5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 /* Purpose: misc code */
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 s32b len = TURNS_PER_TICK * TOWN_DAWN;
133 s32b tick = turn % len + len / 4;
135 switch (p_ptr->start_race)
141 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
144 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
147 *hour = (24 * tick / len) % 24;
148 *min = (1440 * tick / len) % 60;
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(&day, &hour, &min);
163 /* Dump the info itself */
164 c_put_str(TERM_WHITE, format(
170 day), ROW_DAY, COL_DAY);
172 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
178 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
185 else if (p_ptr->wild_mode)
191 else if (p_ptr->inside_arena)
197 else if (p_ptr->inside_battle)
201 return "Monster Arena";
203 else if (!dun_level && p_ptr->town_num)
204 return town[p_ptr->town_num].name;
206 return d_name+d_info[dungeon_type].name;
212 static void prt_dungeon(void)
217 /* Dump 13 spaces to clear */
218 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
220 dungeon_name = map_name();
222 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223 if (col < 0) col = 0;
225 /* Dump the info itself */
226 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
234 * Print character stat in given row, column
236 static void prt_stat(int stat)
240 /* Display "injured" stat */
241 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
243 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244 cnv_stat(p_ptr->stat_use[stat], tmp);
245 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
248 /* Display "healthy" stat */
251 put_str(stat_names[stat], ROW_STAT + stat, 0);
252 cnv_stat(p_ptr->stat_use[stat], tmp);
253 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
256 /* Indicate natural maximum */
257 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
260 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261 put_str("!", ROW_STAT + stat, 5);
263 put_str("!", ROW_STAT + stat, 3);
271 * Data structure for status bar
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
335 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338 {TERM_RED, "áã", "Ëãáã"},
339 {TERM_VIOLET, "Íð", "º®Íð"},
340 {TERM_GREEN, "ÆÇ", "ÆÇ"},
341 {TERM_BLUE, "¶²", "¶²ÉÝ"},
342 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343 {TERM_SLATE, "È¿", "È¿¼Í"},
344 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346 {TERM_SLATE, "¼Ù", "ËɼÙ"},
347 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349 {TERM_L_UMBER, "¿", "¿¤Ó"},
350 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353 {TERM_YELLOW, "µæ", "µæ¶Ë"},
354 {TERM_YELLOW, "̵", "̵Ũ"},
355 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356 {TERM_GREEN, "»À", "ÂÑ»À"},
357 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360 {TERM_RED, "²Ð", "ÂѲÐ"},
361 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362 {TERM_SLATE, "Îä", "ÂÑÎä"},
363 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368 {TERM_WHITE, "Æ®", "Æ®µ¤"},
369 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371 {TERM_WHITE, "½Ë", "½ËÊ¡"},
372 {TERM_WHITE, "ͦ", "ͦ"},
373 {TERM_RED, "¶¸", "¶¸Íð"},
374 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377 {TERM_SLATE, "»À", "Ëâ·õ»À"},
378 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382 {TERM_L_BLUE, "²ó", "²óÉü"},
383 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384 {TERM_UMBER, "±£", "±£Ì©"},
385 {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386 {TERM_WHITE, "µ¢", "µ¢´Ô"},
387 {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
392 {TERM_YELLOW, "Ts", "Tsuyoshi"},
393 {TERM_VIOLET, "Hu", "Hullc"},
394 {TERM_L_DARK, "Bl", "Blind"},
395 {TERM_RED, "Pa", "Paralyzed"},
396 {TERM_VIOLET, "Cf", "Confused"},
397 {TERM_GREEN, "Po", "Poisoned"},
398 {TERM_BLUE, "Af", "Afraid"},
399 {TERM_L_BLUE, "Lv", "Levit"},
400 {TERM_SLATE, "Rf", "Reflect"},
401 {TERM_SLATE, "Pw", "PassWall"},
402 {TERM_L_DARK, "Wr", "Wraith"},
403 {TERM_SLATE, "Ev", "PrtEvl"},
404 {TERM_VIOLET, "Kw", "Kawarimi"},
405 {TERM_YELLOW, "Md", "MgcArm"},
406 {TERM_L_UMBER, "Eh", "Expand"},
407 {TERM_WHITE, "Ss", "StnSkn"},
408 {TERM_L_BLUE, "Ms", "MltShdw"},
409 {TERM_SLATE, "Rm", "ResMag"},
410 {TERM_YELLOW, "Ul", "Ultima"},
411 {TERM_YELLOW, "Iv", "Invuln"},
412 {TERM_L_GREEN, "IAc", "ImmAcid"},
413 {TERM_GREEN, "Ac", "Acid"},
414 {TERM_L_BLUE, "IEl", "ImmElec"},
415 {TERM_BLUE, "El", "Elec"},
416 {TERM_L_RED, "IFi", "ImmFire"},
417 {TERM_RED, "Fi", "Fire"},
418 {TERM_WHITE, "ICo", "ImmCold"},
419 {TERM_SLATE, "Co", "Cold"},
420 {TERM_GREEN, "Po", "Pois"},
421 {TERM_L_DARK, "Nt", "Nthr"},
422 {TERM_L_BLUE, "Ti", "Time"},
423 {TERM_L_DARK, "Mr", "Mirr"},
424 {TERM_L_RED, "SFi", "SFire"},
425 {TERM_WHITE, "Fo", "Force"},
426 {TERM_WHITE, "Ho", "Holy"},
427 {TERM_VIOLET, "Ee", "EyeEye"},
428 {TERM_WHITE, "Bs", "Bless"},
429 {TERM_WHITE, "He", "Hero"},
430 {TERM_RED, "Br", "Berserk"},
431 {TERM_L_RED, "BFi", "BFire"},
432 {TERM_WHITE, "BCo", "BCold"},
433 {TERM_L_BLUE, "BEl", "BElec"},
434 {TERM_SLATE, "BAc", "BAcid"},
435 {TERM_L_GREEN, "BPo", "BPois"},
436 {TERM_RED, "TCf", "TchCnf"},
437 {TERM_L_BLUE, "Se", "SInv"},
438 {TERM_ORANGE, "Te", "Telepa"},
439 {TERM_L_BLUE, "Rg", "Regen"},
440 {TERM_L_RED, "If", "Infr"},
441 {TERM_UMBER, "Sl", "Stealth"},
442 {TERM_YELLOW, "Stlt", "Stealth"},
443 {TERM_WHITE, "Rc", "Recall"},
444 {TERM_WHITE, "Al", "Alter"},
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
456 static void prt_status(void)
459 int wid, hgt, row_statbar, max_col_statbar;
460 int i, col = 0, num = 0;
463 Term_get_size(&wid, &hgt);
464 row_statbar = hgt + ROW_STATBAR;
465 max_col_statbar = wid + MAX_COL_STATBAR;
467 Term_erase(0, row_statbar, max_col_statbar);
469 bar_flags[0] = bar_flags[1] = 0L;
472 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
475 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
478 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
481 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
484 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
487 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
489 /* Times see-invisible */
490 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
493 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
495 /* Timed regenerate */
496 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
498 /* Timed infra-vision */
499 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
501 /* Protection from evil */
502 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
504 /* Invulnerability */
505 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
508 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
511 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
513 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
516 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
518 /* Super Heroism / berserk */
519 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
522 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
525 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
527 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
529 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
531 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
534 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
537 /* Oppose Lightning */
538 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
542 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
546 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
550 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
553 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
556 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
559 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
562 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
564 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
566 /* Confusing Hands */
567 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
569 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
571 /* Ultimate-resistance */
572 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
575 if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
577 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
579 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
582 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
589 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
592 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
594 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
597 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
599 /* An Eye for an Eye */
600 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
602 /* Calcurate length */
603 for (i = 0; bar[i].sstr; i++)
607 col += strlen(bar[i].lstr) + 1;
612 /* If there are not excess spaces for long strings, use short one */
613 if (col - 1 > max_col_statbar)
618 for (i = 0; bar[i].sstr; i++)
622 col += strlen(bar[i].sstr);
626 /* If there are excess spaces for short string, use more */
627 if (col - 1 <= max_col_statbar - (num-1))
635 /* Centering display column */
636 col = (max_col_statbar - col) / 2;
638 /* Display status bar */
639 for (i = 0; bar[i].sstr; i++)
644 if (space == 2) str = bar[i].lstr;
645 else str = bar[i].sstr;
647 c_put_str(bar[i].attr, str, row_statbar, col);
649 if (space > 0) col++;
650 if (col > max_col_statbar) break;
658 * Prints "title", including "wizard" or "winner" as needed.
660 static void prt_title(void)
669 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
678 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
680 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
683 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
692 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
703 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
707 prt_field(p, ROW_TITLE, COL_TITLE);
714 static void prt_level(void)
719 sprintf(tmp, "%5d", p_ptr->lev);
721 sprintf(tmp, "%6d", p_ptr->lev);
725 if (p_ptr->lev >= p_ptr->max_plv)
728 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
729 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
731 put_str("LEVEL ", ROW_LEVEL, 0);
732 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
739 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
740 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
742 put_str("Level ", ROW_LEVEL, 0);
743 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
751 * Display the experience
753 static void prt_exp(void)
758 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
760 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
764 if (p_ptr->exp >= p_ptr->max_exp)
767 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
768 else put_str("·Ð¸³ ", ROW_EXP, 0);
769 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
771 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
772 else put_str("EXP ", ROW_EXP, 0);
773 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
780 put_str("x·Ð¸³", ROW_EXP, 0);
781 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
783 put_str("Exp ", ROW_EXP, 0);
784 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
792 * Prints current gold
794 static void prt_gold(void)
799 put_str("¡ð ", ROW_GOLD, COL_GOLD);
801 put_str("AU ", ROW_GOLD, COL_GOLD);
804 sprintf(tmp, "%9ld", (long)p_ptr->au);
805 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
813 static void prt_ac(void)
818 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
819 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
820 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
823 put_str("Cur AC ", ROW_AC, COL_AC);
824 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
832 * Prints Cur/Max hit points
834 static void prt_hp(void)
836 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
842 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
844 put_str("HP", ROW_CURHP, COL_CURHP);
846 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
847 sprintf(tmp, "%4d", p_ptr->chp);
849 if (p_ptr->chp >= p_ptr->mhp)
851 color = TERM_L_GREEN;
853 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
862 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
865 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
867 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
868 sprintf(tmp, "%4d", p_ptr->mhp);
869 color = TERM_L_GREEN;
871 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
876 * Prints players max/cur spell points
878 static void prt_sp(void)
880 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
885 /* Do not show mana unless it matters */
886 if (!mp_ptr->spell_book) return;
889 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
892 put_str("MP", ROW_CURSP, COL_CURSP);
894 put_str("SP", ROW_CURSP, COL_CURSP);
897 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
898 sprintf(tmp, "%4d", p_ptr->csp);
900 if (p_ptr->csp >= p_ptr->msp)
902 color = TERM_L_GREEN;
904 else if (p_ptr->csp > p_ptr->msp / 5)
913 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
916 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
918 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
919 sprintf(tmp, "%4d", p_ptr->msp);
920 color = TERM_L_GREEN;
922 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
927 * Prints depth in stat area
929 static void prt_depth(void)
932 int wid, hgt, row_depth, col_depth;
934 Term_get_size(&wid, &hgt);
935 col_depth = wid + COL_DEPTH;
936 row_depth = hgt + ROW_DEPTH;
941 strcpy(depths, "ÃϾå");
943 strcpy(depths, "Surf.");
946 else if (p_ptr->inside_quest && !dungeon_type)
949 strcpy(depths, "ÃϾå");
951 strcpy(depths, "Quest");
955 else if (depth_in_feet)
958 (void)sprintf(depths, "%d ft", dun_level * 50);
960 (void)sprintf(depths, "%d ft", dun_level * 50);
967 sprintf(depths, "%d ³¬", dun_level);
969 (void)sprintf(depths, "Lev %d", dun_level);
974 /* Right-Adjust the "depth", and clear old values */
975 prt(format("%7s", depths), row_depth, col_depth);
980 * Prints status of hunger
982 static void prt_hunger(void)
984 /* Fainting / Starving */
985 if (p_ptr->food < PY_FOOD_FAINT)
988 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
990 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
996 else if (p_ptr->food < PY_FOOD_WEAK)
999 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1001 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1007 else if (p_ptr->food < PY_FOOD_ALERT)
1010 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1012 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1018 else if (p_ptr->food < PY_FOOD_FULL)
1020 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1024 else if (p_ptr->food < PY_FOOD_MAX)
1027 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1029 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1038 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1040 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1048 * Prints Searching, Resting, Paralysis, or 'count' status
1049 * Display is always exactly 10 characters wide (see below)
1051 * This function was a major bottleneck when resting, so a lot of
1052 * the text formatting code was optimized in place below.
