3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
749 p = _("[ウィザード]", "[=-WIZARD-=]");
751 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
753 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
755 p = _("*真・勝利者*", "*TRUEWINNER*");
759 p = _("***勝利者***", "***WINNER***");
766 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
770 prt_field(p, ROW_TITLE, COL_TITLE);
775 * @brief プレイヤーのレベルを表示する / Prints level
778 static void prt_level(void)
782 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
784 if (p_ptr->lev >= p_ptr->max_plv)
787 put_str("レベル ", ROW_LEVEL, 0);
788 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
790 put_str("LEVEL ", ROW_LEVEL, 0);
791 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
798 put_str("xレベル", ROW_LEVEL, 0);
799 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
801 put_str("Level ", ROW_LEVEL, 0);
802 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
810 * @brief プレイヤーの経験値を表示する / Display the experience
813 static void prt_exp(void)
817 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
819 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
823 if (p_ptr->lev >= PY_MAX_LEVEL)
825 (void)sprintf(out_val, "********");
830 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
832 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
837 if (p_ptr->exp >= p_ptr->max_exp)
840 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
841 else put_str("経験 ", ROW_EXP, 0);
842 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
844 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
845 else put_str("EXP ", ROW_EXP, 0);
846 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
852 put_str(_("x経験", "Exp "), ROW_EXP, 0);
854 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
856 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
863 * @brief プレイヤーの所持金を表示する / Prints current gold
866 static void prt_gold(void)
869 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
870 sprintf(tmp, "%9ld", (long)p_ptr->au);
871 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
876 * @brief プレイヤーのACを表示する / Prints current AC
879 static void prt_ac(void)
884 /* AC の表示方式を変更している */
885 put_str(" AC( )", ROW_AC, COL_AC);
886 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
887 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
889 put_str("Cur AC ", ROW_AC, COL_AC);
890 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
891 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
898 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
901 static void prt_hp(void)
903 /* ヒットポイントの表示方法を変更 */
909 put_str("HP", ROW_CURHP, COL_CURHP);
912 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
914 if (p_ptr->chp >= p_ptr->mhp)
916 color = TERM_L_GREEN;
918 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
927 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
930 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
933 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
934 color = TERM_L_GREEN;
936 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
941 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
944 static void prt_sp(void)
946 /* マジックポイントの表示方法を変更している */
951 /* Do not show mana unless it matters */
952 if (!mp_ptr->spell_book) return;
955 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
958 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
960 if (p_ptr->csp >= p_ptr->msp)
962 color = TERM_L_GREEN;
964 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
973 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
976 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
979 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
980 color = TERM_L_GREEN;
982 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
987 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
990 static void prt_depth(void)
993 int wid, hgt, row_depth, col_depth;
994 byte attr = TERM_WHITE;
996 Term_get_size(&wid, &hgt);
997 col_depth = wid + COL_DEPTH;
998 row_depth = hgt + ROW_DEPTH;
1002 strcpy(depths, _("地上", "Surf."));
1004 else if (p_ptr->inside_quest && !dungeon_type)
1006 strcpy(depths, _("地上", "Quest"));
1010 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1011 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1013 /* Get color of level based on feeling -JSV- */
1014 switch (p_ptr->feeling)
1016 case 0: attr = TERM_SLATE; break; /* Unknown */
1017 case 1: attr = TERM_L_BLUE; break; /* Special */
1018 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1019 case 3: attr = TERM_RED; break; /* Very dangerous */
1020 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1021 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1022 case 6: attr = TERM_YELLOW; break; /* Nervous */
1023 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1024 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1025 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1026 case 10: attr = TERM_WHITE; break; /* Boring place */
1030 /* Right-Adjust the "depth", and clear old values */
1031 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1036 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1039 static void prt_hunger(void)
1041 if(p_ptr->wizard && p_ptr->inside_arena) return;
1043 /* Fainting / Starving */
1044 if (p_ptr->food < PY_FOOD_FAINT)
1046 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1050 else if (p_ptr->food < PY_FOOD_WEAK)
1052 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1056 else if (p_ptr->food < PY_FOOD_ALERT)
1058 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1062 else if (p_ptr->food < PY_FOOD_FULL)
1064 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1068 else if (p_ptr->food < PY_FOOD_MAX)
1070 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1076 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1082 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1085 * Display is always exactly 10 characters wide (see below)
1086 * This function was a major bottleneck when resting, so a lot of
1087 * the text formatting code was optimized in place below.
1089 static void prt_state(void)
1091 byte attr = TERM_WHITE;
1098 if (command_rep > 999)
1100 (void)sprintf(text, "%2d00", command_rep / 100);
1104 (void)sprintf(text, " %2d", command_rep);
1111 switch(p_ptr->action)
1115 strcpy(text, _("探索", "Sear"));
1122 /* Start with "Rest" */
1123 strcpy(text, _(" ", " "));
1125 /* Extensive (timed) rest */
1126 if (resting >= 1000)
1131 text[1] = '0' + (i % 10);
1132 text[0] = '0' + (i / 10);
1135 /* Long (timed) rest */
1136 else if (resting >= 100)
1139 text[3] = '0' + (i % 10);
1141 text[2] = '0' + (i % 10);
1142 text[1] = '0' + (i / 10);
1145 /* Medium (timed) rest */
1146 else if (resting >= 10)
1149 text[3] = '0' + (i % 10);
1150 text[2] = '0' + (i / 10);
1153 /* Short (timed) rest */
1154 else if (resting > 0)
1157 text[3] = '0' + (i);
1160 /* Rest until healed */
1161 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1163 text[0] = text[1] = text[2] = text[3] = '*';
1166 /* Rest until done */
1167 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1169 text[0] = text[1] = text[2] = text[3] = '&';
1175 strcpy(text, _("学習", "lear"));
1176 if (new_mane) attr = TERM_L_RED;
1181 strcpy(text, _("釣り", "fish"));
1187 for (i = 0; i < MAX_KAMAE; i++)
1188 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1191 case 0: attr = TERM_GREEN;break;
1192 case 1: attr = TERM_WHITE;break;
1193 case 2: attr = TERM_L_BLUE;break;
1194 case 3: attr = TERM_L_RED;break;
1196 strcpy(text, kamae_shurui[i].desc);
1202 for (i = 0; i < MAX_KATA; i++)
1203 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1204 strcpy(text, kata_shurui[i].desc);
1209 strcpy(text, _("歌 ", "Sing"));
1212 case ACTION_HAYAGAKE:
1214 strcpy(text, _("速駆", "Fast"));
1219 strcpy(text, _("詠唱", "Spel"));
1230 /* Display the info (or blanks) */
1231 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1236 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1239 static void prt_speed(void)
1241 int i = p_ptr->pspeed;
1242 bool is_fast = IS_FAST();
1244 byte attr = TERM_WHITE;
1246 int wid, hgt, row_speed, col_speed;
1248 Term_get_size(&wid, &hgt);
1249 col_speed = wid + COL_SPEED;
1250 row_speed = hgt + ROW_SPEED;
1252 /* Hack -- Visually "undo" the Search Mode Slowdown */
1253 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1260 monster_type *m_ptr = &m_list[p_ptr->riding];
1261 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1262 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1263 else attr = TERM_GREEN;
1265 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1266 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1267 else attr = TERM_L_GREEN;
1269 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1271 sprintf(buf, "Fast(+%d)", (i - 110));
1281 monster_type *m_ptr = &m_list[p_ptr->riding];
1282 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1283 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1284 else attr = TERM_RED;
1286 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1287 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288 else attr = TERM_L_UMBER;
1290 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1292 sprintf(buf, "Slow(-%d)", (110 - i));
1295 else if (p_ptr->riding)
1298 strcpy(buf, _("乗馬中", "Riding"));
1301 /* Display the speed */
1302 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1307 * @brief プレイヤーの呪文学習可能状態を表示する
1310 static void prt_study(void)
1312 int wid, hgt, row_study, col_study;
1314 Term_get_size(&wid, &hgt);
1315 col_study = wid + COL_STUDY;
1316 row_study = hgt + ROW_STUDY;
1318 if (p_ptr->new_spells)
1320 put_str(_("学習", "Stud"), row_study, col_study);
1324 put_str(" ", row_study, col_study);
1330 * @brief プレイヤーのものまね可能状態を表示する
1333 static void prt_imitation(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->pclass == CLASS_IMITATOR)
1343 if (p_ptr->mane_num)
1346 if (new_mane) attr = TERM_L_RED;
1347 else attr = TERM_WHITE;
1348 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1352 put_str(" ", row_study, col_study);
1358 * @brief プレイヤーの負傷状態を表示する
1361 static void prt_cut(void)
1367 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1371 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1375 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1379 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1383 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1387 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1391 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1395 put_str(" ", ROW_CUT, COL_CUT);
1401 * @brief プレイヤーの朦朧状態を表示する
1404 static void prt_stun(void)
1406 int s = p_ptr->stun;
1410 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1414 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1418 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1422 put_str(" ", ROW_STUN, COL_STUN);
1429 * @brief モンスターの体力ゲージを表示する
1430 * @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。
1434 * Redraw the "monster health bar" -DRS-
1435 * Rather extensive modifications by -BEN-
1437 * The "monster health bar" provides visual feedback on the "health"
1438 * of the monster currently being "tracked". There are several ways
1439 * to "track" a monster, including targetting it, attacking it, and
1440 * affecting it (and nobody else) with a ranged attack.
1442 * Display the monster health bar (affectionately known as the
1443 * "health-o-meter"). Clear health bar if nothing is being tracked.
1444 * Auto-track current target monster when bored. Note that the
1445 * health-bar stops tracking any monster that "disappears".
1448 static void health_redraw(bool riding)
1452 monster_type *m_ptr;
1456 health_who = p_ptr->riding;
1457 row = ROW_RIDING_INFO;
1458 col = COL_RIDING_INFO;
1462 health_who = p_ptr->health_who;
1467 m_ptr = &m_list[health_who];
1469 if (p_ptr->wizard && p_ptr->inside_battle)
1474 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1475 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1476 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1477 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1481 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));
1482 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1483 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1488 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));
1489 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1490 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1495 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));
1496 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1497 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1502 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));
1503 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1504 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1513 /* Erase the health bar */
1514 Term_erase(col, row, 12);
1517 /* Tracking an unseen monster */
1518 else if (!m_ptr->ml)
1520 /* Indicate that the monster health is "unknown" */
1521 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1524 /* Tracking a hallucinatory monster */
1525 else if (p_ptr->image)
1527 /* Indicate that the monster health is "unknown" */
1528 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1531 /* Tracking a dead monster (???) */
1532 else if (m_ptr->hp < 0)
1534 /* Indicate that the monster health is "unknown" */
1535 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1538 /* Tracking a visible monster */
1541 /* Extract the "percent" of health */
1542 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1543 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1545 /* Convert percent into "health" */
1546 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1548 /* Default to almost dead */
1549 byte attr = TERM_RED;
1552 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1555 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1558 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1561 else if (pct >= 100) attr = TERM_L_GREEN;
1563 /* Somewhat Wounded */
1564 else if (pct >= 60) attr = TERM_YELLOW;
1567 else if (pct >= 25) attr = TERM_ORANGE;
1570 else if (pct >= 10) attr = TERM_L_RED;
1572 /* Default to "unknown" */
1573 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1575 /* Dump the current "health" (use '*' symbols) */
1576 Term_putstr(col + 1, row, len, attr, "**********");
1584 * @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)
1587 static void prt_frame_basic(void)
1591 /* Race and Class */
1592 if (p_ptr->mimic_form)
1593 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1597 my_strcpy(str, rp_ptr->title, sizeof(str));
1598 prt_field(str, ROW_RACE, COL_RACE);
1600 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1601 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1607 /* Level/Experience */
1612 for (i = 0; i < 6; i++) prt_stat(i);
1630 health_redraw(FALSE);
1631 health_redraw(TRUE);
1636 * @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)
1639 static void prt_frame_extra(void)
1664 * @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
1667 static void fix_inven(void)
1672 for (j = 0; j < 8; j++)
1677 if (!angband_term[j]) continue;
1679 /* No relevant flags */
1680 if (!(window_flag[j] & (PW_INVEN))) continue;
1683 Term_activate(angband_term[j]);
1685 /* Display inventory */
1696 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1699 * @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
1700 * @param n_same モンスターの数の現在数
1704 * nnn : number or unique(U) or wanted unique(W)
1705 * X : symbol of monster
1706 * LV : monster lv if known
1707 * name: name of monster
1711 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1714 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1715 monster_race* r_ptr = &r_info[r_idx];
1719 //Number of 'U'nique
1720 if(r_ptr->flags1&RF1_UNIQUE){//unique
1721 bool is_kubi = FALSE;
1722 for(i=0;i<MAX_KUBI;i++){
1723 if(kubi_r_idx[i] == r_idx){
1728 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1730 sprintf(buf, "%3d", n_same);
1731 Term_addstr(-1, TERM_WHITE, buf);
1734 Term_addstr(-1, TERM_WHITE, " ");
1735 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1736 //Term_addstr(-1, TERM_WHITE, "/");
1737 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1739 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1740 sprintf(buf, " %2d", (int)r_ptr->level);
1744 Term_addstr(-1, TERM_WHITE, buf);
1746 sprintf(buf, " %s ", r_name+r_ptr->name);
1747 Term_addstr(-1, TERM_WHITE, buf);
1749 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1753 * @brief モンスターの出現リストを表示する / Print monster info in line
1756 * @param max_lines 最大何行描画するか
1758 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1760 monster_type* last_mons = NULL;
1761 monster_type* m_ptr = NULL;
1765 for(i=0;i<temp_n;i++){
1766 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1767 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1768 m_ptr = &m_list[c_ptr->m_idx];
1769 if(is_pet(m_ptr))continue;//pet
1770 if(!m_ptr->r_idx)continue;//dead?
