3 * @brief 雑多なその他の処理1 / misc code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (p_ptr->magic_num2[2])
679 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
680 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == -1)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == -2)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1721 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1724 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725 * @param n_same モンスターの数の現在数
1729 * nnn : number or unique(U) or wanted unique(W)
1730 * X : symbol of monster
1731 * LV : monster lv if known
1732 * name: name of monster
1736 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1739 int r_idx = m_ptr->ap_r_idx;
1740 monster_race* r_ptr = &r_info[r_idx];
1744 //Number of 'U'nique
1745 if(r_ptr->flags1&RF1_UNIQUE){//unique
1746 bool is_kubi = FALSE;
1747 for(i=0;i<MAX_KUBI;i++){
1748 if(kubi_r_idx[i] == r_idx){
1753 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1755 sprintf(buf, "%3d", n_same);
1756 Term_addstr(-1, TERM_WHITE, buf);
1759 Term_addstr(-1, TERM_WHITE, " ");
1760 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761 //Term_addstr(-1, TERM_WHITE, "/");
1762 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1764 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765 sprintf(buf, " %2d", r_ptr->level);
1769 Term_addstr(-1, TERM_WHITE, buf);
1771 sprintf(buf, " %s ", r_name+r_ptr->name);
1772 Term_addstr(-1, TERM_WHITE, buf);
1774 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1778 * @brief モンスターの出現リストを表示する / Print monster info in line
1781 * @param max_lines 最大何行描画するか
1783 void print_monster_list(int x, int y, int max_lines){
1785 monster_type* last_mons = NULL;
1786 monster_type* m_ptr = NULL;
1790 for(i=0;i<temp_n;i++){
1791 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793 m_ptr = &m_list[c_ptr->m_idx];
1794 if(is_pet(m_ptr))continue;//pet
1795 if(!m_ptr->r_idx)continue;//dead?
1798 int r_idx = m_ptr->ap_r_idx;
1799 monster_race* r_ptr = &r_info[r_idx];
1800 cptr name = (r_name + r_ptr->name);
1801 cptr ename = (r_name + r_ptr->name);
1802 //ミミック類や「それ」等は、一覧に出てはいけない
1803 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1806 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807 (strcmp(ename, "Null the Living Void")==0))continue;
1808 //"金無垢の指輪"は、一覧に出てはいけない
1809 if((strcmp(name, "金無垢の指輪")==0)||
1810 (strcmp(ename, "Plain Gold Ring")==0))continue;
1814 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815 if(!last_mons){//先頭モンスター
1821 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1823 continue;//表示処理を次に回す
1825 //print last mons info
1826 print_monster_line(x, line++, last_mons, n_same);
1829 if(line-y-1==max_lines){//残り1行
1833 if(line-y-1==max_lines && i!=temp_n){
1834 Term_gotoxy(x, line);
1835 Term_addstr(-1, TERM_WHITE, "-- and more --");
1837 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1842 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1845 static void fix_monster_list(void)
1851 for (j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1862 Term_activate(angband_term[j]);
1863 Term_get_size(&w, &h);
1867 target_set_prepare_look();//モンスター一覧を生成,ソート
1868 print_monster_list(0, 0, h);
1881 * @brief 現在の装備品をサブウィンドウに表示する /
1882 * Hack -- display equipment in sub-windows
1885 static void fix_equip(void)
1890 for (j = 0; j < 8; j++)
1895 if (!angband_term[j]) continue;
1897 /* No relevant flags */
1898 if (!(window_flag[j] & (PW_EQUIP))) continue;
1901 Term_activate(angband_term[j]);
1903 /* Display equipment */
1916 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1917 * Hack -- display spells in sub-windows
1920 static void fix_spell(void)
1925 for (j = 0; j < 8; j++)
1930 if (!angband_term[j]) continue;
1932 /* No relevant flags */
1933 if (!(window_flag[j] & (PW_SPELL))) continue;
1936 Term_activate(angband_term[j]);
1938 /* Display spell list */
1939 display_spell_list();
1951 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1952 * Hack -- display character in sub-windows
1955 static void fix_player(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_PLAYER))) continue;
1971 Term_activate(angband_term[j]);
1975 /* Display player */
1987 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1988 * Hack -- display recent messages in sub-windows
1989 * XXX XXX XXX Adjust for width and split messages
1992 static void fix_message(void)
1999 for (j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2010 Term_activate(angband_term[j]);
2013 Term_get_size(&w, &h);
2016 for (i = 0; i < h; i++)
2018 /* Dump the message on the appropriate line */
2019 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2022 Term_locate(&x, &y);
2024 /* Clear to end of line */
2025 Term_erase(x, y, 255);
2038 * @brief 簡易マップをサブウィンドウに表示する /
2039 * Hack -- display overhead view in sub-windows
2040 * XXX XXX XXX Adjust for width and split messages
2043 * Note that the "player" symbol does NOT appear on the map.
2045 static void fix_overhead(void)
2052 for (j = 0; j < 8; j++)
2058 if (!angband_term[j]) continue;
2060 /* No relevant flags */
2061 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2064 Term_activate(angband_term[j]);
2066 /* Full map in too small window is useless */
2067 Term_get_size(&wid, &hgt);
2068 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2071 display_map(&cy, &cx);
2084 * @brief ダンジョンの地形をサブウィンドウに表示する /
2085 * Hack -- display dungeon view in sub-windows
2088 static void fix_dungeon(void)
2093 for (j = 0; j < 8; j++)
2098 if (!angband_term[j]) continue;
2100 /* No relevant flags */
2101 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2104 Term_activate(angband_term[j]);
2106 /* Redraw dungeon view */
2119 * @brief モンスターの思い出をサブウィンドウに表示する /
2120 * Hack -- display dungeon view in sub-windows
2123 static void fix_monster(void)
2128 for (j = 0; j < 8; j++)
2133 if (!angband_term[j]) continue;
2135 /* No relevant flags */
2136 if (!(window_flag[j] & (PW_MONSTER))) continue;
2139 Term_activate(angband_term[j]);
2141 /* Display monster race info */
2142 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2154 * @brief ベースアイテム情報をサブウィンドウに表示する /
2155 * Hack -- display object recall in sub-windows
2158 static void fix_object(void)
2163 for (j = 0; j < 8; j++)
2168 if (!angband_term[j]) continue;
2170 /* No relevant flags */
2171 if (!(window_flag[j] & (PW_OBJECT))) continue;
2174 Term_activate(angband_term[j]);
2176 /* Display monster race info */
2177 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2190 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2191 * Calculate number of spells player should have, and forget,
2192 * or remember, spells until that number is properly reflected.
2195 * Note that this function induces various "status" messages,
2196 * which must be bypasses until the character is created.
2198 static void calc_spells(void)
2200 int i, j, k, levels;
2202 int num_boukyaku = 0;
2204 const magic_type *s_ptr;
2211 /* Hack -- must be literate */
2212 if (!mp_ptr->spell_book) return;
2214 /* Hack -- wait for creation */
2215 if (!character_generated) return;
2217 /* Hack -- handle "xtra" mode */
2218 if (character_xtra) return;
2220 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2222 p_ptr->new_spells = 0;
2226 p = spell_category_name(mp_ptr->spell_book);
2228 /* Determine the number of spells allowed */
2229 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2231 /* Hack -- no negative spells */
2232 if (levels < 0) levels = 0;
2234 /* Extract total allowed spells */
2235 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2237 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2241 if (p_ptr->pclass == CLASS_SAMURAI)
2245 else if (p_ptr->realm2 == REALM_NONE)
2247 num_allowed = (num_allowed+1)/2;
2248 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2250 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2252 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2256 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2259 /* Count the number of spells we know */
2260 for (j = 0; j < 64; j++)
2262 /* Count known spells */
2264 (p_ptr->spell_forgotten1 & (1L << j)) :
2265 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2271 /* See how many spells we must forget or may learn */
2272 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2274 /* Forget spells which are too hard */
2275 for (i = 63; i >= 0; i--)
2277 /* Efficiency -- all done */
2278 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2280 /* Access the spell */
2281 j = p_ptr->spell_order[i];
2283 /* Skip non-spells */
2284 if (j >= 99) continue;
2288 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2291 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2293 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2296 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2298 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2300 /* Skip spells we are allowed to know */
2301 if (s_ptr->slevel <= p_ptr->lev) continue;
2305 (p_ptr->spell_learned1 & (1L << j)) :
2306 (p_ptr->spell_learned2 & (1L << (j - 32))))
2308 /* Mark as forgotten */
2311 p_ptr->spell_forgotten1 |= (1L << j);
2312 which = p_ptr->realm1;
2316 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317 which = p_ptr->realm2;
2320 /* No longer known */
2323 p_ptr->spell_learned1 &= ~(1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329 which = p_ptr->realm2;
2334 msg_format("%sの%sを忘れてしまった。",
2335 do_spell(which, j%32, SPELL_NAME), p );
2337 msg_format("You have forgotten the %s of %s.", p,
2338 do_spell(which, j%32, SPELL_NAME));
2342 /* One more can be learned */
2343 p_ptr->new_spells++;
2348 /* Forget spells if we know too many spells */
2349 for (i = 63; i >= 0; i--)
2351 /* Stop when possible */
2352 if (p_ptr->new_spells >= 0) break;
2354 /* Efficiency -- all done */
2355 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2357 /* Get the (i+1)th spell learned */
2358 j = p_ptr->spell_order[i];
2360 /* Skip unknown spells */
2361 if (j >= 99) continue;
2363 /* Forget it (if learned) */
2365 (p_ptr->spell_learned1 & (1L << j)) :
2366 (p_ptr->spell_learned2 & (1L << (j - 32))))
2368 /* Mark as forgotten */
2371 p_ptr->spell_forgotten1 |= (1L << j);
2372 which = p_ptr->realm1;
2376 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2377 which = p_ptr->realm2;
2380 /* No longer known */
2383 p_ptr->spell_learned1 &= ~(1L << j);
2384 which = p_ptr->realm1;
2388 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2389 which = p_ptr->realm2;
2394 msg_format("%sの%sを忘れてしまった。",
2395 do_spell(which, j%32, SPELL_NAME), p );
2397 msg_format("You have forgotten the %s of %s.", p,
2398 do_spell(which, j%32, SPELL_NAME));
2402 /* One more can be learned */
2403 p_ptr->new_spells++;
2408 /* Check for spells to remember */
2409 for (i = 0; i < 64; i++)
2411 /* None left to remember */
2412 if (p_ptr->new_spells <= 0) break;
2414 /* Efficiency -- all done */
2415 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2417 /* Get the next spell we learned */
2418 j = p_ptr->spell_order[i];
2420 /* Skip unknown spells */
2423 /* Access the spell */
2424 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2427 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2429 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2432 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2434 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2436 /* Skip spells we cannot remember */
2437 if (s_ptr->slevel > p_ptr->lev) continue;
2439 /* First set of spells */
2441 (p_ptr->spell_forgotten1 & (1L << j)) :
2442 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2444 /* No longer forgotten */
2447 p_ptr->spell_forgotten1 &= ~(1L << j);
2448 which = p_ptr->realm1;
2452 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2453 which = p_ptr->realm2;
2456 /* Known once more */
2459 p_ptr->spell_learned1 |= (1L << j);
2460 which = p_ptr->realm1;
2464 p_ptr->spell_learned2 |= (1L << (j - 32));
2465 which = p_ptr->realm2;
2470 msg_format("%sの%sを思い出した。",
2471 do_spell(which, j%32, SPELL_NAME), p );
2473 msg_format("You have remembered the %s of %s.",
2474 p, do_spell(which, j%32, SPELL_NAME));
2478 /* One less can be learned */
2479 p_ptr->new_spells--;
2485 if (p_ptr->realm2 == REALM_NONE)
2487 /* Count spells that can be learned */
2488 for (j = 0; j < 32; j++)
2490 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2491 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2493 /* Skip spells we cannot remember */
2494 if (s_ptr->slevel > p_ptr->lev) continue;
2496 /* Skip spells we already know */
2497 if (p_ptr->spell_learned1 & (1L << j))
2506 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;
2509 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2511 /* Spell count changed */
2512 if (p_ptr->old_spells != p_ptr->new_spells)
2514 /* Message if needed */
2515 if (p_ptr->new_spells)
2519 if( p_ptr->new_spells < 10 ){
2520 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2522 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2525 msg_format("You can learn %d more %s%s.",
2526 p_ptr->new_spells, p,
2527 (p_ptr->new_spells != 1) ? "s" : "");
2532 /* Save the new_spells value */
2533 p_ptr->old_spells = p_ptr->new_spells;
2535 /* Redraw Study Status */
2536 p_ptr->redraw |= (PR_STUDY);
2538 /* Redraw object recall */
2539 p_ptr->window |= (PW_OBJECT);
2544 * @brief プレイヤーの最大MPを計算する /
2545 * Calculate maximum mana. You do not need to know any spells.
