */
4759 /* Temporary "telepathy" */
4762 p_ptr->telepathy = TRUE;
4765 if (p_ptr->ele_immune)
4767 if (p_ptr->special_defense & DEFENSE_ACID)
4768 p_ptr->immune_acid = TRUE;
4769 else if (p_ptr->special_defense & DEFENSE_ELEC)
4770 p_ptr->immune_elec = TRUE;
4771 else if (p_ptr->special_defense & DEFENSE_FIRE)
4772 p_ptr->immune_fire = TRUE;
4773 else if (p_ptr->special_defense & DEFENSE_COLD)
4774 p_ptr->immune_cold = TRUE;
4777 /* Temporary see invisible */
4778 if (p_ptr->tim_invis)
4780 p_ptr->see_inv = TRUE;
4783 /* Temporary infravision boost */
4784 if (p_ptr->tim_infra)
4786 p_ptr->see_infra+=3;
4789 /* Temporary regeneration boost */
4790 if (p_ptr->tim_regen)
4792 p_ptr->regenerate = TRUE;
4795 /* Temporary levitation */
4796 if (p_ptr->tim_levitation)
4798 p_ptr->levitation = TRUE;
4801 /* Temporary reflection */
4802 if (p_ptr->tim_reflect)
4804 p_ptr->reflect = TRUE;
4807 /* Hack -- Hero/Shero -> Res fear */
4808 if (IS_HERO() || p_ptr->shero)
4810 p_ptr->resist_fear = TRUE;
4814 /* Hack -- Telepathy Change */
4815 if (p_ptr->telepathy != old_telepathy)
4817 p_ptr->update |= (PU_MONSTERS);
4820 if ((p_ptr->esp_animal != old_esp_animal) ||
4821 (p_ptr->esp_undead != old_esp_undead) ||
4822 (p_ptr->esp_demon != old_esp_demon) ||
4823 (p_ptr->esp_orc != old_esp_orc) ||
4824 (p_ptr->esp_troll != old_esp_troll) ||
4825 (p_ptr->esp_giant != old_esp_giant) ||
4826 (p_ptr->esp_dragon != old_esp_dragon) ||
4827 (p_ptr->esp_human != old_esp_human) ||
4828 (p_ptr->esp_evil != old_esp_evil) ||
4829 (p_ptr->esp_good != old_esp_good) ||
4830 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4831 (p_ptr->esp_unique != old_esp_unique))
4833 p_ptr->update |= (PU_MONSTERS);
4836 /* Hack -- See Invis Change */
4837 if (p_ptr->see_inv != old_see_inv)
4839 p_ptr->update |= (PU_MONSTERS);
4842 /* Bloating slows the player down (a little) */
4843 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4845 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4847 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4848 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4850 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4851 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4854 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4856 int penalty1, penalty2;
4857 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4858 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4859 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4861 penalty1 = penalty1 / 2 - 5;
4862 penalty2 = penalty2 / 2 - 5;
4865 p_ptr->dis_to_a += 10;
4869 if (penalty1 > 0) penalty1 /= 2;
4870 if (penalty2 > 0) penalty2 /= 2;
4872 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4874 penalty1 = MAX(0, penalty1 - 10);
4875 penalty2 = MAX(0, penalty2 - 10);
4877 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4879 penalty1 = MIN(0, penalty1);
4880 penalty2 = MIN(0, penalty2);
4882 p_ptr->dis_to_a += 10;
4886 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4888 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4891 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4892 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4893 p_ptr->to_h[0] -= (s16b)penalty1;
4894 p_ptr->to_h[1] -= (s16b)penalty2;
4895 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4896 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4899 /* Extract the current weight (in tenth pounds) */
4900 j = p_ptr->total_weight;
4904 /* Extract the "weight limit" (in tenth pounds) */
4905 i = (int)weight_limit();
4909 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4910 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4911 int speed = riding_m_ptr->mspeed;
4913 if (riding_m_ptr->mspeed > 110)
4915 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4916 if (new_speed < 110) new_speed = 110;
4922 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4923 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4924 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4925 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4926 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4928 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4929 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4931 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;
4933 /* Extract the "weight limit" */
4934 i = 1500 + riding_r_ptr->level * 25;
4937 /* XXX XXX XXX Apply "encumbrance" from weight */
4938 if (j > i) new_speed -= ((j - i) / (i / 5));
4940 /* Searching slows the player down */