1773 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1774 monster_race* r_ptr = &r_info[r_idx];
1775 cptr name = (r_name + r_ptr->name);
1776 cptr ename = (r_name + r_ptr->name);
1777 //ミミック類や「それ」等は、一覧に出てはいけない
1778 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1779 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1781 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1782 (strcmp(ename, "Null the Living Void")==0))continue;
1783 //"金無垢の指輪"は、一覧に出てはいけない
1784 if((strcmp(name, "金無垢の指輪")==0)||
1785 (strcmp(ename, "Plain Gold Ring")==0))continue;
1789 //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.
1790 if(!last_mons){//先頭モンスター
1796 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1798 continue;//表示処理を次に回す
1800 //print last mons info
1801 print_monster_line(x, line++, last_mons, n_same);
1804 if(line-y-1==max_lines){//残り1行
1808 if(line-y-1==max_lines && i!=temp_n){
1809 Term_gotoxy(x, line);
1810 Term_addstr(-1, TERM_WHITE, "-- and more --");
1812 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1817 * @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
1820 static void fix_monster_list(void)
1826 for (j = 0; j < 8; j++)
1831 if (!angband_term[j]) continue;
1833 /* No relevant flags */
1834 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1837 Term_activate(angband_term[j]);
1838 Term_get_size(&w, &h);
1842 target_set_prepare_look();//モンスター一覧を生成,ソート
1843 print_monster_list(0, 0, h);
1854 * @brief 現在の装備品をサブウィンドウに表示する /
1855 * Hack -- display equipment in sub-windows
1858 static void fix_equip(void)
1863 for (j = 0; j < 8; j++)
1868 if (!angband_term[j]) continue;
1870 /* No relevant flags */
1871 if (!(window_flag[j] & (PW_EQUIP))) continue;
1874 Term_activate(angband_term[j]);
1876 /* Display equipment */
1887 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1888 * Hack -- display spells in sub-windows
1891 static void fix_spell(void)
1896 for (j = 0; j < 8; j++)
1901 if (!angband_term[j]) continue;
1903 /* No relevant flags */
1904 if (!(window_flag[j] & (PW_SPELL))) continue;
1907 Term_activate(angband_term[j]);
1909 /* Display spell list */
1910 display_spell_list();
1920 * @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 /
1921 * Hack -- display character in sub-windows
1924 static void fix_player(void)
1929 for (j = 0; j < 8; j++)
1934 if (!angband_term[j]) continue;
1936 /* No relevant flags */
1937 if (!(window_flag[j] & (PW_PLAYER))) continue;
1940 Term_activate(angband_term[j]);
1952 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1953 * Hack -- display recent messages in sub-windows
1954 * Adjust for width and split messages
1957 static void fix_message(void)
1964 for (j = 0; j < 8; j++)
1969 if (!angband_term[j]) continue;
1971 /* No relevant flags */
1972 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1975 Term_activate(angband_term[j]);
1977 Term_get_size(&w, &h);
1980 for (i = 0; i < h; i++)
1982 /* Dump the message on the appropriate line */
1983 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1986 Term_locate(&x, &y);
1988 /* Clear to end of line */
1989 Term_erase(x, y, 255);
2000 * @brief 簡易マップをサブウィンドウに表示する /
2001 * Hack -- display overhead view in sub-windows
2002 * Adjust for width and split messages
2005 * Note that the "player" symbol does NOT appear on the map.
2007 static void fix_overhead(void)
2013 for (j = 0; j < 8; j++)
2019 if (!angband_term[j]) continue;
2021 /* No relevant flags */
2022 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2025 Term_activate(angband_term[j]);
2027 /* Full map in too small window is useless */
2028 Term_get_size(&wid, &hgt);
2029 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2032 display_map(&cy, &cx);
2043 * @brief ダンジョンの地形をサブウィンドウに表示する /
2044 * Hack -- display dungeon view in sub-windows
2047 static void fix_dungeon(void)
2052 for (j = 0; j < 8; j++)
2057 if (!angband_term[j]) continue;
2059 /* No relevant flags */
2060 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2063 Term_activate(angband_term[j]);
2065 /* Redraw dungeon view */
2076 * @brief モンスターの思い出をサブウィンドウに表示する /
2077 * Hack -- display dungeon view in sub-windows
2080 static void fix_monster(void)
2085 for (j = 0; j < 8; j++)
2090 if (!angband_term[j]) continue;
2092 /* No relevant flags */
2093 if (!(window_flag[j] & (PW_MONSTER))) continue;
2096 Term_activate(angband_term[j]);
2098 /* Display monster race info */
2099 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2109 * @brief ベースアイテム情報をサブウィンドウに表示する /
2110 * Hack -- display object recall in sub-windows
2113 static void fix_object(void)
2118 for (j = 0; j < 8; j++)
2123 if (!angband_term[j]) continue;
2125 /* No relevant flags */
2126 if (!(window_flag[j] & (PW_OBJECT))) continue;
2129 Term_activate(angband_term[j]);
2131 /* Display monster race info */
2132 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2143 * @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。 /
2144 * Calculate number of spells player should have, and forget,
2145 * or remember, spells until that number is properly reflected.
2148 * Note that this function induces various "status" messages,
2149 * which must be bypasses until the character is created.
2151 static void calc_spells(void)
2153 int i, j, k, levels;
2155 int num_boukyaku = 0;
2157 const magic_type *s_ptr;
2164 /* Hack -- must be literate */
2165 if (!mp_ptr->spell_book) return;
2167 /* Hack -- wait for creation */
2168 if (!character_generated) return;
2170 /* Hack -- handle "xtra" mode */
2171 if (character_xtra) return;
2173 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2175 p_ptr->new_spells = 0;
2179 p = spell_category_name(mp_ptr->spell_book);
2181 /* Determine the number of spells allowed */
2182 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2184 /* Hack -- no negative spells */
2185 if (levels < 0) levels = 0;
2187 /* Extract total allowed spells */
2188 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2190 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2194 if (p_ptr->pclass == CLASS_SAMURAI)
2198 else if (p_ptr->realm2 == REALM_NONE)
2200 num_allowed = (num_allowed+1)/2;
2201 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2203 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2205 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2209 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2212 /* Count the number of spells we know */
2213 for (j = 0; j < 64; j++)
2215 /* Count known spells */
2217 (p_ptr->spell_forgotten1 & (1L << j)) :
2218 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2224 /* See how many spells we must forget or may learn */
2225 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2227 /* Forget spells which are too hard */
2228 for (i = 63; i >= 0; i--)
2230 /* Efficiency -- all done */
2231 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2233 /* Access the spell */
2234 j = p_ptr->spell_order[i];
2236 /* Skip non-spells */
2237 if (j >= 99) continue;
2241 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2244 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2246 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2249 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2251 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2253 /* Skip spells we are allowed to know */
2254 if (s_ptr->slevel <= p_ptr->lev) continue;
2258 (p_ptr->spell_learned1 & (1L << j)) :
2259 (p_ptr->spell_learned2 & (1L << (j - 32))))
2261 /* Mark as forgotten */
2264 p_ptr->spell_forgotten1 |= (1L << j);
2265 which = p_ptr->realm1;
2269 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2270 which = p_ptr->realm2;
2273 /* No longer known */
2276 p_ptr->spell_learned1 &= ~(1L << j);
2277 which = p_ptr->realm1;
2281 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2282 which = p_ptr->realm2;
2286 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2288 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2292 /* One more can be learned */
2293 p_ptr->new_spells++;
2298 /* Forget spells if we know too many spells */
2299 for (i = 63; i >= 0; i--)
2301 /* Stop when possible */
2302 if (p_ptr->new_spells >= 0) break;
2304 /* Efficiency -- all done */
2305 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2307 /* Get the (i+1)th spell learned */
2308 j = p_ptr->spell_order[i];
2310 /* Skip unknown spells */
2311 if (j >= 99) continue;
2313 /* Forget it (if learned) */
2315 (p_ptr->spell_learned1 & (1L << j)) :
2316 (p_ptr->spell_learned2 & (1L << (j - 32))))
2318 /* Mark as forgotten */
2321 p_ptr->spell_forgotten1 |= (1L << j);
2322 which = p_ptr->realm1;
2326 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2327 which = p_ptr->realm2;
2330 /* No longer known */
2333 p_ptr->spell_learned1 &= ~(1L << j);
2334 which = p_ptr->realm1;
2338 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2339 which = p_ptr->realm2;
2343 msg_format("%sの%sを忘れてしまった。",
2344 do_spell(which, j%32, SPELL_NAME), p );
2346 msg_format("You have forgotten the %s of %s.", p,
2347 do_spell(which, j%32, SPELL_NAME));
2351 /* One more can be learned */
2352 p_ptr->new_spells++;
2357 /* Check for spells to remember */
2358 for (i = 0; i < 64; i++)
2360 /* None left to remember */
2361 if (p_ptr->new_spells <= 0) break;
2363 /* Efficiency -- all done */
2364 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2366 /* Get the next spell we learned */
2367 j = p_ptr->spell_order[i];
2369 /* Skip unknown spells */
2372 /* Access the spell */
2373 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2376 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2378 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2381 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2383 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2385 /* Skip spells we cannot remember */
2386 if (s_ptr->slevel > p_ptr->lev) continue;
2388 /* First set of spells */
2390 (p_ptr->spell_forgotten1 & (1L << j)) :
2391 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2393 /* No longer forgotten */
2396 p_ptr->spell_forgotten1 &= ~(1L << j);
2397 which = p_ptr->realm1;
2401 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2402 which = p_ptr->realm2;
2405 /* Known once more */
2408 p_ptr->spell_learned1 |= (1L << j);
2409 which = p_ptr->realm1;
2413 p_ptr->spell_learned2 |= (1L << (j - 32));
2414 which = p_ptr->realm2;
2418 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2420 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2424 /* One less can be learned */
2425 p_ptr->new_spells--;
2431 if (p_ptr->realm2 == REALM_NONE)
2433 /* Count spells that can be learned */
2434 for (j = 0; j < 32; j++)
2436 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2437 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2439 /* Skip spells we cannot remember */
2440 if (s_ptr->slevel > p_ptr->lev) continue;
2442 /* Skip spells we already know */
2443 if (p_ptr->spell_learned1 & (1L << j))
2452 if ((p_ptr->new_spells > k) &&
2453 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2455 p_ptr->new_spells = (s16b)k;
2459 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2461 /* Spell count changed */
2462 if (p_ptr->old_spells != p_ptr->new_spells)
2464 /* Message if needed */
2465 if (p_ptr->new_spells)
2468 if( p_ptr->new_spells < 10 ){
2469 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2471 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2474 msg_format("You can learn %d more %s%s.",
2475 p_ptr->new_spells, p,
2476 (p_ptr->new_spells != 1) ? "s" : "");
2481 /* Save the new_spells value */
2482 p_ptr->old_spells = p_ptr->new_spells;
2484 /* Redraw Study Status */
2485 p_ptr->redraw |= (PR_STUDY);
2487 /* Redraw object recall */
2488 p_ptr->window |= (PW_OBJECT);
2493 * @brief プレイヤーの最大MPを計算する /
2494 * Calculate maximum mana. You do not need to know any spells.
2495 * Note that mana is lowered by heavy (or inappropriate) armor.
2498 * This function induces status messages.