1054 static void prt_state(void)
1056 byte attr = TERM_WHITE;
1063 if (command_rep > 999)
1066 sprintf(text, "%2d00", command_rep / 100);
1068 (void)sprintf(text, "%2d00", command_rep / 100);
1075 sprintf(text, " %2d", command_rep);
1077 (void)sprintf(text, " %2d", command_rep);
1086 switch(p_ptr->action)
1091 strcpy(text, "õº÷");
1093 strcpy(text, "Sear");
1101 /* Start with "Rest" */
1109 /* Extensive (timed) rest */
1110 if (resting >= 1000)
1115 text[1] = '0' + (i % 10);
1116 text[0] = '0' + (i / 10);
1119 /* Long (timed) rest */
1120 else if (resting >= 100)
1123 text[3] = '0' + (i % 10);
1125 text[2] = '0' + (i % 10);
1126 text[1] = '0' + (i / 10);
1129 /* Medium (timed) rest */
1130 else if (resting >= 10)
1133 text[3] = '0' + (i % 10);
1134 text[2] = '0' + (i / 10);
1137 /* Short (timed) rest */
1138 else if (resting > 0)
1141 text[3] = '0' + (i);
1144 /* Rest until healed */
1145 else if (resting == -1)
1147 text[0] = text[1] = text[2] = text[3] = '*';
1150 /* Rest until done */
1151 else if (resting == -2)
1153 text[0] = text[1] = text[2] = text[3] = '&';
1160 strcpy(text, "³Ø½¬");
1162 strcpy(text, "lear");
1164 if (new_mane) attr = TERM_L_RED;
1170 strcpy(text, "Äà¤ê");
1172 strcpy(text, "fish");
1179 for (i = 0; i < MAX_KAMAE; i++)
1180 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1183 case 0: attr = TERM_GREEN;break;
1184 case 1: attr = TERM_WHITE;break;
1185 case 2: attr = TERM_L_BLUE;break;
1186 case 3: attr = TERM_L_RED;break;
1188 strcpy(text, kamae_shurui[i].desc);
1194 for (i = 0; i < MAX_KATA; i++)
1195 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1196 strcpy(text, kata_shurui[i].desc);
1202 strcpy(text, "²Î ");
1204 strcpy(text, "Sing");
1208 case ACTION_HAYAGAKE:
1211 strcpy(text, "®¶î");
1213 strcpy(text, "Fast");
1225 /* Display the info (or blanks) */
1226 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1231 * Prints the speed of a character. -CJS-
1233 static void prt_speed(void)
1235 int i = p_ptr->pspeed;
1236 bool is_fast = IS_FAST();
1238 byte attr = TERM_WHITE;
1240 int wid, hgt, row_speed, col_speed;
1242 Term_get_size(&wid, &hgt);
1243 col_speed = wid + COL_SPEED;
1244 row_speed = hgt + ROW_SPEED;
1246 /* Hack -- Visually "undo" the Search Mode Slowdown */
1247 if (p_ptr->action == ACTION_SEARCH) i += 10;
1254 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1255 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1256 else attr = TERM_GREEN;
1258 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1259 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1260 else attr = TERM_L_GREEN;
1262 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1264 sprintf(buf, "Fast(+%d)", (i - 110));
1274 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1275 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1276 else attr = TERM_RED;
1278 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1279 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1280 else attr = TERM_L_UMBER;
1282 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1284 sprintf(buf, "Slow(-%d)", (110 - i));
1287 else if (p_ptr->riding)
1291 strcpy(buf, "¾èÇÏÃæ");
1293 strcpy(buf, "Riding");
1297 /* Display the speed */
1298 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1302 static void prt_study(void)
1304 int wid, hgt, row_study, col_study;
1306 Term_get_size(&wid, &hgt);
1307 col_study = wid + COL_STUDY;
1308 row_study = hgt + ROW_STUDY;
1310 if (p_ptr->new_spells)
1313 put_str("³Ø½¬", row_study, col_study);
1315 put_str("Stud", row_study, col_study);
1321 put_str(" ", row_study, col_study);
1326 static void prt_mane(void)
1328 int wid, hgt, row_study, col_study;
1330 Term_get_size(&wid, &hgt);
1331 col_study = wid + COL_STUDY;
1332 row_study = hgt + ROW_STUDY;
1334 if (p_ptr->pclass == CLASS_IMITATOR)
1336 if (p_ptr->mane_num)
1339 if (new_mane) attr = TERM_L_RED;
1340 else attr = TERM_WHITE;
1342 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1344 c_put_str(attr, "Mane", row_study, col_study);
1349 put_str(" ", row_study, col_study);
1355 static void prt_cut(void)
1362 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1364 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1371 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1373 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1380 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1382 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1389 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1391 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1398 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1400 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1407 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1409 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1416 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1418 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1424 put_str(" ", ROW_CUT, COL_CUT);
1430 static void prt_stun(void)
1432 int s = p_ptr->stun;
1437 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1439 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1446 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1448 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1455 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1457 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1463 put_str(" ", ROW_STUN, COL_STUN);
1470 * Redraw the "monster health bar" -DRS-
1471 * Rather extensive modifications by -BEN-
1473 * The "monster health bar" provides visual feedback on the "health"
1474 * of the monster currently being "tracked". There are several ways
1475 * to "track" a monster, including targetting it, attacking it, and
1476 * affecting it (and nobody else) with a ranged attack.
1478 * Display the monster health bar (affectionately known as the
1479 * "health-o-meter"). Clear health bar if nothing is being tracked.
1480 * Auto-track current target monster when bored. Note that the
1481 * health-bar stops tracking any monster that "disappears".
1483 static void health_redraw(void)
1486 #ifdef DRS_SHOW_HEALTH_BAR
1489 if (!p_ptr->health_who)
1491 /* Erase the health bar */
1492 Term_erase(COL_INFO, ROW_INFO, 12);
1495 /* Tracking an unseen monster */
1496 else if (!m_list[p_ptr->health_who].ml)
1498 /* Indicate that the monster health is "unknown" */
1499 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1502 /* Tracking a hallucinatory monster */
1503 else if (p_ptr->image)
1505 /* Indicate that the monster health is "unknown" */
1506 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1509 /* Tracking a dead monster (???) */
1510 else if (!m_list[p_ptr->health_who].hp < 0)
1512 /* Indicate that the monster health is "unknown" */
1513 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1516 /* Tracking a visible monster */
1521 monster_type *m_ptr = &m_list[p_ptr->health_who];
1523 /* Default to almost dead */
1524 byte attr = TERM_RED;
1526 /* Extract the "percent" of health */
1527 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1528 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1531 if (pct >= 10) attr = TERM_L_RED;
1534 if (pct >= 25) attr = TERM_ORANGE;
1536 /* Somewhat Wounded */
1537 if (pct >= 60) attr = TERM_YELLOW;
1540 if (pct >= 100) attr = TERM_L_GREEN;
1543 if (m_ptr->monfear) attr = TERM_VIOLET;
1546 if (m_ptr->csleep) attr = TERM_BLUE;
1549 if (m_ptr->invulner) attr = TERM_WHITE;
1551 /* Convert percent into "health" */
1552 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1554 /* Default to "unknown" */
1555 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1557 /* Dump the current "health" (use '*' symbols) */
1558 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1567 static void riding_health_redraw(void)
1570 #ifdef DRS_SHOW_HEALTH_BAR
1575 /* Erase the health bar */
1576 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1579 /* Tracking a hallucinatory monster */
1580 else if (p_ptr->image)
1582 /* Indicate that the monster health is "unknown" */
1583 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1586 /* Tracking a dead monster (???) */
1587 else if (!m_list[p_ptr->health_who].hp < 0)
1589 /* Indicate that the monster health is "unknown" */
1590 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1593 /* Tracking a visible monster */
1598 monster_type *m_ptr = &m_list[p_ptr->riding];
1600 /* Default to almost dead */
1601 byte attr = TERM_RED;
1603 /* Extract the "percent" of health */
1604 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1605 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1608 if (pct >= 10) attr = TERM_L_RED;
1611 if (pct >= 25) attr = TERM_ORANGE;
1613 /* Somewhat Wounded */
1614 if (pct >= 60) attr = TERM_YELLOW;
1617 if (pct >= 100) attr = TERM_L_GREEN;
1620 if (m_ptr->monfear) attr = TERM_VIOLET;
1623 if (m_ptr->csleep) attr = TERM_BLUE;
1626 if (m_ptr->invulner) attr = TERM_WHITE;
1628 /* Convert percent into "health" */
1629 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1631 /* Default to "unknown" */
1632 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1634 /* Dump the current "health" (use '*' symbols) */
1635 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1645 * Display basic info (mostly left of map)
1647 static void prt_frame_basic(void)
1651 /* Race and Class */
1652 if (p_ptr->mimic_form)
1653 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1657 my_strcpy(str, rp_ptr->title, sizeof(str));
1658 prt_field(str, ROW_RACE, COL_RACE);
1660 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1661 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1667 /* Level/Experience */
1672 for (i = 0; i < 6; i++) prt_stat(i);
1691 riding_health_redraw();
1696 * Display extra info (mostly below map)
1698 static void prt_frame_extra(void)
1723 * Hack -- display inventory in sub-windows
1725 static void fix_inven(void)
1730 for (j = 0; j < 8; j++)
1735 if (!angband_term[j]) continue;
1737 /* No relevant flags */
1738 if (!(window_flag[j] & (PW_INVEN))) continue;
1741 Term_activate(angband_term[j]);
1743 /* Display inventory */
1757 * Hack -- display equipment in sub-windows
1759 static void fix_equip(void)
1764 for (j = 0; j < 8; j++)
1769 if (!angband_term[j]) continue;
1771 /* No relevant flags */
1772 if (!(window_flag[j] & (PW_EQUIP))) continue;
1775 Term_activate(angband_term[j]);
1777 /* Display equipment */
1790 * Hack -- display equipment in sub-windows
1792 static void fix_spell(void)
1797 for (j = 0; j < 8; j++)
1802 if (!angband_term[j]) continue;
1804 /* No relevant flags */
1805 if (!(window_flag[j] & (PW_SPELL))) continue;
1808 Term_activate(angband_term[j]);
1810 /* Display spell list */
1811 display_spell_list();
1823 * Hack -- display character in sub-windows
1825 static void fix_player(void)
1830 for (j = 0; j < 8; j++)
1835 if (!angband_term[j]) continue;
1837 /* No relevant flags */
1838 if (!(window_flag[j] & (PW_PLAYER))) continue;
1841 Term_activate(angband_term[j]);
1845 /* Display player */
1859 * Hack -- display recent messages in sub-windows
1861 * XXX XXX XXX Adjust for width and split messages
1863 static void fix_message(void)
1870 for (j = 0; j < 8; j++)
1875 if (!angband_term[j]) continue;
1877 /* No relevant flags */
1878 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1881 Term_activate(angband_term[j]);
1884 Term_get_size(&w, &h);
1887 for (i = 0; i < h; i++)
1889 /* Dump the message on the appropriate line */
1890 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1893 Term_locate(&x, &y);
1895 /* Clear to end of line */
1896 Term_erase(x, y, 255);
1909 * Hack -- display overhead view in sub-windows
1911 * Note that the "player" symbol does NOT appear on the map.
1913 static void fix_overhead(void)
1920 for (j = 0; j < 8; j++)
1926 if (!angband_term[j]) continue;
1928 /* No relevant flags */
1929 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1932 Term_activate(angband_term[j]);
1934 /* Full map in too small window is useless */
1935 Term_get_size(&wid, &hgt);
1936 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1939 display_map(&cy, &cx);
1952 * Hack -- display dungeon view in sub-windows
1954 static void fix_dungeon(void)
1959 for (j = 0; j < 8; j++)
1964 if (!angband_term[j]) continue;
1966 /* No relevant flags */
1967 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1970 Term_activate(angband_term[j]);
1972 /* Redraw dungeon view */
1985 * Hack -- display monster recall in sub-windows
1987 static void fix_monster(void)
1992 for (j = 0; j < 8; j++)
1997 if (!angband_term[j]) continue;
1999 /* No relevant flags */
2000 if (!(window_flag[j] & (PW_MONSTER))) continue;
2003 Term_activate(angband_term[j]);
2005 /* Display monster race info */
2006 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2018 * Hack -- display object recall in sub-windows
2020 static void fix_object(void)
2025 for (j = 0; j < 8; j++)
2030 if (!angband_term[j]) continue;
2032 /* No relevant flags */
2033 if (!(window_flag[j] & (PW_OBJECT))) continue;
2036 Term_activate(angband_term[j]);
2038 /* Display monster race info */
2039 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2051 * Calculate number of spells player should have, and forget,
2052 * or remember, spells until that number is properly reflected.
2054 * Note that this function induces various "status" messages,
2055 * which must be bypasses until the character is created.