4941 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4943 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4944 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4945 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4946 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4947 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4948 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4949 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4950 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4951 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4952 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4953 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4954 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4955 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4957 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4958 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4959 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4960 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4961 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4962 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4963 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4964 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4965 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4966 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4969 /* Obtain the "hold" value */
4970 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4973 /* Examine the "current bow" */
4974 o_ptr = &inventory[INVEN_BOW];
4976 /* It is hard to carholdry a heavy bow */
4977 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4978 if (p_ptr->heavy_shoot)
4980 /* Hard to wield a heavy bow */
4981 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4982 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4985 /* Compute "extra shots" if needed */
4988 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4990 /* Apply special flags */
4991 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4994 p_ptr->num_fire = calc_num_fire(o_ptr);
4996 /* Snipers love Cross bows */
4997 if ((p_ptr->pclass == CLASS_SNIPER) &&
4998 (p_ptr->tval_ammo == TV_BOLT))
5000 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5001 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5006 if (p_ptr->ryoute) hold *= 2;
5008 for(i = 0 ; i < 2 ; i++)
5010 /* Examine the "main weapon" */
5011 o_ptr = &inventory[INVEN_RARM+i];
5013 object_flags(o_ptr, flgs);
5015 /* Assume not heavy */
5016 p_ptr->heavy_wield[i] = FALSE;
5017 p_ptr->icky_wield[i] = FALSE;
5018 p_ptr->riding_wield[i] = FALSE;
5020 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5021 /* It is hard to hold a heavy weapon */
5022 if (hold < o_ptr->weight / 10)
5024 /* Hard to wield a heavy weapon */
5025 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5026 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5029 p_ptr->heavy_wield[i] = TRUE;
5031 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5033 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5036 p_ptr->dis_to_a += 5;
5039 /* Normal weapons */
5040 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5042 int str_index, dex_index;
5044 int num = 0, wgt = 0, mul = 0, div = 0;
5046 /* Analyze the class */
5047 switch (p_ptr->pclass)
5051 num = 6; wgt = 70; mul = 5; break;
5054 case CLASS_BERSERKER:
5055 num = 6; wgt = 70; mul = 7; break;
5059 case CLASS_HIGH_MAGE:
5060 case CLASS_BLUE_MAGE:
5061 num = 3; wgt = 100; mul = 2; break;
5063 /* Priest, Mindcrafter, Magic-Eater */
5065 case CLASS_MAGIC_EATER:
5066 case CLASS_MINDCRAFTER:
5067 num = 5; wgt = 100; mul = 3; break;
5071 num = 5; wgt = 40; mul = 3; break;
5075 num = 5; wgt = 70; mul = 4; break;
5080 num = 5; wgt = 70; mul = 4; break;
5084 num = 5; wgt = 150; mul = 5; break;
5087 case CLASS_WARRIOR_MAGE:
5088 case CLASS_RED_MAGE:
5089 num = 5; wgt = 70; mul = 3; break;
5092 case CLASS_CHAOS_WARRIOR:
5093 num = 5; wgt = 70; mul = 4; break;
5097 num = 5; wgt = 60; mul = 3; break;
5101 num = 4; wgt = 100; mul = 3; break;
5104 case CLASS_IMITATOR:
5105 num = 5; wgt = 70; mul = 4; break;
5108 case CLASS_BEASTMASTER:
5109 num = 5; wgt = 70; mul = 3; break;
5113 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5114 else {num = 5; wgt = 100; mul = 3;}
5118 case CLASS_SORCERER:
5119 num = 1; wgt = 1; mul = 1; break;
5121 /* Archer, Bard, Sniper */
5125 num = 4; wgt = 70; mul = 2; break;
5128 case CLASS_FORCETRAINER:
5129 num = 4; wgt = 60; mul = 2; break;
5132 case CLASS_MIRROR_MASTER:
5133 num = 3; wgt = 100; mul = 3; break;
5137 num = 4; wgt = 20; mul = 1; break;
5140 /* Hex - extra mights gives +1 bonus to max blows */
5141 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5143 /* Enforce a minimum "weight" (tenth pounds) */
5144 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5146 /* Access the strength vs weight */
5147 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5149 if (p_ptr->ryoute && !omoi) str_index++;
5150 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5153 if (str_index > 11) str_index = 11;