2546 * Note that mana is lowered by heavy (or inappropriate) armor.
2549 * This function induces status messages.
2551 static void calc_mana(void)
2553 int msp, levels, cur_wgt, max_wgt;
2558 /* Hack -- Must be literate */
2559 if (!mp_ptr->spell_book) return;
2561 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2562 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2563 (p_ptr->pclass == CLASS_BLUE_MAGE))
2565 levels = p_ptr->lev;
2569 if(mp_ptr->spell_first > p_ptr->lev)
2574 /* Display mana later */
2575 p_ptr->redraw |= (PR_MANA);
2579 /* Extract "effective" player level */
2580 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2583 if (p_ptr->pclass == CLASS_SAMURAI)
2585 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2586 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2590 /* Extract total mana */
2591 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2593 /* Hack -- usually add one mana */
2596 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2598 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2600 /* Hack: High mages have a 25% mana bonus */
2601 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2603 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2606 /* Only mages are affected */
2607 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2609 u32b flgs[TR_FLAG_SIZE];
2611 /* Assume player is not encumbered by gloves */
2612 p_ptr->cumber_glove = FALSE;
2614 /* Get the gloves */
2615 o_ptr = &inventory[INVEN_HANDS];
2617 /* Examine the gloves */
2618 object_flags(o_ptr, flgs);
2620 /* Normal gloves hurt mage-type spells */
2622 !(have_flag(flgs, TR_FREE_ACT)) &&
2623 !(have_flag(flgs, TR_DEC_MANA)) &&
2624 !(have_flag(flgs, TR_EASY_SPELL)) &&
2625 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2626 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2629 p_ptr->cumber_glove = TRUE;
2632 msp = (3 * msp) / 4;
2637 /* Assume player not encumbered by armor */
2638 p_ptr->cumber_armor = FALSE;
2640 /* Weigh the armor */
2642 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2643 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2644 cur_wgt += inventory[INVEN_BODY].weight;
2645 cur_wgt += inventory[INVEN_HEAD].weight;
2646 cur_wgt += inventory[INVEN_OUTER].weight;
2647 cur_wgt += inventory[INVEN_HANDS].weight;
2648 cur_wgt += inventory[INVEN_FEET].weight;
2650 /* Subtract a percentage of maximum mana. */
2651 switch (p_ptr->pclass)
2653 /* For these classes, mana is halved if armour
2654 * is 30 pounds over their weight limit. */
2656 case CLASS_HIGH_MAGE:
2657 case CLASS_BLUE_MAGE:
2659 case CLASS_FORCETRAINER:
2660 case CLASS_SORCERER:
2662 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2663 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2667 /* Mana halved if armour is 40 pounds over weight limit. */
2672 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2673 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2677 case CLASS_MINDCRAFTER:
2678 case CLASS_BEASTMASTER:
2679 case CLASS_MIRROR_MASTER:
2681 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2682 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2686 /* Mana halved if armour is 50 pounds over weight limit. */
2689 case CLASS_RED_MAGE:
2690 case CLASS_WARRIOR_MAGE:
2692 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2693 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2697 /* Mana halved if armour is 60 pounds over weight limit. */
2699 case CLASS_CHAOS_WARRIOR:
2701 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2702 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2706 /* For new classes created, but not yet added to this formula. */
2713 /* Determine the weight allowance */
2714 max_wgt = mp_ptr->spell_weight;
2716 /* Heavy armor penalizes mana by a percentage. -LM- */
2717 if ((cur_wgt - max_wgt) > 0)
2720 p_ptr->cumber_armor = TRUE;
2722 /* Subtract a percentage of maximum mana. */
2723 switch (p_ptr->pclass)
2725 /* For these classes, mana is halved if armour
2726 * is 30 pounds over their weight limit. */
2728 case CLASS_HIGH_MAGE:
2729 case CLASS_BLUE_MAGE:
2731 msp -= msp * (cur_wgt - max_wgt) / 600;
2735 /* Mana halved if armour is 40 pounds over weight limit. */
2737 case CLASS_MINDCRAFTER:
2738 case CLASS_BEASTMASTER:
2740 case CLASS_FORCETRAINER:
2742 case CLASS_MIRROR_MASTER:
2744 msp -= msp * (cur_wgt - max_wgt) / 800;
2748 case CLASS_SORCERER:
2750 msp -= msp * (cur_wgt - max_wgt) / 900;
2754 /* Mana halved if armour is 50 pounds over weight limit. */
2758 case CLASS_RED_MAGE:
2760 msp -= msp * (cur_wgt - max_wgt) / 1000;
2764 /* Mana halved if armour is 60 pounds over weight limit. */
2766 case CLASS_CHAOS_WARRIOR:
2767 case CLASS_WARRIOR_MAGE:
2769 msp -= msp * (cur_wgt - max_wgt) / 1200;
2775 p_ptr->cumber_armor = FALSE;
2779 /* For new classes created, but not yet added to this formula. */
2782 msp -= msp * (cur_wgt - max_wgt) / 800;
2788 /* Mana can never be negative */
2789 if (msp < 0) msp = 0;
2792 /* Maximum mana has changed */
2793 if (p_ptr->msp != msp)
2795 /* Enforce maximum */
2796 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2799 p_ptr->csp_frac = 0;
2803 /* レベルアップの時は上昇量を表示する */
2804 if ((level_up == 1) && (msp > p_ptr->msp))
2806 msg_format("最大マジック・ポイントが %d 増加した!",
2807 (msp - p_ptr->msp));
2813 /* Display mana later */
2814 p_ptr->redraw |= (PR_MANA);
2817 p_ptr->window |= (PW_PLAYER);
2818 p_ptr->window |= (PW_SPELL);
2822 /* Hack -- handle "xtra" mode */
2823 if (character_xtra) return;
2825 /* Take note when "glove state" changes */
2826 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2829 if (p_ptr->cumber_glove)
2831 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2835 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2839 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2843 /* Take note when "armor state" changes */
2844 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2847 if (p_ptr->cumber_armor)
2849 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2853 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2857 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2864 * @brief プレイヤーの最大HPを計算する /
2865 * Calculate the players (maximal) hit points
2866 * Adjust current hitpoints if necessary
2870 static void calc_hitpoints(void)
2875 /* Un-inflate "half-hitpoint bonus per level" value */
2876 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2878 /* Calculate hitpoints */
2879 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2881 if (p_ptr->mimic_form)
2883 if (p_ptr->pclass == CLASS_SORCERER)
2884 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2886 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2887 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2890 if (p_ptr->pclass == CLASS_SORCERER)
2892 if (p_ptr->lev < 30)
2893 mhp = (mhp * (45+p_ptr->lev) / 100);
2895 mhp = (mhp * 75 / 100);
2896 bonus = (bonus * 65 / 100);
2901 if (p_ptr->pclass == CLASS_BERSERKER)
2903 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2906 /* Always have at least one hitpoint per level */
2907 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2909 /* Factor in the hero / superhero settings */
2910 if (IS_HERO()) mhp += 10;
2911 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2912 if (p_ptr->tsuyoshi) mhp += 50;
2914 /* Factor in the hex spell settings */
2915 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2916 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2918 /* New maximum hitpoints */
2919 if (p_ptr->mhp != mhp)
2921 /* Enforce maximum */
2922 if (p_ptr->chp >= mhp)
2925 p_ptr->chp_frac = 0;
2929 /* レベルアップの時は上昇量を表示する */
2930 if ((level_up == 1) && (mhp > p_ptr->mhp))
2932 msg_format("最大ヒット・ポイントが %d 増加した!",
2933 (mhp - p_ptr->mhp) );
2936 /* Save the new max-hitpoints */
2939 /* Display hitpoints (later) */
2940 p_ptr->redraw |= (PR_HP);
2943 p_ptr->window |= (PW_PLAYER);
2948 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2951 * SWD: Experimental modification: multiple light sources have additive effect.
2953 static void calc_torch(void)
2957 u32b flgs[TR_FLAG_SIZE];
2959 /* Assume no light */
2960 p_ptr->cur_lite = 0;
2962 /* Loop through all wielded items */
2963 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2965 o_ptr = &inventory[i];
2966 /* Skip empty slots */
2967 if (!o_ptr->k_idx) continue;
2969 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2972 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2974 if (o_ptr->tval == TV_LITE)
2976 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2977 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2981 /* Extract the flags */
2982 object_flags(o_ptr, flgs);
2984 /* calc the lite_radius */
2987 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2988 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2989 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2990 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2991 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2992 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2993 p_ptr->cur_lite += rad;
2996 /* max radius is 14 (was 5) without rewriting other code -- */
2997 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2998 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2999 p_ptr->cur_lite = 1;
3002 * check if the player doesn't have light radius,
3003 * but does weakly glow as an intrinsic.
3005 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3007 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3008 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3010 /* end experimental mods */
3012 /* Notice changes in the "lite radius" */
3013 if (p_ptr->old_lite != p_ptr->cur_lite)
3016 /* Hack -- PU_MON_LITE for monsters' darkness */
3017 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3019 /* Remember the old lite */
3020 p_ptr->old_lite = p_ptr->cur_lite;
3022 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3023 set_superstealth(FALSE);
3029 * @brief プレイヤーの所持重量制限を計算する /
3030 * Computes current weight limit.