2057 static void calc_spells(void)
2059 int i, j, k, levels;
2061 int num_boukyaku = 0;
2070 /* Hack -- must be literate */
2071 if (!mp_ptr->spell_book) return;
2073 /* Hack -- wait for creation */
2074 if (!character_generated) return;
2076 /* Hack -- handle "xtra" mode */
2077 if (character_xtra) return;
2079 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2081 p_ptr->new_spells = 0;
2085 p = spell_category_name(mp_ptr->spell_book);
2087 /* Determine the number of spells allowed */
2088 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2090 /* Hack -- no negative spells */
2091 if (levels < 0) levels = 0;
2093 /* Extract total allowed spells */
2094 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2096 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2100 if (p_ptr->pclass == CLASS_SAMURAI)
2104 else if (p_ptr->realm2 == REALM_NONE)
2106 num_allowed = (num_allowed+1)/2;
2107 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2109 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2111 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2115 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2118 /* Count the number of spells we know */
2119 for (j = 0; j < 64; j++)
2121 /* Count known spells */
2123 (p_ptr->spell_forgotten1 & (1L << j)) :
2124 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2130 /* See how many spells we must forget or may learn */
2131 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2133 /* Forget spells which are too hard */
2134 for (i = 63; i >= 0; i--)
2136 /* Efficiency -- all done */
2137 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2139 /* Access the spell */
2140 j = p_ptr->spell_order[i];
2142 /* Skip non-spells */
2143 if (j >= 99) continue;
2147 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2150 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2152 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2155 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2157 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2159 /* Skip spells we are allowed to know */
2160 if (s_ptr->slevel <= p_ptr->lev) continue;
2164 (p_ptr->spell_learned1 & (1L << j)) :
2165 (p_ptr->spell_learned2 & (1L << (j - 32))))
2167 /* Mark as forgotten */
2170 p_ptr->spell_forgotten1 |= (1L << j);
2171 which = p_ptr->realm1;
2175 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2176 which = p_ptr->realm2;
2179 /* No longer known */
2182 p_ptr->spell_learned1 &= ~(1L << j);
2183 which = p_ptr->realm1;
2187 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2188 which = p_ptr->realm2;
2193 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2194 spell_names[technic2magic(which)-1][j%32], p );
2196 msg_format("You have forgotten the %s of %s.", p,
2197 spell_names[technic2magic(which)-1][j%32]);
2201 /* One more can be learned */
2202 p_ptr->new_spells++;
2207 /* Forget spells if we know too many spells */
2208 for (i = 63; i >= 0; i--)
2210 /* Stop when possible */
2211 if (p_ptr->new_spells >= 0) break;
2213 /* Efficiency -- all done */
2214 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2216 /* Get the (i+1)th spell learned */
2217 j = p_ptr->spell_order[i];
2219 /* Skip unknown spells */
2220 if (j >= 99) continue;
2222 /* Forget it (if learned) */
2224 (p_ptr->spell_learned1 & (1L << j)) :
2225 (p_ptr->spell_learned2 & (1L << (j - 32))))
2227 /* Mark as forgotten */
2230 p_ptr->spell_forgotten1 |= (1L << j);
2231 which = p_ptr->realm1;
2235 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2236 which = p_ptr->realm2;
2239 /* No longer known */
2242 p_ptr->spell_learned1 &= ~(1L << j);
2243 which = p_ptr->realm1;
2247 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2248 which = p_ptr->realm2;
2253 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2254 spell_names[technic2magic(which)-1][j%32], p );
2256 msg_format("You have forgotten the %s of %s.", p,
2257 spell_names[technic2magic(which)-1][j%32]);
2261 /* One more can be learned */
2262 p_ptr->new_spells++;
2267 /* Check for spells to remember */
2268 for (i = 0; i < 64; i++)
2270 /* None left to remember */
2271 if (p_ptr->new_spells <= 0) break;
2273 /* Efficiency -- all done */
2274 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2276 /* Get the next spell we learned */
2277 j = p_ptr->spell_order[i];
2279 /* Skip unknown spells */
2282 /* Access the spell */
2283 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2286 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2288 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2291 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2293 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2295 /* Skip spells we cannot remember */
2296 if (s_ptr->slevel > p_ptr->lev) continue;
2298 /* First set of spells */
2300 (p_ptr->spell_forgotten1 & (1L << j)) :
2301 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2303 /* No longer forgotten */
2306 p_ptr->spell_forgotten1 &= ~(1L << j);
2307 which = p_ptr->realm1;
2311 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2312 which = p_ptr->realm2;
2315 /* Known once more */
2318 p_ptr->spell_learned1 |= (1L << j);
2319 which = p_ptr->realm1;
2323 p_ptr->spell_learned2 |= (1L << (j - 32));
2324 which = p_ptr->realm2;
2329 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2330 spell_names[technic2magic(which)-1][j%32], p );
2332 msg_format("You have remembered the %s of %s.",
2333 p, spell_names[technic2magic(which)-1][j%32]);
2337 /* One less can be learned */
2338 p_ptr->new_spells--;
2344 if (p_ptr->realm2 == REALM_NONE)
2346 /* Count spells that can be learned */
2347 for (j = 0; j < 32; j++)
2349 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2350 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2352 /* Skip spells we cannot remember */
2353 if (s_ptr->slevel > p_ptr->lev) continue;
2355 /* Skip spells we already know */
2356 if (p_ptr->spell_learned1 & (1L << j))
2365 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2368 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2370 /* Spell count changed */
2371 if (p_ptr->old_spells != p_ptr->new_spells)
2373 /* Message if needed */
2374 if (p_ptr->new_spells)
2378 if( p_ptr->new_spells < 10 ){
2379 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2381 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2384 msg_format("You can learn %d more %s%s.",
2385 p_ptr->new_spells, p,
2386 (p_ptr->new_spells != 1) ? "s" : "");
2391 /* Save the new_spells value */
2392 p_ptr->old_spells = p_ptr->new_spells;
2394 /* Redraw Study Status */
2395 p_ptr->redraw |= (PR_STUDY);
2397 /* Redraw object recall */
2398 p_ptr->window |= (PW_OBJECT);
2404 * Calculate maximum mana. You do not need to know any spells.
2405 * Note that mana is lowered by heavy (or inappropriate) armor.
2407 * This function induces status messages.
2409 static void calc_mana(void)
2411 int msp, levels, cur_wgt, max_wgt;
2416 /* Hack -- Must be literate */
2417 if (!mp_ptr->spell_book) return;
2419 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2420 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2421 (p_ptr->pclass == CLASS_BLUE_MAGE))
2423 levels = p_ptr->lev;
2427 if(mp_ptr->spell_first > p_ptr->lev)
2432 /* Display mana later */
2433 p_ptr->redraw |= (PR_MANA);
2437 /* Extract "effective" player level */
2438 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2441 if (p_ptr->pclass == CLASS_SAMURAI)
2443 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2444 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2448 /* Extract total mana */
2449 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2451 /* Hack -- usually add one mana */
2454 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2456 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2458 /* Hack: High mages have a 25% mana bonus */
2459 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2461 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2464 /* Only mages are affected */
2465 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2467 u32b flgs[TR_FLAG_SIZE];
2469 /* Assume player is not encumbered by gloves */
2470 p_ptr->cumber_glove = FALSE;
2472 /* Get the gloves */
2473 o_ptr = &inventory[INVEN_HANDS];
2475 /* Examine the gloves */
2476 object_flags(o_ptr, flgs);
2478 /* Normal gloves hurt mage-type spells */
2480 !(have_flag(flgs, TR_FREE_ACT)) &&
2481 !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2482 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2485 p_ptr->cumber_glove = TRUE;
2488 msp = (3 * msp) / 4;
2493 /* Assume player not encumbered by armor */
2494 p_ptr->cumber_armor = FALSE;
2496 /* Weigh the armor */
2498 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2499 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2500 cur_wgt += inventory[INVEN_BODY].weight;
2501 cur_wgt += inventory[INVEN_HEAD].weight;
2502 cur_wgt += inventory[INVEN_OUTER].weight;
2503 cur_wgt += inventory[INVEN_HANDS].weight;
2504 cur_wgt += inventory[INVEN_FEET].weight;
2506 /* Subtract a percentage of maximum mana. */
2507 switch (p_ptr->pclass)
2509 /* For these classes, mana is halved if armour
2510 * is 30 pounds over their weight limit. */
2512 case CLASS_HIGH_MAGE:
2513 case CLASS_BLUE_MAGE:
2515 case CLASS_FORCETRAINER:
2516 case CLASS_SORCERER:
2518 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2519 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2523 /* Mana halved if armour is 40 pounds over weight limit. */
2528 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2529 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2533 case CLASS_MINDCRAFTER:
2534 case CLASS_BEASTMASTER:
2535 case CLASS_MIRROR_MASTER:
2537 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2538 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2542 /* Mana halved if armour is 50 pounds over weight limit. */
2545 case CLASS_RED_MAGE:
2546 case CLASS_WARRIOR_MAGE:
2548 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2549 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2553 /* Mana halved if armour is 60 pounds over weight limit. */
2555 case CLASS_CHAOS_WARRIOR:
2557 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2558 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2562 /* For new classes created, but not yet added to this formula. */
2569 /* Determine the weight allowance */
2570 max_wgt = mp_ptr->spell_weight;
2572 /* Heavy armor penalizes mana by a percentage. -LM- */
2573 if ((cur_wgt - max_wgt) > 0)
2576 p_ptr->cumber_armor = TRUE;
2578 /* Subtract a percentage of maximum mana. */
2579 switch (p_ptr->pclass)
2581 /* For these classes, mana is halved if armour
2582 * is 30 pounds over their weight limit. */
2584 case CLASS_HIGH_MAGE:
2585 case CLASS_BLUE_MAGE:
2587 msp -= msp * (cur_wgt - max_wgt) / 600;
2591 /* Mana halved if armour is 40 pounds over weight limit. */
2593 case CLASS_MINDCRAFTER:
2594 case CLASS_BEASTMASTER:
2596 case CLASS_FORCETRAINER:
2598 case CLASS_MIRROR_MASTER:
2600 msp -= msp * (cur_wgt - max_wgt) / 800;
2604 case CLASS_SORCERER:
2606 msp -= msp * (cur_wgt - max_wgt) / 900;
2610 /* Mana halved if armour is 50 pounds over weight limit. */
2614 case CLASS_RED_MAGE:
2616 msp -= msp * (cur_wgt - max_wgt) / 1000;
2620 /* Mana halved if armour is 60 pounds over weight limit. */
2622 case CLASS_CHAOS_WARRIOR:
2623 case CLASS_WARRIOR_MAGE:
2625 msp -= msp * (cur_wgt - max_wgt) / 1200;
2631 p_ptr->cumber_armor = FALSE;
2635 /* For new classes created, but not yet added to this formula. */
2638 msp -= msp * (cur_wgt - max_wgt) / 800;
2644 /* Mana can never be negative */
2645 if (msp < 0) msp = 0;
2648 /* Maximum mana has changed */
2649 if (p_ptr->msp != msp)
2651 /* Enforce maximum */
2652 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2655 p_ptr->csp_frac = 0;
2659 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2660 if ((level_up == 1) && (msp > p_ptr->msp))
2662 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2663 (msp - p_ptr->msp));
2669 /* Display mana later */
2670 p_ptr->redraw |= (PR_MANA);
2673 p_ptr->window |= (PW_PLAYER);
2674 p_ptr->window |= (PW_SPELL);
2678 /* Hack -- handle "xtra" mode */
2679 if (character_xtra) return;
2681 /* Take note when "glove state" changes */
2682 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2685 if (p_ptr->cumber_glove)
2688 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2690 msg_print("Your covered hands feel unsuitable for spellcasting.");
2697 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2699 msg_print("Your hands feel more suitable for spellcasting.");
2705 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2709 /* Take note when "armor state" changes */
2710 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2713 if (p_ptr->cumber_armor)
2716 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2718 msg_print("The weight of your equipment encumbers your movement.");
2725 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2727 msg_print("You feel able to move more freely.");
2733 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2740 * Calculate the players (maximal) hit points
2741 * Adjust current hitpoints if necessary
2743 static void calc_hitpoints(void)
2748 /* Un-inflate "half-hitpoint bonus per level" value */
2749 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2751 /* Calculate hitpoints */
2752 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2754 if (p_ptr->mimic_form)
2756 if (p_ptr->pclass == CLASS_SORCERER)
2757 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2759 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2760 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2763 if (p_ptr->pclass == CLASS_SORCERER)
2765 if (p_ptr->lev < 30)
2766 mhp = (mhp * (45+p_ptr->lev) / 100);
2768 mhp = (mhp * 75 / 100);
2769 bonus = (bonus * 65 / 100);
2774 if (p_ptr->pclass == CLASS_BERSERKER)
2776 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2779 /* Always have at least one hitpoint per level */
2780 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2782 /* Factor in the hero / superhero settings */
2783 if (IS_HERO()) mhp += 10;
2784 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2785 if (p_ptr->tsuyoshi) mhp += 50;
2787 /* New maximum hitpoints */
2788 if (p_ptr->mhp != mhp)
2790 /* Enforce maximum */
2791 if (p_ptr->chp >= mhp)
2794 p_ptr->chp_frac = 0;
2798 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2799 if ((level_up == 1) && (mhp > p_ptr->mhp))
2801 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2802 (mhp - p_ptr->mhp) );
2805 /* Save the new max-hitpoints */
2808 /* Display hitpoints (later) */
2809 p_ptr->redraw |= (PR_HP);
2812 p_ptr->window |= (PW_PLAYER);
2819 * Extract and set the current "lite radius"
2821 * SWD: Experimental modification: multiple light sources have additive effect.
2824 static void calc_torch(void)
2828 u32b flgs[TR_FLAG_SIZE];
2830 /* Assume no light */
2831 p_ptr->cur_lite = 0;
2833 /* Loop through all wielded items */
2834 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2836 o_ptr = &inventory[i];
2838 /* Examine actual lites */
2839 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2841 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2843 if (o_ptr->sval == SV_LITE_TORCH)
2845 p_ptr->cur_lite -= 1;
2848 /* Lanterns (with fuel) provide more lite */
2849 else if (o_ptr->sval == SV_LITE_LANTERN)
2851 p_ptr->cur_lite -= 2;
2854 else if (o_ptr->sval == SV_LITE_FEANOR)
2856 p_ptr->cur_lite -= 3;
2859 /* Torches (with fuel) provide some lite */
2860 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2862 p_ptr->cur_lite += 1;
2865 /* Lanterns (with fuel) provide more lite */
2866 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2868 p_ptr->cur_lite += 2;
2871 else if (o_ptr->sval == SV_LITE_FEANOR)
2873 p_ptr->cur_lite += 2;
2876 /* Artifact Lites provide permanent, bright, lite */
2877 else if (artifact_p(o_ptr))
2879 p_ptr->cur_lite += 3;
2882 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2886 /* Skip empty slots */
2887 if (!o_ptr->k_idx) continue;
2889 /* Extract the flags */
2890 object_flags(o_ptr, flgs);
2892 /* does this item glow? */
2893 if (have_flag(flgs, TR_LITE))
2895 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2896 else p_ptr->cur_lite++;
2902 /* max radius is 14 (was 5) without rewriting other code -- */
2903 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2904 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2905 p_ptr->cur_lite = 1;
2908 * check if the player doesn't have light radius,
2909 * but does weakly glow as an intrinsic.