5155 /* Index by dexterity */
5156 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5159 if (dex_index > 11) dex_index = 11;
5161 /* Use the blows table */
5162 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5165 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5167 /* Add in the "bonus blows" */
5168 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5171 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5172 else if (p_ptr->pclass == CLASS_BERSERKER)
5174 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5176 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5178 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5180 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5183 /* Require at least one blow */
5184 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5186 /* Boost digging skill by weapon weight */
5187 p_ptr->skill_dig += (o_ptr->weight / 10);
5191 /* Priest weapon penalty for non-blessed edged weapons */
5192 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5193 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5195 /* Reduce the real bonuses */
5196 p_ptr->to_h[i] -= 2;
5197 p_ptr->to_d[i] -= 2;
5199 /* Reduce the mental bonuses */
5200 p_ptr->dis_to_h[i] -= 2;
5201 p_ptr->dis_to_d[i] -= 2;
5204 p_ptr->icky_wield[i] = TRUE;
5206 else if (p_ptr->pclass == CLASS_BERSERKER)
5208 p_ptr->to_h[i] += p_ptr->lev/5;
5209 p_ptr->to_d[i] += p_ptr->lev/6;
5210 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5211 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5212 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5214 p_ptr->to_h[i] += p_ptr->lev/5;
5215 p_ptr->to_d[i] += p_ptr->lev/6;
5216 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5217 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5220 else if (p_ptr->pclass == CLASS_SORCERER)
5222 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5224 /* Reduce the real bonuses */
5225 p_ptr->to_h[i] -= 200;
5226 p_ptr->to_d[i] -= 200;
5228 /* Reduce the mental bonuses */
5229 p_ptr->dis_to_h[i] -= 200;
5230 p_ptr->dis_to_d[i] -= 200;
5233 p_ptr->icky_wield[i] = TRUE;
5237 /* Reduce the real bonuses */
5238 p_ptr->to_h[i] -= 30;
5239 p_ptr->to_d[i] -= 10;
5241 /* Reduce the mental bonuses */
5242 p_ptr->dis_to_h[i] -= 30;
5243 p_ptr->dis_to_d[i] -= 10;
5247 if (p_ptr->realm1 == REALM_HEX)
5249 if (object_is_cursed(o_ptr))
5251 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5252 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5253 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5254 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5255 if (hex_spelling(HEX_RUNESWORD))
5257 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5258 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5259 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5265 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5267 p_ptr->to_h[i] +=15;
5268 p_ptr->dis_to_h[i] +=15;
5269 p_ptr->to_dd[i] += 2;
5271 else if (!(have_flag(flgs, TR_RIDING)))
5274 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5280 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5282 if (penalty < 30) penalty = 30;
5284 p_ptr->to_h[i] -= (s16b)penalty;
5285 p_ptr->dis_to_h[i] -= (s16b)penalty;
5288 p_ptr->riding_wield[i] = TRUE;
5297 p_ptr->riding_ryoute = FALSE;
5299 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5300 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5302 switch (p_ptr->pclass)
5305 case CLASS_FORCETRAINER:
5306 case CLASS_BERSERKER:
5307 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5308 p_ptr->riding_ryoute = TRUE;
5313 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5315 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5319 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5321 if (penalty < 30) penalty = 30;
5323 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5324 p_ptr->to_h_b -= (s16b)penalty;
5325 p_ptr->dis_to_h_b -= (s16b)penalty;
5328 /* Different calculation for monks with empty hands */
5329 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5330 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5332 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5333 p_ptr->num_blow[0] = 0;
5335 if (p_ptr->pclass == CLASS_FORCETRAINER)
5337 if (blow_base > 18) p_ptr->num_blow[0]++;
5338 if (blow_base > 31) p_ptr->num_blow[0]++;
5339 if (blow_base > 44) p_ptr->num_blow[0]++;
5340 if (blow_base > 58) p_ptr->num_blow[0]++;
5343 p_ptr->to_d[0] += P_PTR_KI / 5;
5344 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5349 if (blow_base > 12) p_ptr->num_blow[0]++;
5350 if (blow_base > 22) p_ptr->num_blow[0]++;
5351 if (blow_base > 31) p_ptr->num_blow[0]++;
5352 if (blow_base > 39) p_ptr->num_blow[0]++;
5353 if (blow_base > 46) p_ptr->num_blow[0]++;
