4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 s32b len = TURNS_PER_TICK * TOWN_DAWN;
133 s32b tick = turn % len + len / 4;
135 if ((p_ptr->prace == RACE_VAMPIRE) ||
136 (p_ptr->prace == RACE_SKELETON) ||
137 (p_ptr->prace == RACE_ZOMBIE) ||
138 (p_ptr->prace == RACE_SPECTRE))
139 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN *3/4)) / len + 1;
141 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN /4))/ len + 1;
142 *hour = (24 * tick / len) % 24;
143 *min = (1440 * tick / len) % 60;
153 /* Dump 13 spaces to clear */
154 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
156 extract_day_hour_min(&day, &hour, &min);
158 /* Dump the info itself */
159 c_put_str(TERM_WHITE, format(
165 day), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
174 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 else if (p_ptr->wild_mode)
186 else if (p_ptr->inside_arena)
190 return "Monster Arena";
192 else if (p_ptr->inside_battle)
198 else if (!dun_level && p_ptr->town_num)
199 return town[p_ptr->town_num].name;
201 return d_name+d_info[dungeon_type].name;
207 static void prt_dungeon(void)
212 /* Dump 13 spaces to clear */
213 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
215 dungeon_name = map_name();
217 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
218 if (col < 0) col = 0;
220 /* Dump the info itself */
221 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
229 * Print character stat in given row, column
231 static void prt_stat(int stat)
235 /* Display "injured" stat */
236 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
238 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
239 cnv_stat(p_ptr->stat_use[stat], tmp);
240 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
243 /* Display "healthy" stat */
246 put_str(stat_names[stat], ROW_STAT + stat, 0);
247 cnv_stat(p_ptr->stat_use[stat], tmp);
248 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
251 /* Indicate natural maximum */
252 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
255 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
256 put_str("!", ROW_STAT + stat, 5);
258 put_str("!", ROW_STAT + stat, 3);
265 /* Show status bar */
267 static void prt_status(void)
269 int wid, hgt, row_statbar;
271 Term_get_size(&wid, &hgt);
272 row_statbar = hgt - 1;
278 c_put_str(TERM_YELLOW, "¤Ä", row_statbar, COL_STATBAR);
280 c_put_str(TERM_YELLOW, "Ts", row_statbar, COL_STATBAR);
285 else if (p_ptr->image)
288 c_put_str(TERM_VIOLET, "¸¸", row_statbar, COL_STATBAR);
290 c_put_str(TERM_VIOLET, "Hu", row_statbar, COL_STATBAR);
295 put_str(" ", row_statbar, COL_STATBAR);
302 c_put_str(TERM_L_DARK, "ÌÕ", row_statbar, COL_STATBAR+2);
304 c_put_str(TERM_L_DARK, "Bl", row_statbar, COL_STATBAR+2);
309 put_str(" ", row_statbar, COL_STATBAR+2);
313 if (p_ptr->paralyzed)
316 c_put_str(TERM_RED, "áã", row_statbar, COL_STATBAR+4);
318 c_put_str(TERM_RED, "Pa", row_statbar, COL_STATBAR+4);
323 put_str(" ", row_statbar, COL_STATBAR+4);
330 c_put_str(TERM_VIOLET, "Íð", row_statbar, COL_STATBAR+6);
332 c_put_str(TERM_VIOLET, "Cf", row_statbar, COL_STATBAR+6);
337 put_str(" ", row_statbar, COL_STATBAR+6);
344 c_put_str(TERM_GREEN, "ÆÇ", row_statbar, COL_STATBAR+8);
346 c_put_str(TERM_GREEN, "Po", row_statbar, COL_STATBAR+8);
351 put_str(" ", row_statbar, COL_STATBAR+8);
354 /* Times see-invisible */
355 if (p_ptr->tim_invis)
358 c_put_str(TERM_L_BLUE, "ȑ", row_statbar, COL_STATBAR+10);
360 c_put_str(TERM_L_BLUE, "Se", row_statbar, COL_STATBAR+10);
365 put_str(" ", row_statbar, COL_STATBAR+10);
369 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
372 c_put_str(TERM_ORANGE, "¥Æ", row_statbar, COL_STATBAR+12);
374 c_put_str(TERM_ORANGE, "Te", row_statbar, COL_STATBAR+12);
379 put_str(" ", row_statbar, COL_STATBAR+12);
382 /* Timed regenerate */
383 if (p_ptr->tim_regen)
386 c_put_str(TERM_L_BLUE, "²ó", row_statbar, COL_STATBAR+14);
388 c_put_str(TERM_L_BLUE, "Rg", row_statbar, COL_STATBAR+14);
393 put_str(" ", row_statbar, COL_STATBAR+14);
396 /* Timed infra-vision */
397 if (p_ptr->tim_infra)
400 c_put_str(TERM_L_RED, "ÀÖ", row_statbar, COL_STATBAR+16);
402 c_put_str(TERM_L_RED, "If", row_statbar, COL_STATBAR+16);
407 put_str(" ", row_statbar, COL_STATBAR+16);
410 /* Protection from evil */
414 c_put_str(TERM_SLATE, "¼Ù", row_statbar, COL_STATBAR+18);
416 c_put_str(TERM_SLATE, "Ev", row_statbar, COL_STATBAR+18);
421 put_str(" ", row_statbar, COL_STATBAR+18);
424 /* Invulnerability */
425 if (p_ptr->invuln || music_singing(MUSIC_INVULN))
428 c_put_str(TERM_YELLOW, "̵", row_statbar, COL_STATBAR+20);
430 c_put_str(TERM_YELLOW, "Iv", row_statbar, COL_STATBAR+20);
435 put_str(" ", row_statbar, COL_STATBAR+20);
439 if (p_ptr->wraith_form)
442 c_put_str(TERM_L_DARK, "ͩ", row_statbar, COL_STATBAR+22);
444 c_put_str(TERM_L_DARK, "Gh", row_statbar, COL_STATBAR+22);
448 else if (p_ptr->kabenuke)
451 c_put_str(TERM_SLATE, "ÊÉ", row_statbar, COL_STATBAR+22);
453 c_put_str(TERM_SLATE, "Wp", row_statbar, COL_STATBAR+22);
456 else if (p_ptr->tim_reflect)
459 c_put_str(TERM_SLATE, "ȿ", row_statbar, COL_STATBAR+22);
461 c_put_str(TERM_SLATE, "Rf", row_statbar, COL_STATBAR+22);
466 put_str(" ", row_statbar, COL_STATBAR+22);
470 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
473 c_put_str(TERM_WHITE, "ͦ", row_statbar, COL_STATBAR+24);
475 c_put_str(TERM_WHITE, "He", row_statbar, COL_STATBAR+24);
480 put_str(" ", row_statbar, COL_STATBAR+24);
483 /* Super Heroism / berserk */
487 c_put_str(TERM_RED, "¶¸", row_statbar, COL_STATBAR+26);
489 c_put_str(TERM_RED, "Br", row_statbar, COL_STATBAR+26);
494 put_str(" ", row_statbar, COL_STATBAR+26);
498 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
501 c_put_str(TERM_WHITE, "½Ë", row_statbar, COL_STATBAR+28);
503 c_put_str(TERM_WHITE, "Bs", row_statbar, COL_STATBAR+28);
508 put_str(" ", row_statbar, COL_STATBAR+28);
515 c_put_str(TERM_YELLOW, "Ëâ", row_statbar, COL_STATBAR+30);
517 c_put_str(TERM_YELLOW, "Md", row_statbar, COL_STATBAR+30);
520 else if (p_ptr->tsubureru)