3033 u32b weight_limit(void)
3037 /* Weight limit based only on strength */
3038 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3039 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3041 /* Return the result */
3046 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3047 * @param i 判定する手のID(右手:0 左手:1)
3048 * @return 持っているならばTRUE
3050 bool buki_motteruka(int i)
3052 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3056 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3057 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3058 * @return 重すぎるならばTRUE
3060 bool is_heavy_shoot(object_type *o_ptr)
3062 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3063 /* It is hard to carholdry a heavy bow */
3064 return (hold < o_ptr->weight / 10);
3068 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3069 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3070 * @return 対応する矢/弾薬のベースアイテムID
3072 int bow_tval_ammo(object_type *o_ptr)
3074 /* Analyze the launcher */
3075 switch (o_ptr->sval)
3104 * @brief 装備中の射撃武器の威力倍率を返す /
3105 * calcurate the fire rate of target object
3106 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3107 * @return 射撃倍率の値(100で1.00倍)
3109 s16b calc_num_fire(object_type *o_ptr)
3111 int extra_shots = 0;
3114 int tval_ammo = bow_tval_ammo(o_ptr);
3116 u32b flgs[TR_FLAG_SIZE];
3118 /* Scan the usable inventory */
3119 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3121 q_ptr = &inventory[i];
3123 /* Skip non-objects */
3124 if (!q_ptr->k_idx) continue;
3126 /* Do not apply current equip */
3127 if (i == INVEN_BOW) continue;
3129 /* Extract the item flags */
3130 object_flags(q_ptr, flgs);
3133 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3136 object_flags(o_ptr, flgs);
3137 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3139 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3143 num += (extra_shots * 100);
3145 /* Hack -- Rangers love Bows */
3146 if ((p_ptr->pclass == CLASS_RANGER) &&
3147 (tval_ammo == TV_ARROW))
3149 num += (p_ptr->lev * 4);
3152 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3153 (tval_ammo == TV_ARROW))
3155 num += (p_ptr->lev * 3);
3158 if (p_ptr->pclass == CLASS_ARCHER)
3160 if (tval_ammo == TV_ARROW)
3161 num += ((p_ptr->lev * 5)+50);
3162 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3163 num += (p_ptr->lev * 4);
3167 * Addendum -- also "Reward" high level warriors,
3168 * with _any_ missile weapon -- TY
3170 if (p_ptr->pclass == CLASS_WARRIOR &&
3171 (tval_ammo <= TV_BOLT) &&
3172 (tval_ammo >= TV_SHOT))
3174 num += (p_ptr->lev * 2);
3176 if ((p_ptr->pclass == CLASS_ROGUE) &&
3177 (tval_ammo == TV_SHOT))
3179 num += (p_ptr->lev * 4);
3186 * @brief プレイヤーの全ステータスを更新する /
3187 * Calculate the players current "state", taking into account
3188 * not only race/class intrinsics, but also objects being worn
3189 * and temporary spell effects.
3193 * See also calc_mana() and calc_hitpoints().
3195 * Take note of the new "speed code", in particular, a very strong
3196 * player will start slowing down as soon as he reaches 150 pounds,
3197 * but not until he reaches 450 pounds will he be half as fast as
3198 * a normal kobold. This both hurts and helps the player, hurts
3199 * because in the old days a player could just avoid 300 pounds,
3200 * and helps because now carrying 300 pounds is not very painful.
3202 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3203 * damage, since that would affect non-combat things. These values
3204 * are actually added in later, at the appropriate place.
3206 * This function induces various "status" messages.
3209 void calc_bonuses(void)
3211 int i, j, hold, neutral[2];
3213 int default_hand = 0;
3214 int empty_hands_status = empty_hands(TRUE);
3217 u32b flgs[TR_FLAG_SIZE];
3219 bool yoiyami = FALSE;
3220 bool down_saving = FALSE;
3222 bool have_dd_s = FALSE, have_dd_t = FALSE;
3224 bool have_sw = FALSE, have_kabe = FALSE;
3225 bool easy_2weapon = FALSE;
3226 bool riding_levitation = FALSE;
3227 s16b this_o_idx, next_o_idx = 0;
3228 const player_race *tmp_rp_ptr;
3230 /* Save the old vision stuff */
3231 bool old_telepathy = p_ptr->telepathy;
3232 bool old_esp_animal = p_ptr->esp_animal;
3233 bool old_esp_undead = p_ptr->esp_undead;
3234 bool old_esp_demon = p_ptr->esp_demon;
3235 bool old_esp_orc = p_ptr->esp_orc;
3236 bool old_esp_troll = p_ptr->esp_troll;
3237 bool old_esp_giant = p_ptr->esp_giant;
3238 bool old_esp_dragon = p_ptr->esp_dragon;
3239 bool old_esp_human = p_ptr->esp_human;
3240 bool old_esp_evil = p_ptr->esp_evil;
3241 bool old_esp_good = p_ptr->esp_good;
3242 bool old_esp_nonliving = p_ptr->esp_nonliving;
3243 bool old_esp_unique = p_ptr->esp_unique;
3244 bool old_see_inv = p_ptr->see_inv;
3245 bool old_mighty_throw = p_ptr->mighty_throw;
3247 /* Save the old armor class */
3248 bool old_dis_ac = p_ptr->dis_ac;
3249 bool old_dis_to_a = p_ptr->dis_to_a;
3252 /* Clear extra blows/shots */
3253 extra_blows[0] = extra_blows[1] = 0;
3255 /* Clear the stat modifiers */
3256 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3259 /* Clear the Displayed/Real armor class */
3260 p_ptr->dis_ac = p_ptr->ac = 0;
3262 /* Clear the Displayed/Real Bonuses */
3263 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3264 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3265 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3266 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3267 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3268 p_ptr->dis_to_a = p_ptr->to_a = 0;
3272 p_ptr->to_m_chance = 0;
3274 /* Clear the Extra Dice Bonuses */
3275 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3276 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3278 /* Start with "normal" speed */
3281 /* Start with a single blow per turn */
3282 p_ptr->num_blow[0] = 1;
3283 p_ptr->num_blow[1] = 1;
3285 /* Start with a single shot per turn */
3286 p_ptr->num_fire = 100;
3288 /* Reset the "xtra" tval */
3289 p_ptr->tval_xtra = 0;
3291 /* Reset the "ammo" tval */
3292 p_ptr->tval_ammo = 0;
3294 /* Clear all the flags */
3296 p_ptr->bless_blade = FALSE;
3297 p_ptr->xtra_might = FALSE;
3298 p_ptr->impact[0] = FALSE;
3299 p_ptr->impact[1] = FALSE;
3300 p_ptr->pass_wall = FALSE;
3301 p_ptr->kill_wall = FALSE;
3302 p_ptr->dec_mana = FALSE;
3303 p_ptr->easy_spell = FALSE;
3304 p_ptr->heavy_spell = FALSE;
3305 p_ptr->see_inv = FALSE;
3306 p_ptr->free_act = FALSE;
3307 p_ptr->slow_digest = FALSE;
3308 p_ptr->regenerate = FALSE;
3309 p_ptr->can_swim = FALSE;
3310 p_ptr->levitation = FALSE;
3311 p_ptr->hold_exp = FALSE;
3312 p_ptr->telepathy = FALSE;
3313 p_ptr->esp_animal = FALSE;
3314 p_ptr->esp_undead = FALSE;
3315 p_ptr->esp_demon = FALSE;
3316 p_ptr->esp_orc = FALSE;
3317 p_ptr->esp_troll = FALSE;
3318 p_ptr->esp_giant = FALSE;
3319 p_ptr->esp_dragon = FALSE;
3320 p_ptr->esp_human = FALSE;
3321 p_ptr->esp_evil = FALSE;
3322 p_ptr->esp_good = FALSE;
3323 p_ptr->esp_nonliving = FALSE;
3324 p_ptr->esp_unique = FALSE;
3325 p_ptr->lite = FALSE;
3326 p_ptr->sustain_str = FALSE;
3327 p_ptr->sustain_int = FALSE;
3328 p_ptr->sustain_wis = FALSE;
3329 p_ptr->sustain_con = FALSE;
3330 p_ptr->sustain_dex = FALSE;
3331 p_ptr->sustain_chr = FALSE;
3332 p_ptr->resist_acid = FALSE;
3333 p_ptr->resist_elec = FALSE;
3334 p_ptr->resist_fire = FALSE;
3335 p_ptr->resist_cold = FALSE;
3336 p_ptr->resist_pois = FALSE;
3337 p_ptr->resist_conf = FALSE;
3338 p_ptr->resist_sound = FALSE;
3339 p_ptr->resist_lite = FALSE;
3340 p_ptr->resist_dark = FALSE;
3341 p_ptr->resist_chaos = FALSE;
3342 p_ptr->resist_disen = FALSE;
3343 p_ptr->resist_shard = FALSE;
3344 p_ptr->resist_nexus = FALSE;
3345 p_ptr->resist_blind = FALSE;
3346 p_ptr->resist_neth = FALSE;
3347 p_ptr->resist_time = FALSE;
3348 p_ptr->resist_fear = FALSE;
3349 p_ptr->reflect = FALSE;
3350 p_ptr->sh_fire = FALSE;
3351 p_ptr->sh_elec = FALSE;
3352 p_ptr->sh_cold = FALSE;
3353 p_ptr->anti_magic = FALSE;
3354 p_ptr->anti_tele = FALSE;
3355 p_ptr->warning = FALSE;
3356 p_ptr->mighty_throw = FALSE;
3357 p_ptr->see_nocto = FALSE;
3359 p_ptr->immune_acid = FALSE;
3360 p_ptr->immune_elec = FALSE;
3361 p_ptr->immune_fire = FALSE;
3362 p_ptr->immune_cold = FALSE;
3364 p_ptr->ryoute = FALSE;
3365 p_ptr->migite = FALSE;
3366 p_ptr->hidarite = FALSE;
3367 p_ptr->no_flowed = FALSE;
3369 p_ptr->align = friend_align;
3371 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3372 else tmp_rp_ptr = &race_info[p_ptr->prace];
3374 /* Base infravision (purely racial) */
3375 p_ptr->see_infra = tmp_rp_ptr->infra;
3377 /* Base skill -- disarming */
3378 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3380 /* Base skill -- magic devices */
3381 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3383 /* Base skill -- saving throw */
3384 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3386 /* Base skill -- stealth */
3387 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3389 /* Base skill -- searching ability */
3390 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3392 /* Base skill -- searching frequency */
3393 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3395 /* Base skill -- combat (normal) */
3396 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3398 /* Base skill -- combat (shooting) */
3399 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3401 /* Base skill -- combat (throwing) */
3402 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3404 /* Base skill -- digging */
3405 p_ptr->skill_dig = 0;
3407 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3408 if (buki_motteruka(INVEN_LARM))
3410 p_ptr->hidarite = TRUE;
3411 if (!p_ptr->migite) default_hand = 1;
3414 if (CAN_TWO_HANDS_WIELDING())
3416 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3417 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3419 p_ptr->ryoute = TRUE;
3421 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3422 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3424 p_ptr->ryoute = TRUE;
3428 switch (p_ptr->pclass)
3431 case CLASS_FORCETRAINER:
3432 case CLASS_BERSERKER:
3433 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3435 p_ptr->migite = TRUE;
3436 p_ptr->ryoute = TRUE;
3443 if (!p_ptr->migite && !p_ptr->hidarite)
3445 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3446 else if (empty_hands_status == EMPTY_HAND_LARM)
3448 p_ptr->hidarite = TRUE;
3453 if (p_ptr->special_defense & KAMAE_MASK)
3455 if (!(empty_hands_status & EMPTY_HAND_RARM))
3457 set_action(ACTION_NONE);
3461 switch (p_ptr->pclass)
3464 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3465 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3468 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3470 case CLASS_CHAOS_WARRIOR:
3471 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3472 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3474 case CLASS_MINDCRAFTER:
3475 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3476 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3477 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3478 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3481 case CLASS_FORCETRAINER:
3482 /* Unencumbered Monks become faster every 10 levels */
3483 if (!(heavy_armor()))
3485 if (!(prace_is_(RACE_KLACKON) ||
3486 prace_is_(RACE_SPRITE) ||
3487 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3488 new_speed += (p_ptr->lev) / 10;
3490 /* Free action if unencumbered at level 25 */
3491 if (p_ptr->lev > 24)
3492 p_ptr->free_act = TRUE;
3495 case CLASS_SORCERER:
3497 p_ptr->dis_to_a -= 50;
3500 p_ptr->resist_sound = TRUE;
3503 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3505 case CLASS_BERSERKER:
3507 p_ptr->sustain_str = TRUE;
3508 p_ptr->sustain_dex = TRUE;
3509 p_ptr->sustain_con = TRUE;
3510 p_ptr->regenerate = TRUE;
3511 p_ptr->free_act = TRUE;
3513 if (p_ptr->lev > 29) new_speed++;
3514 if (p_ptr->lev > 39) new_speed++;
3515 if (p_ptr->lev > 44) new_speed++;
3516 if (p_ptr->lev > 49) new_speed++;
3517 p_ptr->to_a += 10+p_ptr->lev/2;
3518 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3519 p_ptr->skill_dig += (100+p_ptr->lev*8);
3520 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3521 p_ptr->redraw |= PR_STATUS;
3523 case CLASS_MIRROR_MASTER:
3524 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3527 /* Unencumbered Ninjas become faster every 10 levels */
3530 new_speed -= (p_ptr->lev) / 10;
3531 p_ptr->skill_stl -= (p_ptr->lev)/10;
3533 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3534 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3537 if (!(prace_is_(RACE_KLACKON) ||
3538 prace_is_(RACE_SPRITE) ||
