4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 s32b len = TURNS_PER_TICK * TOWN_DAWN;
133 s32b tick = turn % len + len / 4;
135 if ((p_ptr->prace == RACE_VAMPIRE) ||
136 (p_ptr->prace == RACE_SKELETON) ||
137 (p_ptr->prace == RACE_ZOMBIE) ||
138 (p_ptr->prace == RACE_SPECTRE))
139 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN *3/4)) / len + 1;
141 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN /4))/ len + 1;
142 *hour = (24 * tick / len) % 24;
143 *min = (1440 * tick / len) % 60;
153 /* Dump 13 spaces to clear */
154 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
156 extract_day_hour_min(&day, &hour, &min);
158 /* Dump the info itself */
159 c_put_str(TERM_WHITE, format(
165 day), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
174 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 else if (p_ptr->wild_mode)
186 else if (p_ptr->inside_arena)
190 return "Monster Arena";
192 else if (p_ptr->inside_battle)
198 else if (!dun_level && p_ptr->town_num)
199 return town[p_ptr->town_num].name;
201 return d_name+d_info[dungeon_type].name;
207 static void prt_dungeon(void)
212 /* Dump 13 spaces to clear */
213 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
215 dungeon_name = map_name();
217 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
218 if (col < 0) col = 0;
220 /* Dump the info itself */
221 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
229 * Print character stat in given row, column
231 static void prt_stat(int stat)
235 /* Display "injured" stat */
236 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
238 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
239 cnv_stat(p_ptr->stat_use[stat], tmp);
240 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
243 /* Display "healthy" stat */
246 put_str(stat_names[stat], ROW_STAT + stat, 0);
247 cnv_stat(p_ptr->stat_use[stat], tmp);
248 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
251 /* Indicate natural maximum */
252 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
255 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
256 put_str("!", ROW_STAT + stat, 5);
258 put_str("!", ROW_STAT + stat, 3);
266 * Data structure for status bar
268 #define BAR_TSUYOSHI 0
269 #define BAR_HALLUCINATION 1
270 #define BAR_BLINDNESS 2
271 #define BAR_PARALYZE 3
272 #define BAR_CONFUSE 4
273 #define BAR_POISONED 5
275 #define BAR_LEVITATE 7
276 #define BAR_REFLECTION 8
277 #define BAR_PASSWALL 9
278 #define BAR_WRAITH 10
279 #define BAR_PROTEVIL 11
280 #define BAR_KAWARIMI 12
281 #define BAR_MAGICDEFENSE 13
282 #define BAR_EXPAND 14
283 #define BAR_STONESKIN 15
284 #define BAR_MULTISHADOW 16
285 #define BAR_REGMAGIC 17
286 #define BAR_ULTIMATE 18
287 #define BAR_INVULN 19
288 #define BAR_IMMACID 20
289 #define BAR_RESACID 21
290 #define BAR_IMMELEC 22
291 #define BAR_RESELEC 23
292 #define BAR_IMMFIRE 24
293 #define BAR_RESFIRE 25
294 #define BAR_IMMCOLD 26
295 #define BAR_RESCOLD 27
296 #define BAR_RESPOIS 28
297 #define BAR_RESNETH 29
298 #define BAR_RESTIME 30
299 #define BAR_DUSTROBE 31
300 #define BAR_SHFIRE 32
302 #define BAR_SHHOLY 34
303 #define BAR_EYEEYE 35
304 #define BAR_BLESSED 36
305 #define BAR_HEROISM 37
306 #define BAR_BERSERK 38
307 #define BAR_ATTKFIRE 39
308 #define BAR_ATTKCOLD 40
309 #define BAR_ATTKELEC 41
310 #define BAR_ATTKACID 42
311 #define BAR_ATTKPOIS 43
312 #define BAR_ATTKCONF 44
313 #define BAR_SENSEUNSEEN 45
314 #define BAR_TELEPATHY 46
315 #define BAR_REGENERATION 47
316 #define BAR_INFRAVISION 48
317 #define BAR_STEALTH 49
318 #define BAR_SUPERSTEALTH 50
319 #define BAR_RECALL 51
329 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
330 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
331 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
332 {TERM_RED, "áã", "Ëãáã"},
333 {TERM_VIOLET, "Íð", "º®Íð"},
334 {TERM_GREEN, "ÆÇ", "ÆÇ"},
335 {TERM_BLUE, "¶²", "¶²ÉÝ"},
336 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
337 {TERM_SLATE, "È¿", "È¿¼Í"},
338 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
339 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
340 {TERM_SLATE, "¼Ù", "ËɼÙ"},
341 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
342 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
343 {TERM_L_UMBER, "¿", "¿¤Ó"},
344 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
345 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
346 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
347 {TERM_YELLOW, "µæ", "µæ¶Ë"},
348 {TERM_YELLOW, "̵", "̵Ũ"},
349 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
350 {TERM_GREEN, "»À", "ÂÑ»À"},
351 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
352 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
353 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
354 {TERM_RED, "²Ð", "ÂѲÐ"},
355 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
356 {TERM_SLATE, "Îä", "ÂÑÎä"},
357 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
358 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
359 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
360 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
361 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
362 {TERM_WHITE, "Æ®", "Æ®µ¤"},
363 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
364 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
365 {TERM_WHITE, "½Ë", "½ËÊ¡"},
366 {TERM_WHITE, "ͦ", "ͦ"},
367 {TERM_RED, "¶¸", "¶¸Íð"},
368 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
369 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
370 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
371 {TERM_SLATE, "»À", "Ëâ·õ»À"},
372 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
373 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
374 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
375 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
376 {TERM_L_BLUE, "²ó", "²óÉü"},
377 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
378 {TERM_UMBER, "±£", "±£Ì©"},
379 {TERM_YELLOW, "±£", "Ķ±£Ì©"},
380 {TERM_WHITE, "µ¢", "µ¢´Ô"},
385 {TERM_YELLOW, "Ts", "Tsuyoshi"},
386 {TERM_VIOLET, "Hu", "Hullc"},
387 {TERM_L_DARK, "Bl", "Blind"},
388 {TERM_RED, "Pa", "Paralyzed"},
389 {TERM_VIOLET, "Cf", "Confused"},
390 {TERM_GREEN, "Po", "Poisoned"},
391 {TERM_BLUE, "Af", "Afraid"},
392 {TERM_L_BLUE, "Lv", "Levit"},
393 {TERM_SLATE, "Rf", "Reflect"},
394 {TERM_SLATE, "Pw", "PassWall"},
395 {TERM_L_DARK, "Wr", "Wraith"},
396 {TERM_SLATE, "Ev", "PrtEvl"},
397 {TERM_VIOLET, "Kw", "Kawarimi"},
398 {TERM_YELLOW, "Md", "MgcArm"},
399 {TERM_L_UMBER, "Eh", "Expand"},
400 {TERM_WHITE, "Ss", "StnSkn"},
401 {TERM_L_BLUE, "Ms", "MltShdw"},
402 {TERM_SLATE, "Rm", "ResMag"},
403 {TERM_YELLOW, "Ul", "Ultima"},
404 {TERM_YELLOW, "Iv", "Invuln"},
405 {TERM_L_GREEN, "IAc", "ImmAcid"},
406 {TERM_GREEN, "Ac", "Acid"},
407 {TERM_L_BLUE, "IEl", "ImmElec"},
408 {TERM_BLUE, "El", "Elec"},
409 {TERM_L_RED, "IFi", "ImmFire"},
410 {TERM_RED, "Fi", "Fire"},
411 {TERM_WHITE, "ICo", "ImmCold"},
412 {TERM_SLATE, "Co", "Cold"},
413 {TERM_GREEN, "Po", "Pois"},
414 {TERM_L_DARK, "Nt", "Nthr"},
415 {TERM_L_BLUE, "Ti", "Time"},
416 {TERM_L_DARK, "Mr", "Mirr"},
417 {TERM_L_RED, "SFi", "SFire"},
418 {TERM_WHITE, "Fo", "Force"},
419 {TERM_WHITE, "Ho", "Holy"},
420 {TERM_VIOLET, "Ee", "EyeEye"},
421 {TERM_WHITE, "Bs", "Bless"},
422 {TERM_WHITE, "He", "Hero"},
423 {TERM_RED, "Br", "Berserk"},
424 {TERM_L_RED, "BFi", "BFire"},
425 {TERM_WHITE, "BCo", "BCold"},
426 {TERM_L_BLUE, "BEl", "BElec"},
427 {TERM_SLATE, "BAc", "BAcid"},
428 {TERM_L_GREEN, "BPo", "BPois"},
429 {TERM_RED, "TCf", "TchCnf"},
430 {TERM_L_BLUE, "Se", "SInv"},
431 {TERM_ORANGE, "Te", "Telepa"},
432 {TERM_L_BLUE, "Rg", "Regen"},
433 {TERM_L_RED, "If", "Infr"},
434 {TERM_UMBER, "Sl", "Stealth"},
435 {TERM_YELLOW, "Stlt", "Stealth"},
436 {TERM_WHITE, "Rc", "Recall"},
441 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
442 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
448 static void prt_status(void)
451 int wid, hgt, row_statbar, max_col_statbar;
452 int i, col = 0, num = 0;
455 Term_get_size(&wid, &hgt);
456 row_statbar = hgt + ROW_STATBAR;
457 max_col_statbar = wid + MAX_COL_STATBAR;
459 Term_erase(0, row_statbar, max_col_statbar);
461 bar_flags[0] = bar_flags[1] = 0L;
464 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
467 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
470 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
473 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
476 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
479 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
481 /* Times see-invisible */
482 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
485 if (p_ptr->tim_esp || music_singing(MUSIC_MIND)) ADD_FLG(BAR_TELEPATHY);
487 /* Timed regenerate */
488 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
490 /* Timed infra-vision */
491 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
493 /* Protection from evil */
494 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
496 /* Invulnerability */
497 if (p_ptr->invuln || music_singing(MUSIC_INVULN)) ADD_FLG(BAR_INVULN);
500 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
503 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
505 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
508 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) ADD_FLG(BAR_HEROISM);
510 /* Super Heroism / berserk */
511 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
514 if (p_ptr->blessed || music_singing(MUSIC_BLESS)) ADD_FLG(BAR_BLESSED);
517 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
519 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
521 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
523 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
526 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
527 if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESACID);
529 /* Oppose Lightning */
530 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
531 if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESELEC);
534 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
535 if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESFIRE);
538 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
539 if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESCOLD);
542 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESPOIS);
545 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
548 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
551 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
553 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
555 /* Confusing Hands */
556 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
558 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
560 /* Ultimate-resistance */
561 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
564 if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
566 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
568 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
571 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
572 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
573 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
574 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
575 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
576 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
579 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
581 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH)) ADD_FLG(BAR_STEALTH);
583 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
586 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
588 /* An Eye for an Eye */
589 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
591 /* Calcurate length */
592 for (i = 0; bar[i].sstr; i++)
596 col += strlen(bar[i].lstr) + 1;
601 /* If there are not excess spaces for long strings, use short one */
602 if (col - 1 > max_col_statbar)
607 for (i = 0; bar[i].sstr; i++)
611 col += strlen(bar[i].sstr);
615 /* If there are excess spaces for short string, use more */
616 if (col - 1 <= max_col_statbar - (num-1))
624 /* Centering display column */
625 col = (max_col_statbar - col) / 2;
627 /* Display status bar */
628 for (i = 0; bar[i].sstr; i++)
633 if (space == 2) str = bar[i].lstr;
634 else str = bar[i].sstr;
636 c_put_str(bar[i].attr, str, row_statbar, col);
638 if (space > 0) col++;
639 if (col > max_col_statbar) break;
647 * Prints "title", including "wizard" or "winner" as needed.
649 static void prt_title(void)
658 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
667 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
669 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
672 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
682 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
694 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
698 prt_field(p, ROW_TITLE, COL_TITLE);
705 static void prt_level(void)
710 sprintf(tmp, "%5d", p_ptr->lev);
712 sprintf(tmp, "%6d", p_ptr->lev);
716 if (p_ptr->lev >= p_ptr->max_plv)
719 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
720 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
722 put_str("LEVEL ", ROW_LEVEL, 0);
723 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
730 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
731 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
733 put_str("Level ", ROW_LEVEL, 0);
734 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
742 * Display the experience
744 static void prt_exp(void)
749 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
751 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
755 if (p_ptr->exp >= p_ptr->max_exp)
758 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
759 else put_str("·Ð¸³ ", ROW_EXP, 0);
760 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
762 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
763 else put_str("EXP ", ROW_EXP, 0);
764 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
771 put_str("x·Ð¸³", ROW_EXP, 0);
772 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
774 put_str("Exp ", ROW_EXP, 0);
775 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
783 * Prints current gold
785 static void prt_gold(void)
790 put_str("¡ð ", ROW_GOLD, COL_GOLD);
792 put_str("AU ", ROW_GOLD, COL_GOLD);
795 sprintf(tmp, "%9ld", (long)p_ptr->au);
796 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
804 static void prt_ac(void)
809 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
810 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
811 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
812 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
814 put_str("Cur AC ", ROW_AC, COL_AC);
815 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
816 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
823 * Prints Cur/Max hit points
825 static void prt_hp(void)
827 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
833 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
835 put_str("HP", ROW_CURHP, COL_CURHP);
837 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
838 sprintf(tmp, "%4d", p_ptr->chp);
840 if (p_ptr->chp >= p_ptr->mhp)
842 color = TERM_L_GREEN;
844 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
853 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
856 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
858 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
859 sprintf(tmp, "%4d", p_ptr->mhp);
860 color = TERM_L_GREEN;
862 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
867 * Prints players max/cur spell points
869 static void prt_sp(void)
871 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
876 /* Do not show mana unless it matters */
877 if (!mp_ptr->spell_book) return;
880 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
883 put_str("MP", ROW_CURSP, COL_CURSP);
885 put_str("SP", ROW_CURSP, COL_CURSP);
888 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
889 sprintf(tmp, "%4d", p_ptr->csp);
891 if (p_ptr->csp >= p_ptr->msp)
893 color = TERM_L_GREEN;
895 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
904 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
907 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
909 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
910 sprintf(tmp, "%4d", p_ptr->msp);
911 color = TERM_L_GREEN;
913 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
918 * Prints depth in stat area
920 static void prt_depth(void)
923 int wid, hgt, row_depth, col_depth;
925 Term_get_size(&wid, &hgt);
926 col_depth = wid + COL_DEPTH;
927 row_depth = hgt + ROW_DEPTH;
932 strcpy(depths, "ÃϾå");
934 strcpy(depths, "Surf.");
937 else if (p_ptr->inside_quest && !dungeon_type)
940 strcpy(depths, "ÃϾå");
942 strcpy(depths, "Quest");
946 else if (depth_in_feet)
949 (void)sprintf(depths, "%d ft", dun_level * 50);
951 (void)sprintf(depths, "%d ft", dun_level * 50);
958 sprintf(depths, "%d ³¬", dun_level);
960 (void)sprintf(depths, "Lev %d", dun_level);
965 /* Right-Adjust the "depth", and clear old values */
966 prt(format("%7s", depths), row_depth, col_depth);
971 * Prints status of hunger
973 static void prt_hunger(void)
975 /* Fainting / Starving */
976 if (p_ptr->food < PY_FOOD_FAINT)
979 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
981 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
987 else if (p_ptr->food < PY_FOOD_WEAK)
990 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
992 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
998 else if (p_ptr->food < PY_FOOD_ALERT)
1001 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1003 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1009 else if (p_ptr->food < PY_FOOD_FULL)
1011 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1015 else if (p_ptr->food < PY_FOOD_MAX)
1018 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1020 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1029 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1031 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1039 * Prints Searching, Resting, Paralysis, or 'count' status
1040 * Display is always exactly 10 characters wide (see below)
1042 * This function was a major bottleneck when resting, so a lot of
1043 * the text formatting code was optimized in place below.