523 c_put_str(TERM_L_UMBER, "¿", row_statbar, COL_STATBAR+30);
525 c_put_str(TERM_L_UMBER, "Eh", row_statbar, COL_STATBAR+30);
528 else if (p_ptr->shield)
531 c_put_str(TERM_WHITE, "ÀÐ", row_statbar, COL_STATBAR+30);
533 c_put_str(TERM_WHITE, "Ss", row_statbar, COL_STATBAR+30);
536 else if (p_ptr->special_defense & NINJA_KAWARIMI)
539 c_put_str(TERM_VIOLET, "ÊÑ", row_statbar, COL_STATBAR+30);
541 c_put_str(TERM_VIOLET, "Qa", row_statbar, COL_STATBAR+30);
546 put_str(" ", row_statbar, COL_STATBAR+30);
550 if (p_ptr->special_defense & DEFENSE_ACID)
553 c_put_str(TERM_L_GREEN, "»À", row_statbar, COL_STATBAR+32);
555 c_put_str(TERM_L_GREEN, "Ac", row_statbar, COL_STATBAR+32);
558 else if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
561 c_put_str(TERM_GREEN, "»À", row_statbar, COL_STATBAR+32);
563 c_put_str(TERM_GREEN, "Ac", row_statbar, COL_STATBAR+32);
568 put_str(" ", row_statbar, COL_STATBAR+32);
571 /* Oppose Lightning */
572 if (p_ptr->special_defense & DEFENSE_ELEC)
575 c_put_str(TERM_L_BLUE, "ÅÅ", row_statbar, COL_STATBAR+34);
577 c_put_str(TERM_L_BLUE, "El", row_statbar, COL_STATBAR+34);
580 else if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
583 c_put_str(TERM_BLUE, "ÅÅ", row_statbar, COL_STATBAR+34);
585 c_put_str(TERM_BLUE, "El", row_statbar, COL_STATBAR+34);
590 put_str(" ", row_statbar, COL_STATBAR+34);
594 if (p_ptr->special_defense & DEFENSE_FIRE)
597 c_put_str(TERM_L_RED, "²Ð", row_statbar, COL_STATBAR+36);
599 c_put_str(TERM_L_RED, "Fi", row_statbar, COL_STATBAR+36);
602 else if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
605 c_put_str(TERM_RED, "²Ð", row_statbar, COL_STATBAR+36);
607 c_put_str(TERM_RED, "Fi", row_statbar, COL_STATBAR+36);
612 put_str(" ", row_statbar, COL_STATBAR+36);
616 if (p_ptr->special_defense & DEFENSE_COLD)
619 c_put_str(TERM_WHITE, "Îä", row_statbar, COL_STATBAR+38);
621 c_put_str(TERM_WHITE, "Co", row_statbar, COL_STATBAR+38);
624 else if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
627 c_put_str(TERM_SLATE, "Îä", row_statbar, COL_STATBAR+38);
629 c_put_str(TERM_SLATE, "Co", row_statbar, COL_STATBAR+38);
634 put_str(" ", row_statbar, COL_STATBAR+38);
638 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
641 c_put_str(TERM_GREEN, "ÆÇ", row_statbar, COL_STATBAR+40);
643 c_put_str(TERM_GREEN, "Po", row_statbar, COL_STATBAR+40);
648 put_str(" ", row_statbar, COL_STATBAR+40);
652 if (p_ptr->word_recall)
655 c_put_str(TERM_WHITE, "µ¢", row_statbar, COL_STATBAR+42);
657 c_put_str(TERM_WHITE, "Wr", row_statbar, COL_STATBAR+42);
662 put_str(" ", row_statbar, COL_STATBAR+42);
669 c_put_str(TERM_BLUE, "¶²", row_statbar, COL_STATBAR+44);
671 c_put_str(TERM_BLUE, "Fe", row_statbar, COL_STATBAR+44);
676 put_str(" ", row_statbar, COL_STATBAR+44);
680 if (p_ptr->tim_res_time)
683 c_put_str(TERM_L_BLUE, "»þ", row_statbar, COL_STATBAR+46);
685 c_put_str(TERM_L_BLUE, "Ti", row_statbar, COL_STATBAR+46);
688 else if (p_ptr->multishadow)
691 c_put_str(TERM_L_BLUE, "ʬ", row_statbar, COL_STATBAR+46);
693 c_put_str(TERM_L_BLUE, "Ms", row_statbar, COL_STATBAR+46);
698 put_str(" ", row_statbar, COL_STATBAR+46);
701 /* Confusing Hands */
702 if (p_ptr->special_attack & ATTACK_CONFUSE)
705 c_put_str(TERM_RED, "Íð", row_statbar, COL_STATBAR+48);
707 c_put_str(TERM_RED, "Cf", row_statbar, COL_STATBAR+48);
712 put_str(" ", row_statbar, COL_STATBAR+48);
715 if (p_ptr->resist_magic)
718 c_put_str(TERM_SLATE, "ËÉ", row_statbar, COL_STATBAR+50);
720 c_put_str(TERM_SLATE, "Rm", row_statbar, COL_STATBAR+50);
725 put_str(" ", row_statbar, COL_STATBAR+50);
728 /* Ultimate-resistance */
732 c_put_str(TERM_YELLOW, "µæ", row_statbar, COL_STATBAR+52);
734 c_put_str(TERM_YELLOW, "Ul", row_statbar, COL_STATBAR+52);
738 else if (p_ptr->tim_ffall)
741 c_put_str(TERM_L_BLUE, "Éâ", row_statbar, COL_STATBAR+52);
743 c_put_str(TERM_L_BLUE, "Lv", row_statbar, COL_STATBAR+52);
746 else if (p_ptr->tim_res_nether)
749 c_put_str(TERM_L_DARK, "¹ö", row_statbar, COL_STATBAR+52);
751 c_put_str(TERM_L_DARK, "Nt", row_statbar, COL_STATBAR+52);
754 else if (p_ptr->dustrobe)
757 c_put_str(TERM_L_DARK, "¶À", row_statbar, COL_STATBAR+52);
759 c_put_str(TERM_L_DARK, "Am", row_statbar, COL_STATBAR+52);
764 put_str(" ", row_statbar, COL_STATBAR+52);
768 if (p_ptr->special_attack & ATTACK_FIRE)
771 c_put_str(TERM_L_RED, "²Ð", row_statbar, COL_STATBAR+54);
773 c_put_str(TERM_L_RED, "Fi", row_statbar, COL_STATBAR+54);
776 else if (p_ptr->special_attack & ATTACK_COLD)
779 c_put_str(TERM_WHITE, "Îä", row_statbar, COL_STATBAR+54);
781 c_put_str(TERM_WHITE, "Co", row_statbar, COL_STATBAR+54);
784 else if (p_ptr->special_attack & ATTACK_ELEC)
787 c_put_str(TERM_L_BLUE, "ÅÅ", row_statbar, COL_STATBAR+54);
789 c_put_str(TERM_L_BLUE, "El", row_statbar, COL_STATBAR+54);
792 else if (p_ptr->special_attack & ATTACK_ACID)
795 c_put_str(TERM_SLATE, "»À", row_statbar, COL_STATBAR+54);
797 c_put_str(TERM_SLATE, "Ac", row_statbar, COL_STATBAR+54);
800 else if (p_ptr->special_attack & ATTACK_POIS)
803 c_put_str(TERM_L_GREEN, "ÆÇ", row_statbar, COL_STATBAR+54);
805 c_put_str(TERM_L_GREEN, "Po", row_statbar, COL_STATBAR+54);
808 else if (p_ptr->special_defense & NINJA_S_STEALTH)
811 c_put_str(TERM_YELLOW, "Ķ", row_statbar, COL_STATBAR+54);
813 c_put_str(TERM_YELLOW, "St", row_statbar, COL_STATBAR+54);
818 put_str(" ", row_statbar, COL_STATBAR+54);
822 if (p_ptr->tim_sh_fire)
825 c_put_str(TERM_L_RED, "¥ª", row_statbar, COL_STATBAR+56);
827 c_put_str(TERM_L_RED, "Sf", row_statbar, COL_STATBAR+56);
830 else if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
833 c_put_str(TERM_UMBER, "±£", row_statbar, COL_STATBAR+56);
835 c_put_str(TERM_UMBER, "Sl", row_statbar, COL_STATBAR+56);
838 else if (p_ptr->special_defense & NINJA_S_STEALTH)
841 c_put_str(TERM_YELLOW, "±£", row_statbar, COL_STATBAR+56);
843 c_put_str(TERM_YELLOW, "lt", row_statbar, COL_STATBAR+56);
846 else if (p_ptr->tim_sh_touki)
849 c_put_str(TERM_WHITE, "Ʈ", row_statbar, COL_STATBAR+56);
851 c_put_str(TERM_WHITE, "Ae", row_statbar, COL_STATBAR+56);
856 put_str(" ", row_statbar, COL_STATBAR+56);