3539 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3540 new_speed += (p_ptr->lev) / 10;
3541 p_ptr->skill_stl += (p_ptr->lev)/10;
3543 /* Free action if unencumbered at level 25 */
3544 if (p_ptr->lev > 24)
3545 p_ptr->free_act = TRUE;
3547 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3548 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3550 p_ptr->to_a += p_ptr->lev/2+5;
3551 p_ptr->dis_to_a += p_ptr->lev/2+5;
3553 p_ptr->slow_digest = TRUE;
3554 p_ptr->resist_fear = TRUE;
3555 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3556 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3557 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3558 if (p_ptr->lev > 44)
3560 p_ptr->oppose_pois = 1;
3561 p_ptr->redraw |= PR_STATUS;
3563 p_ptr->see_nocto = TRUE;
3568 if (p_ptr->mimic_form)
3570 switch (p_ptr->mimic_form)
3573 p_ptr->hold_exp = TRUE;
3574 p_ptr->resist_chaos = TRUE;
3575 p_ptr->resist_neth = TRUE;
3576 p_ptr->resist_fire = TRUE;
3577 p_ptr->oppose_fire = 1;
3578 p_ptr->see_inv=TRUE;
3580 p_ptr->redraw |= PR_STATUS;
3582 p_ptr->dis_to_a += 10;
3583 p_ptr->align -= 200;
3585 case MIMIC_DEMON_LORD:
3586 p_ptr->hold_exp = TRUE;
3587 p_ptr->resist_chaos = TRUE;
3588 p_ptr->resist_neth = TRUE;
3589 p_ptr->immune_fire = TRUE;
3590 p_ptr->resist_acid = TRUE;
3591 p_ptr->resist_fire = TRUE;
3592 p_ptr->resist_cold = TRUE;
3593 p_ptr->resist_elec = TRUE;
3594 p_ptr->resist_pois = TRUE;
3595 p_ptr->resist_conf = TRUE;
3596 p_ptr->resist_disen = TRUE;
3597 p_ptr->resist_nexus = TRUE;
3598 p_ptr->resist_fear = TRUE;
3599 p_ptr->sh_fire = TRUE;
3600 p_ptr->see_inv = TRUE;
3601 p_ptr->telepathy = TRUE;
3602 p_ptr->levitation = TRUE;
3603 p_ptr->kill_wall = TRUE;
3606 p_ptr->dis_to_a += 20;
3607 p_ptr->align -= 200;
3610 p_ptr->resist_dark = TRUE;
3611 p_ptr->hold_exp = TRUE;
3612 p_ptr->resist_neth = TRUE;
3613 p_ptr->resist_cold = TRUE;
3614 p_ptr->resist_pois = TRUE;
3615 p_ptr->see_inv = TRUE;
3618 p_ptr->dis_to_a += 10;
3619 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3625 switch (p_ptr->prace)
3628 p_ptr->resist_lite = TRUE;
3631 p_ptr->hold_exp = TRUE;
3634 p_ptr->free_act = TRUE;
3637 p_ptr->resist_blind = TRUE;
3640 p_ptr->resist_dark = TRUE;
3642 case RACE_HALF_TROLL:
3643 p_ptr->sustain_str = TRUE;
3645 if (p_ptr->lev > 14)
3647 /* High level trolls heal fast... */
3648 p_ptr->regenerate = TRUE;
3650 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3652 p_ptr->slow_digest = TRUE;
3653 /* Let's not make Regeneration
3654 * a disadvantage for the poor warriors who can
3655 * never learn a spell that satisfies hunger (actually
3656 * neither can rogues, but half-trolls are not
3657 * supposed to play rogues) */
3662 p_ptr->sustain_con = TRUE;
3663 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3666 p_ptr->resist_lite = TRUE;
3667 p_ptr->see_inv = TRUE;
3669 case RACE_BARBARIAN:
3670 p_ptr->resist_fear = TRUE;
3672 case RACE_HALF_OGRE:
3673 p_ptr->resist_dark = TRUE;
3674 p_ptr->sustain_str = TRUE;
3676 case RACE_HALF_GIANT:
3677 p_ptr->sustain_str = TRUE;
3678 p_ptr->resist_shard = TRUE;
3680 case RACE_HALF_TITAN:
3681 p_ptr->resist_chaos = TRUE;
3684 p_ptr->resist_sound = TRUE;
3687 p_ptr->resist_acid = TRUE;
3688 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3691 p_ptr->resist_conf = TRUE;
3692 p_ptr->resist_acid = TRUE;
3694 /* Klackons become faster */
3695 new_speed += (p_ptr->lev) / 10;
3698 p_ptr->resist_pois = TRUE;
3701 p_ptr->resist_disen = TRUE;
3702 p_ptr->resist_dark = TRUE;
3705 p_ptr->resist_dark = TRUE;
3706 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3708 case RACE_DRACONIAN:
3709 p_ptr->levitation = TRUE;
3710 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3711 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3712 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3713 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3714 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3716 case RACE_MIND_FLAYER:
3717 p_ptr->sustain_int = TRUE;
3718 p_ptr->sustain_wis = TRUE;
3719 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3720 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3723 p_ptr->resist_fire = TRUE;
3724 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3727 p_ptr->slow_digest = TRUE;
3728 p_ptr->free_act = TRUE;
3729 p_ptr->see_inv = TRUE;
3730 p_ptr->resist_pois = TRUE;
3731 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3734 p_ptr->resist_shard = TRUE;
3735 p_ptr->hold_exp = TRUE;
3736 p_ptr->see_inv = TRUE;
3737 p_ptr->resist_pois = TRUE;
3738 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3741 p_ptr->resist_neth = TRUE;
3742 p_ptr->hold_exp = TRUE;
3743 p_ptr->see_inv = TRUE;
3744 p_ptr->resist_pois = TRUE;
3745 p_ptr->slow_digest = TRUE;
3746 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3749 p_ptr->resist_dark = TRUE;
3750 p_ptr->hold_exp = TRUE;
3751 p_ptr->resist_neth = TRUE;
3752 p_ptr->resist_cold = TRUE;
3753 p_ptr->resist_pois = TRUE;
3754 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3757 p_ptr->levitation = TRUE;
3758 p_ptr->free_act = TRUE;
3759 p_ptr->resist_neth = TRUE;
3760 p_ptr->hold_exp = TRUE;
3761 p_ptr->see_inv = TRUE;
3762 p_ptr->resist_pois = TRUE;
3763 p_ptr->slow_digest = TRUE;
3764 p_ptr->resist_cold = TRUE;
3765 p_ptr->pass_wall = TRUE;
3766 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3769 p_ptr->levitation = TRUE;
3770 p_ptr->resist_lite = TRUE;
3772 /* Sprites become faster */
3773 new_speed += (p_ptr->lev) / 10;
3776 p_ptr->resist_conf = TRUE;
3777 p_ptr->resist_sound = TRUE;
3780 /* Ents dig like maniacs, but only with their hands. */
3781 if (!inventory[INVEN_RARM].k_idx)
3782 p_ptr->skill_dig += p_ptr->lev * 10;
3783 /* Ents get tougher and stronger as they age, but lose dexterity. */
3784 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3785 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3786 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3788 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3789 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3790 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3792 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3793 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3794 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3797 p_ptr->levitation = TRUE;
3798 p_ptr->see_inv = TRUE;
3799 p_ptr->align += 200;
3802 p_ptr->resist_fire = TRUE;
3803 p_ptr->resist_neth = TRUE;
3804 p_ptr->hold_exp = TRUE;
3805 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3806 if (p_ptr->lev > 44)
3808 p_ptr->oppose_fire = 1;
3809 p_ptr->redraw |= PR_STATUS;
3811 p_ptr->align -= 200;
3814 p_ptr->sustain_con = TRUE;
3817 p_ptr->levitation = TRUE;
3820 p_ptr->resist_conf = TRUE;
3823 p_ptr->slow_digest = TRUE;
3824 p_ptr->free_act = TRUE;
3825 p_ptr->resist_pois = TRUE;
3826 p_ptr->hold_exp = TRUE;
3834 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3836 p_ptr->see_inv = TRUE;
3837 p_ptr->free_act = TRUE;
3838 p_ptr->slow_digest = TRUE;
3839 p_ptr->regenerate = TRUE;
3840 p_ptr->levitation = TRUE;
3841 p_ptr->hold_exp = TRUE;
3842 p_ptr->telepathy = TRUE;
3844 p_ptr->sustain_str = TRUE;
3845 p_ptr->sustain_int = TRUE;
3846 p_ptr->sustain_wis = TRUE;
3847 p_ptr->sustain_con = TRUE;
3848 p_ptr->sustain_dex = TRUE;
3849 p_ptr->sustain_chr = TRUE;
3850 p_ptr->resist_acid = TRUE;
3851 p_ptr->resist_elec = TRUE;
3852 p_ptr->resist_fire = TRUE;
3853 p_ptr->resist_cold = TRUE;
3854 p_ptr->resist_pois = TRUE;
3855 p_ptr->resist_conf = TRUE;
3856 p_ptr->resist_sound = TRUE;
3857 p_ptr->resist_lite = TRUE;
3858 p_ptr->resist_dark = TRUE;
3859 p_ptr->resist_chaos = TRUE;
3860 p_ptr->resist_disen = TRUE;
3861 p_ptr->resist_shard = TRUE;
3862 p_ptr->resist_nexus = TRUE;
3863 p_ptr->resist_blind = TRUE;
3864 p_ptr->resist_neth = TRUE;
3865 p_ptr->resist_fear = TRUE;
3866 p_ptr->reflect = TRUE;
3867 p_ptr->sh_fire = TRUE;
3868 p_ptr->sh_elec = TRUE;
3869 p_ptr->sh_cold = TRUE;
3871 p_ptr->dis_to_a += 100;
3873 /* Temporary shield */
3874 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3877 p_ptr->dis_to_a += 50;
3880 if (p_ptr->tim_res_nether)
3882 p_ptr->resist_neth = TRUE;
3884 if (p_ptr->tim_sh_fire)
3886 p_ptr->sh_fire = TRUE;
3888 if (p_ptr->tim_res_time)
3890 p_ptr->resist_time = TRUE;
3894 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3895 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3896 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3897 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3900 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3902 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3904 p_ptr->resist_blind = TRUE;
3905 p_ptr->resist_conf = TRUE;
3906 p_ptr->hold_exp = TRUE;
3907 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3909 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3910 /* Munchkin become faster */
3911 new_speed += (p_ptr->lev) / 10 + 5;
3914 if (music_singing(MUSIC_WALL))
3916 p_ptr->kill_wall = TRUE;
3919 /* Hack -- apply racial/class stat maxes */
3920 /* Apply the racial modifiers */
3921 for (i = 0; i < 6; i++)
3923 /* Modify the stats for "race" */
3924 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3928 /* I'm adding the mutations here for the lack of a better place... */
3931 /* Hyper Strength */
3932 if (p_ptr->muta3 & MUT3_HYPER_STR)
3934 p_ptr->stat_add[A_STR] += 4;
3938 if (p_ptr->muta3 & MUT3_PUNY)
3940 p_ptr->stat_add[A_STR] -= 4;
3943 /* Living computer */
3944 if (p_ptr->muta3 & MUT3_HYPER_INT)
3946 p_ptr->stat_add[A_INT] += 4;
3947 p_ptr->stat_add[A_WIS] += 4;
3951 if (p_ptr->muta3 & MUT3_MORONIC)
3953 p_ptr->stat_add[A_INT] -= 4;
3954 p_ptr->stat_add[A_WIS] -= 4;
3957 if (p_ptr->muta3 & MUT3_RESILIENT)
3959 p_ptr->stat_add[A_CON] += 4;
3962 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3964 p_ptr->stat_add[A_CON] += 2;
3968 if (p_ptr->muta3 & MUT3_ALBINO)
3970 p_ptr->stat_add[A_CON] -= 4;
3973 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3975 p_ptr->stat_add[A_CON] -= 2;
3976 p_ptr->stat_add[A_CHR] -= 1;
3977 p_ptr->regenerate = FALSE;
3978 /* Cancel innate regeneration */
3981 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3983 p_ptr->stat_add[A_CHR] -= 4;
3986 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3988 p_ptr->stat_add[A_CHR] -= 1;
3991 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3993 p_ptr->skill_fos += 15;
3994 p_ptr->skill_srh += 15;
3997 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3999 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4002 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4004 p_ptr->skill_stl -= 3;
4007 if (p_ptr->muta3 & MUT3_INFRAVIS)
4009 p_ptr->see_infra += 3;
4012 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4017 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4022 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4024 p_ptr->sh_elec = TRUE;
4027 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4029 p_ptr->sh_fire = TRUE;
4033 if (p_ptr->muta3 & MUT3_WART_SKIN)
4035 p_ptr->stat_add[A_CHR] -= 2;
4037 p_ptr->dis_to_a += 5;
4040 if (p_ptr->muta3 & MUT3_SCALES)
4042 p_ptr->stat_add[A_CHR] -= 1;
4044 p_ptr->dis_to_a += 10;
4047 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4049 p_ptr->stat_add[A_DEX] -= 1;
4051 p_ptr->dis_to_a += 25;
4054 if (p_ptr->muta3 & MUT3_WINGS)
4056 p_ptr->levitation = TRUE;
4059 if (p_ptr->muta3 & MUT3_FEARLESS)
4061 p_ptr->resist_fear = TRUE;
4064 if (p_ptr->muta3 & MUT3_REGEN)
4066 p_ptr->regenerate = TRUE;
4069 if (p_ptr->muta3 & MUT3_ESP)
4071 p_ptr->telepathy = TRUE;
4074 if (p_ptr->muta3 & MUT3_LIMBER)
4076 p_ptr->stat_add[A_DEX] += 3;
4079 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4081 p_ptr->stat_add[A_DEX] -= 3;
4084 if (p_ptr->muta3 & MUT3_MOTION)
4086 p_ptr->free_act = TRUE;
4087 p_ptr->skill_stl += 1;
4090 if (p_ptr->muta3 & MUT3_ILL_NORM)
4092 p_ptr->stat_add[A_CHR] = 0;
4096 if (p_ptr->tsuyoshi)
4098 p_ptr->stat_add[A_STR] += 4;
4099 p_ptr->stat_add[A_CON] += 4;
4102 /* Scan the usable inventory */
4103 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4105 int bonus_to_h, bonus_to_d;
4106 o_ptr = &inventory[i];
4108 /* Skip non-objects */
4109 if (!o_ptr->k_idx) continue;
4111 /* Extract the item flags */
4112 object_flags(o_ptr, flgs);
4114 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4115 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4118 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4119 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4120 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4121 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4122 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4123 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4125 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4127 /* Affect stealth */