2500 static void calc_mana(void)
2502 int msp, levels, cur_wgt, max_wgt;
2507 /* Hack -- Must be literate */
2508 if (!mp_ptr->spell_book) return;
2510 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2511 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2512 (p_ptr->pclass == CLASS_BLUE_MAGE))
2514 levels = p_ptr->lev;
2518 if(mp_ptr->spell_first > p_ptr->lev)
2523 /* Display mana later */
2524 p_ptr->redraw |= (PR_MANA);
2528 /* Extract "effective" player level */
2529 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2532 if (p_ptr->pclass == CLASS_SAMURAI)
2534 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2535 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2539 /* Extract total mana */
2540 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2542 /* Hack -- usually add one mana */
2545 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2547 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2549 /* Hack: High mages have a 25% mana bonus */
2550 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2552 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2555 /* Only mages are affected */
2556 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2558 BIT_FLAGS flgs[TR_FLAG_SIZE];
2560 /* Assume player is not encumbered by gloves */
2561 p_ptr->cumber_glove = FALSE;
2563 /* Get the gloves */
2564 o_ptr = &inventory[INVEN_HANDS];
2566 /* Examine the gloves */
2567 object_flags(o_ptr, flgs);
2569 /* Normal gloves hurt mage-type spells */
2571 !(have_flag(flgs, TR_FREE_ACT)) &&
2572 !(have_flag(flgs, TR_DEC_MANA)) &&
2573 !(have_flag(flgs, TR_EASY_SPELL)) &&
2574 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2575 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2578 p_ptr->cumber_glove = TRUE;
2581 msp = (3 * msp) / 4;
2586 /* Assume player not encumbered by armor */
2587 p_ptr->cumber_armor = FALSE;
2589 /* Weigh the armor */
2591 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2592 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2593 cur_wgt += inventory[INVEN_BODY].weight;
2594 cur_wgt += inventory[INVEN_HEAD].weight;
2595 cur_wgt += inventory[INVEN_OUTER].weight;
2596 cur_wgt += inventory[INVEN_HANDS].weight;
2597 cur_wgt += inventory[INVEN_FEET].weight;
2599 /* Subtract a percentage of maximum mana. */
2600 switch (p_ptr->pclass)
2602 /* For these classes, mana is halved if armour
2603 * is 30 pounds over their weight limit. */
2605 case CLASS_HIGH_MAGE:
2606 case CLASS_BLUE_MAGE:
2608 case CLASS_FORCETRAINER:
2609 case CLASS_SORCERER:
2611 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2612 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2616 /* Mana halved if armour is 40 pounds over weight limit. */
2621 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2622 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2626 case CLASS_MINDCRAFTER:
2627 case CLASS_BEASTMASTER:
2628 case CLASS_MIRROR_MASTER:
2630 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2631 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2635 /* Mana halved if armour is 50 pounds over weight limit. */
2638 case CLASS_RED_MAGE:
2639 case CLASS_WARRIOR_MAGE:
2641 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2642 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2646 /* Mana halved if armour is 60 pounds over weight limit. */
2648 case CLASS_CHAOS_WARRIOR:
2650 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2651 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2655 /* For new classes created, but not yet added to this formula. */
2662 /* Determine the weight allowance */
2663 max_wgt = mp_ptr->spell_weight;
2665 /* Heavy armor penalizes mana by a percentage. -LM- */
2666 if ((cur_wgt - max_wgt) > 0)
2669 p_ptr->cumber_armor = TRUE;
2671 /* Subtract a percentage of maximum mana. */
2672 switch (p_ptr->pclass)
2674 /* For these classes, mana is halved if armour
2675 * is 30 pounds over their weight limit. */
2677 case CLASS_HIGH_MAGE:
2678 case CLASS_BLUE_MAGE:
2680 msp -= msp * (cur_wgt - max_wgt) / 600;
2684 /* Mana halved if armour is 40 pounds over weight limit. */
2686 case CLASS_MINDCRAFTER:
2687 case CLASS_BEASTMASTER:
2689 case CLASS_FORCETRAINER:
2691 case CLASS_MIRROR_MASTER:
2693 msp -= msp * (cur_wgt - max_wgt) / 800;
2697 case CLASS_SORCERER:
2699 msp -= msp * (cur_wgt - max_wgt) / 900;
2703 /* Mana halved if armour is 50 pounds over weight limit. */
2707 case CLASS_RED_MAGE:
2709 msp -= msp * (cur_wgt - max_wgt) / 1000;
2713 /* Mana halved if armour is 60 pounds over weight limit. */
2715 case CLASS_CHAOS_WARRIOR:
2716 case CLASS_WARRIOR_MAGE:
2718 msp -= msp * (cur_wgt - max_wgt) / 1200;
2724 p_ptr->cumber_armor = FALSE;
2728 /* For new classes created, but not yet added to this formula. */
2731 msp -= msp * (cur_wgt - max_wgt) / 800;
2737 /* Mana can never be negative */
2738 if (msp < 0) msp = 0;
2741 /* Maximum mana has changed */
2742 if (p_ptr->msp != msp)
2744 /* Enforce maximum */
2745 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2748 p_ptr->csp_frac = 0;
2752 /* レベルアップの時は上昇量を表示する */
2753 if ((level_up == 1) && (msp > p_ptr->msp))
2755 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2761 /* Display mana later */
2762 p_ptr->redraw |= (PR_MANA);
2764 p_ptr->window |= (PW_PLAYER);
2765 p_ptr->window |= (PW_SPELL);
2769 /* Hack -- handle "xtra" mode */
2770 if (character_xtra) return;
2772 /* Take note when "glove state" changes */
2773 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2775 if (p_ptr->cumber_glove)
2777 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."));
2781 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."));
2785 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2789 /* Take note when "armor state" changes */
2790 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2792 if (p_ptr->cumber_armor)
2794 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."));
2798 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."));
2802 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2809 * @brief プレイヤーの最大HPを計算する /
2810 * Calculate the players (maximal) hit points
2811 * Adjust current hitpoints if necessary
2815 static void calc_hitpoints(void)
2820 /* Un-inflate "half-hitpoint bonus per level" value */
2821 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2823 /* Calculate hitpoints */
2824 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2826 if (p_ptr->mimic_form)
2828 if (p_ptr->pclass == CLASS_SORCERER)
2829 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2831 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2832 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2835 if (p_ptr->pclass == CLASS_SORCERER)
2837 if (p_ptr->lev < 30)
2838 mhp = (mhp * (45+p_ptr->lev) / 100);
2840 mhp = (mhp * 75 / 100);
2841 bonus = (bonus * 65 / 100);
2846 if (p_ptr->pclass == CLASS_BERSERKER)
2848 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2851 /* Always have at least one hitpoint per level */
2852 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2854 /* Factor in the hero / superhero settings */
2855 if (IS_HERO()) mhp += 10;
2856 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2857 if (p_ptr->tsuyoshi) mhp += 50;
2859 /* Factor in the hex spell settings */
2860 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2861 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2863 /* New maximum hitpoints */
2864 if (p_ptr->mhp != mhp)
2866 /* Enforce maximum */
2867 if (p_ptr->chp >= mhp)
2870 p_ptr->chp_frac = 0;
2874 /* レベルアップの時は上昇量を表示する */
2875 if ((level_up == 1) && (mhp > p_ptr->mhp))
2877 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2880 /* Save the new max-hitpoints */
2883 /* Display hitpoints (later) */
2884 p_ptr->redraw |= (PR_HP);
2886 p_ptr->window |= (PW_PLAYER);
2891 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2894 * SWD: Experimental modification: multiple light sources have additive effect.
2896 static void calc_torch(void)
2900 BIT_FLAGS flgs[TR_FLAG_SIZE];
2902 /* Assume no light */
2903 p_ptr->cur_lite = 0;
2905 /* Loop through all wielded items */
2906 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2908 o_ptr = &inventory[i];
2909 /* Skip empty slots */
2910 if (!o_ptr->k_idx) continue;
2912 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2915 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2917 if (o_ptr->tval == TV_LITE)
2919 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2920 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2924 /* Extract the flags */
2925 object_flags(o_ptr, flgs);
2927 /* calc the lite_radius */
2930 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2931 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2932 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2933 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2934 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2935 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2936 p_ptr->cur_lite += (s16b)rad;
2939 /* max radius is 14 (was 5) without rewriting other code -- */
2940 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2941 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2942 p_ptr->cur_lite = 1;
2945 * check if the player doesn't have light radius,
2946 * but does weakly glow as an intrinsic.
2948 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2950 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2951 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2953 /* end experimental mods */
2955 /* Notice changes in the "lite radius" */
2956 if (p_ptr->old_lite != p_ptr->cur_lite)
2958 /* Hack -- PU_MON_LITE for monsters' darkness */
2959 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2961 /* Remember the old lite */
2962 p_ptr->old_lite = p_ptr->cur_lite;
2964 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2965 set_superstealth(FALSE);
2971 * @brief プレイヤーの所持重量制限を計算する /
2972 * Computes current weight limit.
2975 WEIGHT weight_limit(void)
2979 /* Weight limit based only on strength */
2980 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2981 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2983 /* Return the result */
2988 * @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 /
2989 * @param i 判定する手のID(右手:0 左手:1)
2990 * @return 持っているならばTRUE
2992 bool buki_motteruka(int i)
2994 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2998 * @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 /
2999 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3000 * @return 重すぎるならばTRUE
3002 bool is_heavy_shoot(object_type *o_ptr)
3004 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3005 /* It is hard to carholdry a heavy bow */
3006 return (hold < o_ptr->weight / 10);
3010 * @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 /
3011 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3012 * @return 対応する矢/弾薬のベースアイテムID
3014 int bow_tval_ammo(object_type *o_ptr)
3016 /* Analyze the launcher */
3017 switch (o_ptr->sval)
3047 * @brief 装備中の射撃武器の威力倍率を返す /
3048 * calcurate the fire rate of target object
3049 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3050 * @return 射撃倍率の値(100で1.00倍)
3052 s16b calc_num_fire(object_type *o_ptr)
3054 int extra_shots = 0;
3057 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3059 BIT_FLAGS flgs[TR_FLAG_SIZE];
3061 /* Scan the usable inventory */
3062 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3064 q_ptr = &inventory[i];
3066 /* Skip non-objects */
3067 if (!q_ptr->k_idx) continue;
3069 /* Do not apply current equip */
3070 if (i == INVEN_BOW) continue;
3072 /* Extract the item flags */
3073 object_flags(q_ptr, flgs);
3076 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3079 object_flags(o_ptr, flgs);
3080 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3082 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3086 num += (extra_shots * 100);
3088 /* Hack -- Rangers love Bows */
3089 if ((p_ptr->pclass == CLASS_RANGER) &&
3090 (tval_ammo == TV_ARROW))
3092 num += (p_ptr->lev * 4);
3095 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3096 (tval_ammo == TV_ARROW))
3098 num += (p_ptr->lev * 3);
3101 if (p_ptr->pclass == CLASS_ARCHER)
3103 if (tval_ammo == TV_ARROW)
3104 num += ((p_ptr->lev * 5)+50);
3105 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3106 num += (p_ptr->lev * 4);
3110 * Addendum -- also "Reward" high level warriors,
3111 * with _any_ missile weapon -- TY
3113 if (p_ptr->pclass == CLASS_WARRIOR &&
3114 (tval_ammo <= TV_BOLT) &&
3115 (tval_ammo >= TV_SHOT))
3117 num += (p_ptr->lev * 2);
3119 if ((p_ptr->pclass == CLASS_ROGUE) &&
3120 (tval_ammo == TV_SHOT))
3122 num += (p_ptr->lev * 4);
3129 * @brief プレイヤーの全ステータスを更新する /
3130 * Calculate the players current "state", taking into account
3131 * not only race/class intrinsics, but also objects being worn
3132 * and temporary spell effects.
3136 * See also calc_mana() and calc_hitpoints().
3138 * Take note of the new "speed code", in particular, a very strong
3139 * player will start slowing down as soon as he reaches 150 pounds,
3140 * but not until he reaches 450 pounds will he be half as fast as
3141 * a normal kobold. This both hurts and helps the player, hurts
3142 * because in the old days a player could just avoid 300 pounds,
3143 * and helps because now carrying 300 pounds is not very painful.
3145 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3146 * damage, since that would affect non-combat things. These values
3147 * are actually added in later, at the appropriate place.
3149 * This function induces various "status" messages.