5354 if (blow_base > 53) p_ptr->num_blow[0]++;
5355 if (blow_base > 59) p_ptr->num_blow[0]++;
5358 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5359 p_ptr->num_blow[0] /= 2;
5362 p_ptr->to_h[0] += (p_ptr->lev / 3);
5363 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5365 p_ptr->to_d[0] += (p_ptr->lev / 6);
5366 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5369 if (p_ptr->special_defense & KAMAE_BYAKKO)
5372 p_ptr->dis_to_a -= 40;
5375 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5378 p_ptr->dis_to_a -= 50;
5379 p_ptr->resist_acid = TRUE;
5380 p_ptr->resist_fire = TRUE;
5381 p_ptr->resist_elec = TRUE;
5382 p_ptr->resist_cold = TRUE;
5383 p_ptr->resist_pois = TRUE;
5384 p_ptr->sh_fire = TRUE;
5385 p_ptr->sh_elec = TRUE;
5386 p_ptr->sh_cold = TRUE;
5387 p_ptr->levitation = TRUE;
5389 else if (p_ptr->special_defense & KAMAE_GENBU)
5391 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5392 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5393 p_ptr->reflect = TRUE;
5394 p_ptr->num_blow[0] -= 2;
5395 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5396 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5398 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5400 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5401 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5403 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5404 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5405 p_ptr->num_blow[0] /= 2;
5406 p_ptr->levitation = TRUE;
5409 p_ptr->num_blow[0] += 1+extra_blows[0];
5412 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5414 monk_armour_aux = FALSE;
5418 monk_armour_aux = TRUE;
5421 for (i = 0; i < 2; i++)
5423 if (buki_motteruka(INVEN_RARM+i))
5425 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5426 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5428 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5429 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5430 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5432 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5434 p_ptr->to_h[i] -= 40;
5435 p_ptr->dis_to_h[i] -= 40;
5436 p_ptr->icky_wield[i] = TRUE;
5439 else if (p_ptr->pclass == CLASS_NINJA)
5441 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5443 p_ptr->to_h[i] -= 40;
5444 p_ptr->dis_to_h[i] -= 40;
5445 p_ptr->icky_wield[i] = TRUE;
5446 p_ptr->num_blow[i] /= 2;
5447 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5451 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5455 /* Maximum speed is (+99). (internally it's 110 + 99) */
5456 /* Temporary lightspeed forces to be maximum speed */
5457 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5462 /* Minimum speed is (-99). (internally it's 110 - 99) */
5463 if (new_speed < 11) new_speed = 11;
5465 /* Display the speed (if needed) */
5466 if (p_ptr->pspeed != (byte)new_speed)
5468 p_ptr->pspeed = (byte)new_speed;
5469 p_ptr->redraw |= (PR_SPEED);
5474 if (p_ptr->to_a > (0 - p_ptr->ac))
5475 p_ptr->to_a = 0 - p_ptr->ac;
5476 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5477 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5480 /* Redraw armor (if needed) */
5481 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5484 p_ptr->redraw |= (PR_ARMOR);
5487 p_ptr->window |= (PW_PLAYER);
5491 if (p_ptr->ryoute && !omoi)
5493 int bonus_to_h=0, bonus_to_d=0;
5494 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5495 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);
5497 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5498 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5499 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5500 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5503 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;
5505 /* Affect Skill -- stealth (bonus one) */
5506 p_ptr->skill_stl += 1;
5508 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5510 /* Affect Skill -- disarming (DEX and INT) */
5511 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5512 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5514 /* Affect Skill -- magic devices (INT) */
5515 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5517 /* Affect Skill -- saving throw (WIS) */
5518 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5520 /* Affect Skill -- digging (STR) */
5521 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5523 /* Affect Skill -- disarming (Level, by Class) */
5524 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5526 /* Affect Skill -- magic devices (Level, by Class) */
5527 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5529 /* Affect Skill -- saving throw (Level, by Class) */
5530 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5532 /* Affect Skill -- stealth (Level, by Class) */