1045 static void prt_state(void)
1047 byte attr = TERM_WHITE;
1054 if (command_rep > 999)
1057 sprintf(text, "%2d00", command_rep / 100);
1059 (void)sprintf(text, "%2d00", command_rep / 100);
1066 sprintf(text, " %2d", command_rep);
1068 (void)sprintf(text, " %2d", command_rep);
1077 switch(p_ptr->action)
1082 strcpy(text, "õº÷");
1084 strcpy(text, "Sear");
1092 /* Start with "Rest" */
1100 /* Extensive (timed) rest */
1101 if (resting >= 1000)
1106 text[1] = '0' + (i % 10);
1107 text[0] = '0' + (i / 10);
1110 /* Long (timed) rest */
1111 else if (resting >= 100)
1114 text[3] = '0' + (i % 10);
1116 text[2] = '0' + (i % 10);
1117 text[1] = '0' + (i / 10);
1120 /* Medium (timed) rest */
1121 else if (resting >= 10)
1124 text[3] = '0' + (i % 10);
1125 text[2] = '0' + (i / 10);
1128 /* Short (timed) rest */
1129 else if (resting > 0)
1132 text[3] = '0' + (i);
1135 /* Rest until healed */
1136 else if (resting == -1)
1138 text[0] = text[1] = text[2] = text[3] = '*';
1141 /* Rest until done */
1142 else if (resting == -2)
1144 text[0] = text[1] = text[2] = text[3] = '&';
1151 strcpy(text, "³Ø½¬");
1153 strcpy(text, "lear");
1155 if (new_mane) attr = TERM_L_RED;
1161 strcpy(text, "Äà¤ê");
1163 strcpy(text, "fish");
1170 for (i = 0; i < MAX_KAMAE; i++)
1171 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1174 case 0: attr = TERM_GREEN;break;
1175 case 1: attr = TERM_WHITE;break;
1176 case 2: attr = TERM_L_BLUE;break;
1177 case 3: attr = TERM_L_RED;break;
1179 strcpy(text, kamae_shurui[i].desc);
1185 for (i = 0; i < MAX_KATA; i++)
1186 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1187 strcpy(text, kata_shurui[i].desc);
1193 strcpy(text, "²Î ");
1195 strcpy(text, "Sing");
1199 case ACTION_HAYAGAKE:
1202 strcpy(text, "®¶î");
1204 strcpy(text, "Fast");
1216 /* Display the info (or blanks) */
1217 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1222 * Prints the speed of a character. -CJS-
1224 static void prt_speed(void)
1226 int i = p_ptr->pspeed;
1227 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1229 byte attr = TERM_WHITE;
1231 int wid, hgt, row_speed, col_speed;
1233 Term_get_size(&wid, &hgt);
1234 col_speed = wid + COL_SPEED;
1235 row_speed = hgt + ROW_SPEED;
1237 /* Hack -- Visually "undo" the Search Mode Slowdown */
1238 if (p_ptr->action == ACTION_SEARCH) i += 10;
1245 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1246 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1247 else attr = TERM_GREEN;
1249 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1250 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1251 else attr = TERM_L_GREEN;
1253 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1255 sprintf(buf, "Fast(+%d)", (i - 110));
1265 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1266 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1267 else attr = TERM_RED;
1269 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1270 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1271 else attr = TERM_L_UMBER;
1273 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1275 sprintf(buf, "Slow(-%d)", (110 - i));
1278 else if (p_ptr->riding)
1282 strcpy(buf, "¾èÇÏÃæ");
1284 strcpy(buf, "Riding");
1288 /* Display the speed */
1289 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1293 static void prt_study(void)
1295 int wid, hgt, row_study, col_study;
1297 Term_get_size(&wid, &hgt);
1298 col_study = wid + COL_STUDY;
1299 row_study = hgt + ROW_STUDY;
1301 if (p_ptr->new_spells)
1304 put_str("³Ø½¬", row_study, col_study);
1306 put_str("Stud", row_study, col_study);
1312 put_str(" ", row_study, col_study);
1317 static void prt_mane(void)
1319 int wid, hgt, row_study, col_study;
1321 Term_get_size(&wid, &hgt);
1322 col_study = wid + COL_STUDY;
1323 row_study = hgt + ROW_STUDY;
1325 if (p_ptr->pclass == CLASS_IMITATOR)
1327 if (p_ptr->mane_num)
1330 if (new_mane) attr = TERM_L_RED;
1331 else attr = TERM_WHITE;
1333 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1335 c_put_str(attr, "Mane", row_study, col_study);
1340 put_str(" ", row_study, col_study);
1346 static void prt_cut(void)
1353 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1355 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1362 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1364 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1371 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1373 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1380 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1382 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1389 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1391 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1398 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1400 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1407 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1409 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1415 put_str(" ", ROW_CUT, COL_CUT);
1421 static void prt_stun(void)
1423 int s = p_ptr->stun;
1428 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1430 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1439 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1446 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1448 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1454 put_str(" ", ROW_STUN, COL_STUN);
1461 * Redraw the "monster health bar" -DRS-
1462 * Rather extensive modifications by -BEN-
1464 * The "monster health bar" provides visual feedback on the "health"
1465 * of the monster currently being "tracked". There are several ways
1466 * to "track" a monster, including targetting it, attacking it, and
1467 * affecting it (and nobody else) with a ranged attack.
1469 * Display the monster health bar (affectionately known as the
1470 * "health-o-meter"). Clear health bar if nothing is being tracked.
1471 * Auto-track current target monster when bored. Note that the
1472 * health-bar stops tracking any monster that "disappears".
1474 static void health_redraw(void)
1477 #ifdef DRS_SHOW_HEALTH_BAR
1480 if (!p_ptr->health_who)
1482 /* Erase the health bar */
1483 Term_erase(COL_INFO, ROW_INFO, 12);
1486 /* Tracking an unseen monster */
1487 else if (!m_list[p_ptr->health_who].ml)
1489 /* Indicate that the monster health is "unknown" */
1490 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1493 /* Tracking a hallucinatory monster */
1494 else if (p_ptr->image)
1496 /* Indicate that the monster health is "unknown" */
1497 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1500 /* Tracking a dead monster (???) */
1501 else if (!m_list[p_ptr->health_who].hp < 0)
1503 /* Indicate that the monster health is "unknown" */
1504 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1507 /* Tracking a visible monster */
1512 monster_type *m_ptr = &m_list[p_ptr->health_who];
1514 /* Default to almost dead */
1515 byte attr = TERM_RED;
1517 /* Extract the "percent" of health */
1518 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1519 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1522 if (pct >= 10) attr = TERM_L_RED;
1525 if (pct >= 25) attr = TERM_ORANGE;
1527 /* Somewhat Wounded */
1528 if (pct >= 60) attr = TERM_YELLOW;
1531 if (pct >= 100) attr = TERM_L_GREEN;
1534 if (m_ptr->monfear) attr = TERM_VIOLET;
1537 if (m_ptr->csleep) attr = TERM_BLUE;
1540 if (m_ptr->invulner) attr = TERM_WHITE;
1542 /* Convert percent into "health" */
1543 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1545 /* Default to "unknown" */
1546 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1548 /* Dump the current "health" (use '*' symbols) */
1549 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1558 static void riding_health_redraw(void)
1561 #ifdef DRS_SHOW_HEALTH_BAR
1566 /* Erase the health bar */
1567 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1570 /* Tracking a hallucinatory monster */
1571 else if (p_ptr->image)
1573 /* Indicate that the monster health is "unknown" */
1574 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1577 /* Tracking a dead monster (???) */
1578 else if (!m_list[p_ptr->health_who].hp < 0)
1580 /* Indicate that the monster health is "unknown" */
1581 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1584 /* Tracking a visible monster */
1589 monster_type *m_ptr = &m_list[p_ptr->riding];
1591 /* Default to almost dead */
1592 byte attr = TERM_RED;
1594 /* Extract the "percent" of health */
1595 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1596 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1599 if (pct >= 10) attr = TERM_L_RED;
1602 if (pct >= 25) attr = TERM_ORANGE;
1604 /* Somewhat Wounded */
1605 if (pct >= 60) attr = TERM_YELLOW;
1608 if (pct >= 100) attr = TERM_L_GREEN;
1611 if (m_ptr->monfear) attr = TERM_VIOLET;
1614 if (m_ptr->csleep) attr = TERM_BLUE;
1617 if (m_ptr->invulner) attr = TERM_WHITE;
1619 /* Convert percent into "health" */
1620 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1622 /* Default to "unknown" */
1623 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1625 /* Dump the current "health" (use '*' symbols) */
1626 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1636 * Display basic info (mostly left of map)
1638 static void prt_frame_basic(void)
1642 /* Race and Class */
1643 if (p_ptr->mimic_form)
1644 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1648 my_strcpy(str, rp_ptr->title, sizeof(str));
1649 prt_field(str, ROW_RACE, COL_RACE);
1651 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1652 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1658 /* Level/Experience */
1663 for (i = 0; i < 6; i++) prt_stat(i);
1682 riding_health_redraw();
1687 * Display extra info (mostly below map)
1689 static void prt_frame_extra(void)
1714 * Hack -- display inventory in sub-windows
1716 static void fix_inven(void)
1721 for (j = 0; j < 8; j++)
1726 if (!angband_term[j]) continue;
1728 /* No relevant flags */
1729 if (!(window_flag[j] & (PW_INVEN))) continue;
1732 Term_activate(angband_term[j]);
1734 /* Display inventory */
1748 * Hack -- display equipment in sub-windows
1750 static void fix_equip(void)
1755 for (j = 0; j < 8; j++)
1760 if (!angband_term[j]) continue;
1762 /* No relevant flags */
1763 if (!(window_flag[j] & (PW_EQUIP))) continue;
1766 Term_activate(angband_term[j]);
1768 /* Display equipment */
1781 * Hack -- display equipment in sub-windows
1783 static void fix_spell(void)
1788 for (j = 0; j < 8; j++)
1793 if (!angband_term[j]) continue;
1795 /* No relevant flags */
1796 if (!(window_flag[j] & (PW_SPELL))) continue;
1799 Term_activate(angband_term[j]);
1801 /* Display spell list */
1802 display_spell_list();
1814 * Hack -- display character in sub-windows
1816 static void fix_player(void)
1821 for (j = 0; j < 8; j++)
1826 if (!angband_term[j]) continue;
1828 /* No relevant flags */
1829 if (!(window_flag[j] & (PW_PLAYER))) continue;
1832 Term_activate(angband_term[j]);
1836 /* Display player */
1850 * Hack -- display recent messages in sub-windows
1852 * XXX XXX XXX Adjust for width and split messages
1854 static void fix_message(void)
1861 for (j = 0; j < 8; j++)
1866 if (!angband_term[j]) continue;
1868 /* No relevant flags */
1869 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1872 Term_activate(angband_term[j]);
1875 Term_get_size(&w, &h);
1878 for (i = 0; i < h; i++)
1880 /* Dump the message on the appropriate line */
1881 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1884 Term_locate(&x, &y);
1886 /* Clear to end of line */
1887 Term_erase(x, y, 255);
1900 * Hack -- display overhead view in sub-windows
1902 * Note that the "player" symbol does NOT appear on the map.
1904 static void fix_overhead(void)
1911 for (j = 0; j < 8; j++)
1917 if (!angband_term[j]) continue;
1919 /* No relevant flags */
1920 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1923 Term_activate(angband_term[j]);
1925 /* Full map in too small window is useless */
1926 Term_get_size(&wid, &hgt);
1927 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1930 display_map(&cy, &cx);
1943 * Hack -- display dungeon view in sub-windows
1945 static void fix_dungeon(void)
1950 for (j = 0; j < 8; j++)
1955 if (!angband_term[j]) continue;
1957 /* No relevant flags */
1958 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1961 Term_activate(angband_term[j]);
1963 /* Redraw dungeon view */
1976 * Hack -- display monster recall in sub-windows
1978 static void fix_monster(void)
1983 for (j = 0; j < 8; j++)
1988 if (!angband_term[j]) continue;
1990 /* No relevant flags */
1991 if (!(window_flag[j] & (PW_MONSTER))) continue;
1994 Term_activate(angband_term[j]);
1996 /* Display monster race info */
1997 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2009 * Hack -- display object recall in sub-windows
2011 static void fix_object(void)
2016 for (j = 0; j < 8; j++)
2021 if (!angband_term[j]) continue;
2023 /* No relevant flags */
2024 if (!(window_flag[j] & (PW_OBJECT))) continue;
2027 Term_activate(angband_term[j]);
2029 /* Display monster race info */
2030 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2042 * Calculate number of spells player should have, and forget,
2043 * or remember, spells until that number is properly reflected.