3152 void calc_bonuses(void)
3154 int i, j, hold, neutral[2];
3156 int default_hand = 0;
3157 int empty_hands_status = empty_hands(TRUE);
3160 BIT_FLAGS flgs[TR_FLAG_SIZE];
3162 bool yoiyami = FALSE;
3163 bool down_saving = FALSE;
3165 bool have_dd_s = FALSE, have_dd_t = FALSE;
3167 bool have_sw = FALSE, have_kabe = FALSE;
3168 bool easy_2weapon = FALSE;
3169 bool riding_levitation = FALSE;
3170 OBJECT_IDX this_o_idx, next_o_idx = 0;
3171 const player_race *tmp_rp_ptr;
3173 /* Save the old vision stuff */
3174 bool old_telepathy = p_ptr->telepathy;
3175 bool old_esp_animal = p_ptr->esp_animal;
3176 bool old_esp_undead = p_ptr->esp_undead;
3177 bool old_esp_demon = p_ptr->esp_demon;
3178 bool old_esp_orc = p_ptr->esp_orc;
3179 bool old_esp_troll = p_ptr->esp_troll;
3180 bool old_esp_giant = p_ptr->esp_giant;
3181 bool old_esp_dragon = p_ptr->esp_dragon;
3182 bool old_esp_human = p_ptr->esp_human;
3183 bool old_esp_evil = p_ptr->esp_evil;
3184 bool old_esp_good = p_ptr->esp_good;
3185 bool old_esp_nonliving = p_ptr->esp_nonliving;
3186 bool old_esp_unique = p_ptr->esp_unique;
3187 bool old_see_inv = p_ptr->see_inv;
3188 bool old_mighty_throw = p_ptr->mighty_throw;
3190 /* Save the old armor class */
3191 s16b old_dis_ac = p_ptr->dis_ac;
3192 s16b old_dis_to_a = p_ptr->dis_to_a;
3195 /* Clear extra blows/shots */
3196 extra_blows[0] = extra_blows[1] = 0;
3198 /* Clear the stat modifiers */
3199 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3202 /* Clear the Displayed/Real armor class */
3203 p_ptr->dis_ac = p_ptr->ac = 0;
3205 /* Clear the Displayed/Real Bonuses */
3206 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3207 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3208 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3209 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3210 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3211 p_ptr->dis_to_a = p_ptr->to_a = 0;
3215 p_ptr->to_m_chance = 0;
3217 /* Clear the Extra Dice Bonuses */
3218 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3219 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3221 /* Start with "normal" speed */
3224 /* Start with a single blow per turn */
3225 p_ptr->num_blow[0] = 1;
3226 p_ptr->num_blow[1] = 1;
3228 /* Start with a single shot per turn */
3229 p_ptr->num_fire = 100;
3231 /* Reset the "xtra" tval */
3232 p_ptr->tval_xtra = 0;
3234 /* Reset the "ammo" tval */
3235 p_ptr->tval_ammo = 0;
3237 /* Clear all the flags */
3239 p_ptr->bless_blade = FALSE;
3240 p_ptr->xtra_might = FALSE;
3241 p_ptr->impact[0] = FALSE;
3242 p_ptr->impact[1] = FALSE;
3243 p_ptr->pass_wall = FALSE;
3244 p_ptr->kill_wall = FALSE;
3245 p_ptr->dec_mana = FALSE;
3246 p_ptr->easy_spell = FALSE;
3247 p_ptr->heavy_spell = FALSE;
3248 p_ptr->see_inv = FALSE;
3249 p_ptr->free_act = FALSE;
3250 p_ptr->slow_digest = FALSE;
3251 p_ptr->regenerate = FALSE;
3252 p_ptr->can_swim = FALSE;
3253 p_ptr->levitation = FALSE;
3254 p_ptr->hold_exp = FALSE;
3255 p_ptr->telepathy = FALSE;
3256 p_ptr->esp_animal = FALSE;
3257 p_ptr->esp_undead = FALSE;
3258 p_ptr->esp_demon = FALSE;
3259 p_ptr->esp_orc = FALSE;
3260 p_ptr->esp_troll = FALSE;
3261 p_ptr->esp_giant = FALSE;
3262 p_ptr->esp_dragon = FALSE;
3263 p_ptr->esp_human = FALSE;
3264 p_ptr->esp_evil = FALSE;
3265 p_ptr->esp_good = FALSE;
3266 p_ptr->esp_nonliving = FALSE;
3267 p_ptr->esp_unique = FALSE;
3268 p_ptr->lite = FALSE;
3269 p_ptr->sustain_str = FALSE;
3270 p_ptr->sustain_int = FALSE;
3271 p_ptr->sustain_wis = FALSE;
3272 p_ptr->sustain_con = FALSE;
3273 p_ptr->sustain_dex = FALSE;
3274 p_ptr->sustain_chr = FALSE;
3275 p_ptr->resist_acid = FALSE;
3276 p_ptr->resist_elec = FALSE;
3277 p_ptr->resist_fire = FALSE;
3278 p_ptr->resist_cold = FALSE;
3279 p_ptr->resist_pois = FALSE;
3280 p_ptr->resist_conf = FALSE;
3281 p_ptr->resist_sound = FALSE;
3282 p_ptr->resist_lite = FALSE;
3283 p_ptr->resist_dark = FALSE;
3284 p_ptr->resist_chaos = FALSE;
3285 p_ptr->resist_disen = FALSE;
3286 p_ptr->resist_shard = FALSE;
3287 p_ptr->resist_nexus = FALSE;
3288 p_ptr->resist_blind = FALSE;
3289 p_ptr->resist_neth = FALSE;
3290 p_ptr->resist_time = FALSE;
3291 p_ptr->resist_fear = FALSE;
3292 p_ptr->reflect = FALSE;
3293 p_ptr->sh_fire = FALSE;
3294 p_ptr->sh_elec = FALSE;
3295 p_ptr->sh_cold = FALSE;
3296 p_ptr->anti_magic = FALSE;
3297 p_ptr->anti_tele = FALSE;
3298 p_ptr->warning = FALSE;
3299 p_ptr->mighty_throw = FALSE;
3300 p_ptr->see_nocto = FALSE;
3302 p_ptr->immune_acid = FALSE;
3303 p_ptr->immune_elec = FALSE;
3304 p_ptr->immune_fire = FALSE;
3305 p_ptr->immune_cold = FALSE;
3307 p_ptr->ryoute = FALSE;
3308 p_ptr->migite = FALSE;
3309 p_ptr->hidarite = FALSE;
3310 p_ptr->no_flowed = FALSE;
3312 p_ptr->align = friend_align;
3314 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3315 else tmp_rp_ptr = &race_info[p_ptr->prace];
3317 /* Base infravision (purely racial) */
3318 p_ptr->see_infra = tmp_rp_ptr->infra;
3320 /* Base skill -- disarming */
3321 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3323 /* Base skill -- magic devices */
3324 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3326 /* Base skill -- saving throw */
3327 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3329 /* Base skill -- stealth */
3330 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3332 /* Base skill -- searching ability */
3333 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3335 /* Base skill -- searching frequency */
3336 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3338 /* Base skill -- combat (normal) */
3339 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3341 /* Base skill -- combat (shooting) */
3342 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3344 /* Base skill -- combat (throwing) */
3345 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3347 /* Base skill -- digging */
3348 p_ptr->skill_dig = 0;
3350 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3351 if (buki_motteruka(INVEN_LARM))
3353 p_ptr->hidarite = TRUE;
3354 if (!p_ptr->migite) default_hand = 1;
3357 if (CAN_TWO_HANDS_WIELDING())
3359 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3360 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3362 p_ptr->ryoute = TRUE;
3364 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3365 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3367 p_ptr->ryoute = TRUE;
3371 switch (p_ptr->pclass)
3374 case CLASS_FORCETRAINER:
3375 case CLASS_BERSERKER:
3376 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3378 p_ptr->migite = TRUE;
3379 p_ptr->ryoute = TRUE;
3386 if (!p_ptr->migite && !p_ptr->hidarite)
3388 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3389 else if (empty_hands_status == EMPTY_HAND_LARM)
3391 p_ptr->hidarite = TRUE;
3396 if (p_ptr->special_defense & KAMAE_MASK)
3398 if (!(empty_hands_status & EMPTY_HAND_RARM))
3400 set_action(ACTION_NONE);
3404 switch (p_ptr->pclass)
3407 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3408 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3411 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3413 case CLASS_CHAOS_WARRIOR:
3414 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3415 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3417 case CLASS_MINDCRAFTER:
3418 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3419 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3420 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3421 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3424 case CLASS_FORCETRAINER:
3425 /* Unencumbered Monks become faster every 10 levels */
3426 if (!(heavy_armor()))
3428 if (!(prace_is_(RACE_KLACKON) ||
3429 prace_is_(RACE_SPRITE) ||
3430 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3431 new_speed += (p_ptr->lev) / 10;
3433 /* Free action if unencumbered at level 25 */
3434 if (p_ptr->lev > 24)
3435 p_ptr->free_act = TRUE;
3438 case CLASS_SORCERER:
3440 p_ptr->dis_to_a -= 50;
3443 p_ptr->resist_sound = TRUE;
3446 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3448 case CLASS_BERSERKER:
3450 p_ptr->sustain_str = TRUE;
3451 p_ptr->sustain_dex = TRUE;
3452 p_ptr->sustain_con = TRUE;
3453 p_ptr->regenerate = TRUE;
3454 p_ptr->free_act = TRUE;
3456 if (p_ptr->lev > 29) new_speed++;
3457 if (p_ptr->lev > 39) new_speed++;
3458 if (p_ptr->lev > 44) new_speed++;
3459 if (p_ptr->lev > 49) new_speed++;
3460 p_ptr->to_a += 10+p_ptr->lev/2;
3461 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3462 p_ptr->skill_dig += (100+p_ptr->lev*8);
3463 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3464 p_ptr->redraw |= PR_STATUS;
3466 case CLASS_MIRROR_MASTER:
3467 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3470 /* Unencumbered Ninjas become faster every 10 levels */
3473 new_speed -= (p_ptr->lev) / 10;
3474 p_ptr->skill_stl -= (p_ptr->lev)/10;
3476 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3477 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3480 if (!(prace_is_(RACE_KLACKON) ||
3481 prace_is_(RACE_SPRITE) ||
3482 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3483 new_speed += (p_ptr->lev) / 10;
3484 p_ptr->skill_stl += (p_ptr->lev)/10;
3486 /* Free action if unencumbered at level 25 */
3487 if (p_ptr->lev > 24)
3488 p_ptr->free_act = TRUE;
3490 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3491 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3493 p_ptr->to_a += p_ptr->lev/2+5;
3494 p_ptr->dis_to_a += p_ptr->lev/2+5;
3496 p_ptr->slow_digest = TRUE;
3497 p_ptr->resist_fear = TRUE;
3498 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3499 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3500 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3501 if (p_ptr->lev > 44)
3503 p_ptr->oppose_pois = 1;
3504 p_ptr->redraw |= PR_STATUS;
3506 p_ptr->see_nocto = TRUE;
3511 if (p_ptr->mimic_form)
3513 switch (p_ptr->mimic_form)
3516 p_ptr->hold_exp = TRUE;
3517 p_ptr->resist_chaos = TRUE;
3518 p_ptr->resist_neth = TRUE;
3519 p_ptr->resist_fire = TRUE;
3520 p_ptr->oppose_fire = 1;
3521 p_ptr->see_inv=TRUE;
3523 p_ptr->redraw |= PR_STATUS;
3525 p_ptr->dis_to_a += 10;
3526 p_ptr->align -= 200;
3528 case MIMIC_DEMON_LORD:
3529 p_ptr->hold_exp = TRUE;
3530 p_ptr->resist_chaos = TRUE;
3531 p_ptr->resist_neth = TRUE;
3532 p_ptr->immune_fire = TRUE;
3533 p_ptr->resist_acid = TRUE;
3534 p_ptr->resist_fire = TRUE;
3535 p_ptr->resist_cold = TRUE;
3536 p_ptr->resist_elec = TRUE;
3537 p_ptr->resist_pois = TRUE;
3538 p_ptr->resist_conf = TRUE;
3539 p_ptr->resist_disen = TRUE;
3540 p_ptr->resist_nexus = TRUE;
3541 p_ptr->resist_fear = TRUE;
3542 p_ptr->sh_fire = TRUE;
3543 p_ptr->see_inv = TRUE;
3544 p_ptr->telepathy = TRUE;
3545 p_ptr->levitation = TRUE;
3546 p_ptr->kill_wall = TRUE;
3549 p_ptr->dis_to_a += 20;
3550 p_ptr->align -= 200;
3553 p_ptr->resist_dark = TRUE;
3554 p_ptr->hold_exp = TRUE;
3555 p_ptr->resist_neth = TRUE;
3556 p_ptr->resist_cold = TRUE;
3557 p_ptr->resist_pois = TRUE;
3558 p_ptr->see_inv = TRUE;
3561 p_ptr->dis_to_a += 10;
3562 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3568 switch (p_ptr->prace)
3571 p_ptr->resist_lite = TRUE;
3574 p_ptr->hold_exp = TRUE;
3577 p_ptr->free_act = TRUE;
3580 p_ptr->resist_blind = TRUE;
3583 p_ptr->resist_dark = TRUE;
3585 case RACE_HALF_TROLL:
3586 p_ptr->sustain_str = TRUE;
3588 if (p_ptr->lev > 14)
3590 /* High level trolls heal fast... */
3591 p_ptr->regenerate = TRUE;
3593 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3595 p_ptr->slow_digest = TRUE;
3596 /* Let's not make Regeneration
3597 * a disadvantage for the poor warriors who can
3598 * never learn a spell that satisfies hunger (actually
3599 * neither can rogues, but half-trolls are not
3600 * supposed to play rogues) */
3605 p_ptr->sustain_con = TRUE;
3606 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3609 p_ptr->resist_lite = TRUE;
3610 p_ptr->see_inv = TRUE;
3612 case RACE_BARBARIAN:
3613 p_ptr->resist_fear = TRUE;
3615 case RACE_HALF_OGRE:
3616 p_ptr->resist_dark = TRUE;
3617 p_ptr->sustain_str = TRUE;
3619 case RACE_HALF_GIANT:
3620 p_ptr->sustain_str = TRUE;
3621 p_ptr->resist_shard = TRUE;
3623 case RACE_HALF_TITAN:
3624 p_ptr->resist_chaos = TRUE;
3627 p_ptr->resist_sound = TRUE;
3630 p_ptr->resist_acid = TRUE;
3631 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3634 p_ptr->resist_conf = TRUE;
3635 p_ptr->resist_acid = TRUE;
3637 /* Klackons become faster */
3638 new_speed += (p_ptr->lev) / 10;
3641 p_ptr->resist_pois = TRUE;
3644 p_ptr->resist_disen = TRUE;
3645 p_ptr->resist_dark = TRUE;
3648 p_ptr->resist_dark = TRUE;
3649 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3651 case RACE_DRACONIAN:
3652 p_ptr->levitation = TRUE;