863 * Prints "title", including "wizard" or "winner" as needed.
865 static void prt_title(void)
874 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
883 else if (total_winner || (p_ptr->lev > PY_MAX_LEVEL))
885 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
888 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
898 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
911 mb_strlcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 14);
913 strncpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 13);
919 prt_field(p, ROW_TITLE, COL_TITLE);
926 static void prt_level(void)
931 sprintf(tmp, "%5d", p_ptr->lev);
933 sprintf(tmp, "%6d", p_ptr->lev);
937 if (p_ptr->lev >= p_ptr->max_plv)
940 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
941 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
943 put_str("LEVEL ", ROW_LEVEL, 0);
944 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
951 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
952 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
954 put_str("Level ", ROW_LEVEL, 0);
955 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
963 * Display the experience
965 static void prt_exp(void)
969 if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
970 (void)strcpy(out_val, "*******");
973 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
975 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
979 if (p_ptr->exp >= p_ptr->max_exp)
982 put_str("·Ð¸³ ", ROW_EXP, 0);
983 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
985 put_str("EXP ", ROW_EXP, 0);
986 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
993 put_str("x·Ð¸³", ROW_EXP, 0);
994 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
996 put_str("Exp ", ROW_EXP, 0);
997 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
1005 * Prints current gold
1007 static void prt_gold(void)
1012 put_str("¡ð ", ROW_GOLD, COL_GOLD);
1014 put_str("AU ", ROW_GOLD, COL_GOLD);
1017 sprintf(tmp, "%9ld", (long)p_ptr->au);
1018 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
1026 static void prt_ac(void)
1031 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
1032 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
1033 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1034 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
1036 put_str("Cur AC ", ROW_AC, COL_AC);
1037 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1038 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
1045 * Prints Cur/Max hit points
1047 static void prt_hp(void)
1049 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
1055 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
1057 put_str("HP", ROW_CURHP, COL_CURHP);
1059 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1060 sprintf(tmp, "%4d", p_ptr->chp);
1062 if (p_ptr->chp >= p_ptr->mhp)
1064 color = TERM_L_GREEN;
1066 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1068 color = TERM_YELLOW;
1075 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
1078 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
1080 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1081 sprintf(tmp, "%4d", p_ptr->mhp);
1082 color = TERM_L_GREEN;
1084 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
1089 * Prints players max/cur spell points
1091 static void prt_sp(void)
1093 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
1098 /* Do not show mana unless it matters */
1099 if (!mp_ptr->spell_book) return;
1102 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
1105 put_str("MP", ROW_CURSP, COL_CURSP);
1107 put_str("SP", ROW_CURSP, COL_CURSP);
1110 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1111 sprintf(tmp, "%4d", p_ptr->csp);
1113 if (p_ptr->csp >= p_ptr->msp)
1115 color = TERM_L_GREEN;
1117 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
1119 color = TERM_YELLOW;
1126 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1129 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1131 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1132 sprintf(tmp, "%4d", p_ptr->msp);
1133 color = TERM_L_GREEN;
1135 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1140 * Prints depth in stat area
1142 static void prt_depth(void)
1145 int wid, hgt, row_depth;
1147 Term_get_size(&wid, &hgt);
1148 row_depth = hgt - 1;
1153 strcpy(depths, "ÃϾå");
1155 strcpy(depths, "Surf.");
1158 else if (p_ptr->inside_quest && !dungeon_type)
1161 strcpy(depths, "ÃϾå");
1163 strcpy(depths, "Quest");
1167 else if (depth_in_feet)
1170 (void)sprintf(depths, "%d ft", dun_level * 50);
1172 (void)sprintf(depths, "%d ft", dun_level * 50);
1179 sprintf(depths, "%d ³¬", dun_level);
1181 (void)sprintf(depths, "Lev %d", dun_level);
1186 /* Right-Adjust the "depth", and clear old values */
1187 prt(format("%7s", depths), row_depth, COL_DEPTH);
1192 * Prints status of hunger
1194 static void prt_hunger(void)
1196 /* Fainting / Starving */
1197 if (p_ptr->food < PY_FOOD_FAINT)
1200 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1202 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1208 else if (p_ptr->food < PY_FOOD_WEAK)
1211 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1213 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1219 else if (p_ptr->food < PY_FOOD_ALERT)
1222 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1224 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1230 else if (p_ptr->food < PY_FOOD_FULL)
1232 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1236 else if (p_ptr->food < PY_FOOD_MAX)
1239 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1241 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1250 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1252 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1260 * Prints Searching, Resting, Paralysis, or 'count' status
1261 * Display is always exactly 10 characters wide (see below)
1263 * This function was a major bottleneck when resting, so a lot of
1264 * the text formatting code was optimized in place below.