2045 * Note that this function induces various "status" messages,
2046 * which must be bypasses until the character is created.
2048 static void calc_spells(void)
2050 int i, j, k, levels;
2052 int num_boukyaku = 0;
2061 /* Hack -- must be literate */
2062 if (!mp_ptr->spell_book) return;
2064 /* Hack -- wait for creation */
2065 if (!character_generated) return;
2067 /* Hack -- handle "xtra" mode */
2068 if (character_xtra) return;
2070 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2072 p_ptr->new_spells = 0;
2076 p = spell_categoly_name(mp_ptr->spell_book);
2078 /* Determine the number of spells allowed */
2079 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2081 /* Hack -- no negative spells */
2082 if (levels < 0) levels = 0;
2084 /* Extract total allowed spells */
2085 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2087 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2091 if (p_ptr->pclass == CLASS_SAMURAI)
2095 else if (p_ptr->realm2 == REALM_NONE)
2097 num_allowed = (num_allowed+1)/2;
2098 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2100 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2102 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2106 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2109 /* Count the number of spells we know */
2110 for (j = 0; j < 64; j++)
2112 /* Count known spells */
2114 (p_ptr->spell_forgotten1 & (1L << j)) :
2115 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2121 /* See how many spells we must forget or may learn */
2122 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2124 /* Forget spells which are too hard */
2125 for (i = 63; i >= 0; i--)
2127 /* Efficiency -- all done */
2128 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2130 /* Access the spell */
2131 j = p_ptr->spell_order[i];
2133 /* Skip non-spells */
2134 if (j >= 99) continue;
2138 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2141 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2143 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2146 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2148 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2150 /* Skip spells we are allowed to know */
2151 if (s_ptr->slevel <= p_ptr->lev) continue;
2155 (p_ptr->spell_learned1 & (1L << j)) :
2156 (p_ptr->spell_learned2 & (1L << (j - 32))))
2158 /* Mark as forgotten */
2161 p_ptr->spell_forgotten1 |= (1L << j);
2162 which = p_ptr->realm1;
2166 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2167 which = p_ptr->realm2;
2170 /* No longer known */
2173 p_ptr->spell_learned1 &= ~(1L << j);
2174 which = p_ptr->realm1;
2178 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2179 which = p_ptr->realm2;
2184 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2185 spell_names[technic2magic(which)-1][j%32], p );
2187 msg_format("You have forgotten the %s of %s.", p,
2188 spell_names[technic2magic(which)-1][j%32]);
2192 /* One more can be learned */
2193 p_ptr->new_spells++;
2198 /* Forget spells if we know too many spells */
2199 for (i = 63; i >= 0; i--)
2201 /* Stop when possible */
2202 if (p_ptr->new_spells >= 0) break;
2204 /* Efficiency -- all done */
2205 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2207 /* Get the (i+1)th spell learned */
2208 j = p_ptr->spell_order[i];
2210 /* Skip unknown spells */
2211 if (j >= 99) continue;
2213 /* Forget it (if learned) */
2215 (p_ptr->spell_learned1 & (1L << j)) :
2216 (p_ptr->spell_learned2 & (1L << (j - 32))))
2218 /* Mark as forgotten */
2221 p_ptr->spell_forgotten1 |= (1L << j);
2222 which = p_ptr->realm1;
2226 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2227 which = p_ptr->realm2;
2230 /* No longer known */
2233 p_ptr->spell_learned1 &= ~(1L << j);
2234 which = p_ptr->realm1;
2238 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2239 which = p_ptr->realm2;
2244 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2245 spell_names[technic2magic(which)-1][j%32], p );
2247 msg_format("You have forgotten the %s of %s.", p,
2248 spell_names[technic2magic(which)-1][j%32]);
2252 /* One more can be learned */
2253 p_ptr->new_spells++;
2258 /* Check for spells to remember */
2259 for (i = 0; i < 64; i++)
2261 /* None left to remember */
2262 if (p_ptr->new_spells <= 0) break;
2264 /* Efficiency -- all done */
2265 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2267 /* Get the next spell we learned */
2268 j = p_ptr->spell_order[i];
2270 /* Skip unknown spells */
2273 /* Access the spell */
2274 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2277 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2279 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2282 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2284 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2286 /* Skip spells we cannot remember */
2287 if (s_ptr->slevel > p_ptr->lev) continue;
2289 /* First set of spells */
2291 (p_ptr->spell_forgotten1 & (1L << j)) :
2292 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2294 /* No longer forgotten */
2297 p_ptr->spell_forgotten1 &= ~(1L << j);
2298 which = p_ptr->realm1;
2302 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2303 which = p_ptr->realm2;
2306 /* Known once more */
2309 p_ptr->spell_learned1 |= (1L << j);
2310 which = p_ptr->realm1;
2314 p_ptr->spell_learned2 |= (1L << (j - 32));
2315 which = p_ptr->realm2;
2320 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2321 spell_names[technic2magic(which)-1][j%32], p );
2323 msg_format("You have remembered the %s of %s.",
2324 p, spell_names[technic2magic(which)-1][j%32]);
2328 /* One less can be learned */
2329 p_ptr->new_spells--;
2335 if (p_ptr->realm2 == REALM_NONE)
2337 /* Count spells that can be learned */
2338 for (j = 0; j < 32; j++)
2340 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2341 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2343 /* Skip spells we cannot remember */
2344 if (s_ptr->slevel > p_ptr->lev) continue;
2346 /* Skip spells we already know */
2347 if (p_ptr->spell_learned1 & (1L << j))
2356 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2359 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2361 /* Spell count changed */
2362 if (p_ptr->old_spells != p_ptr->new_spells)
2364 /* Message if needed */
2365 if (p_ptr->new_spells)
2369 if( p_ptr->new_spells < 10 ){
2370 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2372 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2375 msg_format("You can learn %d more %s%s.",
2376 p_ptr->new_spells, p,
2377 (p_ptr->new_spells != 1) ? "s" : "");
2382 /* Save the new_spells value */
2383 p_ptr->old_spells = p_ptr->new_spells;
2385 /* Redraw Study Status */
2386 p_ptr->redraw |= (PR_STUDY);
2388 /* Redraw object recall */
2389 p_ptr->window |= (PW_OBJECT);
2395 * Calculate maximum mana. You do not need to know any spells.
2396 * Note that mana is lowered by heavy (or inappropriate) armor.
2398 * This function induces status messages.
2400 static void calc_mana(void)
2402 int msp, levels, cur_wgt, max_wgt;
2407 /* Hack -- Must be literate */
2408 if (!mp_ptr->spell_book) return;
2410 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2411 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2412 (p_ptr->pclass == CLASS_BLUE_MAGE))
2414 levels = p_ptr->lev;
2418 if(mp_ptr->spell_first > p_ptr->lev)
2423 /* Display mana later */
2424 p_ptr->redraw |= (PR_MANA);
2428 /* Extract "effective" player level */
2429 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2432 if (p_ptr->pclass == CLASS_SAMURAI)
2434 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2435 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2439 /* Extract total mana */
2440 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2442 /* Hack -- usually add one mana */
2445 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2447 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2449 /* Hack: High mages have a 25% mana bonus */
2450 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2452 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2455 /* Only mages are affected */
2456 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2458 u32b flgs[TR_FLAG_SIZE];
2460 /* Assume player is not encumbered by gloves */
2461 p_ptr->cumber_glove = FALSE;
2463 /* Get the gloves */
2464 o_ptr = &inventory[INVEN_HANDS];
2466 /* Examine the gloves */
2467 object_flags(o_ptr, flgs);
2469 /* Normal gloves hurt mage-type spells */
2471 !(have_flag(flgs, TR_FREE_ACT)) &&
2472 !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2473 !(have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))
2476 p_ptr->cumber_glove = TRUE;
2479 msp = (3 * msp) / 4;
2484 /* Assume player not encumbered by armor */
2485 p_ptr->cumber_armor = FALSE;
2487 /* Weigh the armor */
2489 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2490 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2491 cur_wgt += inventory[INVEN_BODY].weight;
2492 cur_wgt += inventory[INVEN_HEAD].weight;
2493 cur_wgt += inventory[INVEN_OUTER].weight;
2494 cur_wgt += inventory[INVEN_HANDS].weight;
2495 cur_wgt += inventory[INVEN_FEET].weight;
2497 /* Subtract a percentage of maximum mana. */
2498 switch (p_ptr->pclass)
2500 /* For these classes, mana is halved if armour
2501 * is 30 pounds over their weight limit. */
2503 case CLASS_HIGH_MAGE:
2504 case CLASS_BLUE_MAGE:
2506 case CLASS_FORCETRAINER:
2507 case CLASS_SORCERER:
2509 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2510 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2514 /* Mana halved if armour is 40 pounds over weight limit. */
2519 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2520 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2524 case CLASS_MINDCRAFTER:
2525 case CLASS_BEASTMASTER:
2526 case CLASS_MIRROR_MASTER:
2528 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2529 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2533 /* Mana halved if armour is 50 pounds over weight limit. */
2536 case CLASS_RED_MAGE:
2537 case CLASS_WARRIOR_MAGE:
2539 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2540 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2544 /* Mana halved if armour is 60 pounds over weight limit. */
2546 case CLASS_CHAOS_WARRIOR:
2548 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2549 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2553 /* For new classes created, but not yet added to this formula. */
2560 /* Determine the weight allowance */
2561 max_wgt = mp_ptr->spell_weight;
2563 /* Heavy armor penalizes mana by a percentage. -LM- */
2564 if ((cur_wgt - max_wgt) > 0)
2567 p_ptr->cumber_armor = TRUE;
2569 /* Subtract a percentage of maximum mana. */
2570 switch (p_ptr->pclass)
2572 /* For these classes, mana is halved if armour
2573 * is 30 pounds over their weight limit. */
2575 case CLASS_HIGH_MAGE:
2576 case CLASS_BLUE_MAGE:
2578 msp -= msp * (cur_wgt - max_wgt) / 600;
2582 /* Mana halved if armour is 40 pounds over weight limit. */
2584 case CLASS_MINDCRAFTER:
2585 case CLASS_BEASTMASTER:
2587 case CLASS_FORCETRAINER:
2589 case CLASS_MIRROR_MASTER:
2591 msp -= msp * (cur_wgt - max_wgt) / 800;
2595 case CLASS_SORCERER:
2597 msp -= msp * (cur_wgt - max_wgt) / 900;
2601 /* Mana halved if armour is 50 pounds over weight limit. */
2605 case CLASS_RED_MAGE:
2607 msp -= msp * (cur_wgt - max_wgt) / 1000;
2611 /* Mana halved if armour is 60 pounds over weight limit. */
2613 case CLASS_CHAOS_WARRIOR:
2614 case CLASS_WARRIOR_MAGE:
2616 msp -= msp * (cur_wgt - max_wgt) / 1200;
2622 p_ptr->cumber_armor = FALSE;
2626 /* For new classes created, but not yet added to this formula. */
2629 msp -= msp * (cur_wgt - max_wgt) / 800;
2635 /* Mana can never be negative */
2636 if (msp < 0) msp = 0;
2639 /* Maximum mana has changed */
2640 if (p_ptr->msp != msp)
2642 /* Enforce maximum */
2643 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2646 p_ptr->csp_frac = 0;
2650 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2651 if ((level_up == 1) && (msp > p_ptr->msp))
2653 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2654 (msp - p_ptr->msp));
2660 /* Display mana later */
2661 p_ptr->redraw |= (PR_MANA);
2664 p_ptr->window |= (PW_PLAYER);
2665 p_ptr->window |= (PW_SPELL);
2669 /* Hack -- handle "xtra" mode */
2670 if (character_xtra) return;
2672 /* Take note when "glove state" changes */
2673 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2676 if (p_ptr->cumber_glove)
2679 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2681 msg_print("Your covered hands feel unsuitable for spellcasting.");
2688 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2690 msg_print("Your hands feel more suitable for spellcasting.");
2696 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2700 /* Take note when "armor state" changes */
2701 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2704 if (p_ptr->cumber_armor)
2707 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2709 msg_print("The weight of your equipment encumbers your movement.");
2716 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2718 msg_print("You feel able to move more freely.");
2724 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2731 * Calculate the players (maximal) hit points
2732 * Adjust current hitpoints if necessary
2734 static void calc_hitpoints(void)
2739 /* Un-inflate "half-hitpoint bonus per level" value */
2740 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2742 /* Calculate hitpoints */
2743 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2745 if (p_ptr->mimic_form)
2747 if (p_ptr->pclass == CLASS_SORCERER)
2748 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2750 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2751 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2754 if (p_ptr->pclass == CLASS_SORCERER)
2756 if (p_ptr->lev < 30)
2757 mhp = (mhp * (45+p_ptr->lev) / 100);
2759 mhp = (mhp * 75 / 100);
2760 bonus = (bonus * 65 / 100);
2765 if (p_ptr->pclass == CLASS_BERSERKER)
2767 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2770 /* Always have at least one hitpoint per level */
2771 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2773 /* Factor in the hero / superhero settings */
2774 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) mhp += 10;
2775 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2776 if (p_ptr->tsuyoshi) mhp += 50;
2778 /* New maximum hitpoints */
2779 if (p_ptr->mhp != mhp)
2781 /* Enforce maximum */
2782 if (p_ptr->chp >= mhp)
2785 p_ptr->chp_frac = 0;
2789 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2790 if ((level_up == 1) && (mhp > p_ptr->mhp))
2792 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2793 (mhp - p_ptr->mhp) );
2796 /* Save the new max-hitpoints */
2799 /* Display hitpoints (later) */
2800 p_ptr->redraw |= (PR_HP);
2803 p_ptr->window |= (PW_PLAYER);
2810 * Extract and set the current "lite radius"
2812 * SWD: Experimental modification: multiple light sources have additive effect.