3653 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3654 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3655 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3656 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3657 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3659 case RACE_MIND_FLAYER:
3660 p_ptr->sustain_int = TRUE;
3661 p_ptr->sustain_wis = TRUE;
3662 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3663 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3666 p_ptr->resist_fire = TRUE;
3667 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3670 p_ptr->slow_digest = TRUE;
3671 p_ptr->free_act = TRUE;
3672 p_ptr->see_inv = TRUE;
3673 p_ptr->resist_pois = TRUE;
3674 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3677 p_ptr->resist_shard = TRUE;
3678 p_ptr->hold_exp = TRUE;
3679 p_ptr->see_inv = TRUE;
3680 p_ptr->resist_pois = TRUE;
3681 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3684 p_ptr->resist_neth = TRUE;
3685 p_ptr->hold_exp = TRUE;
3686 p_ptr->see_inv = TRUE;
3687 p_ptr->resist_pois = TRUE;
3688 p_ptr->slow_digest = TRUE;
3689 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3692 p_ptr->resist_dark = TRUE;
3693 p_ptr->hold_exp = TRUE;
3694 p_ptr->resist_neth = TRUE;
3695 p_ptr->resist_cold = TRUE;
3696 p_ptr->resist_pois = TRUE;
3697 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3700 p_ptr->levitation = TRUE;
3701 p_ptr->free_act = TRUE;
3702 p_ptr->resist_neth = TRUE;
3703 p_ptr->hold_exp = TRUE;
3704 p_ptr->see_inv = TRUE;
3705 p_ptr->resist_pois = TRUE;
3706 p_ptr->slow_digest = TRUE;
3707 p_ptr->resist_cold = TRUE;
3708 p_ptr->pass_wall = TRUE;
3709 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3712 p_ptr->levitation = TRUE;
3713 p_ptr->resist_lite = TRUE;
3715 /* Sprites become faster */
3716 new_speed += (p_ptr->lev) / 10;
3719 p_ptr->resist_conf = TRUE;
3720 p_ptr->resist_sound = TRUE;
3723 /* Ents dig like maniacs, but only with their hands. */
3724 if (!inventory[INVEN_RARM].k_idx)
3725 p_ptr->skill_dig += p_ptr->lev * 10;
3726 /* Ents get tougher and stronger as they age, but lose dexterity. */
3727 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3728 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3729 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3731 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3732 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3733 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3735 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3736 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3737 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3740 p_ptr->levitation = TRUE;
3741 p_ptr->see_inv = TRUE;
3742 p_ptr->align += 200;
3745 p_ptr->resist_fire = TRUE;
3746 p_ptr->resist_neth = TRUE;
3747 p_ptr->hold_exp = TRUE;
3748 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3749 if (p_ptr->lev > 44)
3751 p_ptr->oppose_fire = 1;
3752 p_ptr->redraw |= PR_STATUS;
3754 p_ptr->align -= 200;
3757 p_ptr->sustain_con = TRUE;
3760 p_ptr->levitation = TRUE;
3763 p_ptr->resist_conf = TRUE;
3766 p_ptr->slow_digest = TRUE;
3767 p_ptr->free_act = TRUE;
3768 p_ptr->resist_pois = TRUE;
3769 p_ptr->hold_exp = TRUE;
3777 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3779 p_ptr->see_inv = TRUE;
3780 p_ptr->free_act = TRUE;
3781 p_ptr->slow_digest = TRUE;
3782 p_ptr->regenerate = TRUE;
3783 p_ptr->levitation = TRUE;
3784 p_ptr->hold_exp = TRUE;
3785 p_ptr->telepathy = TRUE;
3787 p_ptr->sustain_str = TRUE;
3788 p_ptr->sustain_int = TRUE;
3789 p_ptr->sustain_wis = TRUE;
3790 p_ptr->sustain_con = TRUE;
3791 p_ptr->sustain_dex = TRUE;
3792 p_ptr->sustain_chr = TRUE;
3793 p_ptr->resist_acid = TRUE;
3794 p_ptr->resist_elec = TRUE;
3795 p_ptr->resist_fire = TRUE;
3796 p_ptr->resist_cold = TRUE;
3797 p_ptr->resist_pois = TRUE;
3798 p_ptr->resist_conf = TRUE;
3799 p_ptr->resist_sound = TRUE;
3800 p_ptr->resist_lite = TRUE;
3801 p_ptr->resist_dark = TRUE;
3802 p_ptr->resist_chaos = TRUE;
3803 p_ptr->resist_disen = TRUE;
3804 p_ptr->resist_shard = TRUE;
3805 p_ptr->resist_nexus = TRUE;
3806 p_ptr->resist_blind = TRUE;
3807 p_ptr->resist_neth = TRUE;
3808 p_ptr->resist_fear = TRUE;
3809 p_ptr->reflect = TRUE;
3810 p_ptr->sh_fire = TRUE;
3811 p_ptr->sh_elec = TRUE;
3812 p_ptr->sh_cold = TRUE;
3814 p_ptr->dis_to_a += 100;
3816 /* Temporary shield */
3817 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3820 p_ptr->dis_to_a += 50;
3823 if (p_ptr->tim_res_nether)
3825 p_ptr->resist_neth = TRUE;
3827 if (p_ptr->tim_sh_fire)
3829 p_ptr->sh_fire = TRUE;
3831 if (p_ptr->tim_res_time)
3833 p_ptr->resist_time = TRUE;
3837 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3838 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3839 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3840 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3843 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3845 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3847 p_ptr->resist_blind = TRUE;
3848 p_ptr->resist_conf = TRUE;
3849 p_ptr->hold_exp = TRUE;
3850 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3852 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3853 /* Munchkin become faster */
3854 new_speed += (p_ptr->lev) / 10 + 5;
3857 if (music_singing(MUSIC_WALL))
3859 p_ptr->kill_wall = TRUE;
3862 /* Hack -- apply racial/class stat maxes */
3863 /* Apply the racial modifiers */
3864 for (i = 0; i < 6; i++)
3866 /* Modify the stats for "race" */
3867 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3871 /* I'm adding the mutations here for the lack of a better place... */
3874 /* Hyper Strength */
3875 if (p_ptr->muta3 & MUT3_HYPER_STR)
3877 p_ptr->stat_add[A_STR] += 4;
3881 if (p_ptr->muta3 & MUT3_PUNY)
3883 p_ptr->stat_add[A_STR] -= 4;
3886 /* Living computer */
3887 if (p_ptr->muta3 & MUT3_HYPER_INT)
3889 p_ptr->stat_add[A_INT] += 4;
3890 p_ptr->stat_add[A_WIS] += 4;
3894 if (p_ptr->muta3 & MUT3_MORONIC)
3896 p_ptr->stat_add[A_INT] -= 4;
3897 p_ptr->stat_add[A_WIS] -= 4;
3900 if (p_ptr->muta3 & MUT3_RESILIENT)
3902 p_ptr->stat_add[A_CON] += 4;
3905 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3907 p_ptr->stat_add[A_CON] += 2;
3911 if (p_ptr->muta3 & MUT3_ALBINO)
3913 p_ptr->stat_add[A_CON] -= 4;
3916 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3918 p_ptr->stat_add[A_CON] -= 2;
3919 p_ptr->stat_add[A_CHR] -= 1;
3920 p_ptr->regenerate = FALSE;
3921 /* Cancel innate regeneration */
3924 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3926 p_ptr->stat_add[A_CHR] -= 4;
3929 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3931 p_ptr->stat_add[A_CHR] -= 1;
3934 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3936 p_ptr->skill_fos += 15;
3937 p_ptr->skill_srh += 15;
3940 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3942 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3945 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3947 p_ptr->skill_stl -= 3;
3950 if (p_ptr->muta3 & MUT3_INFRAVIS)
3952 p_ptr->see_infra += 3;
3955 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3960 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3965 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3967 p_ptr->sh_elec = TRUE;
3970 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3972 p_ptr->sh_fire = TRUE;
3976 if (p_ptr->muta3 & MUT3_WART_SKIN)
3978 p_ptr->stat_add[A_CHR] -= 2;
3980 p_ptr->dis_to_a += 5;
3983 if (p_ptr->muta3 & MUT3_SCALES)
3985 p_ptr->stat_add[A_CHR] -= 1;
3987 p_ptr->dis_to_a += 10;
3990 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3992 p_ptr->stat_add[A_DEX] -= 1;
3994 p_ptr->dis_to_a += 25;
3997 if (p_ptr->muta3 & MUT3_WINGS)
3999 p_ptr->levitation = TRUE;
4002 if (p_ptr->muta3 & MUT3_FEARLESS)
4004 p_ptr->resist_fear = TRUE;
4007 if (p_ptr->muta3 & MUT3_REGEN)
4009 p_ptr->regenerate = TRUE;
4012 if (p_ptr->muta3 & MUT3_ESP)
4014 p_ptr->telepathy = TRUE;
4017 if (p_ptr->muta3 & MUT3_LIMBER)
4019 p_ptr->stat_add[A_DEX] += 3;
4022 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4024 p_ptr->stat_add[A_DEX] -= 3;
4027 if (p_ptr->muta3 & MUT3_MOTION)
4029 p_ptr->free_act = TRUE;
4030 p_ptr->skill_stl += 1;
4033 if (p_ptr->muta3 & MUT3_ILL_NORM)
4035 p_ptr->stat_add[A_CHR] = 0;
4039 if (p_ptr->tsuyoshi)
4041 p_ptr->stat_add[A_STR] += 4;
4042 p_ptr->stat_add[A_CON] += 4;
4045 /* Scan the usable inventory */
4046 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4048 int bonus_to_h, bonus_to_d;
4049 o_ptr = &inventory[i];
4051 /* Skip non-objects */
4052 if (!o_ptr->k_idx) continue;
4054 /* Extract the item flags */
4055 object_flags(o_ptr, flgs);
4057 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4058 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4061 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4062 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4063 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4064 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4065 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4066 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4068 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4070 /* Affect stealth */
4071 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4073 /* Affect searching ability (factor of five) */
4074 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4076 /* Affect searching frequency (factor of five) */
4077 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4079 /* Affect infravision */
4080 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4082 /* Affect digging (factor of 20) */
4083 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4086 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4089 if (have_flag(flgs, TR_BLOWS))
4091 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4092 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4093 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4096 /* Hack -- cause earthquakes */
4097 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4100 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4101 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4102 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4103 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4104 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4105 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4106 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4107 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4108 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4109 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4110 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4111 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4112 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4113 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4114 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4115 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4116 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4117 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4118 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4119 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4120 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4121 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4122 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4123 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4124 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4125 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4126 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4127 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4128 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4129 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4130 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4131 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4132 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4133 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4134 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4136 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4137 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4138 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4139 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4140 if (have_flag(flgs, TR_WARNING)){
4141 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4142 p_ptr->warning = TRUE;
4145 if (have_flag(flgs, TR_TELEPORT))
4147 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4150 cptr insc = quark_str(o_ptr->inscription);
4152 if (o_ptr->inscription && my_strchr(insc, '.'))
4155 * {.} will stop random teleportation.