1266 static void prt_state(void)
1268 byte attr = TERM_WHITE;
1275 if (command_rep > 999)
1278 sprintf(text, "%2d00", command_rep / 100);
1280 (void)sprintf(text, "%2d00", command_rep / 100);
1287 sprintf(text, " %2d", command_rep);
1289 (void)sprintf(text, " %2d", command_rep);
1298 switch(p_ptr->action)
1303 strcpy(text, "õº÷");
1305 strcpy(text, "Sear");
1313 /* Start with "Rest" */
1321 /* Extensive (timed) rest */
1322 if (resting >= 1000)
1327 text[1] = '0' + (i % 10);
1328 text[0] = '0' + (i / 10);
1331 /* Long (timed) rest */
1332 else if (resting >= 100)
1335 text[3] = '0' + (i % 10);
1337 text[2] = '0' + (i % 10);
1338 text[1] = '0' + (i / 10);
1341 /* Medium (timed) rest */
1342 else if (resting >= 10)
1345 text[3] = '0' + (i % 10);
1346 text[2] = '0' + (i / 10);
1349 /* Short (timed) rest */
1350 else if (resting > 0)
1353 text[3] = '0' + (i);
1356 /* Rest until healed */
1357 else if (resting == -1)
1359 text[0] = text[1] = text[2] = text[3] = '*';
1362 /* Rest until done */
1363 else if (resting == -2)
1365 text[0] = text[1] = text[2] = text[3] = '&';
1372 strcpy(text, "³Ø½¬");
1374 strcpy(text, "lear");
1376 if (new_mane) attr = TERM_L_RED;
1382 strcpy(text, "Äà¤ê");
1384 strcpy(text, "fish");
1391 for (i = 0; i < MAX_KAMAE; i++)
1392 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1395 case 0: attr = TERM_GREEN;break;
1396 case 1: attr = TERM_WHITE;break;
1397 case 2: attr = TERM_L_BLUE;break;
1398 case 3: attr = TERM_L_RED;break;
1400 strcpy(text, kamae_shurui[i].desc);
1406 for (i = 0; i < MAX_KATA; i++)
1407 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1408 strcpy(text, kata_shurui[i].desc);
1414 strcpy(text, "²Î ");
1416 strcpy(text, "Sing");
1420 case ACTION_HAYAGAKE:
1423 strcpy(text, "®¶î");
1425 strcpy(text, "Fast");
1437 /* Display the info (or blanks) */
1438 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1443 * Prints the speed of a character. -CJS-
1445 static void prt_speed(void)
1447 int i = p_ptr->pspeed;
1448 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1450 byte attr = TERM_WHITE;
1452 int wid, hgt, row_speed;
1454 Term_get_size(&wid, &hgt);
1455 row_speed = hgt - 1;
1457 /* Hack -- Visually "undo" the Search Mode Slowdown */
1458 if (p_ptr->action == ACTION_SEARCH) i += 10;
1465 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1466 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1467 else attr = TERM_GREEN;
1469 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1470 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1471 else attr = TERM_L_GREEN;
1473 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1475 sprintf(buf, "Fast(+%d)", (i - 110));
1485 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1486 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1487 else attr = TERM_RED;
1489 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1490 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1491 else attr = TERM_L_UMBER;
1493 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1495 sprintf(buf, "Slow(-%d)", (110 - i));
1498 else if (p_ptr->riding)
1502 strcpy(buf, "¾èÇÏÃæ");
1504 strcpy(buf, "Riding");
1508 /* Display the speed */
1509 c_put_str(attr, format("%-9s", buf), row_speed, COL_SPEED);
1513 static void prt_study(void)
1515 int wid, hgt, row_study;
1517 Term_get_size(&wid, &hgt);
1518 row_study = hgt - 1;
1520 if (p_ptr->new_spells)
1523 put_str("³Ø½¬", row_study, COL_STUDY);
1525 put_str("Stud", row_study, COL_STUDY);
1531 put_str(" ", row_study, COL_STUDY);
1536 static void prt_mane(void)
1538 int wid, hgt, row_study;
1540 Term_get_size(&wid, &hgt);
1541 row_study = hgt - 1;
1543 if (p_ptr->pclass == CLASS_IMITATOR)
1548 if (new_mane) attr = TERM_L_RED;
1549 else attr = TERM_WHITE;
1551 c_put_str(attr, "¤Þ¤Í", row_study, COL_STUDY);
1553 c_put_str(attr, "Mane", row_study, COL_STUDY);
1558 put_str(" ", row_study, COL_STUDY);
1564 static void prt_cut(void)
1571 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1573 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1580 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1582 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1589 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1591 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1598 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1600 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1607 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1609 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1616 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1618 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1625 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1627 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1633 put_str(" ", ROW_CUT, COL_CUT);
1639 static void prt_stun(void)
1641 int s = p_ptr->stun;
1646 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1648 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1655 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1657 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1664 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1666 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1672 put_str(" ", ROW_STUN, COL_STUN);
1679 * Redraw the "monster health bar" -DRS-
1680 * Rather extensive modifications by -BEN-
1682 * The "monster health bar" provides visual feedback on the "health"
1683 * of the monster currently being "tracked". There are several ways
1684 * to "track" a monster, including targetting it, attacking it, and
1685 * affecting it (and nobody else) with a ranged attack.
1687 * Display the monster health bar (affectionately known as the
1688 * "health-o-meter"). Clear health bar if nothing is being tracked.
1689 * Auto-track current target monster when bored. Note that the
1690 * health-bar stops tracking any monster that "disappears".