2815 static void calc_torch(void)
2819 u32b flgs[TR_FLAG_SIZE];
2821 /* Assume no light */
2822 p_ptr->cur_lite = 0;
2824 /* Loop through all wielded items */
2825 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2827 o_ptr = &inventory[i];
2829 /* Examine actual lites */
2830 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2832 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2834 if (o_ptr->sval == SV_LITE_TORCH)
2836 p_ptr->cur_lite -= 1;
2839 /* Lanterns (with fuel) provide more lite */
2840 else if (o_ptr->sval == SV_LITE_LANTERN)
2842 p_ptr->cur_lite -= 2;
2845 else if (o_ptr->sval == SV_LITE_FEANOR)
2847 p_ptr->cur_lite -= 3;
2850 /* Torches (with fuel) provide some lite */
2851 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2853 p_ptr->cur_lite += 1;
2856 /* Lanterns (with fuel) provide more lite */
2857 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2859 p_ptr->cur_lite += 2;
2862 else if (o_ptr->sval == SV_LITE_FEANOR)
2864 p_ptr->cur_lite += 2;
2867 /* Artifact Lites provide permanent, bright, lite */
2868 else if (artifact_p(o_ptr))
2870 p_ptr->cur_lite += 3;
2873 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2877 /* Skip empty slots */
2878 if (!o_ptr->k_idx) continue;
2880 /* Extract the flags */
2881 object_flags(o_ptr, flgs);
2883 /* does this item glow? */
2884 if (have_flag(flgs, TR_LITE))
2886 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2887 else p_ptr->cur_lite++;
2893 /* max radius is 5 without rewriting other code -- */
2894 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2895 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2896 p_ptr->cur_lite = 1;
2897 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2898 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2900 /* check if the player doesn't have a lite source, */
2901 /* but does glow as an intrinsic. */
2902 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
2904 /* end experimental mods */
2906 /* Reduce lite when running if requested */
2907 if (running && view_reduce_lite)
2909 /* Reduce the lite radius if needed */
2910 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
2913 /* Notice changes in the "lite radius" */
2914 if (p_ptr->old_lite != p_ptr->cur_lite)
2916 /* Update the lite */
2917 p_ptr->update |= (PU_LITE);
2919 /* Update the monsters */
2920 p_ptr->update |= (PU_MONSTERS);
2922 /* Remember the old lite */
2923 p_ptr->old_lite = p_ptr->cur_lite;
2925 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2926 set_superstealth(FALSE);
2933 * Computes current weight limit.
2935 static int weight_limit(void)
2939 /* Weight limit based only on strength */
2940 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2941 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2943 /* Return the result */
2948 bool buki_motteruka(int i)
2950 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2954 * Calculate the players current "state", taking into account
2955 * not only race/class intrinsics, but also objects being worn
2956 * and temporary spell effects.
2958 * See also calc_mana() and calc_hitpoints().
2960 * Take note of the new "speed code", in particular, a very strong
2961 * player will start slowing down as soon as he reaches 150 pounds,
2962 * but not until he reaches 450 pounds will he be half as fast as
2963 * a normal kobold. This both hurts and helps the player, hurts
2964 * because in the old days a player could just avoid 300 pounds,
2965 * and helps because now carrying 300 pounds is not very painful.
2967 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2968 * damage, since that would affect non-combat things. These values
2969 * are actually added in later, at the appropriate place.
2971 * This function induces various "status" messages.
2973 void calc_bonuses(void)
2975 int i, j, hold, neutral[2];
2978 bool old_esp_animal;
2979 bool old_esp_undead;
2984 bool old_esp_dragon;
2988 bool old_esp_nonliving;
2989 bool old_esp_unique;
2996 u32b flgs[TR_FLAG_SIZE];
2998 bool yoiyami = FALSE;
2999 bool down_saving = FALSE;
3000 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3001 bool easy_2weapon = FALSE;
3002 s16b this_o_idx, next_o_idx = 0;
3003 player_race *tmp_rp_ptr;
3006 /* Save the old speed */
3007 old_speed = p_ptr->pspeed;
3009 /* Save the old vision stuff */
3010 old_telepathy = p_ptr->telepathy;
3011 old_esp_animal = p_ptr->esp_animal;
3012 old_esp_undead = p_ptr->esp_undead;
3013 old_esp_demon = p_ptr->esp_demon;
3014 old_esp_orc = p_ptr->esp_orc;
3015 old_esp_troll = p_ptr->esp_troll;
3016 old_esp_giant = p_ptr->esp_giant;
3017 old_esp_dragon = p_ptr->esp_dragon;
3018 old_esp_human = p_ptr->esp_human;
3019 old_esp_evil = p_ptr->esp_evil;
3020 old_esp_good = p_ptr->esp_good;
3021 old_esp_nonliving = p_ptr->esp_nonliving;
3022 old_esp_unique = p_ptr->esp_unique;
3024 old_see_inv = p_ptr->see_inv;
3026 /* Save the old armor class */
3027 old_dis_ac = p_ptr->dis_ac;
3028 old_dis_to_a = p_ptr->dis_to_a;
3031 /* Clear extra blows/shots */
3032 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3034 /* Clear the stat modifiers */
3035 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3038 /* Clear the Displayed/Real armor class */
3039 p_ptr->dis_ac = p_ptr->ac = 0;
3041 /* Clear the Displayed/Real Bonuses */
3042 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3043 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3044 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3045 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3046 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3047 p_ptr->dis_to_a = p_ptr->to_a = 0;
3051 p_ptr->to_m_chance = 0;
3053 /* Start with "normal" speed */
3054 p_ptr->pspeed = 110;
3056 /* Start with a single blow per turn */
3057 p_ptr->num_blow[0] = 1;
3058 p_ptr->num_blow[1] = 1;
3060 /* Start with a single shot per turn */
3061 p_ptr->num_fire = 100;
3063 /* Reset the "xtra" tval */
3064 p_ptr->tval_xtra = 0;
3066 /* Reset the "ammo" tval */
3067 p_ptr->tval_ammo = 0;
3069 /* Clear all the flags */
3071 p_ptr->bless_blade = FALSE;
3072 p_ptr->xtra_might = FALSE;
3073 p_ptr->impact[0] = FALSE;
3074 p_ptr->impact[1] = FALSE;
3075 p_ptr->pass_wall = FALSE;
3076 p_ptr->kill_wall = FALSE;
3077 p_ptr->dec_mana = FALSE;
3078 p_ptr->easy_spell = FALSE;
3079 p_ptr->heavy_spell = FALSE;
3080 p_ptr->see_inv = FALSE;
3081 p_ptr->free_act = FALSE;
3082 p_ptr->slow_digest = FALSE;
3083 p_ptr->regenerate = FALSE;
3084 p_ptr->can_swim = FALSE;
3085 p_ptr->ffall = FALSE;
3086 p_ptr->hold_life = FALSE;
3087 p_ptr->telepathy = FALSE;
3088 p_ptr->esp_animal = FALSE;
3089 p_ptr->esp_undead = FALSE;
3090 p_ptr->esp_demon = FALSE;
3091 p_ptr->esp_orc = FALSE;
3092 p_ptr->esp_troll = FALSE;
3093 p_ptr->esp_giant = FALSE;
3094 p_ptr->esp_dragon = FALSE;
3095 p_ptr->esp_human = FALSE;
3096 p_ptr->esp_evil = FALSE;
3097 p_ptr->esp_good = FALSE;
3098 p_ptr->esp_nonliving = FALSE;
3099 p_ptr->esp_unique = FALSE;
3100 p_ptr->lite = FALSE;
3101 p_ptr->sustain_str = FALSE;
3102 p_ptr->sustain_int = FALSE;
3103 p_ptr->sustain_wis = FALSE;
3104 p_ptr->sustain_con = FALSE;
3105 p_ptr->sustain_dex = FALSE;
3106 p_ptr->sustain_chr = FALSE;
3107 p_ptr->resist_acid = FALSE;
3108 p_ptr->resist_elec = FALSE;
3109 p_ptr->resist_fire = FALSE;
3110 p_ptr->resist_cold = FALSE;
3111 p_ptr->resist_pois = FALSE;
3112 p_ptr->resist_conf = FALSE;
3113 p_ptr->resist_sound = FALSE;
3114 p_ptr->resist_lite = FALSE;
3115 p_ptr->resist_dark = FALSE;
3116 p_ptr->resist_chaos = FALSE;
3117 p_ptr->resist_disen = FALSE;
3118 p_ptr->resist_shard = FALSE;
3119 p_ptr->resist_nexus = FALSE;
3120 p_ptr->resist_blind = FALSE;
3121 p_ptr->resist_neth = FALSE;
3122 p_ptr->resist_time = FALSE;
3123 p_ptr->resist_fear = FALSE;
3124 p_ptr->reflect = FALSE;
3125 p_ptr->sh_fire = FALSE;
3126 p_ptr->sh_elec = FALSE;
3127 p_ptr->sh_cold = FALSE;
3128 p_ptr->anti_magic = FALSE;
3129 p_ptr->anti_tele = FALSE;
3130 p_ptr->warning = FALSE;
3131 p_ptr->mighty_throw = FALSE;
3133 p_ptr->immune_acid = FALSE;
3134 p_ptr->immune_elec = FALSE;
3135 p_ptr->immune_fire = FALSE;
3136 p_ptr->immune_cold = FALSE;
3138 p_ptr->ryoute = FALSE;
3139 p_ptr->migite = FALSE;
3140 p_ptr->hidarite = FALSE;
3141 p_ptr->no_flowed = FALSE;
3145 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3146 else tmp_rp_ptr = &race_info[p_ptr->prace];
3148 /* Base infravision (purely racial) */
3149 p_ptr->see_infra = tmp_rp_ptr->infra;
3151 /* Base skill -- disarming */
3152 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3154 /* Base skill -- magic devices */
3155 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3157 /* Base skill -- saving throw */
3158 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3160 /* Base skill -- stealth */
3161 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3163 /* Base skill -- searching ability */
3164 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3166 /* Base skill -- searching frequency */
3167 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3169 /* Base skill -- combat (normal) */
3170 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3172 /* Base skill -- combat (shooting) */
3173 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3175 /* Base skill -- combat (throwing) */
3176 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3178 /* Base skill -- digging */
3179 p_ptr->skill_dig = 0;
3181 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3182 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3183 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3184 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3186 if (p_ptr->special_defense & KAMAE_MASK)
3188 if (empty_hands(TRUE) < 2)
3190 set_action(ACTION_NONE);
3194 switch (p_ptr->pclass)
3197 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3198 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3201 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3203 case CLASS_CHAOS_WARRIOR:
3204 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3205 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3207 case CLASS_MINDCRAFTER:
3208 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3209 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3210 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3211 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3214 case CLASS_FORCETRAINER:
3215 /* Unencumbered Monks become faster every 10 levels */
3216 if (!(heavy_armor()))
3218 if (!((p_ptr->prace == RACE_KLACKON) ||
3219 (p_ptr->prace == RACE_SPRITE) ||
3220 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3221 p_ptr->pspeed += (p_ptr->lev) / 10;
3223 /* Free action if unencumbered at level 25 */
3224 if (p_ptr->lev > 24)
3225 p_ptr->free_act = TRUE;
3228 case CLASS_SORCERER:
3230 p_ptr->dis_to_a -= 50;
3233 p_ptr->resist_sound = TRUE;
3236 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3238 case CLASS_BERSERKER:
3240 p_ptr->sustain_str = TRUE;
3241 p_ptr->sustain_dex = TRUE;
3242 p_ptr->sustain_con = TRUE;
3243 p_ptr->regenerate = TRUE;
3244 p_ptr->free_act = TRUE;
3246 if (p_ptr->lev > 29) p_ptr->pspeed++;
3247 if (p_ptr->lev > 39) p_ptr->pspeed++;
3248 if (p_ptr->lev > 44) p_ptr->pspeed++;
3249 if (p_ptr->lev > 49) p_ptr->pspeed++;
3250 p_ptr->to_a += 10+p_ptr->lev/2;
3251 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3252 p_ptr->skill_dig += (100+p_ptr->lev*8);
3253 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3254 p_ptr->redraw |= PR_STATUS;
3256 case CLASS_MIRROR_MASTER:
3257 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3260 /* Unencumbered Monks become faster every 10 levels */
3263 p_ptr->pspeed -= (p_ptr->lev) / 10;
3264 p_ptr->skill_stl -= (p_ptr->lev)/10;
3266 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3269 if (!((p_ptr->prace == RACE_KLACKON) ||
3270 (p_ptr->prace == RACE_SPRITE) ||
3271 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3272 p_ptr->pspeed += (p_ptr->lev) / 10;
3273 p_ptr->skill_stl += (p_ptr->lev)/10;
3275 /* Free action if unencumbered at level 25 */
3276 if (p_ptr->lev > 24)
3277 p_ptr->free_act = TRUE;
3279 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3281 p_ptr->to_a += p_ptr->lev/2+5;
3282 p_ptr->dis_to_a += p_ptr->lev/2+5;
3284 p_ptr->slow_digest = TRUE;
3285 p_ptr->resist_fear = TRUE;
3286 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3287 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3288 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3289 if (p_ptr->lev > 44)
3291 p_ptr->oppose_pois = 1;
3292 p_ptr->redraw |= PR_STATUS;
3298 if (p_ptr->mimic_form)
3300 switch(p_ptr->mimic_form)
3303 p_ptr->hold_life=TRUE;
3304 p_ptr->resist_chaos=TRUE;
3305 p_ptr->resist_neth=TRUE;
3306 p_ptr->resist_fire=TRUE;
3307 p_ptr->oppose_fire = 1;
3308 p_ptr->see_inv=TRUE;
3310 p_ptr->redraw |= PR_STATUS;
3312 p_ptr->dis_to_a += 10;
3314 case MIMIC_DEMON_LORD:
3315 p_ptr->hold_life=TRUE;
3316 p_ptr->resist_chaos=TRUE;
3317 p_ptr->resist_neth=TRUE;
3318 p_ptr->immune_fire=TRUE;
3319 p_ptr->resist_acid = TRUE;
3320 p_ptr->resist_fire=TRUE;
3321 p_ptr->resist_cold = TRUE;
3322 p_ptr->resist_elec = TRUE;
3323 p_ptr->resist_pois = TRUE;
3324 p_ptr->resist_conf = TRUE;
3325 p_ptr->resist_disen = TRUE;
3326 p_ptr->resist_nexus = TRUE;
3327 p_ptr->resist_fear = TRUE;
3328 p_ptr->sh_fire = TRUE;
3329 p_ptr->see_inv = TRUE;
3330 p_ptr->telepathy = TRUE;
3331 p_ptr->ffall = TRUE;
3332 p_ptr->kill_wall = TRUE;
3335 p_ptr->dis_to_a += 20;
3338 p_ptr->resist_dark = TRUE;
3339 p_ptr->hold_life = TRUE;
3340 p_ptr->resist_neth = TRUE;
3341 p_ptr->resist_cold = TRUE;
3342 p_ptr->resist_pois = TRUE;
3343 p_ptr->see_inv = TRUE;
3346 p_ptr->dis_to_a += 10;