5533 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5535 /* Affect Skill -- search ability (Level, by Class) */
5536 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5538 /* Affect Skill -- search frequency (Level, by Class) */
5539 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5541 /* Affect Skill -- combat (normal) (Level, by Class) */
5542 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5544 /* Affect Skill -- combat (shooting) (Level, by Class) */
5545 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5547 /* Affect Skill -- combat (throwing) (Level, by Class) */
5548 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5551 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5553 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5554 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5557 /* Limit Skill -- stealth from 0 to 30 */
5558 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5559 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5561 /* Limit Skill -- digging from 1 up */
5562 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5564 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5566 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5568 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;
5570 if (down_saving) p_ptr->skill_sav /= 2;
5572 /* Hack -- Each elemental immunity includes resistance */
5573 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5574 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5575 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5576 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5578 /* Determine player alignment */
5579 for (i = 0, j = 0; i < 8; i++)
5581 switch (p_ptr->vir_types[i])
5584 p_ptr->align += p_ptr->virtues[i] * 2;
5594 p_ptr->align -= p_ptr->virtues[i];
5597 p_ptr->align += p_ptr->virtues[i];
5602 for (i = 0; i < j; i++)
5604 if (p_ptr->align > 0)
5606 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5607 if (p_ptr->align < 0) p_ptr->align = 0;
5609 else if (p_ptr->align < 0)
5611 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5612 if (p_ptr->align > 0) p_ptr->align = 0;
5616 /* Hack -- handle "xtra" mode */
5617 if (character_xtra) return;
5619 /* Take note when "heavy bow" changes */
5620 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5623 if (p_ptr->heavy_shoot)
5625 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."));
5627 else if (inventory[INVEN_BOW].k_idx)
5629 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."));
5633 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."));
5637 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5640 for (i = 0 ; i < 2 ; i++)
5642 /* Take note when "heavy weapon" changes */
5643 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5646 if (p_ptr->heavy_wield[i])
5648 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."));
5650 else if (buki_motteruka(INVEN_RARM+i))
5652 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5654 else if (p_ptr->heavy_wield[1-i])
5656 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5660 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."));
5664 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5667 /* Take note when "heavy weapon" changes */
5668 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5671 if (p_ptr->riding_wield[i])
5673 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."));
5675 else if (!p_ptr->riding)
5677 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5679 else if (buki_motteruka(INVEN_RARM+i))
5681 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5684 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5687 /* Take note when "illegal weapon" changes */
5688 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5691 if (p_ptr->icky_wield[i])
5693 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."));
5696 chg_virtue(V_FAITH, -1);
5699 else if (buki_motteruka(INVEN_RARM+i))
5701 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."));
5705 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."));
5709 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5713 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5716 if (p_ptr->riding_ryoute)
5719 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" : "");
5721 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5727 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" : "");
5729 msg_print("You began to control riding pet with one hand.");
5733 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5736 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5740 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."));
5743 chg_virtue(V_HARMONY, -1);
5748 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5751 monk_notify_aux = monk_armour_aux;