1692 static void health_redraw(void)
1695 #ifdef DRS_SHOW_HEALTH_BAR
1698 if (!p_ptr->health_who)
1700 /* Erase the health bar */
1701 Term_erase(COL_INFO, ROW_INFO, 12);
1704 /* Tracking an unseen monster */
1705 else if (!m_list[p_ptr->health_who].ml)
1707 /* Indicate that the monster health is "unknown" */
1708 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1711 /* Tracking a hallucinatory monster */
1712 else if (p_ptr->image)
1714 /* Indicate that the monster health is "unknown" */
1715 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1718 /* Tracking a dead monster (???) */
1719 else if (!m_list[p_ptr->health_who].hp < 0)
1721 /* Indicate that the monster health is "unknown" */
1722 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1725 /* Tracking a visible monster */
1730 monster_type *m_ptr = &m_list[p_ptr->health_who];
1732 /* Default to almost dead */
1733 byte attr = TERM_RED;
1735 /* Extract the "percent" of health */
1736 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1737 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1740 if (pct >= 10) attr = TERM_L_RED;
1743 if (pct >= 25) attr = TERM_ORANGE;
1745 /* Somewhat Wounded */
1746 if (pct >= 60) attr = TERM_YELLOW;
1749 if (pct >= 100) attr = TERM_L_GREEN;
1752 if (m_ptr->monfear) attr = TERM_VIOLET;
1755 if (m_ptr->csleep) attr = TERM_BLUE;
1758 if (m_ptr->invulner) attr = TERM_WHITE;
1760 /* Convert percent into "health" */
1761 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1763 /* Default to "unknown" */
1764 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1766 /* Dump the current "health" (use '*' symbols) */
1767 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1776 static void riding_health_redraw(void)
1779 #ifdef DRS_SHOW_HEALTH_BAR
1784 /* Erase the health bar */
1785 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1788 /* Tracking a hallucinatory monster */
1789 else if (p_ptr->image)
1791 /* Indicate that the monster health is "unknown" */
1792 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1795 /* Tracking a dead monster (???) */
1796 else if (!m_list[p_ptr->health_who].hp < 0)
1798 /* Indicate that the monster health is "unknown" */
1799 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1802 /* Tracking a visible monster */
1807 monster_type *m_ptr = &m_list[p_ptr->riding];
1809 /* Default to almost dead */
1810 byte attr = TERM_RED;
1812 /* Extract the "percent" of health */
1813 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1814 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1817 if (pct >= 10) attr = TERM_L_RED;
1820 if (pct >= 25) attr = TERM_ORANGE;
1822 /* Somewhat Wounded */
1823 if (pct >= 60) attr = TERM_YELLOW;
1826 if (pct >= 100) attr = TERM_L_GREEN;
1829 if (m_ptr->monfear) attr = TERM_VIOLET;
1832 if (m_ptr->csleep) attr = TERM_BLUE;
1835 if (m_ptr->invulner) attr = TERM_WHITE;
1837 /* Convert percent into "health" */
1838 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1840 /* Default to "unknown" */
1841 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1843 /* Dump the current "health" (use '*' symbols) */
1844 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1854 * Display basic info (mostly left of map)
1856 static void prt_frame_basic(void)
1860 /* Race and Class */
1861 if (p_ptr->mimic_form)
1862 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1867 mb_strlcpy(str, rp_ptr->title, 14);
1868 prt_field(str, ROW_RACE, COL_RACE);
1870 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
1873 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1874 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1880 /* Level/Experience */
1885 for (i = 0; i < 6; i++) prt_stat(i);
1904 riding_health_redraw();
1909 * Display extra info (mostly below map)
1911 static void prt_frame_extra(void)
1936 * Hack -- display inventory in sub-windows
1938 static void fix_inven(void)
1943 for (j = 0; j < 8; j++)
1948 if (!angband_term[j]) continue;
1950 /* No relevant flags */
1951 if (!(window_flag[j] & (PW_INVEN))) continue;
1954 Term_activate(angband_term[j]);
1956 /* Display inventory */
1970 * Hack -- display equipment in sub-windows
1972 static void fix_equip(void)
1977 for (j = 0; j < 8; j++)
1982 if (!angband_term[j]) continue;
1984 /* No relevant flags */
1985 if (!(window_flag[j] & (PW_EQUIP))) continue;
1988 Term_activate(angband_term[j]);
1990 /* Display equipment */
2003 * Hack -- display equipment in sub-windows
2005 static void fix_spell(void)
2010 for (j = 0; j < 8; j++)
2015 if (!angband_term[j]) continue;
2017 /* No relevant flags */
2018 if (!(window_flag[j] & (PW_SPELL))) continue;
2021 Term_activate(angband_term[j]);
2023 /* Display spell list */
2024 display_spell_list();
2036 * Hack -- display character in sub-windows
2038 static void fix_player(void)
2043 for (j = 0; j < 8; j++)
2048 if (!angband_term[j]) continue;
2050 /* No relevant flags */
2051 if (!(window_flag[j] & (PW_PLAYER))) continue;
2054 Term_activate(angband_term[j]);
2058 /* Display player */
2072 * Hack -- display recent messages in sub-windows
2074 * XXX XXX XXX Adjust for width and split messages
2076 static void fix_message(void)
2083 for (j = 0; j < 8; j++)
2088 if (!angband_term[j]) continue;
2090 /* No relevant flags */
2091 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2094 Term_activate(angband_term[j]);
2097 Term_get_size(&w, &h);
2100 for (i = 0; i < h; i++)
2102 /* Dump the message on the appropriate line */
2103 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2106 Term_locate(&x, &y);
2108 /* Clear to end of line */
2109 Term_erase(x, y, 255);
2122 * Hack -- display overhead view in sub-windows
2124 * Note that the "player" symbol does NOT appear on the map.
2126 static void fix_overhead(void)
2133 for (j = 0; j < 8; j++)
2139 if (!angband_term[j]) continue;
2141 /* No relevant flags */
2142 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2145 Term_activate(angband_term[j]);
2147 /* Full map in too small window is useless */
2148 Term_get_size(&wid, &hgt);
2149 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2152 display_map(&cy, &cx);
2165 * Hack -- display dungeon view in sub-windows
2167 static void fix_dungeon(void)
2172 for (j = 0; j < 8; j++)
2177 if (!angband_term[j]) continue;
2179 /* No relevant flags */
2180 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2183 Term_activate(angband_term[j]);
2185 /* Redraw dungeon view */
2198 * Hack -- display monster recall in sub-windows
2200 static void fix_monster(void)
2205 for (j = 0; j < 8; j++)
2210 if (!angband_term[j]) continue;
2212 /* No relevant flags */
2213 if (!(window_flag[j] & (PW_MONSTER))) continue;
2216 Term_activate(angband_term[j]);
2218 /* Display monster race info */
2219 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2231 * Hack -- display object recall in sub-windows
2233 static void fix_object(void)
2238 for (j = 0; j < 8; j++)
2243 if (!angband_term[j]) continue;
2245 /* No relevant flags */
2246 if (!(window_flag[j] & (PW_OBJECT))) continue;
2249 Term_activate(angband_term[j]);
2251 /* Display monster race info */
2252 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2264 * Calculate number of spells player should have, and forget,
2265 * or remember, spells until that number is properly reflected.
2267 * Note that this function induces various "status" messages,
2268 * which must be bypasses until the character is created.