3347 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3353 switch (p_ptr->prace)
3356 p_ptr->resist_lite = TRUE;
3359 p_ptr->sustain_dex = TRUE;
3362 p_ptr->free_act = TRUE;
3365 p_ptr->resist_blind = TRUE;
3368 p_ptr->resist_dark = TRUE;
3370 case RACE_HALF_TROLL:
3371 p_ptr->sustain_str = TRUE;
3373 if (p_ptr->lev > 14)
3375 /* High level trolls heal fast... */
3376 p_ptr->regenerate = TRUE;
3378 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3380 p_ptr->slow_digest = TRUE;
3381 /* Let's not make Regeneration
3382 * a disadvantage for the poor warriors who can
3383 * never learn a spell that satisfies hunger (actually
3384 * neither can rogues, but half-trolls are not
3385 * supposed to play rogues) */
3390 p_ptr->sustain_con = TRUE;
3391 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3394 p_ptr->resist_lite = TRUE;
3395 p_ptr->see_inv = TRUE;
3397 case RACE_BARBARIAN:
3398 p_ptr->resist_fear = TRUE;
3400 case RACE_HALF_OGRE:
3401 p_ptr->resist_dark = TRUE;
3402 p_ptr->sustain_str = TRUE;
3404 case RACE_HALF_GIANT:
3405 p_ptr->sustain_str = TRUE;
3406 p_ptr->resist_shard = TRUE;
3408 case RACE_HALF_TITAN:
3409 p_ptr->resist_chaos = TRUE;
3412 p_ptr->resist_sound = TRUE;
3415 p_ptr->resist_acid = TRUE;
3416 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3419 p_ptr->resist_conf = TRUE;
3420 p_ptr->resist_acid = TRUE;
3422 /* Klackons become faster */
3423 p_ptr->pspeed += (p_ptr->lev) / 10;
3426 p_ptr->resist_pois = TRUE;
3429 p_ptr->resist_disen = TRUE;
3430 p_ptr->resist_dark = TRUE;
3433 p_ptr->resist_dark = TRUE;
3434 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3436 case RACE_DRACONIAN:
3437 p_ptr->ffall = TRUE;
3438 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3439 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3440 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3441 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3442 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3444 case RACE_MIND_FLAYER:
3445 p_ptr->sustain_int = TRUE;
3446 p_ptr->sustain_wis = TRUE;
3447 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3448 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3451 p_ptr->resist_fire = TRUE;
3452 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3455 p_ptr->slow_digest = TRUE;
3456 p_ptr->free_act = TRUE;
3457 p_ptr->see_inv = TRUE;
3458 p_ptr->resist_pois = TRUE;
3459 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3462 p_ptr->resist_shard = TRUE;
3463 p_ptr->hold_life = TRUE;
3464 p_ptr->see_inv = TRUE;
3465 p_ptr->resist_pois = TRUE;
3466 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3469 p_ptr->resist_neth = TRUE;
3470 p_ptr->hold_life = TRUE;
3471 p_ptr->see_inv = TRUE;
3472 p_ptr->resist_pois = TRUE;
3473 p_ptr->slow_digest = TRUE;
3474 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3477 p_ptr->resist_dark = TRUE;
3478 p_ptr->hold_life = TRUE;
3479 p_ptr->resist_neth = TRUE;
3480 p_ptr->resist_cold = TRUE;
3481 p_ptr->resist_pois = TRUE;
3482 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3485 p_ptr->ffall = TRUE;
3486 p_ptr->free_act = TRUE;
3487 p_ptr->resist_neth = TRUE;
3488 p_ptr->hold_life = TRUE;
3489 p_ptr->see_inv = TRUE;
3490 p_ptr->resist_pois = TRUE;
3491 p_ptr->slow_digest = TRUE;
3492 p_ptr->resist_cold = TRUE;
3493 p_ptr->pass_wall = TRUE;
3494 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3497 p_ptr->ffall = TRUE;
3498 p_ptr->resist_lite = TRUE;
3500 /* Sprites become faster */
3501 p_ptr->pspeed += (p_ptr->lev) / 10;
3504 p_ptr->resist_conf = TRUE;
3505 p_ptr->resist_sound = TRUE;
3508 /* Ents dig like maniacs, but only with their hands. */
3509 if (!inventory[INVEN_RARM].k_idx)
3510 p_ptr->skill_dig += p_ptr->lev * 10;
3511 /* Ents get tougher and stronger as they age, but lose dexterity. */
3512 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3513 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3514 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3516 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3517 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3518 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3520 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3521 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3522 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3525 p_ptr->ffall = TRUE;
3526 p_ptr->see_inv = TRUE;
3529 p_ptr->resist_fire = TRUE;
3530 p_ptr->resist_neth = TRUE;
3531 p_ptr->hold_life = TRUE;
3533 p_ptr->see_inv = TRUE;
3534 if (p_ptr->lev > 44)
3536 p_ptr->oppose_fire = 1;
3537 p_ptr->redraw |= PR_STATUS;
3541 p_ptr->sustain_con = TRUE;
3544 p_ptr->ffall = TRUE;
3547 p_ptr->resist_conf = TRUE;
3550 p_ptr->slow_digest = TRUE;
3551 p_ptr->free_act = TRUE;
3552 p_ptr->resist_pois = TRUE;
3553 p_ptr->hold_life = TRUE;
3561 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3563 p_ptr->see_inv = TRUE;
3564 p_ptr->free_act = TRUE;
3565 p_ptr->slow_digest = TRUE;
3566 p_ptr->regenerate = TRUE;
3567 p_ptr->ffall = TRUE;
3568 p_ptr->hold_life = TRUE;
3569 p_ptr->telepathy = TRUE;
3571 p_ptr->sustain_str = TRUE;
3572 p_ptr->sustain_int = TRUE;
3573 p_ptr->sustain_wis = TRUE;
3574 p_ptr->sustain_con = TRUE;
3575 p_ptr->sustain_dex = TRUE;
3576 p_ptr->sustain_chr = TRUE;
3577 p_ptr->resist_acid = TRUE;
3578 p_ptr->resist_elec = TRUE;
3579 p_ptr->resist_fire = TRUE;
3580 p_ptr->resist_cold = TRUE;
3581 p_ptr->resist_pois = TRUE;
3582 p_ptr->resist_conf = TRUE;
3583 p_ptr->resist_sound = TRUE;
3584 p_ptr->resist_lite = TRUE;
3585 p_ptr->resist_dark = TRUE;
3586 p_ptr->resist_chaos = TRUE;
3587 p_ptr->resist_disen = TRUE;
3588 p_ptr->resist_shard = TRUE;
3589 p_ptr->resist_nexus = TRUE;
3590 p_ptr->resist_blind = TRUE;
3591 p_ptr->resist_neth = TRUE;
3592 p_ptr->resist_fear = TRUE;
3593 p_ptr->reflect = TRUE;
3594 p_ptr->sh_fire = TRUE;
3595 p_ptr->sh_elec = TRUE;
3596 p_ptr->sh_cold = TRUE;
3598 p_ptr->dis_to_a += 100;
3600 /* Temporary shield */
3601 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3604 p_ptr->dis_to_a += 50;
3607 if (p_ptr->tim_res_nether)
3609 p_ptr->resist_neth = TRUE;
3611 if (p_ptr->tim_sh_fire)
3613 p_ptr->sh_fire = TRUE;
3615 if (p_ptr->tim_res_time)
3617 p_ptr->resist_time = TRUE;
3621 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3622 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3623 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3624 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3627 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3629 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3631 p_ptr->resist_blind = TRUE;
3632 p_ptr->resist_conf = TRUE;
3633 p_ptr->hold_life = TRUE;
3634 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3636 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3637 /* Munchkin become faster */
3638 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3643 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3644 p_ptr->pass_wall = FALSE;
3645 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3646 p_ptr->pass_wall = TRUE;
3648 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3650 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3652 /* Hack -- apply racial/class stat maxes */
3653 /* Apply the racial modifiers */
3654 for (i = 0; i < 6; i++)
3656 /* Modify the stats for "race" */
3657 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3661 /* I'm adding the mutations here for the lack of a better place... */
3664 /* Hyper Strength */
3665 if (p_ptr->muta3 & MUT3_HYPER_STR)
3667 p_ptr->stat_add[A_STR] += 4;
3671 if (p_ptr->muta3 & MUT3_PUNY)
3673 p_ptr->stat_add[A_STR] -= 4;
3676 /* Living computer */
3677 if (p_ptr->muta3 & MUT3_HYPER_INT)
3679 p_ptr->stat_add[A_INT] += 4;
3680 p_ptr->stat_add[A_WIS] += 4;
3684 if (p_ptr->muta3 & MUT3_MORONIC)
3686 p_ptr->stat_add[A_INT] -= 4;
3687 p_ptr->stat_add[A_WIS] -= 4;
3690 if (p_ptr->muta3 & MUT3_RESILIENT)
3692 p_ptr->stat_add[A_CON] += 4;
3695 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3697 p_ptr->stat_add[A_CON] += 2;
3701 if (p_ptr->muta3 & MUT3_ALBINO)
3703 p_ptr->stat_add[A_CON] -= 4;
3706 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3708 p_ptr->stat_add[A_CON] -= 2;
3709 p_ptr->stat_add[A_CHR] -= 1;
3710 p_ptr->regenerate = FALSE;
3711 /* Cancel innate regeneration */
3714 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3716 p_ptr->stat_add[A_CHR] -= 4;
3719 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3721 p_ptr->stat_add[A_CHR] -= 1;
3724 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3726 p_ptr->skill_fos += 15;
3727 p_ptr->skill_srh += 15;
3730 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3732 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3735 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3737 p_ptr->skill_stl -= 3;
3740 if (p_ptr->muta3 & MUT3_INFRAVIS)
3742 p_ptr->see_infra += 3;
3745 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3750 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3755 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3757 p_ptr->sh_elec = TRUE;
3760 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3762 p_ptr->sh_fire = TRUE;
3766 if (p_ptr->muta3 & MUT3_WART_SKIN)
3768 p_ptr->stat_add[A_CHR] -= 2;
3770 p_ptr->dis_to_a += 5;
3773 if (p_ptr->muta3 & MUT3_SCALES)
3775 p_ptr->stat_add[A_CHR] -= 1;
3777 p_ptr->dis_to_a += 10;
3780 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3782 p_ptr->stat_add[A_DEX] -= 1;
3784 p_ptr->dis_to_a += 25;
3787 if (p_ptr->muta3 & MUT3_WINGS)
3789 p_ptr->ffall = TRUE;
3792 if (p_ptr->muta3 & MUT3_FEARLESS)
3794 p_ptr->resist_fear = TRUE;
3797 if (p_ptr->muta3 & MUT3_REGEN)
3799 p_ptr->regenerate = TRUE;
3802 if (p_ptr->muta3 & MUT3_ESP)
3804 p_ptr->telepathy = TRUE;
3807 if (p_ptr->muta3 & MUT3_LIMBER)
3809 p_ptr->stat_add[A_DEX] += 3;
3812 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3814 p_ptr->stat_add[A_DEX] -= 3;
3817 if (p_ptr->muta3 & MUT3_MOTION)
3819 p_ptr->free_act = TRUE;
3820 p_ptr->skill_stl += 1;
3823 if (p_ptr->muta3 & MUT3_ILL_NORM)
3825 p_ptr->stat_add[A_CHR] = 0;
3829 if (p_ptr->tsuyoshi)
3831 p_ptr->stat_add[A_STR] += 4;
3832 p_ptr->stat_add[A_CON] += 4;
3835 /* Scan the usable inventory */
3836 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3838 int bonus_to_h, bonus_to_d;
3839 o_ptr = &inventory[i];
3841 /* Skip non-objects */
3842 if (!o_ptr->k_idx) continue;
3844 /* Extract the item flags */
3845 object_flags(o_ptr, flgs);
3847 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3848 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3851 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3852 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3853 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3854 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3855 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3856 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3858 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3860 /* Affect stealth */
3861 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3863 /* Affect searching ability (factor of five) */
3864 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3866 /* Affect searching frequency (factor of five) */
3867 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3869 /* Affect infravision */
3870 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3872 /* Affect digging (factor of 20) */
3873 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3876 if (have_flag(flgs, TR_SPEED)) p_ptr->pspeed += o_ptr->pval;
3879 if (have_flag(flgs, TR_BLOWS))
3881 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3882 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3883 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3886 /* Hack -- cause earthquakes */
3887 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3890 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3893 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3894 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3895 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3896 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
3897 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
3898 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3899 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3900 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
3901 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
3902 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
3903 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
3904 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
3905 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
3906 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
3907 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
3908 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
3909 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
3910 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
3911 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
3912 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3913 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
3915 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
3916 if (have_flag(flgs, TR_FEATHER)) p_ptr->ffall = TRUE;
3917 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
3918 if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3919 if (have_flag(flgs, TR_WARNING)){
3920 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3921 p_ptr->warning = TRUE;
3924 if (have_flag(flgs, TR_TELEPORT))
3926 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3927 else if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'.')))