4160 /* Controlled random teleportation */
4161 p_ptr->cursed |= TRC_TELEPORT_SELF;
4166 /* Immunity flags */
4167 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4168 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4169 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4170 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4172 /* Resistance flags */
4173 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4174 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4175 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4176 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4177 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4178 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4179 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4180 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4181 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4182 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4183 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4184 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4185 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4186 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4187 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4188 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4190 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4191 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4192 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4193 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4194 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4195 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4198 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4199 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4200 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4201 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4202 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4203 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4205 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4206 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4207 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4208 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4209 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4210 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4211 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4213 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4215 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4217 p_ptr->to_m_chance += 10;
4221 p_ptr->to_m_chance += 3;
4225 if (o_ptr->tval == TV_CAPTURE) continue;
4227 /* Modify the base armor class */
4228 p_ptr->ac += o_ptr->ac;
4230 /* The base armor class is always known */
4231 p_ptr->dis_ac += o_ptr->ac;
4233 /* Apply the bonuses to armor class */
4234 p_ptr->to_a += o_ptr->to_a;
4236 /* Apply the mental bonuses to armor class, if known */
4237 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4239 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4241 int slot = i - INVEN_RARM;
4244 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4246 p_ptr->to_h[slot] -= 15;
4247 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4251 p_ptr->to_h[slot] -= 5;
4252 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4257 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4259 p_ptr->to_h_b -= 15;
4260 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4265 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4270 if (o_ptr->curse_flags & TRC_LOW_AC)
4272 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4275 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4280 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4284 /* Hack -- do not apply "weapon" bonuses */
4285 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4286 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4288 /* Hack -- do not apply "bow" bonuses */
4289 if (i == INVEN_BOW) continue;
4291 bonus_to_h = o_ptr->to_h;
4292 bonus_to_d = o_ptr->to_d;
4294 if (p_ptr->pclass == CLASS_NINJA)
4296 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4297 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4300 /* To Bow and Natural attack */
4302 /* Apply the bonuses to hit/damage */
4303 p_ptr->to_h_b += (s16b)bonus_to_h;
4304 p_ptr->to_h_m += (s16b)bonus_to_h;
4305 p_ptr->to_d_m += (s16b)bonus_to_d;
4307 /* Apply the mental bonuses tp hit/damage, if known */
4308 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4311 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4313 /* Apply the bonuses to hit/damage */
4314 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4315 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4317 /* Apply the mental bonuses tp hit/damage, if known */
4318 if (object_is_known(o_ptr))
4320 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4321 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4324 else if (p_ptr->migite && p_ptr->hidarite)
4326 /* Apply the bonuses to hit/damage */
4327 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4328 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4329 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4330 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4332 /* Apply the mental bonuses tp hit/damage, if known */
4333 if (object_is_known(o_ptr))
4335 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4336 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4337 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4338 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4343 /* Apply the bonuses to hit/damage */
4344 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4345 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4347 /* Apply the mental bonuses to hit/damage, if known */
4348 if (object_is_known(o_ptr))
4350 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4351 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4356 if (old_mighty_throw != p_ptr->mighty_throw)
4358 /* Redraw average damege display of Shuriken */
4359 p_ptr->window |= PW_INVEN;
4362 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4364 /* Monks get extra ac for armour _not worn_ */
4365 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4367 if (!(inventory[INVEN_BODY].k_idx))
4369 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4370 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4372 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4374 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4375 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4377 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4379 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4380 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4382 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4384 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4385 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4387 if (!(inventory[INVEN_HANDS].k_idx))
4389 p_ptr->to_a += (p_ptr->lev / 2);
4390 p_ptr->dis_to_a += (p_ptr->lev / 2);
4392 if (!(inventory[INVEN_FEET].k_idx))
4394 p_ptr->to_a += (p_ptr->lev / 3);
4395 p_ptr->dis_to_a += (p_ptr->lev / 3);
4397 if (p_ptr->special_defense & KAMAE_BYAKKO)
4399 p_ptr->stat_add[A_STR] += 2;
4400 p_ptr->stat_add[A_DEX] += 2;
4401 p_ptr->stat_add[A_CON] -= 3;
4403 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4406 else if (p_ptr->special_defense & KAMAE_GENBU)
4408 p_ptr->stat_add[A_INT] -= 1;
4409 p_ptr->stat_add[A_WIS] -= 1;
4410 p_ptr->stat_add[A_DEX] -= 2;
4411 p_ptr->stat_add[A_CON] += 3;
4413 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4415 p_ptr->stat_add[A_STR] -= 2;
4416 p_ptr->stat_add[A_INT] += 1;
4417 p_ptr->stat_add[A_WIS] += 1;
4418 p_ptr->stat_add[A_DEX] += 2;
4419 p_ptr->stat_add[A_CON] -= 2;
4423 if (p_ptr->special_defense & KATA_KOUKIJIN)
4425 for (i = 0; i < 6; i++)
4426 p_ptr->stat_add[i] += 5;
4428 p_ptr->dis_to_a -= 50;
4431 /* Hack -- aura of fire also provides light */
4432 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4434 /* Golems also get an intrinsic AC bonus */
4435 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4437 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4438 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4442 if (p_ptr->realm1 == REALM_HEX)
4444 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4445 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4446 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4447 if (hex_spelling(HEX_BUILDING))
4449 p_ptr->stat_add[A_STR] += 4;
4450 p_ptr->stat_add[A_DEX] += 4;
4451 p_ptr->stat_add[A_CON] += 4;
4453 if (hex_spelling(HEX_DEMON_AURA))
4455 p_ptr->sh_fire = TRUE;
4456 p_ptr->regenerate = TRUE;
4458 if (hex_spelling(HEX_ICE_ARMOR))
4460 p_ptr->sh_cold = TRUE;
4462 p_ptr->dis_to_a += 30;
4464 if (hex_spelling(HEX_SHOCK_CLOAK))
4466 p_ptr->sh_elec = TRUE;
4469 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4471 ARMOUR_CLASS ac = 0;
4472 o_ptr = &inventory[i];
4473 if (!o_ptr->k_idx) continue;
4474 if (!object_is_armour(o_ptr)) continue;
4475 if (!object_is_cursed(o_ptr)) continue;
4477 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4478 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4479 p_ptr->to_a += (s16b)ac;
4480 p_ptr->dis_to_a += (s16b)ac;
4484 /* Calculate stats */
4485 for (i = 0; i < 6; i++)
4489 /* Extract the new "stat_use" value for the stat */
4490 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4492 /* Notice changes */
4493 if (p_ptr->stat_top[i] != top)
4495 /* Save the new value */
4496 p_ptr->stat_top[i] = (s16b)top;
4498 /* Redisplay the stats later */
4499 p_ptr->redraw |= (PR_STATS);
4501 p_ptr->window |= (PW_PLAYER);
4505 /* Extract the new "stat_use" value for the stat */
4506 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4508 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4510 /* 10 to 18/90 charisma, guaranteed, based on level */
4511 if (use < 8 + 2 * p_ptr->lev)
4513 use = 8 + 2 * p_ptr->lev;
4517 /* Notice changes */
4518 if (p_ptr->stat_use[i] != use)
4520 /* Save the new value */
4521 p_ptr->stat_use[i] = (s16b)use;
4523 /* Redisplay the stats later */
4524 p_ptr->redraw |= (PR_STATS);
4526 p_ptr->window |= (PW_PLAYER);
4530 /* Values: 3, 4, ..., 17 */
4531 if (use <= 18) ind = (use - 3);
4533 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4534 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4536 /* Range: 18/220+ */
4539 /* Notice changes */
4540 if (p_ptr->stat_ind[i] != ind)
4542 /* Save the new index */
4543 p_ptr->stat_ind[i] = (s16b)ind;
4545 /* Change in CON affects Hitpoints */
4548 p_ptr->update |= (PU_HP);
4551 /* Change in INT may affect Mana/Spells */
4552 else if (i == A_INT)
4554 if (mp_ptr->spell_stat == A_INT)
4556 p_ptr->update |= (PU_MANA | PU_SPELLS);
4560 /* Change in WIS may affect Mana/Spells */
4561 else if (i == A_WIS)
4563 if (mp_ptr->spell_stat == A_WIS)
4565 p_ptr->update |= (PU_MANA | PU_SPELLS);
4569 /* Change in WIS may affect Mana/Spells */
4570 else if (i == A_CHR)
4572 if (mp_ptr->spell_stat == A_CHR)
4574 p_ptr->update |= (PU_MANA | PU_SPELLS);
4578 p_ptr->window |= (PW_PLAYER);
4583 /* Apply temporary "stun" */
4584 if (p_ptr->stun > 50)
4586 p_ptr->to_h[0] -= 20;
4587 p_ptr->to_h[1] -= 20;
4588 p_ptr->to_h_b -= 20;
4589 p_ptr->to_h_m -= 20;
4590 p_ptr->dis_to_h[0] -= 20;
4591 p_ptr->dis_to_h[1] -= 20;
4592 p_ptr->dis_to_h_b -= 20;
4593 p_ptr->to_d[0] -= 20;
4594 p_ptr->to_d[1] -= 20;
4595 p_ptr->to_d_m -= 20;
4596 p_ptr->dis_to_d[0] -= 20;
4597 p_ptr->dis_to_d[1] -= 20;
4599 else if (p_ptr->stun)
4601 p_ptr->to_h[0] -= 5;
4602 p_ptr->to_h[1] -= 5;
4605 p_ptr->dis_to_h[0] -= 5;
4606 p_ptr->dis_to_h[1] -= 5;
4607 p_ptr->dis_to_h_b -= 5;
4608 p_ptr->to_d[0] -= 5;
4609 p_ptr->to_d[1] -= 5;
4611 p_ptr->dis_to_d[0] -= 5;
4612 p_ptr->dis_to_d[1] -= 5;
4616 if (p_ptr->wraith_form)
4618 p_ptr->reflect = TRUE;
4619 p_ptr->pass_wall = TRUE;
4622 if (p_ptr->kabenuke)
4624 p_ptr->pass_wall = TRUE;
4627 /* Temporary blessing */
4631 p_ptr->dis_to_a += 5;
4632 p_ptr->to_h[0] += 10;
4633 p_ptr->to_h[1] += 10;
4634 p_ptr->to_h_b += 10;
4635 p_ptr->to_h_m += 10;
4636 p_ptr->dis_to_h[0] += 10;
4637 p_ptr->dis_to_h[1] += 10;
4638 p_ptr->dis_to_h_b += 10;
4641 if (p_ptr->magicdef)
4643 p_ptr->resist_blind = TRUE;
4644 p_ptr->resist_conf = TRUE;
4645 p_ptr->reflect = TRUE;
4646 p_ptr->free_act = TRUE;
4647 p_ptr->levitation = TRUE;
4650 /* Temporary "Hero" */
4653 p_ptr->to_h[0] += 12;
4654 p_ptr->to_h[1] += 12;
4655 p_ptr->to_h_b += 12;
4656 p_ptr->to_h_m += 12;
4657 p_ptr->dis_to_h[0] += 12;
4658 p_ptr->dis_to_h[1] += 12;
4659 p_ptr->dis_to_h_b += 12;
4662 /* Temporary "Beserk" */
4665 p_ptr->to_h[0] += 12;
4666 p_ptr->to_h[1] += 12;
4667 p_ptr->to_h_b -= 12;
4668 p_ptr->to_h_m += 12;
4669 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4670 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4671 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4672 p_ptr->dis_to_h[0] += 12;
4673 p_ptr->dis_to_h[1] += 12;
4674 p_ptr->dis_to_h_b -= 12;
4675 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4676 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4678 p_ptr->dis_to_a -= 10;
4679 p_ptr->skill_stl -= 7;
4680 p_ptr->skill_dev -= 20;
4681 p_ptr->skill_sav -= 30;
4682 p_ptr->skill_srh -= 15;
4683 p_ptr->skill_fos -= 15;
4684 p_ptr->skill_tht -= 20;
4685 p_ptr->skill_dig += 30;
4688 /* Temporary "fast" */
4694 /* Temporary "slow" */
4700 /* Temporary "telepathy" */
4703 p_ptr->telepathy = TRUE;
4706 if (p_ptr->ele_immune)
4708 if (p_ptr->special_defense & DEFENSE_ACID)
4709 p_ptr->immune_acid = TRUE;
4710 else if (p_ptr->special_defense & DEFENSE_ELEC)
4711 p_ptr->immune_elec = TRUE;
4712 else if (p_ptr->special_defense & DEFENSE_FIRE)
4713 p_ptr->immune_fire = TRUE;
4714 else if (p_ptr->special_defense & DEFENSE_COLD)
4715 p_ptr->immune_cold = TRUE;
4718 /* Temporary see invisible */
4719 if (p_ptr->tim_invis)
4721 p_ptr->see_inv = TRUE;
4724 /* Temporary infravision boost */
4725 if (p_ptr->tim_infra)
4727 p_ptr->see_infra+=3;
4730 /* Temporary regeneration boost */
4731 if (p_ptr->tim_regen)
4733 p_ptr->regenerate = TRUE;
4736 /* Temporary levitation */
4737 if (p_ptr->tim_levitation)
4739 p_ptr->levitation = TRUE;
4742 /* Temporary reflection */
4743 if (p_ptr->tim_reflect)
4745 p_ptr->reflect = TRUE;
4748 /* Hack -- Hero/Shero -> Res fear */
4749 if (IS_HERO() || p_ptr->shero)
4751 p_ptr->resist_fear = TRUE;
4755 /* Hack -- Telepathy Change */
4756 if (p_ptr->telepathy != old_telepathy)
4758 p_ptr->update |= (PU_MONSTERS);
4761 if ((p_ptr->esp_animal != old_esp_animal) ||
4762 (p_ptr->esp_undead != old_esp_undead) ||
4763 (p_ptr->esp_demon != old_esp_demon) ||
4764 (p_ptr->esp_orc != old_esp_orc) ||
4765 (p_ptr->esp_troll != old_esp_troll) ||
4766 (p_ptr->esp_giant != old_esp_giant) ||
4767 (p_ptr->esp_dragon != old_esp_dragon) ||
4768 (p_ptr->esp_human != old_esp_human) ||
4769 (p_ptr->esp_evil != old_esp_evil) ||
4770 (p_ptr->esp_good != old_esp_good) ||
4771 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4772 (p_ptr->esp_unique != old_esp_unique))
4774 p_ptr->update |= (PU_MONSTERS);
4777 /* Hack -- See Invis Change */
4778 if (p_ptr->see_inv != old_see_inv)
4780 p_ptr->update |= (PU_MONSTERS);
4783 /* Bloating slows the player down (a little) */
4784 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4786 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4788 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4789 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4791 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4792 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4795 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4797 int penalty1, penalty2;