2911 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2913 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2914 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2916 /* end experimental mods */
2918 /* Reduce lite when running if requested */
2919 if (running && view_reduce_lite)
2921 /* Reduce the lite radius if needed */
2922 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
2925 /* Notice changes in the "lite radius" */
2926 if (p_ptr->old_lite != p_ptr->cur_lite)
2928 /* Update the lite */
2929 /* Hack -- PU_MON_LITE for monsters' darkness */
2930 p_ptr->update |= (PU_LITE | PU_MON_LITE);
2932 /* Update the monsters */
2933 p_ptr->update |= (PU_MONSTERS);
2935 /* Remember the old lite */
2936 p_ptr->old_lite = p_ptr->cur_lite;
2938 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2939 set_superstealth(FALSE);
2946 * Computes current weight limit.
2948 static int weight_limit(void)
2952 /* Weight limit based only on strength */
2953 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2954 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2956 /* Return the result */
2961 bool buki_motteruka(int i)
2963 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2967 * Calculate the players current "state", taking into account
2968 * not only race/class intrinsics, but also objects being worn
2969 * and temporary spell effects.
2971 * See also calc_mana() and calc_hitpoints().
2973 * Take note of the new "speed code", in particular, a very strong
2974 * player will start slowing down as soon as he reaches 150 pounds,
2975 * but not until he reaches 450 pounds will he be half as fast as
2976 * a normal kobold. This both hurts and helps the player, hurts
2977 * because in the old days a player could just avoid 300 pounds,
2978 * and helps because now carrying 300 pounds is not very painful.
2980 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2981 * damage, since that would affect non-combat things. These values
2982 * are actually added in later, at the appropriate place.
2984 * This function induces various "status" messages.
2986 void calc_bonuses(void)
2988 int i, j, hold, neutral[2];
2991 bool old_esp_animal;
2992 bool old_esp_undead;
2997 bool old_esp_dragon;
3001 bool old_esp_nonliving;
3002 bool old_esp_unique;
3009 u32b flgs[TR_FLAG_SIZE];
3011 bool yoiyami = FALSE;
3012 bool down_saving = FALSE;
3014 bool have_dd_s = FALSE, have_dd_t = FALSE;
3016 bool have_sw = FALSE, have_kabe = FALSE;
3017 bool easy_2weapon = FALSE;
3018 s16b this_o_idx, next_o_idx = 0;
3019 player_race *tmp_rp_ptr;
3022 /* Save the old vision stuff */
3023 old_telepathy = p_ptr->telepathy;
3024 old_esp_animal = p_ptr->esp_animal;
3025 old_esp_undead = p_ptr->esp_undead;
3026 old_esp_demon = p_ptr->esp_demon;
3027 old_esp_orc = p_ptr->esp_orc;
3028 old_esp_troll = p_ptr->esp_troll;
3029 old_esp_giant = p_ptr->esp_giant;
3030 old_esp_dragon = p_ptr->esp_dragon;
3031 old_esp_human = p_ptr->esp_human;
3032 old_esp_evil = p_ptr->esp_evil;
3033 old_esp_good = p_ptr->esp_good;
3034 old_esp_nonliving = p_ptr->esp_nonliving;
3035 old_esp_unique = p_ptr->esp_unique;
3037 old_see_inv = p_ptr->see_inv;
3039 /* Save the old armor class */
3040 old_dis_ac = p_ptr->dis_ac;
3041 old_dis_to_a = p_ptr->dis_to_a;
3044 /* Clear extra blows/shots */
3045 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3047 /* Clear the stat modifiers */
3048 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3051 /* Clear the Displayed/Real armor class */
3052 p_ptr->dis_ac = p_ptr->ac = 0;
3054 /* Clear the Displayed/Real Bonuses */
3055 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3056 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3057 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3058 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3059 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3060 p_ptr->dis_to_a = p_ptr->to_a = 0;
3064 p_ptr->to_m_chance = 0;
3066 /* Clear the Extra Dice Bonuses */
3067 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3068 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3070 /* Start with "normal" speed */
3073 /* Start with a single blow per turn */
3074 p_ptr->num_blow[0] = 1;
3075 p_ptr->num_blow[1] = 1;
3077 /* Start with a single shot per turn */
3078 p_ptr->num_fire = 100;
3080 /* Reset the "xtra" tval */
3081 p_ptr->tval_xtra = 0;
3083 /* Reset the "ammo" tval */
3084 p_ptr->tval_ammo = 0;
3086 /* Clear all the flags */
3088 p_ptr->bless_blade = FALSE;
3089 p_ptr->xtra_might = FALSE;
3090 p_ptr->impact[0] = FALSE;
3091 p_ptr->impact[1] = FALSE;
3092 p_ptr->pass_wall = FALSE;
3093 p_ptr->kill_wall = FALSE;
3094 p_ptr->dec_mana = FALSE;
3095 p_ptr->easy_spell = FALSE;
3096 p_ptr->heavy_spell = FALSE;
3097 p_ptr->see_inv = FALSE;
3098 p_ptr->free_act = FALSE;
3099 p_ptr->slow_digest = FALSE;
3100 p_ptr->regenerate = FALSE;
3101 p_ptr->can_swim = FALSE;
3102 p_ptr->ffall = FALSE;
3103 p_ptr->hold_life = FALSE;
3104 p_ptr->telepathy = FALSE;
3105 p_ptr->esp_animal = FALSE;
3106 p_ptr->esp_undead = FALSE;
3107 p_ptr->esp_demon = FALSE;
3108 p_ptr->esp_orc = FALSE;
3109 p_ptr->esp_troll = FALSE;
3110 p_ptr->esp_giant = FALSE;
3111 p_ptr->esp_dragon = FALSE;
3112 p_ptr->esp_human = FALSE;
3113 p_ptr->esp_evil = FALSE;
3114 p_ptr->esp_good = FALSE;
3115 p_ptr->esp_nonliving = FALSE;
3116 p_ptr->esp_unique = FALSE;
3117 p_ptr->lite = FALSE;
3118 p_ptr->sustain_str = FALSE;
3119 p_ptr->sustain_int = FALSE;
3120 p_ptr->sustain_wis = FALSE;
3121 p_ptr->sustain_con = FALSE;
3122 p_ptr->sustain_dex = FALSE;
3123 p_ptr->sustain_chr = FALSE;
3124 p_ptr->resist_acid = FALSE;
3125 p_ptr->resist_elec = FALSE;
3126 p_ptr->resist_fire = FALSE;
3127 p_ptr->resist_cold = FALSE;
3128 p_ptr->resist_pois = FALSE;
3129 p_ptr->resist_conf = FALSE;
3130 p_ptr->resist_sound = FALSE;
3131 p_ptr->resist_lite = FALSE;
3132 p_ptr->resist_dark = FALSE;
3133 p_ptr->resist_chaos = FALSE;
3134 p_ptr->resist_disen = FALSE;
3135 p_ptr->resist_shard = FALSE;
3136 p_ptr->resist_nexus = FALSE;
3137 p_ptr->resist_blind = FALSE;
3138 p_ptr->resist_neth = FALSE;
3139 p_ptr->resist_time = FALSE;
3140 p_ptr->resist_fear = FALSE;
3141 p_ptr->reflect = FALSE;
3142 p_ptr->sh_fire = FALSE;
3143 p_ptr->sh_elec = FALSE;
3144 p_ptr->sh_cold = FALSE;
3145 p_ptr->anti_magic = FALSE;
3146 p_ptr->anti_tele = FALSE;
3147 p_ptr->warning = FALSE;
3148 p_ptr->mighty_throw = FALSE;
3149 p_ptr->see_nocto = FALSE;
3151 p_ptr->immune_acid = FALSE;
3152 p_ptr->immune_elec = FALSE;
3153 p_ptr->immune_fire = FALSE;
3154 p_ptr->immune_cold = FALSE;
3156 p_ptr->ryoute = FALSE;
3157 p_ptr->migite = FALSE;
3158 p_ptr->hidarite = FALSE;
3159 p_ptr->no_flowed = FALSE;
3163 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3164 else tmp_rp_ptr = &race_info[p_ptr->prace];
3166 /* Base infravision (purely racial) */
3167 p_ptr->see_infra = tmp_rp_ptr->infra;
3169 /* Base skill -- disarming */
3170 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3172 /* Base skill -- magic devices */
3173 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3175 /* Base skill -- saving throw */
3176 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3178 /* Base skill -- stealth */
3179 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3181 /* Base skill -- searching ability */
3182 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3184 /* Base skill -- searching frequency */
3185 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3187 /* Base skill -- combat (normal) */
3188 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3190 /* Base skill -- combat (shooting) */
3191 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3193 /* Base skill -- combat (throwing) */
3194 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3196 /* Base skill -- digging */
3197 p_ptr->skill_dig = 0;
3199 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3200 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3201 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3202 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3204 if (p_ptr->special_defense & KAMAE_MASK)
3206 if (empty_hands(TRUE) < 2)
3208 set_action(ACTION_NONE);
3212 switch (p_ptr->pclass)
3215 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3216 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3219 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3221 case CLASS_CHAOS_WARRIOR:
3222 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3223 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3225 case CLASS_MINDCRAFTER:
3226 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3227 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3228 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3229 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3232 case CLASS_FORCETRAINER:
3233 /* Unencumbered Monks become faster every 10 levels */
3234 if (!(heavy_armor()))
3236 if (!(prace_is_(RACE_KLACKON) ||
3237 prace_is_(RACE_SPRITE) ||
3238 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3239 new_speed += (p_ptr->lev) / 10;
3241 /* Free action if unencumbered at level 25 */
3242 if (p_ptr->lev > 24)
3243 p_ptr->free_act = TRUE;
3246 case CLASS_SORCERER:
3248 p_ptr->dis_to_a -= 50;
3251 p_ptr->resist_sound = TRUE;
3254 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3256 case CLASS_BERSERKER:
3258 p_ptr->sustain_str = TRUE;
3259 p_ptr->sustain_dex = TRUE;
3260 p_ptr->sustain_con = TRUE;
3261 p_ptr->regenerate = TRUE;
3262 p_ptr->free_act = TRUE;
3264 if (p_ptr->lev > 29) new_speed++;
3265 if (p_ptr->lev > 39) new_speed++;
3266 if (p_ptr->lev > 44) new_speed++;
3267 if (p_ptr->lev > 49) new_speed++;
3268 p_ptr->to_a += 10+p_ptr->lev/2;
3269 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3270 p_ptr->skill_dig += (100+p_ptr->lev*8);
3271 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3272 p_ptr->redraw |= PR_STATUS;
3274 case CLASS_MIRROR_MASTER:
3275 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3278 /* Unencumbered Ninjas become faster every 10 levels */
3281 new_speed -= (p_ptr->lev) / 10;
3282 p_ptr->skill_stl -= (p_ptr->lev)/10;
3284 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3287 if (!(prace_is_(RACE_KLACKON) ||
3288 prace_is_(RACE_SPRITE) ||
3289 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3290 new_speed += (p_ptr->lev) / 10;
3291 p_ptr->skill_stl += (p_ptr->lev)/10;
3293 /* Free action if unencumbered at level 25 */
3294 if (p_ptr->lev > 24)
3295 p_ptr->free_act = TRUE;
3297 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3299 p_ptr->to_a += p_ptr->lev/2+5;
3300 p_ptr->dis_to_a += p_ptr->lev/2+5;
3302 p_ptr->slow_digest = TRUE;
3303 p_ptr->resist_fear = TRUE;
3304 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3305 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3306 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3307 if (p_ptr->lev > 44)
3309 p_ptr->oppose_pois = 1;
3310 p_ptr->redraw |= PR_STATUS;
3312 p_ptr->see_nocto = TRUE;
3317 if (p_ptr->mimic_form)
3319 switch(p_ptr->mimic_form)
3322 p_ptr->hold_life=TRUE;
3323 p_ptr->resist_chaos=TRUE;
3324 p_ptr->resist_neth=TRUE;
3325 p_ptr->resist_fire=TRUE;
3326 p_ptr->oppose_fire = 1;
3327 p_ptr->see_inv=TRUE;
3329 p_ptr->redraw |= PR_STATUS;
3331 p_ptr->dis_to_a += 10;
3333 case MIMIC_DEMON_LORD:
3334 p_ptr->hold_life=TRUE;
3335 p_ptr->resist_chaos=TRUE;
3336 p_ptr->resist_neth=TRUE;
3337 p_ptr->immune_fire=TRUE;
3338 p_ptr->resist_acid = TRUE;
3339 p_ptr->resist_fire=TRUE;
3340 p_ptr->resist_cold = TRUE;
3341 p_ptr->resist_elec = TRUE;
3342 p_ptr->resist_pois = TRUE;
3343 p_ptr->resist_conf = TRUE;
3344 p_ptr->resist_disen = TRUE;
3345 p_ptr->resist_nexus = TRUE;
3346 p_ptr->resist_fear = TRUE;
3347 p_ptr->sh_fire = TRUE;
3348 p_ptr->see_inv = TRUE;
3349 p_ptr->telepathy = TRUE;
3350 p_ptr->ffall = TRUE;
3351 p_ptr->kill_wall = TRUE;
3354 p_ptr->dis_to_a += 20;
3357 p_ptr->resist_dark = TRUE;
3358 p_ptr->hold_life = TRUE;
3359 p_ptr->resist_neth = TRUE;
3360 p_ptr->resist_cold = TRUE;
3361 p_ptr->resist_pois = TRUE;
3362 p_ptr->see_inv = TRUE;
3365 p_ptr->dis_to_a += 10;
3366 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3372 switch (p_ptr->prace)
3375 p_ptr->resist_lite = TRUE;
3378 p_ptr->sustain_dex = TRUE;
3381 p_ptr->free_act = TRUE;
3384 p_ptr->resist_blind = TRUE;
3387 p_ptr->resist_dark = TRUE;
3389 case RACE_HALF_TROLL:
3390 p_ptr->sustain_str = TRUE;
3392 if (p_ptr->lev > 14)
3394 /* High level trolls heal fast... */
3395 p_ptr->regenerate = TRUE;
3397 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3399 p_ptr->slow_digest = TRUE;
3400 /* Let's not make Regeneration
3401 * a disadvantage for the poor warriors who can
3402 * never learn a spell that satisfies hunger (actually
3403 * neither can rogues, but half-trolls are not
3404 * supposed to play rogues) */
3409 p_ptr->sustain_con = TRUE;
3410 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3413 p_ptr->resist_lite = TRUE;