3928 p_ptr->cursed |= TRC_TELEPORT_SELF;
3931 /* Immunity flags */
3932 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3933 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3934 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3935 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3937 /* Resistance flags */
3938 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
3939 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
3940 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
3941 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
3942 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
3943 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
3944 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
3945 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
3946 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
3947 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
3948 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3949 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
3950 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3951 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3952 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
3953 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3955 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
3956 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
3957 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
3958 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
3959 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3960 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
3963 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3964 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3965 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3966 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3967 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3968 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3970 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3971 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3972 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3973 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3974 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
3975 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3976 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3978 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3980 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3982 p_ptr->to_m_chance += 10;
3986 p_ptr->to_m_chance += 3;
3990 if (o_ptr->tval == TV_CAPTURE) continue;
3992 /* Modify the base armor class */
3993 p_ptr->ac += o_ptr->ac;
3995 /* The base armor class is always known */
3996 p_ptr->dis_ac += o_ptr->ac;
3998 /* Apply the bonuses to armor class */
3999 p_ptr->to_a += o_ptr->to_a;
4001 /* Apply the mental bonuses to armor class, if known */
4002 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4004 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4006 int slot = i - INVEN_RARM;
4009 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4011 p_ptr->to_h[slot] -= 15;
4012 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4016 p_ptr->to_h[slot] -= 5;
4017 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4022 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4024 p_ptr->to_h_b -= 15;
4025 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4030 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4035 if (o_ptr->curse_flags & TRC_LOW_AC)
4037 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4040 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4045 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4049 /* Hack -- do not apply "weapon" bonuses */
4050 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4051 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4053 /* Hack -- do not apply "bow" bonuses */
4054 if (i == INVEN_BOW) continue;
4056 bonus_to_h = o_ptr->to_h;
4057 bonus_to_d = o_ptr->to_d;
4059 if (p_ptr->pclass == CLASS_NINJA)
4061 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4062 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4065 /* To Bow and Natural attack */
4067 /* Apply the bonuses to hit/damage */
4068 p_ptr->to_h_b += bonus_to_h;
4069 p_ptr->to_h_m += bonus_to_h;
4070 p_ptr->to_d_m += bonus_to_d;
4072 /* Apply the mental bonuses tp hit/damage, if known */
4073 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4076 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4078 /* Apply the bonuses to hit/damage */
4079 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4080 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4082 /* Apply the mental bonuses tp hit/damage, if known */
4083 if (object_known_p(o_ptr))
4085 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4086 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4089 else if (p_ptr->migite && p_ptr->hidarite)
4091 /* Apply the bonuses to hit/damage */
4092 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4093 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4094 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4095 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4097 /* Apply the mental bonuses tp hit/damage, if known */
4098 if (object_known_p(o_ptr))
4100 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4101 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4102 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4103 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4108 /* Apply the bonuses to hit/damage */
4109 p_ptr->to_h[0] += bonus_to_h;
4110 p_ptr->to_d[0] += bonus_to_d;
4112 /* Apply the mental bonuses tp hit/damage, if known */
4113 if (object_known_p(o_ptr))
4115 p_ptr->dis_to_h[0] += bonus_to_h;
4116 p_ptr->dis_to_d[0] += bonus_to_d;
4121 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4123 /* Monks get extra ac for armour _not worn_ */
4124 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4126 if (!(inventory[INVEN_BODY].k_idx))
4128 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4129 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4131 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4133 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4134 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4136 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4138 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4139 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4141 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4143 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4144 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4146 if (!(inventory[INVEN_HANDS].k_idx))
4148 p_ptr->to_a += (p_ptr->lev / 2);
4149 p_ptr->dis_to_a += (p_ptr->lev / 2);
4151 if (!(inventory[INVEN_FEET].k_idx))
4153 p_ptr->to_a += (p_ptr->lev / 3);
4154 p_ptr->dis_to_a += (p_ptr->lev / 3);
4156 if (p_ptr->special_defense & KAMAE_BYAKKO)
4158 p_ptr->stat_add[A_STR] += 2;
4159 p_ptr->stat_add[A_DEX] += 2;
4160 p_ptr->stat_add[A_CON] -= 3;
4162 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4165 else if (p_ptr->special_defense & KAMAE_GENBU)
4167 p_ptr->stat_add[A_INT] -= 1;
4168 p_ptr->stat_add[A_WIS] -= 1;
4169 p_ptr->stat_add[A_DEX] -= 2;
4170 p_ptr->stat_add[A_CON] += 3;
4172 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4174 p_ptr->stat_add[A_STR] -= 2;
4175 p_ptr->stat_add[A_INT] += 1;
4176 p_ptr->stat_add[A_WIS] += 1;
4177 p_ptr->stat_add[A_DEX] += 2;
4178 p_ptr->stat_add[A_CON] -= 2;
4182 if (p_ptr->special_defense & KATA_KOUKIJIN)
4184 for (i = 0; i < 6; i++)
4185 p_ptr->stat_add[i] += 5;
4187 p_ptr->dis_to_a -= 50;
4190 /* Hack -- aura of fire also provides light */
4191 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4193 /* Golems also get an intrinsic AC bonus */
4194 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4196 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4197 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4200 /* Calculate stats */
4201 for (i = 0; i < 6; i++)
4205 /* Extract the new "stat_use" value for the stat */
4206 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4208 /* Notice changes */
4209 if (p_ptr->stat_top[i] != top)
4211 /* Save the new value */
4212 p_ptr->stat_top[i] = top;
4214 /* Redisplay the stats later */
4215 p_ptr->redraw |= (PR_STATS);
4218 p_ptr->window |= (PW_PLAYER);
4222 /* Extract the new "stat_use" value for the stat */
4223 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4225 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4227 /* 10 to 18/90 charisma, guaranteed, based on level */
4228 if (use < 8 + 2 * p_ptr->lev)
4230 use = 8 + 2 * p_ptr->lev;
4234 /* Notice changes */
4235 if (p_ptr->stat_use[i] != use)
4237 /* Save the new value */
4238 p_ptr->stat_use[i] = use;
4240 /* Redisplay the stats later */
4241 p_ptr->redraw |= (PR_STATS);
4244 p_ptr->window |= (PW_PLAYER);
4248 /* Values: 3, 4, ..., 17 */
4249 if (use <= 18) ind = (use - 3);
4251 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4252 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4254 /* Range: 18/220+ */
4257 /* Notice changes */
4258 if (p_ptr->stat_ind[i] != ind)
4260 /* Save the new index */
4261 p_ptr->stat_ind[i] = ind;
4263 /* Change in CON affects Hitpoints */
4266 p_ptr->update |= (PU_HP);
4269 /* Change in INT may affect Mana/Spells */
4270 else if (i == A_INT)
4272 if (mp_ptr->spell_stat == A_INT)
4274 p_ptr->update |= (PU_MANA | PU_SPELLS);
4278 /* Change in WIS may affect Mana/Spells */
4279 else if (i == A_WIS)
4281 if (mp_ptr->spell_stat == A_WIS)
4283 p_ptr->update |= (PU_MANA | PU_SPELLS);
4287 /* Change in WIS may affect Mana/Spells */
4288 else if (i == A_CHR)
4290 if (mp_ptr->spell_stat == A_CHR)
4292 p_ptr->update |= (PU_MANA | PU_SPELLS);
4297 p_ptr->window |= (PW_PLAYER);
4302 /* Apply temporary "stun" */
4303 if (p_ptr->stun > 50)
4305 p_ptr->to_h[0] -= 20;
4306 p_ptr->to_h[1] -= 20;
4307 p_ptr->to_h_b -= 20;
4308 p_ptr->to_h_m -= 20;
4309 p_ptr->dis_to_h[0] -= 20;
4310 p_ptr->dis_to_h[1] -= 20;
4311 p_ptr->dis_to_h_b -= 20;
4312 p_ptr->to_d[0] -= 20;
4313 p_ptr->to_d[1] -= 20;
4314 p_ptr->to_d_m -= 20;
4315 p_ptr->dis_to_d[0] -= 20;
4316 p_ptr->dis_to_d[1] -= 20;
4318 else if (p_ptr->stun)
4320 p_ptr->to_h[0] -= 5;
4321 p_ptr->to_h[1] -= 5;
4324 p_ptr->dis_to_h[0] -= 5;
4325 p_ptr->dis_to_h[1] -= 5;
4326 p_ptr->dis_to_h_b -= 5;
4327 p_ptr->to_d[0] -= 5;
4328 p_ptr->to_d[1] -= 5;
4330 p_ptr->dis_to_d[0] -= 5;
4331 p_ptr->dis_to_d[1] -= 5;
4335 if (p_ptr->wraith_form)
4337 p_ptr->reflect = TRUE;
4340 /* Temporary blessing */
4341 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4344 p_ptr->dis_to_a += 5;
4345 p_ptr->to_h[0] += 10;
4346 p_ptr->to_h[1] += 10;
4347 p_ptr->to_h_b += 10;
4348 p_ptr->to_h_m += 10;
4349 p_ptr->dis_to_h[0] += 10;
4350 p_ptr->dis_to_h[1] += 10;
4351 p_ptr->dis_to_h_b += 10;
4354 if (p_ptr->magicdef)
4356 p_ptr->resist_blind = TRUE;
4357 p_ptr->resist_conf = TRUE;
4358 p_ptr->reflect = TRUE;
4359 p_ptr->free_act = TRUE;
4360 p_ptr->ffall = TRUE;
4363 /* Temporary "Hero" */
4364 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4366 p_ptr->to_h[0] += 12;
4367 p_ptr->to_h[1] += 12;
4368 p_ptr->to_h_b += 12;
4369 p_ptr->to_h_m += 12;
4370 p_ptr->dis_to_h[0] += 12;
4371 p_ptr->dis_to_h[1] += 12;
4372 p_ptr->dis_to_h_b += 12;
4375 /* Temporary "Beserk" */
4378 p_ptr->to_h[0] += 12;
4379 p_ptr->to_h[1] += 12;
4380 p_ptr->to_h_b -= 12;
4381 p_ptr->to_h_m += 12;
4382 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4383 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4384 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4385 p_ptr->dis_to_h[0] += 12;
4386 p_ptr->dis_to_h[1] += 12;
4387 p_ptr->dis_to_h_b -= 12;
4388 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4389 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4391 p_ptr->dis_to_a -= 10;
4392 p_ptr->skill_stl -= 7;
4393 p_ptr->skill_dev -= 20;
4394 p_ptr->skill_sav -= 30;
4395 p_ptr->skill_srh -= 15;
4396 p_ptr->skill_fos -= 15;
4397 p_ptr->skill_tht -= 20;
4398 p_ptr->skill_dig += 30;
4401 /* Temporary "fast" */
4402 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4404 p_ptr->pspeed += 10;
4407 /* Temporary "slow" */
4410 p_ptr->pspeed -= 10;
4413 /* Temporary "telepathy" */
4414 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4416 p_ptr->telepathy = TRUE;
4419 if (p_ptr->ele_immune)
4421 if (p_ptr->special_defense & DEFENSE_ACID)
4422 p_ptr->immune_acid = TRUE;
4423 else if (p_ptr->special_defense & DEFENSE_ELEC)
4424 p_ptr->immune_elec = TRUE;
4425 else if (p_ptr->special_defense & DEFENSE_FIRE)
4426 p_ptr->immune_fire = TRUE;
4427 else if (p_ptr->special_defense & DEFENSE_COLD)
4428 p_ptr->immune_cold = TRUE;
4431 /* Temporary see invisible */
4432 if (p_ptr->tim_invis)
4434 p_ptr->see_inv = TRUE;
4437 /* Temporary infravision boost */
4438 if (p_ptr->tim_infra)
4440 p_ptr->see_infra+=3;
4443 /* Temporary regeneration boost */
4444 if (p_ptr->tim_regen)
4446 p_ptr->regenerate = TRUE;
4449 /* Temporary levitation */
4450 if (p_ptr->tim_ffall)
4452 p_ptr->ffall = TRUE;
4455 /* Hack -- Hero/Shero -> Res fear */
4456 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4458 p_ptr->resist_fear = TRUE;
4462 /* Hack -- Telepathy Change */
4463 if (p_ptr->telepathy != old_telepathy)
4465 p_ptr->update |= (PU_MONSTERS);
4468 if ((p_ptr->esp_animal != old_esp_animal) ||
4469 (p_ptr->esp_undead != old_esp_undead) ||
4470 (p_ptr->esp_demon != old_esp_demon) ||
4471 (p_ptr->esp_orc != old_esp_orc) ||
4472 (p_ptr->esp_troll != old_esp_troll) ||
4473 (p_ptr->esp_giant != old_esp_giant) ||
4474 (p_ptr->esp_dragon != old_esp_dragon) ||
4475 (p_ptr->esp_human != old_esp_human) ||
4476 (p_ptr->esp_evil != old_esp_evil) ||
4477 (p_ptr->esp_good != old_esp_good) ||
4478 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4479 (p_ptr->esp_unique != old_esp_unique))
4481 p_ptr->update |= (PU_MONSTERS);
4484 /* Hack -- See Invis Change */
4485 if (p_ptr->see_inv != old_see_inv)
4487 p_ptr->update |= (PU_MONSTERS);
4490 /* Bloating slows the player down (a little) */
4491 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4493 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4495 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4497 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE]-4000)/200;
4498 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE]-4000)/200;
4501 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4503 int penalty1, penalty2;
4504 penalty1 = ((100-p_ptr->skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4505 penalty2 = ((100-p_ptr->skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4506 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4508 penalty1 = penalty1 / 2 - 5;
4509 penalty2 = penalty2 / 2 - 5;
4512 p_ptr->dis_to_a += 10;
4516 if (penalty1 > 0) penalty1 /= 2;
4517 if (penalty2 > 0) penalty2 /= 2;
4519 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4521 penalty1 = MAX(0, penalty1 - 10);