4128 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4130 /* Affect searching ability (factor of five) */
4131 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4133 /* Affect searching frequency (factor of five) */
4134 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4136 /* Affect infravision */
4137 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4139 /* Affect digging (factor of 20) */
4140 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4143 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4146 if (have_flag(flgs, TR_BLOWS))
4148 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4149 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4150 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4153 /* Hack -- cause earthquakes */
4154 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4157 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4158 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4159 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4160 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4161 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4162 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4163 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4164 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4165 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4166 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4167 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4168 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4169 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4170 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4171 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4172 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4173 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4174 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4175 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4176 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4177 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4178 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4179 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4180 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4181 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4182 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4183 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4184 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4185 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4186 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4187 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4188 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4189 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4190 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4191 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4193 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4194 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4195 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4196 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4197 if (have_flag(flgs, TR_WARNING)){
4198 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4199 p_ptr->warning = TRUE;
4202 if (have_flag(flgs, TR_TELEPORT))
4204 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4207 cptr insc = quark_str(o_ptr->inscription);
4209 if (o_ptr->inscription && my_strchr(insc, '.'))
4212 * {.} will stop random teleportation.
4217 /* Controlled random teleportation */
4218 p_ptr->cursed |= TRC_TELEPORT_SELF;
4223 /* Immunity flags */
4224 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4225 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4226 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4227 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4229 /* Resistance flags */
4230 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4231 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4232 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4233 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4234 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4235 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4236 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4237 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4238 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4239 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4240 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4241 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4242 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4243 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4244 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4245 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4247 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4248 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4249 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4250 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4251 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4252 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4255 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4256 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4257 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4258 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4259 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4260 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4262 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4263 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4264 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4265 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4266 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4267 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4268 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4270 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4272 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4274 p_ptr->to_m_chance += 10;
4278 p_ptr->to_m_chance += 3;
4282 if (o_ptr->tval == TV_CAPTURE) continue;
4284 /* Modify the base armor class */
4285 p_ptr->ac += o_ptr->ac;
4287 /* The base armor class is always known */
4288 p_ptr->dis_ac += o_ptr->ac;
4290 /* Apply the bonuses to armor class */
4291 p_ptr->to_a += o_ptr->to_a;
4293 /* Apply the mental bonuses to armor class, if known */
4294 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4296 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4298 int slot = i - INVEN_RARM;
4301 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4303 p_ptr->to_h[slot] -= 15;
4304 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4308 p_ptr->to_h[slot] -= 5;
4309 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4314 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4316 p_ptr->to_h_b -= 15;
4317 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4322 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4327 if (o_ptr->curse_flags & TRC_LOW_AC)
4329 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4332 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4337 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4341 /* Hack -- do not apply "weapon" bonuses */
4342 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4343 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4345 /* Hack -- do not apply "bow" bonuses */
4346 if (i == INVEN_BOW) continue;
4348 bonus_to_h = o_ptr->to_h;
4349 bonus_to_d = o_ptr->to_d;
4351 if (p_ptr->pclass == CLASS_NINJA)
4353 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4354 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4357 /* To Bow and Natural attack */
4359 /* Apply the bonuses to hit/damage */
4360 p_ptr->to_h_b += bonus_to_h;
4361 p_ptr->to_h_m += bonus_to_h;
4362 p_ptr->to_d_m += bonus_to_d;
4364 /* Apply the mental bonuses tp hit/damage, if known */
4365 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4368 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4370 /* Apply the bonuses to hit/damage */
4371 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4372 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4374 /* Apply the mental bonuses tp hit/damage, if known */
4375 if (object_is_known(o_ptr))
4377 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4378 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4381 else if (p_ptr->migite && p_ptr->hidarite)
4383 /* Apply the bonuses to hit/damage */
4384 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4385 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4386 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4387 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4389 /* Apply the mental bonuses tp hit/damage, if known */
4390 if (object_is_known(o_ptr))
4392 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4393 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4394 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4395 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4400 /* Apply the bonuses to hit/damage */
4401 p_ptr->to_h[default_hand] += bonus_to_h;
4402 p_ptr->to_d[default_hand] += bonus_to_d;
4404 /* Apply the mental bonuses to hit/damage, if known */
4405 if (object_is_known(o_ptr))
4407 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4408 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4413 if (old_mighty_throw != p_ptr->mighty_throw)
4415 /* Redraw average damege display of Shuriken */
4416 p_ptr->window |= PW_INVEN;
4419 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4421 /* Monks get extra ac for armour _not worn_ */
4422 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4424 if (!(inventory[INVEN_BODY].k_idx))
4426 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4427 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4429 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4431 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4432 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4434 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4436 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4437 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4439 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4441 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4442 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4444 if (!(inventory[INVEN_HANDS].k_idx))
4446 p_ptr->to_a += (p_ptr->lev / 2);
4447 p_ptr->dis_to_a += (p_ptr->lev / 2);
4449 if (!(inventory[INVEN_FEET].k_idx))
4451 p_ptr->to_a += (p_ptr->lev / 3);
4452 p_ptr->dis_to_a += (p_ptr->lev / 3);
4454 if (p_ptr->special_defense & KAMAE_BYAKKO)
4456 p_ptr->stat_add[A_STR] += 2;
4457 p_ptr->stat_add[A_DEX] += 2;
4458 p_ptr->stat_add[A_CON] -= 3;
4460 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4463 else if (p_ptr->special_defense & KAMAE_GENBU)
4465 p_ptr->stat_add[A_INT] -= 1;
4466 p_ptr->stat_add[A_WIS] -= 1;
4467 p_ptr->stat_add[A_DEX] -= 2;
4468 p_ptr->stat_add[A_CON] += 3;
4470 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4472 p_ptr->stat_add[A_STR] -= 2;
4473 p_ptr->stat_add[A_INT] += 1;
4474 p_ptr->stat_add[A_WIS] += 1;
4475 p_ptr->stat_add[A_DEX] += 2;
4476 p_ptr->stat_add[A_CON] -= 2;
4480 if (p_ptr->special_defense & KATA_KOUKIJIN)
4482 for (i = 0; i < 6; i++)
4483 p_ptr->stat_add[i] += 5;
4485 p_ptr->dis_to_a -= 50;
4488 /* Hack -- aura of fire also provides light */
4489 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4491 /* Golems also get an intrinsic AC bonus */
4492 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4494 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4495 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4499 if (p_ptr->realm1 == REALM_HEX)
4501 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4502 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4503 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4504 if (hex_spelling(HEX_BUILDING))
4506 p_ptr->stat_add[A_STR] += 4;
4507 p_ptr->stat_add[A_DEX] += 4;
4508 p_ptr->stat_add[A_CON] += 4;
4510 if (hex_spelling(HEX_DEMON_AURA))
4512 p_ptr->sh_fire = TRUE;
4513 p_ptr->regenerate = TRUE;
4515 if (hex_spelling(HEX_ICE_ARMOR))
4517 p_ptr->sh_cold = TRUE;
4519 p_ptr->dis_to_a += 30;
4521 if (hex_spelling(HEX_SHOCK_CLOAK))
4523 p_ptr->sh_elec = TRUE;
4526 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4529 o_ptr = &inventory[i];