3414 p_ptr->see_inv = TRUE;
3416 case RACE_BARBARIAN:
3417 p_ptr->resist_fear = TRUE;
3419 case RACE_HALF_OGRE:
3420 p_ptr->resist_dark = TRUE;
3421 p_ptr->sustain_str = TRUE;
3423 case RACE_HALF_GIANT:
3424 p_ptr->sustain_str = TRUE;
3425 p_ptr->resist_shard = TRUE;
3427 case RACE_HALF_TITAN:
3428 p_ptr->resist_chaos = TRUE;
3431 p_ptr->resist_sound = TRUE;
3434 p_ptr->resist_acid = TRUE;
3435 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3438 p_ptr->resist_conf = TRUE;
3439 p_ptr->resist_acid = TRUE;
3441 /* Klackons become faster */
3442 new_speed += (p_ptr->lev) / 10;
3445 p_ptr->resist_pois = TRUE;
3448 p_ptr->resist_disen = TRUE;
3449 p_ptr->resist_dark = TRUE;
3452 p_ptr->resist_dark = TRUE;
3453 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3455 case RACE_DRACONIAN:
3456 p_ptr->ffall = TRUE;
3457 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3458 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3459 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3460 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3461 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3463 case RACE_MIND_FLAYER:
3464 p_ptr->sustain_int = TRUE;
3465 p_ptr->sustain_wis = TRUE;
3466 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3467 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3470 p_ptr->resist_fire = TRUE;
3471 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3474 p_ptr->slow_digest = TRUE;
3475 p_ptr->free_act = TRUE;
3476 p_ptr->see_inv = TRUE;
3477 p_ptr->resist_pois = TRUE;
3478 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3481 p_ptr->resist_shard = TRUE;
3482 p_ptr->hold_life = TRUE;
3483 p_ptr->see_inv = TRUE;
3484 p_ptr->resist_pois = TRUE;
3485 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3488 p_ptr->resist_neth = TRUE;
3489 p_ptr->hold_life = TRUE;
3490 p_ptr->see_inv = TRUE;
3491 p_ptr->resist_pois = TRUE;
3492 p_ptr->slow_digest = TRUE;
3493 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3496 p_ptr->resist_dark = TRUE;
3497 p_ptr->hold_life = TRUE;
3498 p_ptr->resist_neth = TRUE;
3499 p_ptr->resist_cold = TRUE;
3500 p_ptr->resist_pois = TRUE;
3501 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3504 p_ptr->ffall = TRUE;
3505 p_ptr->free_act = TRUE;
3506 p_ptr->resist_neth = TRUE;
3507 p_ptr->hold_life = TRUE;
3508 p_ptr->see_inv = TRUE;
3509 p_ptr->resist_pois = TRUE;
3510 p_ptr->slow_digest = TRUE;
3511 p_ptr->resist_cold = TRUE;
3512 p_ptr->pass_wall = TRUE;
3513 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3516 p_ptr->ffall = TRUE;
3517 p_ptr->resist_lite = TRUE;
3519 /* Sprites become faster */
3520 new_speed += (p_ptr->lev) / 10;
3523 p_ptr->resist_conf = TRUE;
3524 p_ptr->resist_sound = TRUE;
3527 /* Ents dig like maniacs, but only with their hands. */
3528 if (!inventory[INVEN_RARM].k_idx)
3529 p_ptr->skill_dig += p_ptr->lev * 10;
3530 /* Ents get tougher and stronger as they age, but lose dexterity. */
3531 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3532 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3533 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3535 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3536 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3537 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3539 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3540 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3541 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3544 p_ptr->ffall = TRUE;
3545 p_ptr->see_inv = TRUE;
3548 p_ptr->resist_fire = TRUE;
3549 p_ptr->resist_neth = TRUE;
3550 p_ptr->hold_life = TRUE;
3552 p_ptr->see_inv = TRUE;
3553 if (p_ptr->lev > 44)
3555 p_ptr->oppose_fire = 1;
3556 p_ptr->redraw |= PR_STATUS;
3560 p_ptr->sustain_con = TRUE;
3563 p_ptr->ffall = TRUE;
3566 p_ptr->resist_conf = TRUE;
3569 p_ptr->slow_digest = TRUE;
3570 p_ptr->free_act = TRUE;
3571 p_ptr->resist_pois = TRUE;
3572 p_ptr->hold_life = TRUE;
3580 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3582 p_ptr->see_inv = TRUE;
3583 p_ptr->free_act = TRUE;
3584 p_ptr->slow_digest = TRUE;
3585 p_ptr->regenerate = TRUE;
3586 p_ptr->ffall = TRUE;
3587 p_ptr->hold_life = TRUE;
3588 p_ptr->telepathy = TRUE;
3590 p_ptr->sustain_str = TRUE;
3591 p_ptr->sustain_int = TRUE;
3592 p_ptr->sustain_wis = TRUE;
3593 p_ptr->sustain_con = TRUE;
3594 p_ptr->sustain_dex = TRUE;
3595 p_ptr->sustain_chr = TRUE;
3596 p_ptr->resist_acid = TRUE;
3597 p_ptr->resist_elec = TRUE;
3598 p_ptr->resist_fire = TRUE;
3599 p_ptr->resist_cold = TRUE;
3600 p_ptr->resist_pois = TRUE;
3601 p_ptr->resist_conf = TRUE;
3602 p_ptr->resist_sound = TRUE;
3603 p_ptr->resist_lite = TRUE;
3604 p_ptr->resist_dark = TRUE;
3605 p_ptr->resist_chaos = TRUE;
3606 p_ptr->resist_disen = TRUE;
3607 p_ptr->resist_shard = TRUE;
3608 p_ptr->resist_nexus = TRUE;
3609 p_ptr->resist_blind = TRUE;
3610 p_ptr->resist_neth = TRUE;
3611 p_ptr->resist_fear = TRUE;
3612 p_ptr->reflect = TRUE;
3613 p_ptr->sh_fire = TRUE;
3614 p_ptr->sh_elec = TRUE;
3615 p_ptr->sh_cold = TRUE;
3617 p_ptr->dis_to_a += 100;
3619 /* Temporary shield */
3620 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3623 p_ptr->dis_to_a += 50;
3626 if (p_ptr->tim_res_nether)
3628 p_ptr->resist_neth = TRUE;
3630 if (p_ptr->tim_sh_fire)
3632 p_ptr->sh_fire = TRUE;
3634 if (p_ptr->tim_res_time)
3636 p_ptr->resist_time = TRUE;
3640 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3641 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3642 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3643 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3646 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3648 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3650 p_ptr->resist_blind = TRUE;
3651 p_ptr->resist_conf = TRUE;
3652 p_ptr->hold_life = TRUE;
3653 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3655 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3656 /* Munchkin become faster */
3657 new_speed += (p_ptr->lev) / 10 + 5;
3662 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3663 p_ptr->pass_wall = FALSE;
3664 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3665 p_ptr->pass_wall = TRUE;
3667 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3669 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3671 /* Hack -- apply racial/class stat maxes */
3672 /* Apply the racial modifiers */
3673 for (i = 0; i < 6; i++)
3675 /* Modify the stats for "race" */
3676 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3680 /* I'm adding the mutations here for the lack of a better place... */
3683 /* Hyper Strength */
3684 if (p_ptr->muta3 & MUT3_HYPER_STR)
3686 p_ptr->stat_add[A_STR] += 4;
3690 if (p_ptr->muta3 & MUT3_PUNY)
3692 p_ptr->stat_add[A_STR] -= 4;
3695 /* Living computer */
3696 if (p_ptr->muta3 & MUT3_HYPER_INT)
3698 p_ptr->stat_add[A_INT] += 4;
3699 p_ptr->stat_add[A_WIS] += 4;
3703 if (p_ptr->muta3 & MUT3_MORONIC)
3705 p_ptr->stat_add[A_INT] -= 4;
3706 p_ptr->stat_add[A_WIS] -= 4;
3709 if (p_ptr->muta3 & MUT3_RESILIENT)
3711 p_ptr->stat_add[A_CON] += 4;
3714 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3716 p_ptr->stat_add[A_CON] += 2;
3720 if (p_ptr->muta3 & MUT3_ALBINO)
3722 p_ptr->stat_add[A_CON] -= 4;
3725 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3727 p_ptr->stat_add[A_CON] -= 2;
3728 p_ptr->stat_add[A_CHR] -= 1;
3729 p_ptr->regenerate = FALSE;
3730 /* Cancel innate regeneration */
3733 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3735 p_ptr->stat_add[A_CHR] -= 4;
3738 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3740 p_ptr->stat_add[A_CHR] -= 1;
3743 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3745 p_ptr->skill_fos += 15;
3746 p_ptr->skill_srh += 15;
3749 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3751 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3754 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3756 p_ptr->skill_stl -= 3;
3759 if (p_ptr->muta3 & MUT3_INFRAVIS)
3761 p_ptr->see_infra += 3;
3764 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3769 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3774 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3776 p_ptr->sh_elec = TRUE;
3779 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3781 p_ptr->sh_fire = TRUE;
3785 if (p_ptr->muta3 & MUT3_WART_SKIN)
3787 p_ptr->stat_add[A_CHR] -= 2;
3789 p_ptr->dis_to_a += 5;
3792 if (p_ptr->muta3 & MUT3_SCALES)
3794 p_ptr->stat_add[A_CHR] -= 1;
3796 p_ptr->dis_to_a += 10;
3799 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3801 p_ptr->stat_add[A_DEX] -= 1;
3803 p_ptr->dis_to_a += 25;
3806 if (p_ptr->muta3 & MUT3_WINGS)
3808 p_ptr->ffall = TRUE;
3811 if (p_ptr->muta3 & MUT3_FEARLESS)
3813 p_ptr->resist_fear = TRUE;
3816 if (p_ptr->muta3 & MUT3_REGEN)
3818 p_ptr->regenerate = TRUE;
3821 if (p_ptr->muta3 & MUT3_ESP)
3823 p_ptr->telepathy = TRUE;
3826 if (p_ptr->muta3 & MUT3_LIMBER)
3828 p_ptr->stat_add[A_DEX] += 3;
3831 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3833 p_ptr->stat_add[A_DEX] -= 3;
3836 if (p_ptr->muta3 & MUT3_MOTION)
3838 p_ptr->free_act = TRUE;
3839 p_ptr->skill_stl += 1;
3842 if (p_ptr->muta3 & MUT3_ILL_NORM)
3844 p_ptr->stat_add[A_CHR] = 0;
3848 if (p_ptr->tsuyoshi)
3850 p_ptr->stat_add[A_STR] += 4;
3851 p_ptr->stat_add[A_CON] += 4;
3854 /* Scan the usable inventory */
3855 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3857 int bonus_to_h, bonus_to_d;
3858 o_ptr = &inventory[i];
3860 /* Skip non-objects */
3861 if (!o_ptr->k_idx) continue;
3863 /* Extract the item flags */
3864 object_flags(o_ptr, flgs);
3866 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3867 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3870 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3871 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3872 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3873 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3874 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3875 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3877 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3879 /* Affect stealth */
3880 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3882 /* Affect searching ability (factor of five) */
3883 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3885 /* Affect searching frequency (factor of five) */
3886 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3888 /* Affect infravision */
3889 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3891 /* Affect digging (factor of 20) */
3892 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3895 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3898 if (have_flag(flgs, TR_BLOWS))
3900 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3901 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3902 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3905 /* Hack -- cause earthquakes */
3906 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3909 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3912 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3913 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3914 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3915 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
3916 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
3917 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3918 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3919 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
3920 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
3921 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
3922 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
3923 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
3924 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
3925 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
3926 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
3927 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
3928 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
3929 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
3930 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
3931 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3932 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
3934 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
3935 if (have_flag(flgs, TR_FEATHER)) p_ptr->ffall = TRUE;
3936 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
3937 if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3938 if (have_flag(flgs, TR_WARNING)){
3939 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3940 p_ptr->warning = TRUE;
3943 if (have_flag(flgs, TR_TELEPORT))
3945 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3948 cptr insc = quark_str(o_ptr->inscription);
3950 if (o_ptr->inscription &&
3951 (strchr(insc, '.') || strchr(insc, '%')))
3954 * {.} will stop random teleportation.
3955 * {%} includes '.' after conversion.