2270 static void calc_spells(void)
2272 int i, j, k, levels;
2274 int num_boukyaku = 0;
2277 int use_realm1 = p_ptr->realm1 - 1;
2278 int use_realm2 = p_ptr->realm2 - 1;
2285 /* Hack -- must be literate */
2286 if (!mp_ptr->spell_book) return;
2288 /* Hack -- wait for creation */
2289 if (!character_generated) return;
2291 /* Hack -- handle "xtra" mode */
2292 if (character_xtra) return;
2294 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2296 p_ptr->new_spells = 0;
2300 p = spell_categoly_name(mp_ptr->spell_book);
2302 /* Determine the number of spells allowed */
2303 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2305 /* Hack -- no negative spells */
2306 if (levels < 0) levels = 0;
2308 /* Extract total allowed spells */
2309 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2311 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2315 if (p_ptr->pclass == CLASS_SAMURAI)
2319 else if (p_ptr->realm2 == REALM_NONE)
2321 num_allowed = (num_allowed+1)/2;
2322 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2324 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2326 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2330 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2333 /* Count the number of spells we know */
2334 for (j = 0; j < 64; j++)
2336 /* Count known spells */
2338 (spell_forgotten1 & (1L << j)) :
2339 (spell_forgotten2 & (1L << (j - 32))))
2345 /* See how many spells we must forget or may learn */
2346 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2348 /* Forget spells which are too hard */
2349 for (i = 63; i >= 0; i--)
2351 /* Efficiency -- all done */
2352 if (!spell_learned1 && !spell_learned2) break;
2354 /* Access the spell */
2357 /* Skip non-spells */
2358 if (j >= 99) continue;
2362 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2365 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2367 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2370 s_ptr = &mp_ptr->info[use_realm1][j];
2372 s_ptr = &mp_ptr->info[use_realm2][j%32];
2374 /* Skip spells we are allowed to know */
2375 if (s_ptr->slevel <= p_ptr->lev) continue;
2379 (spell_learned1 & (1L << j)) :
2380 (spell_learned2 & (1L << (j - 32))))
2382 /* Mark as forgotten */
2385 spell_forgotten1 |= (1L << j);
2390 spell_forgotten2 |= (1L << (j - 32));
2394 /* No longer known */
2397 spell_learned1 &= ~(1L << j);
2402 spell_learned2 &= ~(1L << (j - 32));
2408 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2409 spell_names[technic2magic(which+1)-1][j%32], p );
2411 msg_format("You have forgotten the %s of %s.", p,
2412 spell_names[technic2magic(which+1)-1][j%32]);
2416 /* One more can be learned */
2417 p_ptr->new_spells++;
2422 /* Forget spells if we know too many spells */
2423 for (i = 63; i >= 0; i--)
2425 /* Stop when possible */
2426 if (p_ptr->new_spells >= 0) break;
2428 /* Efficiency -- all done */
2429 if (!spell_learned1 && !spell_learned2) break;
2431 /* Get the (i+1)th spell learned */
2434 /* Skip unknown spells */
2435 if (j >= 99) continue;
2437 /* Forget it (if learned) */
2439 (spell_learned1 & (1L << j)) :
2440 (spell_learned2 & (1L << (j - 32))))
2442 /* Mark as forgotten */
2445 spell_forgotten1 |= (1L << j);
2450 spell_forgotten2 |= (1L << (j - 32));
2454 /* No longer known */
2457 spell_learned1 &= ~(1L << j);
2462 spell_learned2 &= ~(1L << (j - 32));
2468 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2469 spell_names[technic2magic(which+1)-1][j%32], p );
2471 msg_format("You have forgotten the %s of %s.", p,
2472 spell_names[technic2magic(which+1)-1][j%32]);
2476 /* One more can be learned */
2477 p_ptr->new_spells++;
2482 /* Check for spells to remember */
2483 for (i = 0; i < 64; i++)
2485 /* None left to remember */
2486 if (p_ptr->new_spells <= 0) break;
2488 /* Efficiency -- all done */
2489 if (!spell_forgotten1 && !spell_forgotten2) break;
2491 /* Get the next spell we learned */
2494 /* Skip unknown spells */
2497 /* Access the spell */
2498 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2501 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2503 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2506 s_ptr = &mp_ptr->info[use_realm1][j];
2508 s_ptr = &mp_ptr->info[use_realm2][j%32];
2510 /* Skip spells we cannot remember */
2511 if (s_ptr->slevel > p_ptr->lev) continue;
2513 /* First set of spells */
2515 (spell_forgotten1 & (1L << j)) :
2516 (spell_forgotten2 & (1L << (j - 32))))
2518 /* No longer forgotten */
2521 spell_forgotten1 &= ~(1L << j);
2526 spell_forgotten2 &= ~(1L << (j - 32));
2530 /* Known once more */
2533 spell_learned1 |= (1L << j);
2538 spell_learned2 |= (1L << (j - 32));
2544 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2545 spell_names[technic2magic(which+1)-1][j%32], p );
2547 msg_format("You have remembered the %s of %s.",
2548 p, spell_names[technic2magic(which+1)-1][j%32]);
2552 /* One less can be learned */
2553 p_ptr->new_spells--;
2559 if (p_ptr->realm2 == REALM_NONE)
2561 /* Count spells that can be learned */
2562 for (j = 0; j < 32; j++)
2564 if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
2565 else s_ptr = &mp_ptr->info[use_realm1][j];
2567 /* Skip spells we cannot remember */
2568 if (s_ptr->slevel > p_ptr->lev) continue;
2570 /* Skip spells we already know */
2571 if (spell_learned1 & (1L << j))
2580 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;
2583 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2585 /* Spell count changed */
2586 if (p_ptr->old_spells != p_ptr->new_spells)
2588 /* Message if needed */
2589 if (p_ptr->new_spells)
2593 if( p_ptr->new_spells < 10 ){
2594 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2596 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2599 msg_format("You can learn %d more %s%s.",
2600 p_ptr->new_spells, p,
2601 (p_ptr->new_spells != 1) ? "s" : "");
2606 /* Save the new_spells value */
2607 p_ptr->old_spells = p_ptr->new_spells;
2609 /* Redraw Study Status */
2610 p_ptr->redraw |= (PR_STUDY);
2616 * Calculate maximum mana. You do not need to know any spells.
2617 * Note that mana is lowered by heavy (or inappropriate) armor.
2619 * This function induces status messages.