4522 penalty2 = MAX(0, penalty2 - 10);
4524 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4526 penalty1 = MIN(0, penalty1);
4527 penalty2 = MIN(0, penalty2);
4529 p_ptr->dis_to_a += 10;
4533 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4535 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4538 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4539 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4540 p_ptr->to_h[0] -= penalty1;
4541 p_ptr->to_h[1] -= penalty2;
4542 p_ptr->dis_to_h[0] -= penalty1;
4543 p_ptr->dis_to_h[1] -= penalty2;
4546 /* Extract the current weight (in tenth pounds) */
4547 j = p_ptr->total_weight;
4549 /* Extract the "weight limit" (in tenth pounds) */
4554 int speed = m_list[p_ptr->riding].mspeed;
4555 if (m_list[p_ptr->riding].mspeed > 110)
4557 p_ptr->pspeed = 110 + (s16b)((speed-110)*(p_ptr->skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4558 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4562 p_ptr->pspeed = speed;
4564 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4565 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4566 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4567 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4569 if (p_ptr->skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - p_ptr->skill_exp[GINOU_RIDING]))/2000;
4571 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4574 /* XXX XXX XXX Apply "encumbrance" from weight */
4575 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4577 /* Searching slows the player down */
4578 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4580 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4581 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4582 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4583 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4584 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4585 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4586 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4587 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4588 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4589 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4590 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4591 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4592 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4594 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4595 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4596 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4597 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4598 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4599 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4600 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4601 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4602 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4603 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4606 /* Obtain the "hold" value */
4607 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4610 /* Examine the "current bow" */
4611 o_ptr = &inventory[INVEN_BOW];
4614 /* Assume not heavy */
4615 p_ptr->heavy_shoot = FALSE;
4617 /* It is hard to carholdry a heavy bow */
4618 if (hold < o_ptr->weight / 10)
4620 /* Hard to wield a heavy bow */
4621 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4622 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4625 p_ptr->heavy_shoot = TRUE;
4629 /* Compute "extra shots" if needed */
4632 /* Analyze the launcher */
4633 switch (o_ptr->sval)
4637 p_ptr->tval_ammo = TV_SHOT;
4645 p_ptr->tval_ammo = TV_ARROW;
4652 p_ptr->tval_ammo = TV_BOLT;
4657 p_ptr->tval_ammo = TV_NO_AMMO;
4662 /* Apply special flags */
4663 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4666 p_ptr->num_fire += (extra_shots * 100);
4668 /* Hack -- Rangers love Bows */
4669 if ((p_ptr->pclass == CLASS_RANGER) &&
4670 (p_ptr->tval_ammo == TV_ARROW))
4672 p_ptr->num_fire += (p_ptr->lev * 4);
4675 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4676 (p_ptr->tval_ammo == TV_ARROW))
4678 p_ptr->num_fire += (p_ptr->lev * 3);
4681 if (p_ptr->pclass == CLASS_ARCHER)
4683 if (p_ptr->tval_ammo == TV_ARROW)
4684 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4685 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4686 p_ptr->num_fire += (p_ptr->lev * 4);
4690 * Addendum -- also "Reward" high level warriors,
4691 * with _any_ missile weapon -- TY
4693 if (p_ptr->pclass == CLASS_WARRIOR &&
4694 (p_ptr->tval_ammo <= TV_BOLT) &&
4695 (p_ptr->tval_ammo >= TV_SHOT))
4697 p_ptr->num_fire += (p_ptr->lev * 2);
4699 if ((p_ptr->pclass == CLASS_ROGUE) &&
4700 (p_ptr->tval_ammo == TV_SHOT))
4702 p_ptr->num_fire += (p_ptr->lev * 4);
4710 for(i = 0 ; i < 2 ; i++)
4712 /* Examine the "main weapon" */
4713 o_ptr = &inventory[INVEN_RARM+i];
4715 object_flags(o_ptr, flgs);
4717 /* Assume not heavy */
4718 p_ptr->heavy_wield[i] = FALSE;
4719 p_ptr->icky_wield[i] = FALSE;
4720 p_ptr->riding_wield[i] = FALSE;
4722 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4723 /* It is hard to hold a heavy weapon */
4724 if (hold < o_ptr->weight / 10)
4726 /* Hard to wield a heavy weapon */
4727 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4728 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4731 p_ptr->heavy_wield[i] = TRUE;
4733 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4735 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4738 p_ptr->dis_to_a += 5;
4741 /* Normal weapons */
4742 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4744 int str_index, dex_index;
4746 int num = 0, wgt = 0, mul = 0, div = 0;
4748 /* Analyze the class */
4749 switch (p_ptr->pclass)
4753 num = 6; wgt = 70; mul = 5; break;
4756 case CLASS_BERSERKER:
4757 num = 6; wgt = 70; mul = 7; break;
4761 case CLASS_HIGH_MAGE:
4762 case CLASS_BLUE_MAGE:
4763 num = 3; wgt = 100; mul = 2; break;
4765 /* Priest, Mindcrafter */
4767 case CLASS_MAGIC_EATER:
4768 case CLASS_MINDCRAFTER:
4769 num = 5; wgt = 100; mul = 3; break;
4773 num = 5; wgt = 40; mul = 3; break;
4777 num = 5; wgt = 70; mul = 4; break;
4782 num = 5; wgt = 70; mul = 4; break;
4786 num = 5; wgt = 150; mul = 5; break;
4789 case CLASS_WARRIOR_MAGE:
4790 case CLASS_RED_MAGE:
4791 num = 5; wgt = 70; mul = 3; break;
4794 case CLASS_CHAOS_WARRIOR:
4795 num = 5; wgt = 70; mul = 4; break;
4799 num = 5; wgt = 60; mul = 3; break;
4803 num = 4; wgt = 100; mul = 3; break;
4806 case CLASS_IMITATOR:
4807 num = 5; wgt = 70; mul = 4; break;
4810 case CLASS_BEASTMASTER:
4811 num = 5; wgt = 70; mul = 3; break;
4814 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4815 else {num = 5; wgt = 100; mul = 3;}
4819 case CLASS_SORCERER:
4820 num = 1; wgt = 1; mul = 1; break;
4822 /* Archer, Magic eater */
4825 num = 4; wgt = 70; mul = 2; break;
4828 case CLASS_FORCETRAINER:
4829 num = 4; wgt = 60; mul = 2; break;
4832 case CLASS_MIRROR_MASTER:
4833 num = 3; wgt = 100; mul = 3; break;
4837 num = 4; wgt = 20; mul = 1; break;
4840 /* Enforce a minimum "weight" (tenth pounds) */
4841 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4843 /* Access the strength vs weight */
4844 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4846 if (p_ptr->ryoute && !omoi) str_index++;
4847 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4850 if (str_index > 11) str_index = 11;
4852 /* Index by dexterity */
4853 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4856 if (dex_index > 11) dex_index = 11;
4858 /* Use the blows table */
4859 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4862 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4864 /* Add in the "bonus blows" */
4865 p_ptr->num_blow[i] += extra_blows[i];
4868 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4869 else if (p_ptr->pclass == CLASS_BERSERKER)
4871 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4873 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4875 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4877 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4880 /* Require at least one blow */
4881 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4883 /* Boost digging skill by weapon weight */
4884 p_ptr->skill_dig += (o_ptr->weight / 10);
4888 /* Priest weapon penalty for non-blessed edged weapons */
4889 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4890 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4892 /* Reduce the real bonuses */
4893 p_ptr->to_h[i] -= 2;
4894 p_ptr->to_d[i] -= 2;
4896 /* Reduce the mental bonuses */
4897 p_ptr->dis_to_h[i] -= 2;
4898 p_ptr->dis_to_d[i] -= 2;
4901 p_ptr->icky_wield[i] = TRUE;
4903 else if (p_ptr->pclass == CLASS_BERSERKER)
4905 p_ptr->to_h[i] += p_ptr->lev/5;
4906 p_ptr->to_d[i] += p_ptr->lev/6;
4907 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4908 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4909 if (!p_ptr->hidarite || p_ptr->ryoute)
4911 p_ptr->to_h[i] += p_ptr->lev/5;
4912 p_ptr->to_d[i] += p_ptr->lev/6;
4913 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4914 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4917 else if (p_ptr->pclass == CLASS_SORCERER)
4919 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4921 /* Reduce the real bonuses */
4922 p_ptr->to_h[i] -= 200;
4923 p_ptr->to_d[i] -= 200;
4925 /* Reduce the mental bonuses */
4926 p_ptr->dis_to_h[i] -= 200;
4927 p_ptr->dis_to_d[i] -= 200;
4930 p_ptr->icky_wield[i] = TRUE;
4934 /* Reduce the real bonuses */
4935 p_ptr->to_h[i] -= 30;
4936 p_ptr->to_d[i] -= 10;
4938 /* Reduce the mental bonuses */
4939 p_ptr->dis_to_h[i] -= 30;
4940 p_ptr->dis_to_d[i] -= 10;
4945 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4947 p_ptr->to_h[i] +=15;
4948 p_ptr->dis_to_h[i] +=15;
4950 else if (!(have_flag(flgs, TR_RIDING)))
4953 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4959 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4961 if (penalty < 30) penalty = 30;
4963 p_ptr->to_h[i] -= penalty;
4964 p_ptr->dis_to_h[i] -= penalty;
4967 p_ptr->riding_wield[i] = TRUE;
4976 p_ptr->riding_ryoute = FALSE;
4977 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
4979 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4981 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4985 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4987 if (penalty < 30) penalty = 30;
4989 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4990 p_ptr->to_h_b -= penalty;
4991 p_ptr->dis_to_h_b -= penalty;
4994 /* Different calculation for monks with empty hands */
4995 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
4997 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
4998 p_ptr->num_blow[0] = 0;
5000 if (p_ptr->pclass == CLASS_FORCETRAINER)
5002 if (blow_base > 18) p_ptr->num_blow[0]++;
5003 if (blow_base > 31) p_ptr->num_blow[0]++;
5004 if (blow_base > 44) p_ptr->num_blow[0]++;
5005 if (blow_base > 58) p_ptr->num_blow[0]++;
5006 if (p_ptr->magic_num1[0])
5008 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5009 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5014 if (blow_base > 12) p_ptr->num_blow[0]++;
5015 if (blow_base > 22) p_ptr->num_blow[0]++;
5016 if (blow_base > 31) p_ptr->num_blow[0]++;
5017 if (blow_base > 39) p_ptr->num_blow[0]++;
5018 if (blow_base > 46) p_ptr->num_blow[0]++;
5019 if (blow_base > 53) p_ptr->num_blow[0]++;
5020 if (blow_base > 59) p_ptr->num_blow[0]++;
5023 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5024 p_ptr->num_blow[0] /= 2;
5027 p_ptr->to_h[0] += (p_ptr->lev / 3);
5028 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5030 p_ptr->to_d[0] += (p_ptr->lev / 6);
5031 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5034 if (p_ptr->special_defense & KAMAE_BYAKKO)
5037 p_ptr->dis_to_a -= 40;
5040 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5043 p_ptr->dis_to_a -= 50;
5044 p_ptr->resist_acid = TRUE;
5045 p_ptr->resist_fire = TRUE;
5046 p_ptr->resist_elec = TRUE;
5047 p_ptr->resist_cold = TRUE;
5048 p_ptr->resist_pois = TRUE;
5049 p_ptr->sh_fire = TRUE;
5050 p_ptr->sh_elec = TRUE;
5051 p_ptr->sh_cold = TRUE;
5052 p_ptr->ffall = TRUE;
5054 else if (p_ptr->special_defense & KAMAE_GENBU)
5056 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5057 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5058 p_ptr->reflect = TRUE;
5059 p_ptr->num_blow[0] -= 2;
5060 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5061 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5063 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5065 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5066 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5068 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5069 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5070 p_ptr->num_blow[0] /= 2;
5071 p_ptr->ffall = TRUE;
5074 p_ptr->num_blow[0] += 1+extra_blows[0];
5077 monk_armour_aux = FALSE;
5081 monk_armour_aux = TRUE;
5084 for (i = 0 ; i < 2 ; i++)
5086 if(buki_motteruka(INVEN_RARM+i))
5088 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5089 int sval = inventory[INVEN_RARM+i].sval;
5091 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval]-4000)/200;
5092 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval]-4000)/200;
5093 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5095 p_ptr->to_h[i] -= 40;
5096 p_ptr->dis_to_h[i] -= 40;
5097 p_ptr->icky_wield[i] = TRUE;
5099 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5101 p_ptr->to_h[i] -= 40;
5102 p_ptr->dis_to_h[i] -= 40;
5103 p_ptr->icky_wield[i] = TRUE;
5105 else if (p_ptr->pclass == CLASS_NINJA)
5107 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5109 p_ptr->to_h[i] -= 40;
5110 p_ptr->dis_to_h[i] -= 40;
5111 p_ptr->icky_wield[i] = TRUE;
5112 p_ptr->num_blow[i] /= 2;
5113 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5119 /* Temporary lightspeed */
5120 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5122 p_ptr->pspeed = 209;
5124 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5126 /* Display the speed (if needed) */
5127 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5131 if (p_ptr->to_a > (0 - p_ptr->ac))
5132 p_ptr->to_a = 0 - p_ptr->ac;
5133 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5134 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5137 /* Redraw armor (if needed) */
5138 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5141 p_ptr->redraw |= (PR_ARMOR);
5144 p_ptr->window |= (PW_PLAYER);
5148 if (p_ptr->ryoute && !omoi)
5150 int bonus_to_h=0, bonus_to_d=0;
5151 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5152 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);
5154 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5155 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5156 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5157 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5160 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5162 /* Affect Skill -- stealth (bonus one) */