3960 /* Controlled random teleportation */
3961 p_ptr->cursed |= TRC_TELEPORT_SELF;
3966 /* Immunity flags */
3967 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3968 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3969 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3970 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3972 /* Resistance flags */
3973 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
3974 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
3975 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
3976 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
3977 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
3978 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
3979 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
3980 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
3981 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
3982 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
3983 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3984 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
3985 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3986 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3987 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
3988 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3990 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
3991 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
3992 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
3993 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
3994 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3995 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
3998 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3999 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4000 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4001 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4002 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4003 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4005 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4006 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4007 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4008 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4009 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4010 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4011 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4013 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4015 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4017 p_ptr->to_m_chance += 10;
4021 p_ptr->to_m_chance += 3;
4025 if (o_ptr->tval == TV_CAPTURE) continue;
4027 /* Modify the base armor class */
4028 p_ptr->ac += o_ptr->ac;
4030 /* The base armor class is always known */
4031 p_ptr->dis_ac += o_ptr->ac;
4033 /* Apply the bonuses to armor class */
4034 p_ptr->to_a += o_ptr->to_a;
4036 /* Apply the mental bonuses to armor class, if known */
4037 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4039 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4041 int slot = i - INVEN_RARM;
4044 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4046 p_ptr->to_h[slot] -= 15;
4047 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4051 p_ptr->to_h[slot] -= 5;
4052 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4057 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4059 p_ptr->to_h_b -= 15;
4060 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4065 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4070 if (o_ptr->curse_flags & TRC_LOW_AC)
4072 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4075 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4080 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4084 /* Hack -- do not apply "weapon" bonuses */
4085 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4086 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4088 /* Hack -- do not apply "bow" bonuses */
4089 if (i == INVEN_BOW) continue;
4091 bonus_to_h = o_ptr->to_h;
4092 bonus_to_d = o_ptr->to_d;
4094 if (p_ptr->pclass == CLASS_NINJA)
4096 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4097 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4100 /* To Bow and Natural attack */
4102 /* Apply the bonuses to hit/damage */
4103 p_ptr->to_h_b += bonus_to_h;
4104 p_ptr->to_h_m += bonus_to_h;
4105 p_ptr->to_d_m += bonus_to_d;
4107 /* Apply the mental bonuses tp hit/damage, if known */
4108 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4111 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4113 /* Apply the bonuses to hit/damage */
4114 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4115 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4117 /* Apply the mental bonuses tp hit/damage, if known */
4118 if (object_known_p(o_ptr))
4120 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4121 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4124 else if (p_ptr->migite && p_ptr->hidarite)
4126 /* Apply the bonuses to hit/damage */
4127 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4128 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4129 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4130 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4132 /* Apply the mental bonuses tp hit/damage, if known */
4133 if (object_known_p(o_ptr))
4135 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4136 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4137 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4138 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4143 /* Apply the bonuses to hit/damage */
4144 p_ptr->to_h[0] += bonus_to_h;
4145 p_ptr->to_d[0] += bonus_to_d;
4147 /* Apply the mental bonuses tp hit/damage, if known */
4148 if (object_known_p(o_ptr))
4150 p_ptr->dis_to_h[0] += bonus_to_h;
4151 p_ptr->dis_to_d[0] += bonus_to_d;
4156 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4158 /* Monks get extra ac for armour _not worn_ */
4159 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4161 if (!(inventory[INVEN_BODY].k_idx))
4163 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4164 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4166 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4168 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4169 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4171 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4173 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4174 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4176 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4178 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4179 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4181 if (!(inventory[INVEN_HANDS].k_idx))
4183 p_ptr->to_a += (p_ptr->lev / 2);
4184 p_ptr->dis_to_a += (p_ptr->lev / 2);
4186 if (!(inventory[INVEN_FEET].k_idx))
4188 p_ptr->to_a += (p_ptr->lev / 3);
4189 p_ptr->dis_to_a += (p_ptr->lev / 3);
4191 if (p_ptr->special_defense & KAMAE_BYAKKO)
4193 p_ptr->stat_add[A_STR] += 2;
4194 p_ptr->stat_add[A_DEX] += 2;
4195 p_ptr->stat_add[A_CON] -= 3;
4197 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4200 else if (p_ptr->special_defense & KAMAE_GENBU)
4202 p_ptr->stat_add[A_INT] -= 1;
4203 p_ptr->stat_add[A_WIS] -= 1;
4204 p_ptr->stat_add[A_DEX] -= 2;
4205 p_ptr->stat_add[A_CON] += 3;
4207 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4209 p_ptr->stat_add[A_STR] -= 2;
4210 p_ptr->stat_add[A_INT] += 1;
4211 p_ptr->stat_add[A_WIS] += 1;
4212 p_ptr->stat_add[A_DEX] += 2;
4213 p_ptr->stat_add[A_CON] -= 2;
4217 if (p_ptr->special_defense & KATA_KOUKIJIN)
4219 for (i = 0; i < 6; i++)
4220 p_ptr->stat_add[i] += 5;
4222 p_ptr->dis_to_a -= 50;
4225 /* Hack -- aura of fire also provides light */
4226 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4228 /* Golems also get an intrinsic AC bonus */
4229 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4231 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4232 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4235 /* Calculate stats */
4236 for (i = 0; i < 6; i++)
4240 /* Extract the new "stat_use" value for the stat */
4241 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4243 /* Notice changes */
4244 if (p_ptr->stat_top[i] != top)
4246 /* Save the new value */
4247 p_ptr->stat_top[i] = top;
4249 /* Redisplay the stats later */
4250 p_ptr->redraw |= (PR_STATS);
4253 p_ptr->window |= (PW_PLAYER);
4257 /* Extract the new "stat_use" value for the stat */
4258 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4260 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4262 /* 10 to 18/90 charisma, guaranteed, based on level */
4263 if (use < 8 + 2 * p_ptr->lev)
4265 use = 8 + 2 * p_ptr->lev;
4269 /* Notice changes */
4270 if (p_ptr->stat_use[i] != use)
4272 /* Save the new value */
4273 p_ptr->stat_use[i] = use;
4275 /* Redisplay the stats later */
4276 p_ptr->redraw |= (PR_STATS);
4279 p_ptr->window |= (PW_PLAYER);
4283 /* Values: 3, 4, ..., 17 */
4284 if (use <= 18) ind = (use - 3);
4286 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4287 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4289 /* Range: 18/220+ */
4292 /* Notice changes */
4293 if (p_ptr->stat_ind[i] != ind)
4295 /* Save the new index */
4296 p_ptr->stat_ind[i] = ind;
4298 /* Change in CON affects Hitpoints */
4301 p_ptr->update |= (PU_HP);
4304 /* Change in INT may affect Mana/Spells */
4305 else if (i == A_INT)
4307 if (mp_ptr->spell_stat == A_INT)
4309 p_ptr->update |= (PU_MANA | PU_SPELLS);
4313 /* Change in WIS may affect Mana/Spells */
4314 else if (i == A_WIS)
4316 if (mp_ptr->spell_stat == A_WIS)
4318 p_ptr->update |= (PU_MANA | PU_SPELLS);
4322 /* Change in WIS may affect Mana/Spells */
4323 else if (i == A_CHR)
4325 if (mp_ptr->spell_stat == A_CHR)
4327 p_ptr->update |= (PU_MANA | PU_SPELLS);
4332 p_ptr->window |= (PW_PLAYER);
4337 /* Apply temporary "stun" */
4338 if (p_ptr->stun > 50)
4340 p_ptr->to_h[0] -= 20;
4341 p_ptr->to_h[1] -= 20;
4342 p_ptr->to_h_b -= 20;
4343 p_ptr->to_h_m -= 20;
4344 p_ptr->dis_to_h[0] -= 20;
4345 p_ptr->dis_to_h[1] -= 20;
4346 p_ptr->dis_to_h_b -= 20;
4347 p_ptr->to_d[0] -= 20;
4348 p_ptr->to_d[1] -= 20;
4349 p_ptr->to_d_m -= 20;
4350 p_ptr->dis_to_d[0] -= 20;
4351 p_ptr->dis_to_d[1] -= 20;
4353 else if (p_ptr->stun)
4355 p_ptr->to_h[0] -= 5;
4356 p_ptr->to_h[1] -= 5;
4359 p_ptr->dis_to_h[0] -= 5;
4360 p_ptr->dis_to_h[1] -= 5;
4361 p_ptr->dis_to_h_b -= 5;
4362 p_ptr->to_d[0] -= 5;
4363 p_ptr->to_d[1] -= 5;
4365 p_ptr->dis_to_d[0] -= 5;
4366 p_ptr->dis_to_d[1] -= 5;
4370 if (p_ptr->wraith_form)
4372 p_ptr->reflect = TRUE;
4375 /* Temporary blessing */
4379 p_ptr->dis_to_a += 5;
4380 p_ptr->to_h[0] += 10;
4381 p_ptr->to_h[1] += 10;
4382 p_ptr->to_h_b += 10;
4383 p_ptr->to_h_m += 10;
4384 p_ptr->dis_to_h[0] += 10;
4385 p_ptr->dis_to_h[1] += 10;
4386 p_ptr->dis_to_h_b += 10;
4389 if (p_ptr->magicdef)
4391 p_ptr->resist_blind = TRUE;
4392 p_ptr->resist_conf = TRUE;
4393 p_ptr->reflect = TRUE;
4394 p_ptr->free_act = TRUE;
4395 p_ptr->ffall = TRUE;
4398 /* Temporary "Hero" */
4401 p_ptr->to_h[0] += 12;
4402 p_ptr->to_h[1] += 12;
4403 p_ptr->to_h_b += 12;
4404 p_ptr->to_h_m += 12;
4405 p_ptr->dis_to_h[0] += 12;
4406 p_ptr->dis_to_h[1] += 12;
4407 p_ptr->dis_to_h_b += 12;
4410 /* Temporary "Beserk" */
4413 p_ptr->to_h[0] += 12;
4414 p_ptr->to_h[1] += 12;
4415 p_ptr->to_h_b -= 12;
4416 p_ptr->to_h_m += 12;
4417 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4418 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4419 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4420 p_ptr->dis_to_h[0] += 12;
4421 p_ptr->dis_to_h[1] += 12;
4422 p_ptr->dis_to_h_b -= 12;
4423 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4424 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4426 p_ptr->dis_to_a -= 10;
4427 p_ptr->skill_stl -= 7;
4428 p_ptr->skill_dev -= 20;
4429 p_ptr->skill_sav -= 30;
4430 p_ptr->skill_srh -= 15;
4431 p_ptr->skill_fos -= 15;
4432 p_ptr->skill_tht -= 20;
4433 p_ptr->skill_dig += 30;
4436 /* Temporary "fast" */
4442 /* Temporary "slow" */
4448 /* Temporary "telepathy" */
4451 p_ptr->telepathy = TRUE;
4454 if (p_ptr->ele_immune)
4456 if (p_ptr->special_defense & DEFENSE_ACID)
4457 p_ptr->immune_acid = TRUE;
4458 else if (p_ptr->special_defense & DEFENSE_ELEC)
4459 p_ptr->immune_elec = TRUE;
4460 else if (p_ptr->special_defense & DEFENSE_FIRE)
4461 p_ptr->immune_fire = TRUE;
4462 else if (p_ptr->special_defense & DEFENSE_COLD)
4463 p_ptr->immune_cold = TRUE;
4466 /* Temporary see invisible */
4467 if (p_ptr->tim_invis)
4469 p_ptr->see_inv = TRUE;
4472 /* Temporary infravision boost */
4473 if (p_ptr->tim_infra)
4475 p_ptr->see_infra+=3;
4478 /* Temporary regeneration boost */
4479 if (p_ptr->tim_regen)
4481 p_ptr->regenerate = TRUE;
4484 /* Temporary levitation */
4485 if (p_ptr->tim_ffall)
4487 p_ptr->ffall = TRUE;
4490 /* Temporary reflection */
4491 if (p_ptr->tim_reflect)
4493 p_ptr->reflect = TRUE;
4496 /* Hack -- Hero/Shero -> Res fear */
4497 if (IS_HERO() || p_ptr->shero)
4499 p_ptr->resist_fear = TRUE;
4503 /* Hack -- Telepathy Change */
4504 if (p_ptr->telepathy != old_telepathy)
4506 p_ptr->update |= (PU_MONSTERS);
4509 if ((p_ptr->esp_animal != old_esp_animal) ||
4510 (p_ptr->esp_undead != old_esp_undead) ||
4511 (p_ptr->esp_demon != old_esp_demon) ||
4512 (p_ptr->esp_orc != old_esp_orc) ||
4513 (p_ptr->esp_troll != old_esp_troll) ||
4514 (p_ptr->esp_giant != old_esp_giant) ||
4515 (p_ptr->esp_dragon != old_esp_dragon) ||
4516 (p_ptr->esp_human != old_esp_human) ||
4517 (p_ptr->esp_evil != old_esp_evil) ||
4518 (p_ptr->esp_good != old_esp_good) ||
4519 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4520 (p_ptr->esp_unique != old_esp_unique))
4522 p_ptr->update |= (PU_MONSTERS);
4525 /* Hack -- See Invis Change */
4526 if (p_ptr->see_inv != old_see_inv)
4528 p_ptr->update |= (PU_MONSTERS);
4531 /* Bloating slows the player down (a little) */
4532 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4534 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4536 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4538 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4539 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4542 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4544 int penalty1, penalty2;
4545 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4546 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4547 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4549 penalty1 = penalty1 / 2 - 5;
4550 penalty2 = penalty2 / 2 - 5;
4553 p_ptr->dis_to_a += 10;
4557 if (penalty1 > 0) penalty1 /= 2;
4558 if (penalty2 > 0) penalty2 /= 2;
4560 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4562 penalty1 = MAX(0, penalty1 - 10);
4563 penalty2 = MAX(0, penalty2 - 10);
4565 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4567 penalty1 = MIN(0, penalty1);
4568 penalty2 = MIN(0, penalty2);
4570 p_ptr->dis_to_a += 10;
4574 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4576 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4579 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4580 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4581 p_ptr->to_h[0] -= penalty1;