2621 static void calc_mana(void)
2623 int msp, levels, cur_wgt, max_wgt;
2628 /* Hack -- Must be literate */
2629 if (!mp_ptr->spell_book) return;
2631 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2632 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2633 (p_ptr->pclass == CLASS_BLUE_MAGE))
2635 levels = p_ptr->lev;
2639 if(mp_ptr->spell_first > p_ptr->lev)
2644 /* Display mana later */
2645 p_ptr->redraw |= (PR_MANA);
2649 /* Extract "effective" player level */
2650 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2653 if (p_ptr->pclass == CLASS_SAMURAI)
2655 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2656 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2660 /* Extract total mana */
2661 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2663 /* Hack -- usually add one mana */
2666 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2668 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2670 /* Hack: High mages have a 25% mana bonus */
2671 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2673 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2676 /* Only mages are affected */
2677 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2681 /* Assume player is not encumbered by gloves */
2682 p_ptr->cumber_glove = FALSE;
2684 /* Get the gloves */
2685 o_ptr = &inventory[INVEN_HANDS];
2687 /* Examine the gloves */
2688 object_flags(o_ptr, &f1, &f2, &f3);
2690 /* Normal gloves hurt mage-type spells */
2692 !(f2 & (TR2_FREE_ACT)) &&
2693 !(f1 & (TR1_MAGIC_MASTERY)) &&
2694 !((f1 & (TR1_DEX)) && (o_ptr->pval > 0)))
2697 p_ptr->cumber_glove = TRUE;
2700 msp = (3 * msp) / 4;
2705 /* Assume player not encumbered by armor */
2706 p_ptr->cumber_armor = FALSE;
2708 /* Weigh the armor */
2710 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2711 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2712 cur_wgt += inventory[INVEN_BODY].weight;
2713 cur_wgt += inventory[INVEN_HEAD].weight;
2714 cur_wgt += inventory[INVEN_OUTER].weight;
2715 cur_wgt += inventory[INVEN_HANDS].weight;
2716 cur_wgt += inventory[INVEN_FEET].weight;
2718 /* Subtract a percentage of maximum mana. */
2719 switch (p_ptr->pclass)
2721 /* For these classes, mana is halved if armour
2722 * is 30 pounds over their weight limit. */
2724 case CLASS_HIGH_MAGE:
2725 case CLASS_BLUE_MAGE:
2727 case CLASS_FORCETRAINER:
2728 case CLASS_SORCERER:
2730 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2731 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2735 /* Mana halved if armour is 40 pounds over weight limit. */
2740 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2741 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2745 case CLASS_MINDCRAFTER:
2746 case CLASS_BEASTMASTER:
2747 case CLASS_MIRROR_MASTER:
2749 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2750 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2754 /* Mana halved if armour is 50 pounds over weight limit. */
2757 case CLASS_RED_MAGE:
2758 case CLASS_WARRIOR_MAGE:
2760 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2761 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2765 /* Mana halved if armour is 60 pounds over weight limit. */
2767 case CLASS_CHAOS_WARRIOR:
2769 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2770 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2774 /* For new classes created, but not yet added to this formula. */
2781 /* Determine the weight allowance */
2782 max_wgt = mp_ptr->spell_weight;
2784 /* Heavy armor penalizes mana by a percentage. -LM- */
2785 if ((cur_wgt - max_wgt) > 0)
2788 p_ptr->cumber_armor = TRUE;
2790 /* Subtract a percentage of maximum mana. */
2791 switch (p_ptr->pclass)
2793 /* For these classes, mana is halved if armour
2794 * is 30 pounds over their weight limit. */
2796 case CLASS_HIGH_MAGE:
2797 case CLASS_BLUE_MAGE:
2799 msp -= msp * (cur_wgt - max_wgt) / 600;
2803 /* Mana halved if armour is 40 pounds over weight limit. */
2805 case CLASS_MINDCRAFTER:
2806 case CLASS_BEASTMASTER:
2808 case CLASS_FORCETRAINER:
2810 case CLASS_MIRROR_MASTER:
2812 msp -= msp * (cur_wgt - max_wgt) / 800;
2816 case CLASS_SORCERER:
2818 msp -= msp * (cur_wgt - max_wgt) / 900;
2822 /* Mana halved if armour is 50 pounds over weight limit. */
2826 case CLASS_RED_MAGE:
2828 msp -= msp * (cur_wgt - max_wgt) / 1000;
2832 /* Mana halved if armour is 60 pounds over weight limit. */
2834 case CLASS_CHAOS_WARRIOR:
2835 case CLASS_WARRIOR_MAGE:
2837 msp -= msp * (cur_wgt - max_wgt) / 1200;
2843 p_ptr->cumber_armor = FALSE;
2847 /* For new classes created, but not yet added to this formula. */
2850 msp -= msp * (cur_wgt - max_wgt) / 800;
2856 /* Mana can never be negative */
2857 if (msp < 0) msp = 0;
2860 /* Maximum mana has changed */
2861 if (p_ptr->msp != msp)
2863 /* Enforce maximum */
2864 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2867 p_ptr->csp_frac = 0;
2871 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2872 if ((level_up == 1) && (msp > p_ptr->msp))
2874 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2875 (msp - p_ptr->msp));
2881 /* Display mana later */
2882 p_ptr->redraw |= (PR_MANA);
2885 p_ptr->window |= (PW_PLAYER);
2886 p_ptr->window |= (PW_SPELL);
2890 /* Hack -- handle "xtra" mode */
2891 if (character_xtra) return;
2893 /* Take note when "glove state" changes */
2894 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2897 if (p_ptr->cumber_glove)
2900 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2902 msg_print("Your covered hands feel unsuitable for spellcasting.");
2909 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2911 msg_print("Your hands feel more suitable for spellcasting.");
2917 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2921 /* Take note when "armor state" changes */
2922 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2925 if (p_ptr->cumber_armor)
2928 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2930 msg_print("The weight of your equipment encumbers your movement.");
2937 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2939 msg_print("You feel able to move more freely.");
2945 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2952 * Calculate the players (maximal) hit points
2953 * Adjust current hitpoints if necessary
2955 static void calc_hitpoints(void)
2960 /* Un-inflate "half-hitpoint bonus per level" value */
2961 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2963 /* Calculate hitpoints */
2964 mhp = player_hp[p_ptr->lev - 1];
2966 if (p_ptr->mimic_form)
2968 if (p_ptr->pclass == CLASS_SORCERER)
2969 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2971 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2972 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2975 if (p_ptr->pclass == CLASS_SORCERER)
2977 if (p_ptr->lev < 30)
2978 mhp = (mhp * (45+p_ptr->lev) / 100);
2980 mhp = (mhp * 75 / 100);
2981 bonus = (bonus * 65 / 100);
2986 if (p_ptr->pclass == CLASS_BERSERKER)
2988 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2991 /* Always have at least one hitpoint per level */
2992 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2994 /* Factor in the hero / superhero settings */
2995 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
2996 if (p_ptr->shero) mhp += 30;
2997 if (p_ptr->tsuyoshi) mhp += 50;
2999 /* New maximum hitpoints */
3000 if (p_ptr->mhp != mhp)
3002 /* Enforce maximum */
3003 if (p_ptr->chp >= mhp)
3006 p_ptr->chp_frac = 0;
3010 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
3011 if ((level_up == 1) && (mhp > p_ptr->mhp))
3013 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
3014 (mhp - p_ptr->mhp) );
3017 /* Save the new max-hitpoints */
3020 /* Display hitpoints (later) */
3021 p_ptr->redraw |= (PR_HP);
3024 p_ptr->window |= (PW_PLAYER);
3031 * Extract and set the current "lite radius"
3033 * SWD: Experimental modification: multiple light sources have additive effect.
3036 static void calc_torch(void)
3042 /* Assume no light */
3043 p_ptr->cur_lite = 0;
3045 /* Loop through all wielded items */
3046 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3048 o_ptr = &inventory[i];
3050 /* Examine actual lites */
3051 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
3053 if (o_ptr->name2 == EGO_LITE_DARKNESS)
3055 if (o_ptr->sval == SV_LITE_TORCH)
3057 p_ptr->cur_lite -= 1;
3060 /* Lanterns (with fuel) provide more lite */
3061 else if (o_ptr->sval == SV_LITE_LANTERN)
3063 p_ptr->cur_lite -= 2;
3066 else if (o_ptr->sval == SV_LITE_FEANOR)
3068 p_ptr->cur_lite -= 3;
3071 /* Torches (with fuel) provide some lite */
3072 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
3074 p_ptr->cur_lite += 1;
3077 /* Lanterns (with fuel) provide more lite */
3078 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
3080 p_ptr->cur_lite += 2;
3083 else if (o_ptr->sval == SV_LITE_FEANOR)
3085 p_ptr->cur_lite += 2;
3088 /* Artifact Lites provide permanent, bright, lite */
3089 else if (artifact_p(o_ptr))
3091 p_ptr->cur_lite += 3;
3094 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3098 /* Skip empty slots */
3099 if (!o_ptr->k_idx) continue;
3101 /* Extract the flags */
3102 object_flags(o_ptr, &f1, &f2, &f3);
3104 /* does this item glow? */
3107 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
3108 else p_ptr->cur_lite++;
3114 /* max radius is 5 without rewriting other code -- */
3115 /* see cave.c:update_lite() and defines.h:LITE_MAX */
3116 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3117 p_ptr->cur_lite = 1;
3118 if (p_ptr->cur_lite > 5) p_ptr->cur_lite = 5;
3119 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3121 /* check if the player doesn't have a lite source, */
3122 /* but does glow as an intrinsic. */
3123 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
3125 /* end experimental mods */
3127 /* Reduce lite when running if requested */
3128 if (running && view_reduce_lite)
3130 /* Reduce the lite radius if needed */
3131 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
3134 /* Notice changes in the "lite radius" */
3135 if (p_ptr->old_lite != p_ptr->cur_lite)
3137 /* Update the lite */
3138 p_ptr->update |= (PU_LITE);
3140 /* Update the monsters */
3141 p_ptr->update |= (PU_MONSTERS);
3143 /* Remember the old lite */
3144 p_ptr->old_lite = p_ptr->cur_lite;
3146 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3147 set_superstealth(FALSE);
3154 * Computes current weight limit.