4530 if (!o_ptr->k_idx) continue;
4531 if (!object_is_armour(o_ptr)) continue;
4532 if (!object_is_cursed(o_ptr)) continue;
4534 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4535 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4537 p_ptr->dis_to_a += ac;
4541 /* Calculate stats */
4542 for (i = 0; i < 6; i++)
4546 /* Extract the new "stat_use" value for the stat */
4547 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4549 /* Notice changes */
4550 if (p_ptr->stat_top[i] != top)
4552 /* Save the new value */
4553 p_ptr->stat_top[i] = top;
4555 /* Redisplay the stats later */
4556 p_ptr->redraw |= (PR_STATS);
4559 p_ptr->window |= (PW_PLAYER);
4563 /* Extract the new "stat_use" value for the stat */
4564 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4566 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4568 /* 10 to 18/90 charisma, guaranteed, based on level */
4569 if (use < 8 + 2 * p_ptr->lev)
4571 use = 8 + 2 * p_ptr->lev;
4575 /* Notice changes */
4576 if (p_ptr->stat_use[i] != use)
4578 /* Save the new value */
4579 p_ptr->stat_use[i] = use;
4581 /* Redisplay the stats later */
4582 p_ptr->redraw |= (PR_STATS);
4585 p_ptr->window |= (PW_PLAYER);
4589 /* Values: 3, 4, ..., 17 */
4590 if (use <= 18) ind = (use - 3);
4592 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4593 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4595 /* Range: 18/220+ */
4598 /* Notice changes */
4599 if (p_ptr->stat_ind[i] != ind)
4601 /* Save the new index */
4602 p_ptr->stat_ind[i] = ind;
4604 /* Change in CON affects Hitpoints */
4607 p_ptr->update |= (PU_HP);
4610 /* Change in INT may affect Mana/Spells */
4611 else if (i == A_INT)
4613 if (mp_ptr->spell_stat == A_INT)
4615 p_ptr->update |= (PU_MANA | PU_SPELLS);
4619 /* Change in WIS may affect Mana/Spells */
4620 else if (i == A_WIS)
4622 if (mp_ptr->spell_stat == A_WIS)
4624 p_ptr->update |= (PU_MANA | PU_SPELLS);
4628 /* Change in WIS may affect Mana/Spells */
4629 else if (i == A_CHR)
4631 if (mp_ptr->spell_stat == A_CHR)
4633 p_ptr->update |= (PU_MANA | PU_SPELLS);
4638 p_ptr->window |= (PW_PLAYER);
4643 /* Apply temporary "stun" */
4644 if (p_ptr->stun > 50)
4646 p_ptr->to_h[0] -= 20;
4647 p_ptr->to_h[1] -= 20;
4648 p_ptr->to_h_b -= 20;
4649 p_ptr->to_h_m -= 20;
4650 p_ptr->dis_to_h[0] -= 20;
4651 p_ptr->dis_to_h[1] -= 20;
4652 p_ptr->dis_to_h_b -= 20;
4653 p_ptr->to_d[0] -= 20;
4654 p_ptr->to_d[1] -= 20;
4655 p_ptr->to_d_m -= 20;
4656 p_ptr->dis_to_d[0] -= 20;
4657 p_ptr->dis_to_d[1] -= 20;
4659 else if (p_ptr->stun)
4661 p_ptr->to_h[0] -= 5;
4662 p_ptr->to_h[1] -= 5;
4665 p_ptr->dis_to_h[0] -= 5;
4666 p_ptr->dis_to_h[1] -= 5;
4667 p_ptr->dis_to_h_b -= 5;
4668 p_ptr->to_d[0] -= 5;
4669 p_ptr->to_d[1] -= 5;
4671 p_ptr->dis_to_d[0] -= 5;
4672 p_ptr->dis_to_d[1] -= 5;
4676 if (p_ptr->wraith_form)
4678 p_ptr->reflect = TRUE;
4679 p_ptr->pass_wall = TRUE;
4682 if (p_ptr->kabenuke)
4684 p_ptr->pass_wall = TRUE;
4687 /* Temporary blessing */
4691 p_ptr->dis_to_a += 5;
4692 p_ptr->to_h[0] += 10;
4693 p_ptr->to_h[1] += 10;
4694 p_ptr->to_h_b += 10;
4695 p_ptr->to_h_m += 10;
4696 p_ptr->dis_to_h[0] += 10;
4697 p_ptr->dis_to_h[1] += 10;
4698 p_ptr->dis_to_h_b += 10;
4701 if (p_ptr->magicdef)
4703 p_ptr->resist_blind = TRUE;
4704 p_ptr->resist_conf = TRUE;
4705 p_ptr->reflect = TRUE;
4706 p_ptr->free_act = TRUE;
4707 p_ptr->levitation = TRUE;
4710 /* Temporary "Hero" */
4713 p_ptr->to_h[0] += 12;
4714 p_ptr->to_h[1] += 12;
4715 p_ptr->to_h_b += 12;
4716 p_ptr->to_h_m += 12;
4717 p_ptr->dis_to_h[0] += 12;
4718 p_ptr->dis_to_h[1] += 12;
4719 p_ptr->dis_to_h_b += 12;
4722 /* Temporary "Beserk" */
4725 p_ptr->to_h[0] += 12;
4726 p_ptr->to_h[1] += 12;
4727 p_ptr->to_h_b -= 12;
4728 p_ptr->to_h_m += 12;
4729 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4730 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4731 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4732 p_ptr->dis_to_h[0] += 12;
4733 p_ptr->dis_to_h[1] += 12;
4734 p_ptr->dis_to_h_b -= 12;
4735 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4736 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4738 p_ptr->dis_to_a -= 10;
4739 p_ptr->skill_stl -= 7;
4740 p_ptr->skill_dev -= 20;
4741 p_ptr->skill_sav -= 30;
4742 p_ptr->skill_srh -= 15;
4743 p_ptr->skill_fos -= 15;
4744 p_ptr->skill_tht -= 20;
4745 p_ptr->skill_dig += 30;
4748 /* Temporary "fast" */
4754 /* Temporary "slow" */
4760 /* Temporary "telepathy" */
4763 p_ptr->telepathy = TRUE;
4766 if (p_ptr->ele_immune)
4768 if (p_ptr->special_defense & DEFENSE_ACID)
4769 p_ptr->immune_acid = TRUE;
4770 else if (p_ptr->special_defense & DEFENSE_ELEC)
4771 p_ptr->immune_elec = TRUE;
4772 else if (p_ptr->special_defense & DEFENSE_FIRE)
4773 p_ptr->immune_fire = TRUE;
4774 else if (p_ptr->special_defense & DEFENSE_COLD)
4775 p_ptr->immune_cold = TRUE;
4778 /* Temporary see invisible */
4779 if (p_ptr->tim_invis)
4781 p_ptr->see_inv = TRUE;
4784 /* Temporary infravision boost */
4785 if (p_ptr->tim_infra)
4787 p_ptr->see_infra+=3;
4790 /* Temporary regeneration boost */
4791 if (p_ptr->tim_regen)
4793 p_ptr->regenerate = TRUE;
4796 /* Temporary levitation */
4797 if (p_ptr->tim_levitation)
4799 p_ptr->levitation = TRUE;
4802 /* Temporary reflection */
4803 if (p_ptr->tim_reflect)
4805 p_ptr->reflect = TRUE;
4808 /* Hack -- Hero/Shero -> Res fear */
4809 if (IS_HERO() || p_ptr->shero)
4811 p_ptr->resist_fear = TRUE;
4815 /* Hack -- Telepathy Change */
4816 if (p_ptr->telepathy != old_telepathy)
4818 p_ptr->update |= (PU_MONSTERS);
4821 if ((p_ptr->esp_animal != old_esp_animal) ||
4822 (p_ptr->esp_undead != old_esp_undead) ||
4823 (p_ptr->esp_demon != old_esp_demon) ||
4824 (p_ptr->esp_orc != old_esp_orc) ||
4825 (p_ptr->esp_troll != old_esp_troll) ||
4826 (p_ptr->esp_giant != old_esp_giant) ||
4827 (p_ptr->esp_dragon != old_esp_dragon) ||
4828 (p_ptr->esp_human != old_esp_human) ||
4829 (p_ptr->esp_evil != old_esp_evil) ||
4830 (p_ptr->esp_good != old_esp_good) ||
4831 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4832 (p_ptr->esp_unique != old_esp_unique))
4834 p_ptr->update |= (PU_MONSTERS);
4837 /* Hack -- See Invis Change */
4838 if (p_ptr->see_inv != old_see_inv)
4840 p_ptr->update |= (PU_MONSTERS);
4843 /* Bloating slows the player down (a little) */
4844 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4846 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4848 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4849 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4851 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4852 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4855 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4857 int penalty1, penalty2;
4858 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4859 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4860 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4862 penalty1 = penalty1 / 2 - 5;
4863 penalty2 = penalty2 / 2 - 5;
4866 p_ptr->dis_to_a += 10;
4870 if (penalty1 > 0) penalty1 /= 2;
4871 if (penalty2 > 0) penalty2 /= 2;
4873 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4875 penalty1 = MAX(0, penalty1 - 10);
4876 penalty2 = MAX(0, penalty2 - 10);
4878 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4880 penalty1 = MIN(0, penalty1);
4881 penalty2 = MIN(0, penalty2);
4883 p_ptr->dis_to_a += 10;
4887 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4889 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4892 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4893 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4894 p_ptr->to_h[0] -= penalty1;
4895 p_ptr->to_h[1] -= penalty2;
4896 p_ptr->dis_to_h[0] -= penalty1;
4897 p_ptr->dis_to_h[1] -= penalty2;
4900 /* Extract the current weight (in tenth pounds) */
4901 j = p_ptr->total_weight;
4905 /* Extract the "weight limit" (in tenth pounds) */
4906 i = (int)weight_limit();
4910 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4911 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4912 int speed = riding_m_ptr->mspeed;
4914 if (riding_m_ptr->mspeed > 110)
4916 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4917 if (new_speed < 110) new_speed = 110;
4923 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4924 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4925 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4926 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4927 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4929 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4930 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4932 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4934 /* Extract the "weight limit" */
4935 i = 1500 + riding_r_ptr->level * 25;
4938 /* XXX XXX XXX Apply "encumbrance" from weight */
4939 if (j > i) new_speed -= ((j - i) / (i / 5));
4941 /* Searching slows the player down */
4942 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4944 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4945 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4946 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4947 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4948 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4949 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4950 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4951 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4952 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4953 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4954 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4955 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4956 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4958 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4959 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4960 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4961 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4962 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4963 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4964 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4965 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4966 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4967 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4970 /* Obtain the "hold" value */
4971 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4974 /* Examine the "current bow" */
4975 o_ptr = &inventory[INVEN_BOW];
4977 /* It is hard to carholdry a heavy bow */
4978 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4979 if (p_ptr->heavy_shoot)
4981 /* Hard to wield a heavy bow */
4982 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4983 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4986 /* Compute "extra shots" if needed */
4989 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4991 /* Apply special flags */
4992 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4995 p_ptr->num_fire = calc_num_fire(o_ptr);
4997 /* Snipers love Cross bows */
4998 if ((p_ptr->pclass == CLASS_SNIPER) &&
4999 (p_ptr->tval_ammo == TV_BOLT))
5001 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5002 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5010 for(i = 0 ; i < 2 ; i++)
5012 /* Examine the "main weapon" */
5013 o_ptr = &inventory[INVEN_RARM+i];
5015 object_flags(o_ptr, flgs);
5017 /* Assume not heavy */
5018 p_ptr->heavy_wield[i] = FALSE;
5019 p_ptr->icky_wield[i] = FALSE;
5020 p_ptr->riding_wield[i] = FALSE;
5022 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5023 /* It is hard to hold a heavy weapon */
5024 if (hold < o_ptr->weight / 10)
5026 /* Hard to wield a heavy weapon */
5027 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5028 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5031 p_ptr->heavy_wield[i] = TRUE;
5033 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5035 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5038 p_ptr->dis_to_a += 5;
5041 /* Normal weapons */
5042 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5044 int str_index, dex_index;
5046 int num = 0, wgt = 0, mul = 0, div = 0;
5048 /* Analyze the class */
5049 switch (p_ptr->pclass)
5053 num = 6; wgt = 70; mul = 5; break;
5056 case CLASS_BERSERKER:
5057 num = 6; wgt = 70; mul = 7; break;
5061 case CLASS_HIGH_MAGE:
5062 case CLASS_BLUE_MAGE:
5063 num = 3; wgt = 100; mul = 2; break;
5065 /* Priest, Mindcrafter, Magic-Eater */
5067 case CLASS_MAGIC_EATER:
5068 case CLASS_MINDCRAFTER:
5069 num = 5; wgt = 100; mul = 3; break;
5073 num = 5; wgt = 40; mul = 3; break;
5077 num = 5; wgt = 70; mul = 4; break;