4582 p_ptr->to_h[1] -= penalty2;
4583 p_ptr->dis_to_h[0] -= penalty1;
4584 p_ptr->dis_to_h[1] -= penalty2;
4587 /* Extract the current weight (in tenth pounds) */
4588 j = p_ptr->total_weight;
4590 /* Extract the "weight limit" (in tenth pounds) */
4595 int speed = m_list[p_ptr->riding].mspeed;
4596 if (m_list[p_ptr->riding].mspeed > 110)
4598 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4599 if (new_speed < 110) new_speed = 110;
4605 if (m_list[p_ptr->riding].fast) new_speed += 10;
4606 if (m_list[p_ptr->riding].slow) new_speed -= 10;
4607 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4608 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4610 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;
4612 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4615 /* XXX XXX XXX Apply "encumbrance" from weight */
4616 if (j > i/2) new_speed -= ((j - (i/2)) / (i / 10));
4618 /* Searching slows the player down */
4619 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4621 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4622 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4623 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4624 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4625 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4626 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4627 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4628 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4629 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4630 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4631 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4632 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4633 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4635 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4636 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4637 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4638 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4639 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4640 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4641 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4642 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4643 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4644 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4647 /* Obtain the "hold" value */
4648 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4651 /* Examine the "current bow" */
4652 o_ptr = &inventory[INVEN_BOW];
4655 /* Assume not heavy */
4656 p_ptr->heavy_shoot = FALSE;
4658 /* It is hard to carholdry a heavy bow */
4659 if (hold < o_ptr->weight / 10)
4661 /* Hard to wield a heavy bow */
4662 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4663 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4666 p_ptr->heavy_shoot = TRUE;
4670 /* Compute "extra shots" if needed */
4673 /* Analyze the launcher */
4674 switch (o_ptr->sval)
4678 p_ptr->tval_ammo = TV_SHOT;
4686 p_ptr->tval_ammo = TV_ARROW;
4693 p_ptr->tval_ammo = TV_BOLT;
4698 p_ptr->tval_ammo = TV_NO_AMMO;
4703 /* Apply special flags */
4704 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4707 p_ptr->num_fire += (extra_shots * 100);
4709 /* Hack -- Rangers love Bows */
4710 if ((p_ptr->pclass == CLASS_RANGER) &&
4711 (p_ptr->tval_ammo == TV_ARROW))
4713 p_ptr->num_fire += (p_ptr->lev * 4);
4716 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4717 (p_ptr->tval_ammo == TV_ARROW))
4719 p_ptr->num_fire += (p_ptr->lev * 3);
4722 if (p_ptr->pclass == CLASS_ARCHER)
4724 if (p_ptr->tval_ammo == TV_ARROW)
4725 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4726 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4727 p_ptr->num_fire += (p_ptr->lev * 4);
4731 * Addendum -- also "Reward" high level warriors,
4732 * with _any_ missile weapon -- TY
4734 if (p_ptr->pclass == CLASS_WARRIOR &&
4735 (p_ptr->tval_ammo <= TV_BOLT) &&
4736 (p_ptr->tval_ammo >= TV_SHOT))
4738 p_ptr->num_fire += (p_ptr->lev * 2);
4740 if ((p_ptr->pclass == CLASS_ROGUE) &&
4741 (p_ptr->tval_ammo == TV_SHOT))
4743 p_ptr->num_fire += (p_ptr->lev * 4);
4751 for(i = 0 ; i < 2 ; i++)
4753 /* Examine the "main weapon" */
4754 o_ptr = &inventory[INVEN_RARM+i];
4756 object_flags(o_ptr, flgs);
4758 /* Assume not heavy */
4759 p_ptr->heavy_wield[i] = FALSE;
4760 p_ptr->icky_wield[i] = FALSE;
4761 p_ptr->riding_wield[i] = FALSE;
4763 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4764 /* It is hard to hold a heavy weapon */
4765 if (hold < o_ptr->weight / 10)
4767 /* Hard to wield a heavy weapon */
4768 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4769 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4772 p_ptr->heavy_wield[i] = TRUE;
4774 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4776 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4779 p_ptr->dis_to_a += 5;
4782 /* Normal weapons */
4783 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4785 int str_index, dex_index;
4787 int num = 0, wgt = 0, mul = 0, div = 0;
4789 /* Analyze the class */
4790 switch (p_ptr->pclass)
4794 num = 6; wgt = 70; mul = 5; break;
4797 case CLASS_BERSERKER:
4798 num = 6; wgt = 70; mul = 7; break;
4802 case CLASS_HIGH_MAGE:
4803 case CLASS_BLUE_MAGE:
4804 num = 3; wgt = 100; mul = 2; break;
4806 /* Priest, Mindcrafter */
4808 case CLASS_MAGIC_EATER:
4809 case CLASS_MINDCRAFTER:
4810 num = 5; wgt = 100; mul = 3; break;
4814 num = 5; wgt = 40; mul = 3; break;
4818 num = 5; wgt = 70; mul = 4; break;
4823 num = 5; wgt = 70; mul = 4; break;
4827 num = 5; wgt = 150; mul = 5; break;
4830 case CLASS_WARRIOR_MAGE:
4831 case CLASS_RED_MAGE:
4832 num = 5; wgt = 70; mul = 3; break;
4835 case CLASS_CHAOS_WARRIOR:
4836 num = 5; wgt = 70; mul = 4; break;
4840 num = 5; wgt = 60; mul = 3; break;
4844 num = 4; wgt = 100; mul = 3; break;
4847 case CLASS_IMITATOR:
4848 num = 5; wgt = 70; mul = 4; break;
4851 case CLASS_BEASTMASTER:
4852 num = 5; wgt = 70; mul = 3; break;
4855 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4856 else {num = 5; wgt = 100; mul = 3;}
4860 case CLASS_SORCERER:
4861 num = 1; wgt = 1; mul = 1; break;
4863 /* Archer, Magic eater */
4866 num = 4; wgt = 70; mul = 2; break;
4869 case CLASS_FORCETRAINER:
4870 num = 4; wgt = 60; mul = 2; break;
4873 case CLASS_MIRROR_MASTER:
4874 num = 3; wgt = 100; mul = 3; break;
4878 num = 4; wgt = 20; mul = 1; break;
4881 /* Enforce a minimum "weight" (tenth pounds) */
4882 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4884 /* Access the strength vs weight */
4885 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4887 if (p_ptr->ryoute && !omoi) str_index++;
4888 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4891 if (str_index > 11) str_index = 11;
4893 /* Index by dexterity */
4894 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4897 if (dex_index > 11) dex_index = 11;
4899 /* Use the blows table */
4900 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4903 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4905 /* Add in the "bonus blows" */
4906 p_ptr->num_blow[i] += extra_blows[i];
4909 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4910 else if (p_ptr->pclass == CLASS_BERSERKER)
4912 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4914 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4916 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4918 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4921 /* Require at least one blow */
4922 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4924 /* Boost digging skill by weapon weight */
4925 p_ptr->skill_dig += (o_ptr->weight / 10);
4929 /* Priest weapon penalty for non-blessed edged weapons */
4930 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4931 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4933 /* Reduce the real bonuses */
4934 p_ptr->to_h[i] -= 2;
4935 p_ptr->to_d[i] -= 2;
4937 /* Reduce the mental bonuses */
4938 p_ptr->dis_to_h[i] -= 2;
4939 p_ptr->dis_to_d[i] -= 2;
4942 p_ptr->icky_wield[i] = TRUE;
4944 else if (p_ptr->pclass == CLASS_BERSERKER)
4946 p_ptr->to_h[i] += p_ptr->lev/5;
4947 p_ptr->to_d[i] += p_ptr->lev/6;
4948 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4949 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4950 if (!p_ptr->hidarite || p_ptr->ryoute)
4952 p_ptr->to_h[i] += p_ptr->lev/5;
4953 p_ptr->to_d[i] += p_ptr->lev/6;
4954 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4955 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4958 else if (p_ptr->pclass == CLASS_SORCERER)
4960 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4962 /* Reduce the real bonuses */
4963 p_ptr->to_h[i] -= 200;
4964 p_ptr->to_d[i] -= 200;
4966 /* Reduce the mental bonuses */
4967 p_ptr->dis_to_h[i] -= 200;
4968 p_ptr->dis_to_d[i] -= 200;
4971 p_ptr->icky_wield[i] = TRUE;
4975 /* Reduce the real bonuses */
4976 p_ptr->to_h[i] -= 30;
4977 p_ptr->to_d[i] -= 10;
4979 /* Reduce the mental bonuses */
4980 p_ptr->dis_to_h[i] -= 30;
4981 p_ptr->dis_to_d[i] -= 10;
4986 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4988 p_ptr->to_h[i] +=15;
4989 p_ptr->dis_to_h[i] +=15;
4990 p_ptr->to_dd[i] += 2;
4992 else if (!(have_flag(flgs, TR_RIDING)))
4995 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5001 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5003 if (penalty < 30) penalty = 30;
5005 p_ptr->to_h[i] -= penalty;
5006 p_ptr->dis_to_h[i] -= penalty;
5009 p_ptr->riding_wield[i] = TRUE;
5018 p_ptr->riding_ryoute = FALSE;
5019 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
5021 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5023 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5027 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5029 if (penalty < 30) penalty = 30;
5031 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5032 p_ptr->to_h_b -= penalty;
5033 p_ptr->dis_to_h_b -= penalty;
5036 /* Different calculation for monks with empty hands */
5037 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5039 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5040 p_ptr->num_blow[0] = 0;
5042 if (p_ptr->pclass == CLASS_FORCETRAINER)
5044 if (blow_base > 18) p_ptr->num_blow[0]++;
5045 if (blow_base > 31) p_ptr->num_blow[0]++;
5046 if (blow_base > 44) p_ptr->num_blow[0]++;
5047 if (blow_base > 58) p_ptr->num_blow[0]++;
5048 if (p_ptr->magic_num1[0])
5050 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5051 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5056 if (blow_base > 12) p_ptr->num_blow[0]++;
5057 if (blow_base > 22) p_ptr->num_blow[0]++;
5058 if (blow_base > 31) p_ptr->num_blow[0]++;
5059 if (blow_base > 39) p_ptr->num_blow[0]++;
5060 if (blow_base > 46) p_ptr->num_blow[0]++;
5061 if (blow_base > 53) p_ptr->num_blow[0]++;
5062 if (blow_base > 59) p_ptr->num_blow[0]++;
5065 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5066 p_ptr->num_blow[0] /= 2;
5069 p_ptr->to_h[0] += (p_ptr->lev / 3);
5070 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5072 p_ptr->to_d[0] += (p_ptr->lev / 6);
5073 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5076 if (p_ptr->special_defense & KAMAE_BYAKKO)
5079 p_ptr->dis_to_a -= 40;
5082 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5085 p_ptr->dis_to_a -= 50;
5086 p_ptr->resist_acid = TRUE;
5087 p_ptr->resist_fire = TRUE;
5088 p_ptr->resist_elec = TRUE;
5089 p_ptr->resist_cold = TRUE;
5090 p_ptr->resist_pois = TRUE;
5091 p_ptr->sh_fire = TRUE;
5092 p_ptr->sh_elec = TRUE;
5093 p_ptr->sh_cold = TRUE;
5094 p_ptr->ffall = TRUE;
5096 else if (p_ptr->special_defense & KAMAE_GENBU)
5098 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5099 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5100 p_ptr->reflect = TRUE;
5101 p_ptr->num_blow[0] -= 2;
5102 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5103 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5105 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5107 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5108 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5110 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5111 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5112 p_ptr->num_blow[0] /= 2;
5113 p_ptr->ffall = TRUE;
5116 p_ptr->num_blow[0] += 1+extra_blows[0];
5119 monk_armour_aux = FALSE;
5123 monk_armour_aux = TRUE;
5126 for (i = 0 ; i < 2 ; i++)
5128 if (buki_motteruka(INVEN_RARM+i))
5130 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5131 int sval = inventory[INVEN_RARM+i].sval;
5133 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5134 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5135 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5137 p_ptr->to_h[i] -= 40;
5138 p_ptr->dis_to_h[i] -= 40;
5139 p_ptr->icky_wield[i] = TRUE;
5141 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5143 p_ptr->to_h[i] -= 40;
5144 p_ptr->dis_to_h[i] -= 40;
5145 p_ptr->icky_wield[i] = TRUE;
5147 else if (p_ptr->pclass == CLASS_NINJA)
5149 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5151 p_ptr->to_h[i] -= 40;
5152 p_ptr->dis_to_h[i] -= 40;
5153 p_ptr->icky_wield[i] = TRUE;
5154 p_ptr->num_blow[i] /= 2;
5155 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5161 /* Maximum speed is (+99). (internally it's 110 + 99) */
5162 /* Temporary lightspeed forces to be maximum speed */
5163 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5168 /* Minimum speed is (-99). (internally it's 110 - 99) */
5169 if (new_speed < 11) new_speed = 11;
5171 /* Display the speed (if needed) */
5172 if (p_ptr->pspeed != (byte)new_speed)
5174 p_ptr->pspeed = (byte)new_speed;
5175 p_ptr->redraw |= (PR_SPEED);
5180 if (p_ptr->to_a > (0 - p_ptr->ac))
5181 p_ptr->to_a = 0 - p_ptr->ac;
5182 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5183 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5186 /* Redraw armor (if needed) */
5187 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5190 p_ptr->redraw |= (PR_ARMOR);
5193 p_ptr->window |= (PW_PLAYER);
5197 if (p_ptr->ryoute && !omoi)
5199 int bonus_to_h=0, bonus_to_d=0;
5200 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5201 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);
5203 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5204 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5205 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5206 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5209 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5211 /* Affect Skill -- stealth (bonus one) */
5212 p_ptr->skill_stl += 1;
5214 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5216 /* Affect Skill -- disarming (DEX and INT) */
5217 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5218 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5220 /* Affect Skill -- magic devices (INT) */
5221 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5223 /* Affect Skill -- saving throw (WIS) */
5224 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5226 /* Affect Skill -- digging (STR) */