4798 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4799 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4800 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4802 penalty1 = penalty1 / 2 - 5;
4803 penalty2 = penalty2 / 2 - 5;
4806 p_ptr->dis_to_a += 10;
4810 if (penalty1 > 0) penalty1 /= 2;
4811 if (penalty2 > 0) penalty2 /= 2;
4813 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4815 penalty1 = MAX(0, penalty1 - 10);
4816 penalty2 = MAX(0, penalty2 - 10);
4818 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4820 penalty1 = MIN(0, penalty1);
4821 penalty2 = MIN(0, penalty2);
4823 p_ptr->dis_to_a += 10;
4827 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4829 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4832 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4833 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4834 p_ptr->to_h[0] -= (s16b)penalty1;
4835 p_ptr->to_h[1] -= (s16b)penalty2;
4836 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4837 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4840 /* Extract the current weight (in tenth pounds) */
4841 j = p_ptr->total_weight;
4845 /* Extract the "weight limit" (in tenth pounds) */
4846 i = (int)weight_limit();
4850 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4851 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4852 SPEED speed = riding_m_ptr->mspeed;
4854 if (riding_m_ptr->mspeed > 110)
4856 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4857 if (new_speed < 110) new_speed = 110;
4863 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4864 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4865 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4866 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4867 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4869 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4870 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4872 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;
4874 /* Extract the "weight limit" */
4875 i = 1500 + riding_r_ptr->level * 25;
4878 /* Apply "encumbrance" from weight */
4879 if (j > i) new_speed -= ((j - i) / (i / 5));
4881 /* Searching slows the player down */
4882 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4884 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4885 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4886 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4887 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4888 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4889 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4890 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4891 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4892 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4893 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4894 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4895 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4896 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4898 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4899 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4900 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4901 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4902 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4903 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4904 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4905 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4906 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4907 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4910 /* Obtain the "hold" value */
4911 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4914 /* Examine the "current bow" */
4915 o_ptr = &inventory[INVEN_BOW];
4917 /* It is hard to carholdry a heavy bow */
4918 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4919 if (p_ptr->heavy_shoot)
4921 /* Hard to wield a heavy bow */
4922 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4923 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4926 /* Compute "extra shots" if needed */
4929 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4931 /* Apply special flags */
4932 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4935 p_ptr->num_fire = calc_num_fire(o_ptr);
4937 /* Snipers love Cross bows */
4938 if ((p_ptr->pclass == CLASS_SNIPER) &&
4939 (p_ptr->tval_ammo == TV_BOLT))
4941 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4942 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4947 if (p_ptr->ryoute) hold *= 2;
4949 for(i = 0 ; i < 2 ; i++)
4951 /* Examine the "main weapon" */
4952 o_ptr = &inventory[INVEN_RARM+i];
4954 object_flags(o_ptr, flgs);
4956 /* Assume not heavy */
4957 p_ptr->heavy_wield[i] = FALSE;
4958 p_ptr->icky_wield[i] = FALSE;
4959 p_ptr->riding_wield[i] = FALSE;
4961 if (!buki_motteruka(INVEN_RARM+i))
4963 p_ptr->num_blow[i] = 1;
4966 /* It is hard to hold a heavy weapon */
4967 if (hold < o_ptr->weight / 10)
4969 /* Hard to wield a heavy weapon */
4970 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4971 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4974 p_ptr->heavy_wield[i] = TRUE;
4976 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4978 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4981 p_ptr->dis_to_a += 5;
4984 /* Normal weapons */
4985 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4987 int str_index, dex_index;
4989 int num = 0, wgt = 0, mul = 0, div = 0;
4991 /* Analyze the class */
4992 switch (p_ptr->pclass)
4996 num = 6; wgt = 70; mul = 5; break;
4999 case CLASS_BERSERKER:
5000 num = 6; wgt = 70; mul = 7; break;
5004 case CLASS_HIGH_MAGE:
5005 case CLASS_BLUE_MAGE:
5006 num = 3; wgt = 100; mul = 2; break;
5008 /* Priest, Mindcrafter, Magic-Eater */
5010 case CLASS_MAGIC_EATER:
5011 case CLASS_MINDCRAFTER:
5012 num = 5; wgt = 100; mul = 3; break;
5016 num = 5; wgt = 40; mul = 3; break;
5020 num = 5; wgt = 70; mul = 4; break;
5025 num = 5; wgt = 70; mul = 4; break;
5029 num = 5; wgt = 150; mul = 5; break;
5032 case CLASS_WARRIOR_MAGE:
5033 case CLASS_RED_MAGE:
5034 num = 5; wgt = 70; mul = 3; break;
5037 case CLASS_CHAOS_WARRIOR:
5038 num = 5; wgt = 70; mul = 4; break;
5042 num = 5; wgt = 60; mul = 3; break;
5046 num = 4; wgt = 100; mul = 3; break;
5049 case CLASS_IMITATOR:
5050 num = 5; wgt = 70; mul = 4; break;
5053 case CLASS_BEASTMASTER:
5054 num = 5; wgt = 70; mul = 3; break;
5058 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5059 else {num = 5; wgt = 100; mul = 3;}
5063 case CLASS_SORCERER:
5064 num = 1; wgt = 1; mul = 1; break;
5066 /* Archer, Bard, Sniper */
5070 num = 4; wgt = 70; mul = 2; break;
5073 case CLASS_FORCETRAINER:
5074 num = 4; wgt = 60; mul = 2; break;
5077 case CLASS_MIRROR_MASTER:
5078 num = 3; wgt = 100; mul = 3; break;
5082 num = 4; wgt = 20; mul = 1; break;
5085 /* Hex - extra mights gives +1 bonus to max blows */
5086 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5088 /* Enforce a minimum "weight" (tenth pounds) */
5089 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5091 /* Access the strength vs weight */
5092 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5094 if (p_ptr->ryoute && !omoi) str_index++;
5095 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5098 if (str_index > 11) str_index = 11;
5100 /* Index by dexterity */
5101 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5104 if (dex_index > 11) dex_index = 11;
5106 /* Use the blows table */
5107 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5110 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5112 /* Add in the "bonus blows" */
5113 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5116 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5117 else if (p_ptr->pclass == CLASS_BERSERKER)
5119 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5121 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5123 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5125 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5128 /* Require at least one blow */
5129 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5131 /* Boost digging skill by weapon weight */
5132 p_ptr->skill_dig += (o_ptr->weight / 10);
5136 /* Priest weapon penalty for non-blessed edged weapons */
5137 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5138 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5140 /* Reduce the real bonuses */
5141 p_ptr->to_h[i] -= 2;
5142 p_ptr->to_d[i] -= 2;
5144 /* Reduce the mental bonuses */
5145 p_ptr->dis_to_h[i] -= 2;
5146 p_ptr->dis_to_d[i] -= 2;
5149 p_ptr->icky_wield[i] = TRUE;
5151 else if (p_ptr->pclass == CLASS_BERSERKER)
5153 p_ptr->to_h[i] += p_ptr->lev/5;
5154 p_ptr->to_d[i] += p_ptr->lev/6;
5155 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5156 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5157 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5159 p_ptr->to_h[i] += p_ptr->lev/5;
5160 p_ptr->to_d[i] += p_ptr->lev/6;
5161 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5162 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5165 else if (p_ptr->pclass == CLASS_SORCERER)
5167 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5169 /* Reduce the real bonuses */
5170 p_ptr->to_h[i] -= 200;
5171 p_ptr->to_d[i] -= 200;
5173 /* Reduce the mental bonuses */
5174 p_ptr->dis_to_h[i] -= 200;
5175 p_ptr->dis_to_d[i] -= 200;
5178 p_ptr->icky_wield[i] = TRUE;
5182 /* Reduce the real bonuses */
5183 p_ptr->to_h[i] -= 30;
5184 p_ptr->to_d[i] -= 10;
5186 /* Reduce the mental bonuses */
5187 p_ptr->dis_to_h[i] -= 30;
5188 p_ptr->dis_to_d[i] -= 10;
5192 if (p_ptr->realm1 == REALM_HEX)
5194 if (object_is_cursed(o_ptr))
5196 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5197 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5198 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5199 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5200 if (hex_spelling(HEX_RUNESWORD))
5202 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5203 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5204 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5210 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5212 p_ptr->to_h[i] +=15;
5213 p_ptr->dis_to_h[i] +=15;
5214 p_ptr->to_dd[i] += 2;
5216 else if (!(have_flag(flgs, TR_RIDING)))
5219 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5225 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5227 if (penalty < 30) penalty = 30;
5229 p_ptr->to_h[i] -= (s16b)penalty;
5230 p_ptr->dis_to_h[i] -= (s16b)penalty;
5233 p_ptr->riding_wield[i] = TRUE;
5242 p_ptr->riding_ryoute = FALSE;
5244 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5245 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5247 switch (p_ptr->pclass)
5250 case CLASS_FORCETRAINER:
5251 case CLASS_BERSERKER:
5252 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5253 p_ptr->riding_ryoute = TRUE;
5258 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5260 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5264 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5266 if (penalty < 30) penalty = 30;
5268 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5269 p_ptr->to_h_b -= (s16b)penalty;
5270 p_ptr->dis_to_h_b -= (s16b)penalty;
5273 /* Different calculation for monks with empty hands */
5274 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5275 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5277 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5278 p_ptr->num_blow[0] = 0;
5280 if (p_ptr->pclass == CLASS_FORCETRAINER)
5282 if (blow_base > 18) p_ptr->num_blow[0]++;
5283 if (blow_base > 31) p_ptr->num_blow[0]++;
5284 if (blow_base > 44) p_ptr->num_blow[0]++;
5285 if (blow_base > 58) p_ptr->num_blow[0]++;
5288 p_ptr->to_d[0] += P_PTR_KI / 5;
5289 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5294 if (blow_base > 12) p_ptr->num_blow[0]++;
5295 if (blow_base > 22) p_ptr->num_blow[0]++;
5296 if (blow_base > 31) p_ptr->num_blow[0]++;
5297 if (blow_base > 39) p_ptr->num_blow[0]++;
5298 if (blow_base > 46) p_ptr->num_blow[0]++;
5299 if (blow_base > 53) p_ptr->num_blow[0]++;
5300 if (blow_base > 59) p_ptr->num_blow[0]++;
5303 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5304 p_ptr->num_blow[0] /= 2;
5307 p_ptr->to_h[0] += (p_ptr->lev / 3);
5308 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5310 p_ptr->to_d[0] += (p_ptr->lev / 6);
5311 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5314 if (p_ptr->special_defense & KAMAE_BYAKKO)
5317 p_ptr->dis_to_a -= 40;
5320 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5323 p_ptr->dis_to_a -= 50;
5324 p_ptr->resist_acid = TRUE;
5325 p_ptr->resist_fire = TRUE;
5326 p_ptr->resist_elec = TRUE;
5327 p_ptr->resist_cold = TRUE;
5328 p_ptr->resist_pois = TRUE;
5329 p_ptr->sh_fire = TRUE;
5330 p_ptr->sh_elec = TRUE;
5331 p_ptr->sh_cold = TRUE;
5332 p_ptr->levitation = TRUE;
5334 else if (p_ptr->special_defense & KAMAE_GENBU)
5336 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5337 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5338 p_ptr->reflect = TRUE;
5339 p_ptr->num_blow[0] -= 2;
5340 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5341 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5343 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5345 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5346 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5348 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5349 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5350 p_ptr->num_blow[0] /= 2;
5351 p_ptr->levitation = TRUE;
5354 p_ptr->num_blow[0] += 1+extra_blows[0];
5357 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5359 monk_armour_aux = FALSE;
5363 monk_armour_aux = TRUE;
5366 for (i = 0; i < 2; i++)
5368 if (buki_motteruka(INVEN_RARM+i))
5370 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5371 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5373 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5374 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5375 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5377 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5379 p_ptr->to_h[i] -= 40;
5380 p_ptr->dis_to_h[i] -= 40;
5381 p_ptr->icky_wield[i] = TRUE;
5384 else if (p_ptr->pclass == CLASS_NINJA)
5386 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5388 p_ptr->to_h[i] -= 40;
5389 p_ptr->dis_to_h[i] -= 40;
5390 p_ptr->icky_wield[i] = TRUE;
5391 p_ptr->num_blow[i] /= 2;
5392 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5396 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5400 /* Maximum speed is (+99). (internally it's 110 + 99) */
5401 /* Temporary lightspeed forces to be maximum speed */
5402 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5407 /* Minimum speed is (-99). (internally it's 110 - 99) */
5408 if (new_speed < 11) new_speed = 11;
5410 /* Display the speed (if needed) */
5411 if (p_ptr->pspeed != (byte)new_speed)
5413 p_ptr->pspeed = (byte)new_speed;
5414 p_ptr->redraw |= (PR_SPEED);
5419 if (p_ptr->to_a > (0 - p_ptr->ac))
5420 p_ptr->to_a = 0 - p_ptr->ac;
5421 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5422 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5425 /* Redraw armor (if needed) */
5426 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5428 p_ptr->redraw |= (PR_ARMOR);
5429 p_ptr->window |= (PW_PLAYER);
5432 if (p_ptr->ryoute && !omoi)
5434 int bonus_to_h=0, bonus_to_d=0;
5435 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5436 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);