5082 num = 5; wgt = 70; mul = 4; break;
5086 num = 5; wgt = 150; mul = 5; break;
5089 case CLASS_WARRIOR_MAGE:
5090 case CLASS_RED_MAGE:
5091 num = 5; wgt = 70; mul = 3; break;
5094 case CLASS_CHAOS_WARRIOR:
5095 num = 5; wgt = 70; mul = 4; break;
5099 num = 5; wgt = 60; mul = 3; break;
5103 num = 4; wgt = 100; mul = 3; break;
5106 case CLASS_IMITATOR:
5107 num = 5; wgt = 70; mul = 4; break;
5110 case CLASS_BEASTMASTER:
5111 num = 5; wgt = 70; mul = 3; break;
5115 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5116 else {num = 5; wgt = 100; mul = 3;}
5120 case CLASS_SORCERER:
5121 num = 1; wgt = 1; mul = 1; break;
5123 /* Archer, Bard, Sniper */
5127 num = 4; wgt = 70; mul = 2; break;
5130 case CLASS_FORCETRAINER:
5131 num = 4; wgt = 60; mul = 2; break;
5134 case CLASS_MIRROR_MASTER:
5135 num = 3; wgt = 100; mul = 3; break;
5139 num = 4; wgt = 20; mul = 1; break;
5142 /* Hex - extra mights gives +1 bonus to max blows */
5143 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5145 /* Enforce a minimum "weight" (tenth pounds) */
5146 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5148 /* Access the strength vs weight */
5149 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5151 if (p_ptr->ryoute && !omoi) str_index++;
5152 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5155 if (str_index > 11) str_index = 11;
5157 /* Index by dexterity */
5158 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5161 if (dex_index > 11) dex_index = 11;
5163 /* Use the blows table */
5164 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5167 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5169 /* Add in the "bonus blows" */
5170 p_ptr->num_blow[i] += extra_blows[i];
5173 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5174 else if (p_ptr->pclass == CLASS_BERSERKER)
5176 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5178 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5180 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5182 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5185 /* Require at least one blow */
5186 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5188 /* Boost digging skill by weapon weight */
5189 p_ptr->skill_dig += (o_ptr->weight / 10);
5193 /* Priest weapon penalty for non-blessed edged weapons */
5194 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5195 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5197 /* Reduce the real bonuses */
5198 p_ptr->to_h[i] -= 2;
5199 p_ptr->to_d[i] -= 2;
5201 /* Reduce the mental bonuses */
5202 p_ptr->dis_to_h[i] -= 2;
5203 p_ptr->dis_to_d[i] -= 2;
5206 p_ptr->icky_wield[i] = TRUE;
5208 else if (p_ptr->pclass == CLASS_BERSERKER)
5210 p_ptr->to_h[i] += p_ptr->lev/5;
5211 p_ptr->to_d[i] += p_ptr->lev/6;
5212 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5213 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5214 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5216 p_ptr->to_h[i] += p_ptr->lev/5;
5217 p_ptr->to_d[i] += p_ptr->lev/6;
5218 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5219 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5222 else if (p_ptr->pclass == CLASS_SORCERER)
5224 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5226 /* Reduce the real bonuses */
5227 p_ptr->to_h[i] -= 200;
5228 p_ptr->to_d[i] -= 200;
5230 /* Reduce the mental bonuses */
5231 p_ptr->dis_to_h[i] -= 200;
5232 p_ptr->dis_to_d[i] -= 200;
5235 p_ptr->icky_wield[i] = TRUE;
5239 /* Reduce the real bonuses */
5240 p_ptr->to_h[i] -= 30;
5241 p_ptr->to_d[i] -= 10;
5243 /* Reduce the mental bonuses */
5244 p_ptr->dis_to_h[i] -= 30;
5245 p_ptr->dis_to_d[i] -= 10;
5249 if (p_ptr->realm1 == REALM_HEX)
5251 if (object_is_cursed(o_ptr))
5253 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5254 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5255 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5256 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5257 if (hex_spelling(HEX_RUNESWORD))
5259 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5260 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5261 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5267 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5269 p_ptr->to_h[i] +=15;
5270 p_ptr->dis_to_h[i] +=15;
5271 p_ptr->to_dd[i] += 2;
5273 else if (!(have_flag(flgs, TR_RIDING)))
5276 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5282 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5284 if (penalty < 30) penalty = 30;
5286 p_ptr->to_h[i] -= penalty;
5287 p_ptr->dis_to_h[i] -= penalty;
5290 p_ptr->riding_wield[i] = TRUE;
5299 p_ptr->riding_ryoute = FALSE;
5301 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5302 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5304 switch (p_ptr->pclass)
5307 case CLASS_FORCETRAINER:
5308 case CLASS_BERSERKER:
5309 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5310 p_ptr->riding_ryoute = TRUE;
5315 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5317 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5321 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5323 if (penalty < 30) penalty = 30;
5325 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5326 p_ptr->to_h_b -= penalty;
5327 p_ptr->dis_to_h_b -= penalty;
5330 /* Different calculation for monks with empty hands */
5331 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5332 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5334 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5335 p_ptr->num_blow[0] = 0;
5337 if (p_ptr->pclass == CLASS_FORCETRAINER)
5339 if (blow_base > 18) p_ptr->num_blow[0]++;
5340 if (blow_base > 31) p_ptr->num_blow[0]++;
5341 if (blow_base > 44) p_ptr->num_blow[0]++;
5342 if (blow_base > 58) p_ptr->num_blow[0]++;
5343 if (p_ptr->magic_num1[0])
5345 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5346 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5351 if (blow_base > 12) p_ptr->num_blow[0]++;
5352 if (blow_base > 22) p_ptr->num_blow[0]++;
5353 if (blow_base > 31) p_ptr->num_blow[0]++;
5354 if (blow_base > 39) p_ptr->num_blow[0]++;
5355 if (blow_base > 46) p_ptr->num_blow[0]++;
5356 if (blow_base > 53) p_ptr->num_blow[0]++;
5357 if (blow_base > 59) p_ptr->num_blow[0]++;
5360 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5361 p_ptr->num_blow[0] /= 2;
5364 p_ptr->to_h[0] += (p_ptr->lev / 3);
5365 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5367 p_ptr->to_d[0] += (p_ptr->lev / 6);
5368 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5371 if (p_ptr->special_defense & KAMAE_BYAKKO)
5374 p_ptr->dis_to_a -= 40;
5377 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5380 p_ptr->dis_to_a -= 50;
5381 p_ptr->resist_acid = TRUE;
5382 p_ptr->resist_fire = TRUE;
5383 p_ptr->resist_elec = TRUE;
5384 p_ptr->resist_cold = TRUE;
5385 p_ptr->resist_pois = TRUE;
5386 p_ptr->sh_fire = TRUE;
5387 p_ptr->sh_elec = TRUE;
5388 p_ptr->sh_cold = TRUE;
5389 p_ptr->levitation = TRUE;
5391 else if (p_ptr->special_defense & KAMAE_GENBU)
5393 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5394 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5395 p_ptr->reflect = TRUE;
5396 p_ptr->num_blow[0] -= 2;
5397 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5398 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5400 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5402 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5403 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5405 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5406 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5407 p_ptr->num_blow[0] /= 2;
5408 p_ptr->levitation = TRUE;
5411 p_ptr->num_blow[0] += 1+extra_blows[0];
5414 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5416 monk_armour_aux = FALSE;
5420 monk_armour_aux = TRUE;
5423 for (i = 0; i < 2; i++)
5425 if (buki_motteruka(INVEN_RARM+i))
5427 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5428 int sval = inventory[INVEN_RARM+i].sval;
5430 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5431 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5432 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5434 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5436 p_ptr->to_h[i] -= 40;
5437 p_ptr->dis_to_h[i] -= 40;
5438 p_ptr->icky_wield[i] = TRUE;
5441 else if (p_ptr->pclass == CLASS_NINJA)
5443 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5445 p_ptr->to_h[i] -= 40;
5446 p_ptr->dis_to_h[i] -= 40;
5447 p_ptr->icky_wield[i] = TRUE;
5448 p_ptr->num_blow[i] /= 2;
5449 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5453 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5457 /* Maximum speed is (+99). (internally it's 110 + 99) */
5458 /* Temporary lightspeed forces to be maximum speed */
5459 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5464 /* Minimum speed is (-99). (internally it's 110 - 99) */
5465 if (new_speed < 11) new_speed = 11;
5467 /* Display the speed (if needed) */
5468 if (p_ptr->pspeed != (byte)new_speed)
5470 p_ptr->pspeed = (byte)new_speed;
5471 p_ptr->redraw |= (PR_SPEED);
5476 if (p_ptr->to_a > (0 - p_ptr->ac))
5477 p_ptr->to_a = 0 - p_ptr->ac;
5478 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5479 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5482 /* Redraw armor (if needed) */
5483 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5486 p_ptr->redraw |= (PR_ARMOR);
5489 p_ptr->window |= (PW_PLAYER);
5493 if (p_ptr->ryoute && !omoi)
5495 int bonus_to_h=0, bonus_to_d=0;
5496 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5497 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);
5499 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5500 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5501 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5502 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5505 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5507 /* Affect Skill -- stealth (bonus one) */
5508 p_ptr->skill_stl += 1;
5510 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5512 /* Affect Skill -- disarming (DEX and INT) */
5513 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5514 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5516 /* Affect Skill -- magic devices (INT) */
5517 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5519 /* Affect Skill -- saving throw (WIS) */
5520 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5522 /* Affect Skill -- digging (STR) */
5523 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5525 /* Affect Skill -- disarming (Level, by Class) */
5526 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5528 /* Affect Skill -- magic devices (Level, by Class) */
5529 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5531 /* Affect Skill -- saving throw (Level, by Class) */
5532 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5534 /* Affect Skill -- stealth (Level, by Class) */
5535 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5537 /* Affect Skill -- search ability (Level, by Class) */
5538 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5540 /* Affect Skill -- search frequency (Level, by Class) */
5541 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5543 /* Affect Skill -- combat (normal) (Level, by Class) */
5544 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5546 /* Affect Skill -- combat (shooting) (Level, by Class) */
5547 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5549 /* Affect Skill -- combat (throwing) (Level, by Class) */
5550 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5553 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5555 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5556 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5559 /* Limit Skill -- stealth from 0 to 30 */
5560 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5561 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5563 /* Limit Skill -- digging from 1 up */
5564 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5566 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5568 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5570 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;
5572 if (down_saving) p_ptr->skill_sav /= 2;
5574 /* Hack -- Each elemental immunity includes resistance */
5575 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5576 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5577 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5578 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5580 /* Determine player alignment */