5227 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5229 /* Affect Skill -- disarming (Level, by Class) */
5230 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5232 /* Affect Skill -- magic devices (Level, by Class) */
5233 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5235 /* Affect Skill -- saving throw (Level, by Class) */
5236 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5238 /* Affect Skill -- stealth (Level, by Class) */
5239 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5241 /* Affect Skill -- search ability (Level, by Class) */
5242 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5244 /* Affect Skill -- search frequency (Level, by Class) */
5245 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5247 /* Affect Skill -- combat (normal) (Level, by Class) */
5248 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5250 /* Affect Skill -- combat (shooting) (Level, by Class) */
5251 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5253 /* Affect Skill -- combat (throwing) (Level, by Class) */
5254 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5257 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5259 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5260 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5263 /* Limit Skill -- stealth from 0 to 30 */
5264 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5265 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5267 /* Limit Skill -- digging from 1 up */
5268 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5270 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5272 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5274 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;
5276 if (down_saving) p_ptr->skill_sav /= 2;
5278 /* Hack -- Each elemental immunity includes resistance */
5279 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5280 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5281 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5282 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5284 /* Hack -- handle "xtra" mode */
5285 if (character_xtra) return;
5287 /* Take note when "heavy bow" changes */
5288 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5291 if (p_ptr->heavy_shoot)
5294 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5296 msg_print("You have trouble wielding such a heavy bow.");
5300 else if (inventory[INVEN_BOW].k_idx)
5303 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5305 msg_print("You have no trouble wielding your bow.");
5312 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5314 msg_print("You feel relieved to put down your heavy bow.");
5320 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5323 for(i = 0 ; i < 2 ; i++)
5325 /* Take note when "heavy weapon" changes */
5326 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5329 if (p_ptr->heavy_wield[i])
5332 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5334 msg_print("You have trouble wielding such a heavy weapon.");
5338 else if (buki_motteruka(INVEN_RARM+i))
5341 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5343 msg_print("You have no trouble wielding your weapon.");
5347 else if (p_ptr->heavy_wield[1-i])
5350 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5352 msg_print("You have still trouble wielding a heavy weapon.");
5359 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5361 msg_print("You feel relieved to put down your heavy weapon.");
5367 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5370 /* Take note when "heavy weapon" changes */
5371 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5374 if (p_ptr->riding_wield[i])
5377 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5379 msg_print("This weapon is not suitable for use while riding.");
5383 else if (!p_ptr->riding)
5386 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5388 msg_print("This weapon was not suitable for use while riding.");
5392 else if (buki_motteruka(INVEN_RARM+i))
5395 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5397 msg_print("This weapon is suitable for use while riding.");
5402 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5405 /* Take note when "illegal weapon" changes */
5406 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5409 if (p_ptr->icky_wield[i])
5412 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5414 msg_print("You do not feel comfortable with your weapon.");
5418 chg_virtue(V_FAITH, -1);
5421 else if (buki_motteruka(INVEN_RARM+i))
5424 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5426 msg_print("You feel comfortable with your weapon.");
5433 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5435 msg_print("You feel more comfortable after removing your weapon.");
5441 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5445 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5448 if (p_ptr->riding_ryoute)
5451 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5453 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5459 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5461 msg_print("You began to control riding pet with one hand.");
5465 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5468 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5473 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5475 msg_print("The weight of your armor disrupts your balance.");
5480 chg_virtue(V_HARMONY, -1);
5485 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5487 msg_print("You regain your balance.");
5490 monk_notify_aux = monk_armour_aux;
5494 p_ptr->align = friend_align;
5496 /* Determine player alignment */
5497 for (i = 0; i < 8; i++)
5499 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5504 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5505 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5506 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5508 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5509 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5510 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5514 if (p_ptr->align > 0)
5516 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5517 if (p_ptr->align < 0) p_ptr->align = 0;
5519 else if (p_ptr->align < 0)
5521 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5522 if (p_ptr->align > 0) p_ptr->align = 0;
5526 for (i = 0; i < INVEN_PACK; i++)
5529 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5530 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5532 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5533 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5535 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5539 /* Acquire object */
5540 o_ptr = &o_list[this_o_idx];
5542 /* Acquire next object */
5543 next_o_idx = o_ptr->next_o_idx;
5546 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5547 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5549 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5550 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5553 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5555 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5557 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5558 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5561 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)))
5563 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5564 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5567 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5569 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5570 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5573 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5575 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5576 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5583 * Handle "p_ptr->notice"
5585 void notice_stuff(void)
5588 if (!p_ptr->notice) return;
5591 /* Actually do auto-destroy */
5592 if (p_ptr->notice & (PN_AUTODESTROY))
5594 p_ptr->notice &= ~(PN_AUTODESTROY);
5595 delayed_auto_destroy();
5598 /* Combine the pack */
5599 if (p_ptr->notice & (PN_COMBINE))
5601 p_ptr->notice &= ~(PN_COMBINE);
5605 /* Reorder the pack */
5606 if (p_ptr->notice & (PN_REORDER))
5608 p_ptr->notice &= ~(PN_REORDER);
5615 * Handle "p_ptr->update"
5617 void update_stuff(void)
5620 if (!p_ptr->update) return;
5623 if (p_ptr->update & (PU_BONUS))
5625 p_ptr->update &= ~(PU_BONUS);
5629 if (p_ptr->update & (PU_TORCH))
5631 p_ptr->update &= ~(PU_TORCH);
5635 if (p_ptr->update & (PU_HP))
5637 p_ptr->update &= ~(PU_HP);
5641 if (p_ptr->update & (PU_MANA))
5643 p_ptr->update &= ~(PU_MANA);
5647 if (p_ptr->update & (PU_SPELLS))
5649 p_ptr->update &= ~(PU_SPELLS);
5654 /* Character is not ready yet, no screen updates */
5655 if (!character_generated) return;
5658 /* Character is in "icky" mode, no screen updates */
5659 if (character_icky) return;
5662 if (p_ptr->update & (PU_UN_LITE))
5664 p_ptr->update &= ~(PU_UN_LITE);
5668 if (p_ptr->update & (PU_UN_VIEW))
5670 p_ptr->update &= ~(PU_UN_VIEW);
5674 if (p_ptr->update & (PU_VIEW))
5676 p_ptr->update &= ~(PU_VIEW);
5680 if (p_ptr->update & (PU_LITE))
5682 p_ptr->update &= ~(PU_LITE);
5687 if (p_ptr->update & (PU_FLOW))
5689 p_ptr->update &= ~(PU_FLOW);
5693 if (p_ptr->update & (PU_DISTANCE))
5695 p_ptr->update &= ~(PU_DISTANCE);
5697 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5698 /* p_ptr->update &= ~(PU_MONSTERS); */
5700 update_monsters(TRUE);
5703 if (p_ptr->update & (PU_MON_LITE))
5705 p_ptr->update &= ~(PU_MON_LITE);
5710 * Mega-Hack -- Delayed visual update
5711 * Only used if update_view(), update_lite() or update_mon_lite() was called
5713 if (p_ptr->update & (PU_DELAY_VIS))
5715 p_ptr->update &= ~(PU_DELAY_VIS);
5716 delayed_visual_update();
5719 if (p_ptr->update & (PU_MONSTERS))
5721 p_ptr->update &= ~(PU_MONSTERS);
5722 update_monsters(FALSE);
5728 * Handle "p_ptr->redraw"
5730 void redraw_stuff(void)
5733 if (!p_ptr->redraw) return;
5736 /* Character is not ready yet, no screen updates */
5737 if (!character_generated) return;
5740 /* Character is in "icky" mode, no screen updates */
5741 if (character_icky) return;
5745 /* Hack -- clear the screen */
5746 if (p_ptr->redraw & (PR_WIPE))
5748 p_ptr->redraw &= ~(PR_WIPE);
5754 if (p_ptr->redraw & (PR_MAP))
5756 p_ptr->redraw &= ~(PR_MAP);
5761 if (p_ptr->redraw & (PR_BASIC))
5763 p_ptr->redraw &= ~(PR_BASIC);
5764 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5765 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5766 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5767 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5773 if (p_ptr->redraw & (PR_EQUIPPY))
5775 p_ptr->redraw &= ~(PR_EQUIPPY);
5776 print_equippy(); /* To draw / delete equippy chars */
5779 if (p_ptr->redraw & (PR_MISC))
5781 p_ptr->redraw &= ~(PR_MISC);
5782 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5783 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5787 if (p_ptr->redraw & (PR_TITLE))
5789 p_ptr->redraw &= ~(PR_TITLE);
5793 if (p_ptr->redraw & (PR_LEV))
5795 p_ptr->redraw &= ~(PR_LEV);
5799 if (p_ptr->redraw & (PR_EXP))
5801 p_ptr->redraw &= ~(PR_EXP);
5805 if (p_ptr->redraw & (PR_STATS))
5807 p_ptr->redraw &= ~(PR_STATS);
5816 if (p_ptr->redraw & (PR_STATUS))
5818 p_ptr->redraw &= ~(PR_STATUS);
5822 if (p_ptr->redraw & (PR_ARMOR))
5824 p_ptr->redraw &= ~(PR_ARMOR);
5828 if (p_ptr->redraw & (PR_HP))
5830 p_ptr->redraw &= ~(PR_HP);
5834 if (p_ptr->redraw & (PR_MANA))
5836 p_ptr->redraw &= ~(PR_MANA);
5840 if (p_ptr->redraw & (PR_GOLD))
5842 p_ptr->redraw &= ~(PR_GOLD);
5846 if (p_ptr->redraw & (PR_DEPTH))
5848 p_ptr->redraw &= ~(PR_DEPTH);
5852 if (p_ptr->redraw & (PR_HEALTH))
5854 p_ptr->redraw &= ~(PR_HEALTH);
5858 if (p_ptr->redraw & (PR_UHEALTH))
5860 p_ptr->redraw &= ~(PR_UHEALTH);
5861 riding_health_redraw();
5865 if (p_ptr->redraw & (PR_EXTRA))
5867 p_ptr->redraw &= ~(PR_EXTRA);
5868 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5869 p_ptr->redraw &= ~(PR_HUNGER);
5870 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5874 if (p_ptr->redraw & (PR_CUT))
5876 p_ptr->redraw &= ~(PR_CUT);
5880 if (p_ptr->redraw & (PR_STUN))
5882 p_ptr->redraw &= ~(PR_STUN);
5886 if (p_ptr->redraw & (PR_HUNGER))
5888 p_ptr->redraw &= ~(PR_HUNGER);
5892 if (p_ptr->redraw & (PR_STATE))
5894 p_ptr->redraw &= ~(PR_STATE);
5898 if (p_ptr->redraw & (PR_SPEED))
5900 p_ptr->redraw &= ~(PR_SPEED);
5904 if (p_ptr->pclass == CLASS_IMITATOR)
5906 if (p_ptr->redraw & (PR_MANE))
5908 p_ptr->redraw &= ~(PR_MANE);
5912 else if (p_ptr->redraw & (PR_STUDY))
5914 p_ptr->redraw &= ~(PR_STUDY);
5921 * Handle "p_ptr->window"
5923 void window_stuff(void)
5931 if (!p_ptr->window) return;
5934 for (j = 0; j < 8; j++)
5936 /* Save usable flags */
5937 if (angband_term[j]) mask |= window_flag[j];
5940 /* Apply usable flags */
5941 p_ptr->window &= mask;
5944 if (!p_ptr->window) return;
5947 /* Display inventory */
5948 if (p_ptr->window & (PW_INVEN))
5950 p_ptr->window &= ~(PW_INVEN);
5954 /* Display equipment */
5955 if (p_ptr->window & (PW_EQUIP))
5957 p_ptr->window &= ~(PW_EQUIP);
5961 /* Display spell list */
5962 if (p_ptr->window & (PW_SPELL))
5964 p_ptr->window &= ~(PW_SPELL);
5968 /* Display player */
5969 if (p_ptr->window & (PW_PLAYER))
5971 p_ptr->window &= ~(PW_PLAYER);
5975 /* Display overhead view */
5976 if (p_ptr->window & (PW_MESSAGE))
5978 p_ptr->window &= ~(PW_MESSAGE);
5982 /* Display overhead view */
5983 if (p_ptr->window & (PW_OVERHEAD))
5985 p_ptr->window &= ~(PW_OVERHEAD);
5989 /* Display overhead view */
5990 if (p_ptr->window & (PW_DUNGEON))
5992 p_ptr->window &= ~(PW_DUNGEON);
5996 /* Display monster recall */
5997 if (p_ptr->window & (PW_MONSTER))
5999 p_ptr->window &= ~(PW_MONSTER);
6003 /* Display object recall */
6004 if (p_ptr->window & (PW_OBJECT))
6006 p_ptr->window &= ~(PW_OBJECT);
6013 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6015 void handle_stuff(void)
6018 if (p_ptr->update) update_stuff();
6021 if (p_ptr->redraw) redraw_stuff();
6024 if (p_ptr->window) window_stuff();
6028 s16b empty_hands(bool is_monk)
6031 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
6033 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
6034 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
6039 bool heavy_armor(void)
6041 u16b monk_arm_wgt = 0;
6043 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6045 /* Weight the armor */
6046 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6047 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6048 monk_arm_wgt += inventory[INVEN_BODY].weight;
6049 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6050 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6051 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6052 monk_arm_wgt += inventory[INVEN_FEET].weight;
6054 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6057 int number_of_quests(void)
6061 /* Clear the counter */
6064 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6066 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6068 /* Increment count of quests taken. */
6073 /* Return the number of quests taken */