5438 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5439 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5440 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5441 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5444 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;
5446 /* Affect Skill -- stealth (bonus one) */
5447 p_ptr->skill_stl += 1;
5449 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5451 /* Affect Skill -- disarming (DEX and INT) */
5452 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5453 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5455 /* Affect Skill -- magic devices (INT) */
5456 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5458 /* Affect Skill -- saving throw (WIS) */
5459 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5461 /* Affect Skill -- digging (STR) */
5462 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5464 /* Affect Skill -- disarming (Level, by Class) */
5465 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5467 /* Affect Skill -- magic devices (Level, by Class) */
5468 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5470 /* Affect Skill -- saving throw (Level, by Class) */
5471 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5473 /* Affect Skill -- stealth (Level, by Class) */
5474 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5476 /* Affect Skill -- search ability (Level, by Class) */
5477 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5479 /* Affect Skill -- search frequency (Level, by Class) */
5480 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5482 /* Affect Skill -- combat (normal) (Level, by Class) */
5483 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5485 /* Affect Skill -- combat (shooting) (Level, by Class) */
5486 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5488 /* Affect Skill -- combat (throwing) (Level, by Class) */
5489 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5492 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5494 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5495 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5498 /* Limit Skill -- stealth from 0 to 30 */
5499 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5500 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5502 /* Limit Skill -- digging from 1 up */
5503 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5505 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5507 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5509 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;
5511 if (down_saving) p_ptr->skill_sav /= 2;
5513 /* Hack -- Each elemental immunity includes resistance */
5514 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5515 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5516 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5517 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5519 /* Determine player alignment */
5520 for (i = 0, j = 0; i < 8; i++)
5522 switch (p_ptr->vir_types[i])
5525 p_ptr->align += p_ptr->virtues[i] * 2;
5535 p_ptr->align -= p_ptr->virtues[i];
5538 p_ptr->align += p_ptr->virtues[i];
5543 for (i = 0; i < j; i++)
5545 if (p_ptr->align > 0)
5547 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5548 if (p_ptr->align < 0) p_ptr->align = 0;
5550 else if (p_ptr->align < 0)
5552 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5553 if (p_ptr->align > 0) p_ptr->align = 0;
5557 /* Hack -- handle "xtra" mode */
5558 if (character_xtra) return;
5560 /* Take note when "heavy bow" changes */
5561 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5563 if (p_ptr->heavy_shoot)
5565 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."));
5567 else if (inventory[INVEN_BOW].k_idx)
5569 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."));
5573 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."));
5577 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5580 for (i = 0 ; i < 2 ; i++)
5582 /* Take note when "heavy weapon" changes */
5583 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5585 if (p_ptr->heavy_wield[i])
5587 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."));
5589 else if (buki_motteruka(INVEN_RARM+i))
5591 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5593 else if (p_ptr->heavy_wield[1-i])
5595 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5599 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."));
5603 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5606 /* Take note when "heavy weapon" changes */
5607 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5609 if (p_ptr->riding_wield[i])
5611 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."));
5613 else if (!p_ptr->riding)
5615 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5617 else if (buki_motteruka(INVEN_RARM+i))
5619 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5622 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5625 /* Take note when "illegal weapon" changes */
5626 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5628 if (p_ptr->icky_wield[i])
5630 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."));
5633 chg_virtue(V_FAITH, -1);
5636 else if (buki_motteruka(INVEN_RARM+i))
5638 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."));
5642 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."));
5646 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5650 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5652 if (p_ptr->riding_ryoute)
5655 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" : "");
5657 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5663 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" : "");
5665 msg_print("You began to control riding pet with one hand.");
5669 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5672 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5676 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."));
5679 chg_virtue(V_HARMONY, -1);
5684 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5687 monk_notify_aux = monk_armour_aux;
5690 for (i = 0; i < INVEN_PACK; i++)
5693 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5694 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5696 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5697 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5700 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5702 o_ptr = &o_list[this_o_idx];
5704 /* Acquire next object */
5705 next_o_idx = o_ptr->next_o_idx;
5708 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5709 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5711 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5712 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5715 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5717 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5719 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5720 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5723 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)))
5725 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5726 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5729 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5731 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5732 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5735 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5737 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5738 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5745 * @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"
5747 * @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。
5749 static void notice_stuff(void)
5751 if(!p_ptr->notice) return;
5753 /* Actually do auto-destroy */
5754 if(p_ptr->notice & (PN_AUTODESTROY))
5756 p_ptr->notice &= ~(PN_AUTODESTROY);
5757 autopick_delayed_alter();
5760 /* Combine the pack */
5761 if (p_ptr->notice & (PN_COMBINE))
5763 p_ptr->notice &= ~(PN_COMBINE);
5767 /* Reorder the pack */
5768 if (p_ptr->notice & (PN_REORDER))
5770 p_ptr->notice &= ~(PN_REORDER);
5777 * @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"
5779 * @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。
5781 static void update_stuff(void)
5783 if (!p_ptr->update) return;
5785 if (p_ptr->update & (PU_BONUS))
5787 p_ptr->update &= ~(PU_BONUS);
5791 if (p_ptr->update & (PU_TORCH))
5793 p_ptr->update &= ~(PU_TORCH);
5797 if (p_ptr->update & (PU_HP))
5799 p_ptr->update &= ~(PU_HP);
5803 if (p_ptr->update & (PU_MANA))
5805 p_ptr->update &= ~(PU_MANA);
5809 if (p_ptr->update & (PU_SPELLS))
5811 p_ptr->update &= ~(PU_SPELLS);
5815 /* Character is not ready yet, no screen updates */
5816 if (!character_generated) return;
5818 /* Character is in "icky" mode, no screen updates */
5819 if (character_icky) return;
5821 if (p_ptr->update & (PU_UN_LITE))
5823 p_ptr->update &= ~(PU_UN_LITE);
5827 if (p_ptr->update & (PU_UN_VIEW))
5829 p_ptr->update &= ~(PU_UN_VIEW);
5833 if (p_ptr->update & (PU_VIEW))
5835 p_ptr->update &= ~(PU_VIEW);
5839 if (p_ptr->update & (PU_LITE))
5841 p_ptr->update &= ~(PU_LITE);
5846 if (p_ptr->update & (PU_FLOW))
5848 p_ptr->update &= ~(PU_FLOW);
5852 if (p_ptr->update & (PU_DISTANCE))
5854 p_ptr->update &= ~(PU_DISTANCE);
5856 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5857 /* p_ptr->update &= ~(PU_MONSTERS); */
5859 update_monsters(TRUE);
5862 if (p_ptr->update & (PU_MON_LITE))
5864 p_ptr->update &= ~(PU_MON_LITE);
5869 * Mega-Hack -- Delayed visual update
5870 * Only used if update_view(), update_lite() or update_mon_lite() was called
5872 if (p_ptr->update & (PU_DELAY_VIS))
5874 p_ptr->update &= ~(PU_DELAY_VIS);
5875 delayed_visual_update();
5878 if (p_ptr->update & (PU_MONSTERS))
5880 p_ptr->update &= ~(PU_MONSTERS);
5881 update_monsters(FALSE);
5887 * @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"
5889 * @details 更新処理の対象はゲーム中の全描画処理
5891 static void redraw_stuff(void)
5893 if (!p_ptr->redraw) return;
5895 /* Character is not ready yet, no screen updates */
5896 if (!character_generated) return;
5898 /* Character is in "icky" mode, no screen updates */
5899 if (character_icky) return;
5901 /* Hack -- clear the screen */
5902 if (p_ptr->redraw & (PR_WIPE))
5904 p_ptr->redraw &= ~(PR_WIPE);
5909 if (p_ptr->redraw & (PR_MAP))
5911 p_ptr->redraw &= ~(PR_MAP);
5915 if (p_ptr->redraw & (PR_BASIC))
5917 p_ptr->redraw &= ~(PR_BASIC);
5918 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5919 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5920 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5921 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5927 if (p_ptr->redraw & (PR_EQUIPPY))
5929 p_ptr->redraw &= ~(PR_EQUIPPY);
5930 print_equippy(); /* To draw / delete equippy chars */
5933 if (p_ptr->redraw & (PR_MISC))
5935 p_ptr->redraw &= ~(PR_MISC);
5936 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5937 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5940 if (p_ptr->redraw & (PR_TITLE))
5942 p_ptr->redraw &= ~(PR_TITLE);
5946 if (p_ptr->redraw & (PR_LEV))
5948 p_ptr->redraw &= ~(PR_LEV);
5952 if (p_ptr->redraw & (PR_EXP))
5954 p_ptr->redraw &= ~(PR_EXP);
5958 if (p_ptr->redraw & (PR_STATS))
5960 p_ptr->redraw &= ~(PR_STATS);
5969 if (p_ptr->redraw & (PR_STATUS))
5971 p_ptr->redraw &= ~(PR_STATUS);
5975 if (p_ptr->redraw & (PR_ARMOR))
5977 p_ptr->redraw &= ~(PR_ARMOR);
5981 if (p_ptr->redraw & (PR_HP))
5983 p_ptr->redraw &= ~(PR_HP);
5987 if (p_ptr->redraw & (PR_MANA))
5989 p_ptr->redraw &= ~(PR_MANA);
5993 if (p_ptr->redraw & (PR_GOLD))
5995 p_ptr->redraw &= ~(PR_GOLD);
5999 if (p_ptr->redraw & (PR_DEPTH))
6001 p_ptr->redraw &= ~(PR_DEPTH);
6005 if (p_ptr->redraw & (PR_HEALTH))
6007 p_ptr->redraw &= ~(PR_HEALTH);
6008 health_redraw(FALSE);
6011 if (p_ptr->redraw & (PR_UHEALTH))
6013 p_ptr->redraw &= ~(PR_UHEALTH);
6014 health_redraw(TRUE);
6017 if (p_ptr->redraw & (PR_EXTRA))
6019 p_ptr->redraw &= ~(PR_EXTRA);
6020 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6021 p_ptr->redraw &= ~(PR_HUNGER);
6022 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6026 if (p_ptr->redraw & (PR_CUT))
6028 p_ptr->redraw &= ~(PR_CUT);
6032 if (p_ptr->redraw & (PR_STUN))
6034 p_ptr->redraw &= ~(PR_STUN);
6038 if (p_ptr->redraw & (PR_HUNGER))
6040 p_ptr->redraw &= ~(PR_HUNGER);
6044 if (p_ptr->redraw & (PR_STATE))
6046 p_ptr->redraw &= ~(PR_STATE);
6050 if (p_ptr->redraw & (PR_SPEED))
6052 p_ptr->redraw &= ~(PR_SPEED);
6056 if (p_ptr->pclass == CLASS_IMITATOR)
6058 if (p_ptr->redraw & (PR_IMITATION))
6060 p_ptr->redraw &= ~(PR_IMITATION);
6064 else if (p_ptr->redraw & (PR_STUDY))
6066 p_ptr->redraw &= ~(PR_STUDY);
6072 * @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"
6074 * @details 更新処理の対象はサブウィンドウ全般
6076 static void window_stuff(void)
6079 BIT_FLAGS mask = 0L;
6082 if (!p_ptr->window) return;
6085 for (j = 0; j < 8; j++)
6087 /* Save usable flags */
6088 if (angband_term[j]) mask |= window_flag[j];
6091 /* Apply usable flags */
6092 p_ptr->window &= mask;
6095 if (!p_ptr->window) return;
6097 /* Display inventory */
6098 if (p_ptr->window & (PW_INVEN))
6100 p_ptr->window &= ~(PW_INVEN);
6104 /* Display equipment */
6105 if (p_ptr->window & (PW_EQUIP))
6107 p_ptr->window &= ~(PW_EQUIP);
6111 /* Display spell list */
6112 if (p_ptr->window & (PW_SPELL))
6114 p_ptr->window &= ~(PW_SPELL);
6118 /* Display player */
6119 if (p_ptr->window & (PW_PLAYER))
6121 p_ptr->window &= ~(PW_PLAYER);
6125 /* Display monster list */
6126 if (p_ptr->window & (PW_MONSTER_LIST))
6128 p_ptr->window &= ~(PW_MONSTER_LIST);
6132 /* Display overhead view */
6133 if (p_ptr->window & (PW_MESSAGE))
6135 p_ptr->window &= ~(PW_MESSAGE);
6139 /* Display overhead view */
6140 if (p_ptr->window & (PW_OVERHEAD))
6142 p_ptr->window &= ~(PW_OVERHEAD);
6146 /* Display overhead view */
6147 if (p_ptr->window & (PW_DUNGEON))
6149 p_ptr->window &= ~(PW_DUNGEON);
6153 /* Display monster recall */
6154 if (p_ptr->window & (PW_MONSTER))
6156 p_ptr->window &= ~(PW_MONSTER);
6160 /* Display object recall */
6161 if (p_ptr->window & (PW_OBJECT))
6163 p_ptr->window &= ~(PW_OBJECT);
6170 * @brief 全更新処理をチェックして処理していく
6171 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6174 void handle_stuff(void)
6176 if (p_ptr->notice) notice_stuff();
6177 if (p_ptr->update) update_stuff();
6178 if (p_ptr->redraw) redraw_stuff();
6179 if (p_ptr->window) window_stuff();
6183 * @brief プレイヤーの現在開いている手の状態を返す
6184 * @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。
6185 * @return 開いている手のビットフラグ
6187 BIT_FLAGS16 empty_hands(bool riding_control)
6189 BIT_FLAGS16 status = EMPTY_HAND_NONE;
6191 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6192 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6194 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6196 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6197 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6205 * @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。
6206 * @return ペナルティが適用されるならばTRUE。
6208 bool heavy_armor(void)
6210 WEIGHT monk_arm_wgt = 0;
6212 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6214 /* Weight the armor */
6215 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6216 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6217 monk_arm_wgt += inventory[INVEN_BODY].weight;
6218 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6219 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6220 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6221 monk_arm_wgt += inventory[INVEN_FEET].weight;
6223 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6227 * @brief 実ゲームプレイ時間を更新する
6229 void update_playtime(void)
6231 /* Check if the game has started */
6232 if (start_time != 0)
6234 u32b tmp = (u32b)time(NULL);
6235 playtime += (tmp - start_time);