5754 for (i = 0; i < INVEN_PACK; i++)
5757 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5758 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5760 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5761 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5764 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5766 /* Acquire object */
5767 o_ptr = &o_list[this_o_idx];
5769 /* Acquire next object */
5770 next_o_idx = o_ptr->next_o_idx;
5773 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5774 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5776 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5777 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5780 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5782 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5784 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5785 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5788 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)))
5790 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5791 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5794 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5796 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5797 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5800 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5802 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5803 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5810 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5812 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5814 void notice_stuff(void)
5817 if (!p_ptr->notice) return;
5820 /* Actually do auto-destroy */
5821 if (p_ptr->notice & (PN_AUTODESTROY))
5823 p_ptr->notice &= ~(PN_AUTODESTROY);
5824 autopick_delayed_alter();
5827 /* Combine the pack */
5828 if (p_ptr->notice & (PN_COMBINE))
5830 p_ptr->notice &= ~(PN_COMBINE);
5834 /* Reorder the pack */
5835 if (p_ptr->notice & (PN_REORDER))
5837 p_ptr->notice &= ~(PN_REORDER);
5844 * @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"
5846 * @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。
5848 void update_stuff(void)
5851 if (!p_ptr->update) return;
5854 if (p_ptr->update & (PU_BONUS))
5856 p_ptr->update &= ~(PU_BONUS);
5860 if (p_ptr->update & (PU_TORCH))
5862 p_ptr->update &= ~(PU_TORCH);
5866 if (p_ptr->update & (PU_HP))
5868 p_ptr->update &= ~(PU_HP);
5872 if (p_ptr->update & (PU_MANA))
5874 p_ptr->update &= ~(PU_MANA);
5878 if (p_ptr->update & (PU_SPELLS))
5880 p_ptr->update &= ~(PU_SPELLS);
5885 /* Character is not ready yet, no screen updates */
5886 if (!character_generated) return;
5889 /* Character is in "icky" mode, no screen updates */
5890 if (character_icky) return;
5893 if (p_ptr->update & (PU_UN_LITE))
5895 p_ptr->update &= ~(PU_UN_LITE);
5899 if (p_ptr->update & (PU_UN_VIEW))
5901 p_ptr->update &= ~(PU_UN_VIEW);
5905 if (p_ptr->update & (PU_VIEW))
5907 p_ptr->update &= ~(PU_VIEW);
5911 if (p_ptr->update & (PU_LITE))
5913 p_ptr->update &= ~(PU_LITE);
5918 if (p_ptr->update & (PU_FLOW))
5920 p_ptr->update &= ~(PU_FLOW);
5924 if (p_ptr->update & (PU_DISTANCE))
5926 p_ptr->update &= ~(PU_DISTANCE);
5928 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5929 /* p_ptr->update &= ~(PU_MONSTERS); */
5931 update_monsters(TRUE);
5934 if (p_ptr->update & (PU_MON_LITE))
5936 p_ptr->update &= ~(PU_MON_LITE);
5941 * Mega-Hack -- Delayed visual update
5942 * Only used if update_view(), update_lite() or update_mon_lite() was called
5944 if (p_ptr->update & (PU_DELAY_VIS))
5946 p_ptr->update &= ~(PU_DELAY_VIS);
5947 delayed_visual_update();
5950 if (p_ptr->update & (PU_MONSTERS))
5952 p_ptr->update &= ~(PU_MONSTERS);
5953 update_monsters(FALSE);
5959 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5961 * @details 更新処理の対象はゲーム中の全描画処理
5963 void redraw_stuff(void)
5966 if (!p_ptr->redraw) return;
5969 /* Character is not ready yet, no screen updates */
5970 if (!character_generated) return;
5973 /* Character is in "icky" mode, no screen updates */
5974 if (character_icky) return;
5978 /* Hack -- clear the screen */
5979 if (p_ptr->redraw & (PR_WIPE))
5981 p_ptr->redraw &= ~(PR_WIPE);
5987 if (p_ptr->redraw & (PR_MAP))
5989 p_ptr->redraw &= ~(PR_MAP);
5994 if (p_ptr->redraw & (PR_BASIC))
5996 p_ptr->redraw &= ~(PR_BASIC);
5997 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5998 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5999 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6000 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6006 if (p_ptr->redraw & (PR_EQUIPPY))
6008 p_ptr->redraw &= ~(PR_EQUIPPY);
6009 print_equippy(); /* To draw / delete equippy chars */
6012 if (p_ptr->redraw & (PR_MISC))
6014 p_ptr->redraw &= ~(PR_MISC);