5163 p_ptr->skill_stl += 1;
5165 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5166 p_ptr->skill_stl += 99;
5168 /* Affect Skill -- disarming (DEX and INT) */
5169 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5170 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5172 /* Affect Skill -- magic devices (INT) */
5173 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5175 /* Affect Skill -- saving throw (WIS) */
5176 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5178 /* Affect Skill -- digging (STR) */
5179 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5181 /* Affect Skill -- disarming (Level, by Class) */
5182 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5184 /* Affect Skill -- magic devices (Level, by Class) */
5185 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5187 /* Affect Skill -- saving throw (Level, by Class) */
5188 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5190 /* Affect Skill -- stealth (Level, by Class) */
5191 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5193 /* Affect Skill -- search ability (Level, by Class) */
5194 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5196 /* Affect Skill -- search frequency (Level, by Class) */
5197 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5199 /* Affect Skill -- combat (normal) (Level, by Class) */
5200 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5202 /* Affect Skill -- combat (shooting) (Level, by Class) */
5203 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5205 /* Affect Skill -- combat (throwing) (Level, by Class) */
5206 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5209 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5211 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5212 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5215 /* Limit Skill -- stealth from 0 to 30 */
5216 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5217 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5219 /* Limit Skill -- digging from 1 up */
5220 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5222 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5224 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5226 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;
5228 if (down_saving) p_ptr->skill_sav /= 2;
5230 /* Hack -- handle "xtra" mode */
5231 if (character_xtra) return;
5233 /* Take note when "heavy bow" changes */
5234 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5237 if (p_ptr->heavy_shoot)
5240 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5242 msg_print("You have trouble wielding such a heavy bow.");
5246 else if (inventory[INVEN_BOW].k_idx)
5249 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5251 msg_print("You have no trouble wielding your bow.");
5258 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5260 msg_print("You feel relieved to put down your heavy bow.");
5266 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5269 for(i = 0 ; i < 2 ; i++)
5271 /* Take note when "heavy weapon" changes */
5272 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5275 if (p_ptr->heavy_wield[i])
5278 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5280 msg_print("You have trouble wielding such a heavy weapon.");
5284 else if (buki_motteruka(INVEN_RARM+i))
5287 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5289 msg_print("You have no trouble wielding your weapon.");
5293 else if (p_ptr->heavy_wield[1-i])
5296 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5298 msg_print("You have still trouble wielding a heavy weapon.");
5305 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5307 msg_print("You feel relieved to put down your heavy weapon.");
5313 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5316 /* Take note when "heavy weapon" changes */
5317 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5320 if (p_ptr->riding_wield[i])
5323 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5325 msg_print("This weapon is not suitable for use while riding.");
5329 else if (!p_ptr->riding)
5332 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5334 msg_print("This weapon was not suitable for use while riding.");
5338 else if (buki_motteruka(INVEN_RARM+i))
5341 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5343 msg_print("This weapon is suitable for use while riding.");
5348 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5351 /* Take note when "illegal weapon" changes */
5352 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5355 if (p_ptr->icky_wield[i])
5358 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5360 msg_print("You do not feel comfortable with your weapon.");
5364 chg_virtue(V_FAITH, -1);
5367 else if (buki_motteruka(INVEN_RARM+i))
5370 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5372 msg_print("You feel comfortable with your weapon.");
5379 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5381 msg_print("You feel more comfortable after removing your weapon.");
5387 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5391 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5394 if (p_ptr->riding_ryoute)
5397 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5399 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5405 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5407 msg_print("You began to control riding pet with one hand.");
5411 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5414 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5419 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5421 msg_print("The weight of your armor disrupts your balance.");
5426 chg_virtue(V_HARMONY, -1);
5431 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5433 msg_print("You regain your balance.");
5436 monk_notify_aux = monk_armour_aux;
5440 p_ptr->align = friend_align;
5442 /* Determine player alignment */
5443 for (i = 0; i < 8; i++)
5445 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5450 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5451 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5452 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5454 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5455 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5456 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5460 if (p_ptr->align > 0)
5462 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5463 if (p_ptr->align < 0) p_ptr->align = 0;
5465 else if (p_ptr->align < 0)
5467 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5468 if (p_ptr->align > 0) p_ptr->align = 0;
5476 for (i = 0; i < INVEN_PACK; i++)
5478 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5479 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5480 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5481 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5483 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5487 /* Acquire object */
5488 o_ptr = &o_list[this_o_idx];
5490 /* Acquire next object */
5491 next_o_idx = o_ptr->next_o_idx;
5493 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5494 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5495 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5496 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5499 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5501 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5503 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5504 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5507 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)))
5509 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5510 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5513 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5515 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5516 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5519 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5521 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5522 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5529 * Handle "p_ptr->notice"
5531 void notice_stuff(void)
5534 if (!p_ptr->notice) return;
5537 /* Combine the pack */
5538 if (p_ptr->notice & (PN_COMBINE))
5540 p_ptr->notice &= ~(PN_COMBINE);
5544 /* Reorder the pack */
5545 if (p_ptr->notice & (PN_REORDER))
5547 p_ptr->notice &= ~(PN_REORDER);
5554 * Handle "p_ptr->update"
5556 void update_stuff(void)
5559 if (!p_ptr->update) return;
5562 if (p_ptr->update & (PU_BONUS))
5564 p_ptr->update &= ~(PU_BONUS);
5568 if (p_ptr->update & (PU_TORCH))
5570 p_ptr->update &= ~(PU_TORCH);
5574 if (p_ptr->update & (PU_HP))
5576 p_ptr->update &= ~(PU_HP);
5580 if (p_ptr->update & (PU_MANA))
5582 p_ptr->update &= ~(PU_MANA);
5586 if (p_ptr->update & (PU_SPELLS))
5588 p_ptr->update &= ~(PU_SPELLS);
5593 /* Character is not ready yet, no screen updates */
5594 if (!character_generated) return;
5597 /* Character is in "icky" mode, no screen updates */
5598 if (character_icky) return;
5601 if (p_ptr->update & (PU_UN_LITE))
5603 p_ptr->update &= ~(PU_UN_LITE);
5607 if (p_ptr->update & (PU_UN_VIEW))
5609 p_ptr->update &= ~(PU_UN_VIEW);
5613 if (p_ptr->update & (PU_VIEW))
5615 p_ptr->update &= ~(PU_VIEW);
5619 if (p_ptr->update & (PU_LITE))
5621 p_ptr->update &= ~(PU_LITE);
5626 if (p_ptr->update & (PU_FLOW))
5628 p_ptr->update &= ~(PU_FLOW);
5632 if (p_ptr->update & (PU_MON_LITE))
5634 p_ptr->update &= ~(PU_MON_LITE);
5638 if (p_ptr->update & (PU_DISTANCE))
5640 p_ptr->update &= ~(PU_DISTANCE);
5641 p_ptr->update &= ~(PU_MONSTERS);
5642 update_monsters(TRUE);
5645 if (p_ptr->update & (PU_MONSTERS))
5647 p_ptr->update &= ~(PU_MONSTERS);
5648 update_monsters(FALSE);
5654 * Handle "p_ptr->redraw"
5656 void redraw_stuff(void)
5659 if (!p_ptr->redraw) return;
5662 /* Character is not ready yet, no screen updates */
5663 if (!character_generated) return;
5666 /* Character is in "icky" mode, no screen updates */
5667 if (character_icky) return;
5671 /* Hack -- clear the screen */
5672 if (p_ptr->redraw & (PR_WIPE))
5674 p_ptr->redraw &= ~(PR_WIPE);
5680 if (p_ptr->redraw & (PR_MAP))
5682 p_ptr->redraw &= ~(PR_MAP);
5687 if (p_ptr->redraw & (PR_BASIC))
5689 p_ptr->redraw &= ~(PR_BASIC);
5690 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5691 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5692 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5693 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5699 if (p_ptr->redraw & (PR_DUNGEON))
5701 p_ptr->redraw &= ~(PR_DUNGEON);
5704 if (p_ptr->redraw & (PR_EQUIPPY))
5706 p_ptr->redraw &= ~(PR_EQUIPPY);
5707 print_equippy(); /* To draw / delete equippy chars */
5710 if (p_ptr->redraw & (PR_MISC))
5712 p_ptr->redraw &= ~(PR_MISC);
5713 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5714 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5718 if (p_ptr->redraw & (PR_TITLE))
5720 p_ptr->redraw &= ~(PR_TITLE);
5724 if (p_ptr->redraw & (PR_LEV))
5726 p_ptr->redraw &= ~(PR_LEV);
5730 if (p_ptr->redraw & (PR_EXP))
5732 p_ptr->redraw &= ~(PR_EXP);
5736 if (p_ptr->redraw & (PR_STATS))
5738 p_ptr->redraw &= ~(PR_STATS);
5747 if (p_ptr->redraw & (PR_STATUS))
5749 p_ptr->redraw &= ~(PR_STATUS);
5753 if (p_ptr->redraw & (PR_ARMOR))
5755 p_ptr->redraw &= ~(PR_ARMOR);
5759 if (p_ptr->redraw & (PR_HP))
5761 p_ptr->redraw &= ~(PR_HP);
5765 if (p_ptr->redraw & (PR_MANA))
5767 p_ptr->redraw &= ~(PR_MANA);
5771 if (p_ptr->redraw & (PR_GOLD))
5773 p_ptr->redraw &= ~(PR_GOLD);
5777 if (p_ptr->redraw & (PR_DEPTH))
5779 p_ptr->redraw &= ~(PR_DEPTH);
5783 if (p_ptr->redraw & (PR_HEALTH))
5785 p_ptr->redraw &= ~(PR_HEALTH);
5789 if (p_ptr->redraw & (PR_UHEALTH))
5791 p_ptr->redraw &= ~(PR_UHEALTH);
5792 riding_health_redraw();
5796 if (p_ptr->redraw & (PR_EXTRA))
5798 p_ptr->redraw &= ~(PR_EXTRA);
5799 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5800 p_ptr->redraw &= ~(PR_HUNGER);
5801 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5805 if (p_ptr->redraw & (PR_CUT))
5807 p_ptr->redraw &= ~(PR_CUT);
5811 if (p_ptr->redraw & (PR_STUN))
5813 p_ptr->redraw &= ~(PR_STUN);
5817 if (p_ptr->redraw & (PR_HUNGER))
5819 p_ptr->redraw &= ~(PR_HUNGER);
5823 if (p_ptr->redraw & (PR_STATE))
5825 p_ptr->redraw &= ~(PR_STATE);
5829 if (p_ptr->redraw & (PR_SPEED))
5831 p_ptr->redraw &= ~(PR_SPEED);
5835 if (p_ptr->pclass == CLASS_IMITATOR)
5837 if (p_ptr->redraw & (PR_MANE))
5839 p_ptr->redraw &= ~(PR_MANE);
5843 else if (p_ptr->redraw & (PR_STUDY))
5845 p_ptr->redraw &= ~(PR_STUDY);
5852 * Handle "p_ptr->window"
5854 void window_stuff(void)
5862 if (!p_ptr->window) return;
5865 for (j = 0; j < 8; j++)
5867 /* Save usable flags */
5868 if (angband_term[j]) mask |= window_flag[j];
5871 /* Apply usable flags */
5872 p_ptr->window &= mask;
5875 if (!p_ptr->window) return;
5878 /* Display inventory */
5879 if (p_ptr->window & (PW_INVEN))
5881 p_ptr->window &= ~(PW_INVEN);
5885 /* Display equipment */
5886 if (p_ptr->window & (PW_EQUIP))
5888 p_ptr->window &= ~(PW_EQUIP);
5892 /* Display spell list */
5893 if (p_ptr->window & (PW_SPELL))
5895 p_ptr->window &= ~(PW_SPELL);
5899 /* Display player */
5900 if (p_ptr->window & (PW_PLAYER))
5902 p_ptr->window &= ~(PW_PLAYER);
5906 /* Display overhead view */
5907 if (p_ptr->window & (PW_MESSAGE))
5909 p_ptr->window &= ~(PW_MESSAGE);
5913 /* Display overhead view */
5914 if (p_ptr->window & (PW_OVERHEAD))
5916 p_ptr->window &= ~(PW_OVERHEAD);
5920 /* Display overhead view */
5921 if (p_ptr->window & (PW_DUNGEON))
5923 p_ptr->window &= ~(PW_DUNGEON);
5927 /* Display monster recall */
5928 if (p_ptr->window & (PW_MONSTER))
5930 p_ptr->window &= ~(PW_MONSTER);
5934 /* Display object recall */
5935 if (p_ptr->window & (PW_OBJECT))
5937 p_ptr->window &= ~(PW_OBJECT);
5944 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5946 void handle_stuff(void)
5949 if (p_ptr->update) update_stuff();
5952 if (p_ptr->redraw) redraw_stuff();
5955 if (p_ptr->window) window_stuff();
5959 s16b empty_hands(bool is_monk)
5962 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5964 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
5965 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
5970 bool heavy_armor(void)
5972 u16b monk_arm_wgt = 0;
5974 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5976 /* Weight the armor */
5977 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5978 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5979 monk_arm_wgt += inventory[INVEN_BODY].weight;
5980 monk_arm_wgt += inventory[INVEN_HEAD].weight;
5981 monk_arm_wgt += inventory[INVEN_OUTER].weight;
5982 monk_arm_wgt += inventory[INVEN_HANDS].weight;
5983 monk_arm_wgt += inventory[INVEN_FEET].weight;
5985 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5988 int number_of_quests(void)
5992 /* Clear the counter */
5995 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
5997 if (quest[j].status != QUEST_STATUS_UNTAKEN)
5999 /* Increment count of quests taken. */
6004 /* Return the number of quests taken */