5581 for (i = 0, j = 0; i < 8; i++)
5583 switch (p_ptr->vir_types[i])
5586 p_ptr->align += p_ptr->virtues[i] * 2;
5596 p_ptr->align -= p_ptr->virtues[i];
5599 p_ptr->align += p_ptr->virtues[i];
5604 for (i = 0; i < j; i++)
5606 if (p_ptr->align > 0)
5608 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5609 if (p_ptr->align < 0) p_ptr->align = 0;
5611 else if (p_ptr->align < 0)
5613 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5614 if (p_ptr->align > 0) p_ptr->align = 0;
5618 /* Hack -- handle "xtra" mode */
5619 if (character_xtra) return;
5621 /* Take note when "heavy bow" changes */
5622 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5625 if (p_ptr->heavy_shoot)
5627 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5629 else if (inventory[INVEN_BOW].k_idx)
5631 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5635 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5639 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5642 for (i = 0 ; i < 2 ; i++)
5644 /* Take note when "heavy weapon" changes */
5645 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5648 if (p_ptr->heavy_wield[i])
5650 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5652 else if (buki_motteruka(INVEN_RARM+i))
5654 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5656 else if (p_ptr->heavy_wield[1-i])
5658 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5662 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5666 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5669 /* Take note when "heavy weapon" changes */
5670 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5673 if (p_ptr->riding_wield[i])
5675 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5677 else if (!p_ptr->riding)
5679 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5681 else if (buki_motteruka(INVEN_RARM+i))
5683 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5686 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5689 /* Take note when "illegal weapon" changes */
5690 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5693 if (p_ptr->icky_wield[i])
5695 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5698 chg_virtue(V_FAITH, -1);
5701 else if (buki_motteruka(INVEN_RARM+i))
5703 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5707 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5711 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5715 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5718 if (p_ptr->riding_ryoute)
5721 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5723 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5729 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5731 msg_print("You began to control riding pet with one hand.");
5735 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5738 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5742 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5745 chg_virtue(V_HARMONY, -1);
5750 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5753 monk_notify_aux = monk_armour_aux;
5756 for (i = 0; i < INVEN_PACK; i++)
5759 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5760 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5762 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5763 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5765 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5769 /* Acquire object */
5770 o_ptr = &o_list[this_o_idx];
5772 /* Acquire next object */
5773 next_o_idx = o_ptr->next_o_idx;
5776 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5777 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5779 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5780 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5783 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5785 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5787 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5788 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5791 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)))
5793 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5794 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5797 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5799 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5800 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5803 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5805 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5806 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5813 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5815 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5817 void notice_stuff(void)
5820 if (!p_ptr->notice) return;
5823 /* Actually do auto-destroy */
5824 if (p_ptr->notice & (PN_AUTODESTROY))
5826 p_ptr->notice &= ~(PN_AUTODESTROY);
5827 autopick_delayed_alter();
5830 /* Combine the pack */
5831 if (p_ptr->notice & (PN_COMBINE))
5833 p_ptr->notice &= ~(PN_COMBINE);
5837 /* Reorder the pack */
5838 if (p_ptr->notice & (PN_REORDER))
5840 p_ptr->notice &= ~(PN_REORDER);
5847 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5849 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5851 void update_stuff(void)
5854 if (!p_ptr->update) return;
5857 if (p_ptr->update & (PU_BONUS))
5859 p_ptr->update &= ~(PU_BONUS);
5863 if (p_ptr->update & (PU_TORCH))
5865 p_ptr->update &= ~(PU_TORCH);
5869 if (p_ptr->update & (PU_HP))
5871 p_ptr->update &= ~(PU_HP);
5875 if (p_ptr->update & (PU_MANA))
5877 p_ptr->update &= ~(PU_MANA);
5881 if (p_ptr->update & (PU_SPELLS))
5883 p_ptr->update &= ~(PU_SPELLS);
5888 /* Character is not ready yet, no screen updates */
5889 if (!character_generated) return;
5892 /* Character is in "icky" mode, no screen updates */
5893 if (character_icky) return;
5896 if (p_ptr->update & (PU_UN_LITE))
5898 p_ptr->update &= ~(PU_UN_LITE);
5902 if (p_ptr->update & (PU_UN_VIEW))
5904 p_ptr->update &= ~(PU_UN_VIEW);
5908 if (p_ptr->update & (PU_VIEW))
5910 p_ptr->update &= ~(PU_VIEW);
5914 if (p_ptr->update & (PU_LITE))
5916 p_ptr->update &= ~(PU_LITE);
5921 if (p_ptr->update & (PU_FLOW))
5923 p_ptr->update &= ~(PU_FLOW);
5927 if (p_ptr->update & (PU_DISTANCE))
5929 p_ptr->update &= ~(PU_DISTANCE);
5931 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5932 /* p_ptr->update &= ~(PU_MONSTERS); */
5934 update_monsters(TRUE);
5937 if (p_ptr->update & (PU_MON_LITE))
5939 p_ptr->update &= ~(PU_MON_LITE);
5944 * Mega-Hack -- Delayed visual update
5945 * Only used if update_view(), update_lite() or update_mon_lite() was called
5947 if (p_ptr->update & (PU_DELAY_VIS))
5949 p_ptr->update &= ~(PU_DELAY_VIS);
5950 delayed_visual_update();
5953 if (p_ptr->update & (PU_MONSTERS))
5955 p_ptr->update &= ~(PU_MONSTERS);
5956 update_monsters(FALSE);
5962 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5964 * @details 更新処理の対象はゲーム中の全描画処理
5966 void redraw_stuff(void)
5969 if (!p_ptr->redraw) return;
5972 /* Character is not ready yet, no screen updates */
5973 if (!character_generated) return;
5976 /* Character is in "icky" mode, no screen updates */
5977 if (character_icky) return;
5981 /* Hack -- clear the screen */
5982 if (p_ptr->redraw & (PR_WIPE))
5984 p_ptr->redraw &= ~(PR_WIPE);
5990 if (p_ptr->redraw & (PR_MAP))
5992 p_ptr->redraw &= ~(PR_MAP);
5997 if (p_ptr->redraw & (PR_BASIC))
5999 p_ptr->redraw &= ~(PR_BASIC);
6000 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
6001 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
6002 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6003 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6009 if (p_ptr->redraw & (PR_EQUIPPY))
6011 p_ptr->redraw &= ~(PR_EQUIPPY);
6012 print_equippy(); /* To draw / delete equippy chars */
6015 if (p_ptr->redraw & (PR_MISC))
6017 p_ptr->redraw &= ~(PR_MISC);
6018 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6019 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6023 if (p_ptr->redraw & (PR_TITLE))
6025 p_ptr->redraw &= ~(PR_TITLE);
6029 if (p_ptr->redraw & (PR_LEV))
6031 p_ptr->redraw &= ~(PR_LEV);
6035 if (p_ptr->redraw & (PR_EXP))
6037 p_ptr->redraw &= ~(PR_EXP);
6041 if (p_ptr->redraw & (PR_STATS))
6043 p_ptr->redraw &= ~(PR_STATS);
6052 if (p_ptr->redraw & (PR_STATUS))
6054 p_ptr->redraw &= ~(PR_STATUS);
6058 if (p_ptr->redraw & (PR_ARMOR))
6060 p_ptr->redraw &= ~(PR_ARMOR);
6064 if (p_ptr->redraw & (PR_HP))
6066 p_ptr->redraw &= ~(PR_HP);
6070 if (p_ptr->redraw & (PR_MANA))
6072 p_ptr->redraw &= ~(PR_MANA);
6076 if (p_ptr->redraw & (PR_GOLD))
6078 p_ptr->redraw &= ~(PR_GOLD);
6082 if (p_ptr->redraw & (PR_DEPTH))
6084 p_ptr->redraw &= ~(PR_DEPTH);
6088 if (p_ptr->redraw & (PR_HEALTH))
6090 p_ptr->redraw &= ~(PR_HEALTH);
6091 health_redraw(FALSE);
6094 if (p_ptr->redraw & (PR_UHEALTH))
6096 p_ptr->redraw &= ~(PR_UHEALTH);
6097 health_redraw(TRUE);
6101 if (p_ptr->redraw & (PR_EXTRA))
6103 p_ptr->redraw &= ~(PR_EXTRA);
6104 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6105 p_ptr->redraw &= ~(PR_HUNGER);
6106 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6110 if (p_ptr->redraw & (PR_CUT))
6112 p_ptr->redraw &= ~(PR_CUT);
6116 if (p_ptr->redraw & (PR_STUN))
6118 p_ptr->redraw &= ~(PR_STUN);
6122 if (p_ptr->redraw & (PR_HUNGER))
6124 p_ptr->redraw &= ~(PR_HUNGER);
6128 if (p_ptr->redraw & (PR_STATE))
6130 p_ptr->redraw &= ~(PR_STATE);
6134 if (p_ptr->redraw & (PR_SPEED))
6136 p_ptr->redraw &= ~(PR_SPEED);
6140 if (p_ptr->pclass == CLASS_IMITATOR)
6142 if (p_ptr->redraw & (PR_IMITATION))
6144 p_ptr->redraw &= ~(PR_IMITATION);
6148 else if (p_ptr->redraw & (PR_STUDY))
6150 p_ptr->redraw &= ~(PR_STUDY);
6157 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6159 * @details 更新処理の対象はサブウィンドウ全般
6161 void window_stuff(void)
6169 if (!p_ptr->window) return;
6172 for (j = 0; j < 8; j++)
6174 /* Save usable flags */
6175 if (angband_term[j]) mask |= window_flag[j];
6178 /* Apply usable flags */
6179 p_ptr->window &= mask;
6182 if (!p_ptr->window) return;
6185 /* Display inventory */
6186 if (p_ptr->window & (PW_INVEN))
6188 p_ptr->window &= ~(PW_INVEN);
6192 /* Display equipment */
6193 if (p_ptr->window & (PW_EQUIP))
6195 p_ptr->window &= ~(PW_EQUIP);
6199 /* Display spell list */
6200 if (p_ptr->window & (PW_SPELL))
6202 p_ptr->window &= ~(PW_SPELL);
6206 /* Display player */
6207 if (p_ptr->window & (PW_PLAYER))
6209 p_ptr->window &= ~(PW_PLAYER);
6213 /* Display monster list */
6214 if (p_ptr->window & (PW_MONSTER_LIST))
6216 p_ptr->window &= ~(PW_MONSTER_LIST);
6220 /* Display overhead view */
6221 if (p_ptr->window & (PW_MESSAGE))
6223 p_ptr->window &= ~(PW_MESSAGE);
6227 /* Display overhead view */
6228 if (p_ptr->window & (PW_OVERHEAD))
6230 p_ptr->window &= ~(PW_OVERHEAD);
6234 /* Display overhead view */
6235 if (p_ptr->window & (PW_DUNGEON))
6237 p_ptr->window &= ~(PW_DUNGEON);
6241 /* Display monster recall */
6242 if (p_ptr->window & (PW_MONSTER))
6244 p_ptr->window &= ~(PW_MONSTER);
6248 /* Display object recall */
6249 if (p_ptr->window & (PW_OBJECT))
6251 p_ptr->window &= ~(PW_OBJECT);
6258 * @brief 全更新処理をチェックして処理していく
6259 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6262 void handle_stuff(void)
6265 if (p_ptr->update) update_stuff();
6268 if (p_ptr->redraw) redraw_stuff();
6271 if (p_ptr->window) window_stuff();
6275 * @brief プレイヤーの現在開いている手の状態を返す
6276 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6277 * @return 開いている手のビットフラグ
6279 s16b empty_hands(bool riding_control)
6281 s16b status = EMPTY_HAND_NONE;
6283 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6284 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6286 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6288 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6289 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6297 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6298 * @return ペナルティが適用されるならばTRUE。
6300 bool heavy_armor(void)
6302 u16b monk_arm_wgt = 0;
6304 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6306 /* Weight the armor */
6307 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6308 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6309 monk_arm_wgt += inventory[INVEN_BODY].weight;
6310 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6311 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6312 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6313 monk_arm_wgt += inventory[INVEN_FEET].weight;
6315 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6319 * @brief 実ゲームプレイ時間を更新する
6321 void update_playtime(void)
6323 /* Check if the game has started */
6324 if (start_time != 0)
6326 u32b tmp = time(NULL);
6327 playtime += (tmp - start_time);