6015 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6016 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6020 if (p_ptr->redraw & (PR_TITLE))
6022 p_ptr->redraw &= ~(PR_TITLE);
6026 if (p_ptr->redraw & (PR_LEV))
6028 p_ptr->redraw &= ~(PR_LEV);
6032 if (p_ptr->redraw & (PR_EXP))
6034 p_ptr->redraw &= ~(PR_EXP);
6038 if (p_ptr->redraw & (PR_STATS))
6040 p_ptr->redraw &= ~(PR_STATS);
6049 if (p_ptr->redraw & (PR_STATUS))
6051 p_ptr->redraw &= ~(PR_STATUS);
6055 if (p_ptr->redraw & (PR_ARMOR))
6057 p_ptr->redraw &= ~(PR_ARMOR);
6061 if (p_ptr->redraw & (PR_HP))
6063 p_ptr->redraw &= ~(PR_HP);
6067 if (p_ptr->redraw & (PR_MANA))
6069 p_ptr->redraw &= ~(PR_MANA);
6073 if (p_ptr->redraw & (PR_GOLD))
6075 p_ptr->redraw &= ~(PR_GOLD);
6079 if (p_ptr->redraw & (PR_DEPTH))
6081 p_ptr->redraw &= ~(PR_DEPTH);
6085 if (p_ptr->redraw & (PR_HEALTH))
6087 p_ptr->redraw &= ~(PR_HEALTH);
6088 health_redraw(FALSE);
6091 if (p_ptr->redraw & (PR_UHEALTH))
6093 p_ptr->redraw &= ~(PR_UHEALTH);
6094 health_redraw(TRUE);
6098 if (p_ptr->redraw & (PR_EXTRA))
6100 p_ptr->redraw &= ~(PR_EXTRA);
6101 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6102 p_ptr->redraw &= ~(PR_HUNGER);
6103 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6107 if (p_ptr->redraw & (PR_CUT))
6109 p_ptr->redraw &= ~(PR_CUT);
6113 if (p_ptr->redraw & (PR_STUN))
6115 p_ptr->redraw &= ~(PR_STUN);
6119 if (p_ptr->redraw & (PR_HUNGER))
6121 p_ptr->redraw &= ~(PR_HUNGER);
6125 if (p_ptr->redraw & (PR_STATE))
6127 p_ptr->redraw &= ~(PR_STATE);
6131 if (p_ptr->redraw & (PR_SPEED))
6133 p_ptr->redraw &= ~(PR_SPEED);
6137 if (p_ptr->pclass == CLASS_IMITATOR)
6139 if (p_ptr->redraw & (PR_IMITATION))
6141 p_ptr->redraw &= ~(PR_IMITATION);
6145 else if (p_ptr->redraw & (PR_STUDY))
6147 p_ptr->redraw &= ~(PR_STUDY);
6154 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6156 * @details 更新処理の対象はサブウィンドウ全般
6158 void window_stuff(void)
6166 if (!p_ptr->window) return;
6169 for (j = 0; j < 8; j++)
6171 /* Save usable flags */
6172 if (angband_term[j]) mask |= window_flag[j];
6175 /* Apply usable flags */
6176 p_ptr->window &= mask;
6179 if (!p_ptr->window) return;
6182 /* Display inventory */
6183 if (p_ptr->window & (PW_INVEN))
6185 p_ptr->window &= ~(PW_INVEN);
6189 /* Display equipment */
6190 if (p_ptr->window & (PW_EQUIP))
6192 p_ptr->window &= ~(PW_EQUIP);
6196 /* Display spell list */
6197 if (p_ptr->window & (PW_SPELL))
6199 p_ptr->window &= ~(PW_SPELL);
6203 /* Display player */
6204 if (p_ptr->window & (PW_PLAYER))
6206 p_ptr->window &= ~(PW_PLAYER);
6210 /* Display monster list */
6211 if (p_ptr->window & (PW_MONSTER_LIST))
6213 p_ptr->window &= ~(PW_MONSTER_LIST);
6217 /* Display overhead view */
6218 if (p_ptr->window & (PW_MESSAGE))
6220 p_ptr->window &= ~(PW_MESSAGE);
6224 /* Display overhead view */
6225 if (p_ptr->window & (PW_OVERHEAD))
6227 p_ptr->window &= ~(PW_OVERHEAD);
6231 /* Display overhead view */
6232 if (p_ptr->window & (PW_DUNGEON))
6234 p_ptr->window &= ~(PW_DUNGEON);
6238 /* Display monster recall */
6239 if (p_ptr->window & (PW_MONSTER))
6241 p_ptr->window &= ~(PW_MONSTER);
6245 /* Display object recall */
6246 if (p_ptr->window & (PW_OBJECT))
6248 p_ptr->window &= ~(PW_OBJECT);
6255 * @brief 全更新処理をチェックして処理していく
6256 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6259 void handle_stuff(void)
6262 if (p_ptr->update) update_stuff();
6265 if (p_ptr->redraw) redraw_stuff();
6268 if (p_ptr->window) window_stuff();
6272 * @brief プレイヤーの現在開いている手の状態を返す
6273 * @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。
6274 * @return 開いている手のビットフラグ
6276 s16b empty_hands(bool riding_control)
6278 s16b status = EMPTY_HAND_NONE;
6280 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6281 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6283 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6285 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6286 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6294 * @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。
6295 * @return ペナルティが適用されるならばTRUE。
6297 bool heavy_armor(void)
6299 WEIGHT monk_arm_wgt = 0;
6301 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6303 /* Weight the armor */
6304 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6305 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6306 monk_arm_wgt += inventory[INVEN_BODY].weight;
6307 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6308 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6309 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6310 monk_arm_wgt += inventory[INVEN_FEET].weight;
6312 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6316 * @brief 実ゲームプレイ時間を更新する
6318 void update_playtime(void)
6320 /* Check if the game has started */
6321 if (start_time != 0)
6323 u32b tmp = (u32b)time(NULL);
6324 playtime += (tmp - start_time);