3156 static int weight_limit(void)
3160 /* Weight limit based only on strength */
3161 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
3162 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
3164 /* Return the result */
3169 bool buki_motteruka(int i)
3171 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
3175 * Calculate the players current "state", taking into account
3176 * not only race/class intrinsics, but also objects being worn
3177 * and temporary spell effects.
3179 * See also calc_mana() and calc_hitpoints().
3181 * Take note of the new "speed code", in particular, a very strong
3182 * player will start slowing down as soon as he reaches 150 pounds,
3183 * but not until he reaches 450 pounds will he be half as fast as
3184 * a normal kobold. This both hurts and helps the player, hurts
3185 * because in the old days a player could just avoid 300 pounds,
3186 * and helps because now carrying 300 pounds is not very painful.
3188 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3189 * damage, since that would affect non-combat things. These values
3190 * are actually added in later, at the appropriate place.
3192 * This function induces various "status" messages.
3194 void calc_bonuses(void)
3196 int i, j, hold, neutral[2];
3207 bool yoiyami = FALSE;
3208 bool down_saving = FALSE;
3209 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3210 bool easy_2weapon = FALSE;
3211 s16b this_o_idx, next_o_idx = 0;
3212 player_race *tmp_rp_ptr;
3215 /* Save the old speed */
3216 old_speed = p_ptr->pspeed;
3218 /* Save the old vision stuff */
3219 old_telepathy = p_ptr->telepathy;
3220 old_see_inv = p_ptr->see_inv;
3222 /* Save the old armor class */
3223 old_dis_ac = p_ptr->dis_ac;
3224 old_dis_to_a = p_ptr->dis_to_a;
3227 /* Clear extra blows/shots */
3228 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3230 /* Clear the stat modifiers */
3231 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3234 /* Clear the Displayed/Real armor class */
3235 p_ptr->dis_ac = p_ptr->ac = 0;
3237 /* Clear the Displayed/Real Bonuses */
3238 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3239 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3240 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3241 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3242 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3243 p_ptr->dis_to_a = p_ptr->to_a = 0;
3247 p_ptr->to_m_chance = 0;
3249 /* Start with "normal" speed */
3250 p_ptr->pspeed = 110;
3252 /* Start with a single blow per turn */
3253 p_ptr->num_blow[0] = 1;
3254 p_ptr->num_blow[1] = 1;
3256 /* Start with a single shot per turn */
3257 p_ptr->num_fire = 100;
3259 /* Reset the "xtra" tval */
3260 p_ptr->tval_xtra = 0;
3262 /* Reset the "ammo" tval */
3263 p_ptr->tval_ammo = 0;
3265 /* Clear all the flags */
3267 p_ptr->bless_blade = FALSE;
3268 p_ptr->xtra_might = FALSE;
3269 p_ptr->impact[0] = FALSE;
3270 p_ptr->impact[1] = FALSE;
3271 p_ptr->pass_wall = FALSE;
3272 p_ptr->kill_wall = FALSE;
3273 p_ptr->dec_mana = FALSE;
3274 p_ptr->easy_spell = FALSE;
3275 p_ptr->heavy_spell = FALSE;
3276 p_ptr->see_inv = FALSE;
3277 p_ptr->free_act = FALSE;
3278 p_ptr->slow_digest = FALSE;
3279 p_ptr->regenerate = FALSE;
3280 p_ptr->can_swim = FALSE;
3281 p_ptr->ffall = FALSE;
3282 p_ptr->hold_life = FALSE;
3283 p_ptr->telepathy = FALSE;
3284 p_ptr->lite = FALSE;
3285 p_ptr->sustain_str = FALSE;
3286 p_ptr->sustain_int = FALSE;
3287 p_ptr->sustain_wis = FALSE;
3288 p_ptr->sustain_con = FALSE;
3289 p_ptr->sustain_dex = FALSE;
3290 p_ptr->sustain_chr = FALSE;
3291 p_ptr->resist_acid = FALSE;
3292 p_ptr->resist_elec = FALSE;
3293 p_ptr->resist_fire = FALSE;
3294 p_ptr->resist_cold = FALSE;
3295 p_ptr->resist_pois = FALSE;
3296 p_ptr->resist_conf = FALSE;
3297 p_ptr->resist_sound = FALSE;
3298 p_ptr->resist_lite = FALSE;
3299 p_ptr->resist_dark = FALSE;
3300 p_ptr->resist_chaos = FALSE;
3301 p_ptr->resist_disen = FALSE;
3302 p_ptr->resist_shard = FALSE;
3303 p_ptr->resist_nexus = FALSE;
3304 p_ptr->resist_blind = FALSE;
3305 p_ptr->resist_neth = FALSE;
3306 p_ptr->resist_time = FALSE;
3307 p_ptr->resist_fear = FALSE;
3308 p_ptr->reflect = FALSE;
3309 p_ptr->sh_fire = FALSE;
3310 p_ptr->sh_elec = FALSE;
3311 p_ptr->sh_cold = FALSE;
3312 p_ptr->anti_magic = FALSE;
3313 p_ptr->anti_tele = FALSE;
3314 p_ptr->warning = FALSE;
3315 p_ptr->mighty_throw = FALSE;
3317 p_ptr->immune_acid = FALSE;
3318 p_ptr->immune_elec = FALSE;
3319 p_ptr->immune_fire = FALSE;
3320 p_ptr->immune_cold = FALSE;
3322 p_ptr->ryoute = FALSE;
3323 p_ptr->migite = FALSE;
3324 p_ptr->hidarite = FALSE;
3325 p_ptr->no_flowed = FALSE;
3329 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3330 else tmp_rp_ptr = &race_info[p_ptr->prace];
3332 /* Base infravision (purely racial) */
3333 p_ptr->see_infra = tmp_rp_ptr->infra;
3335 /* Base skill -- disarming */
3336 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3338 /* Base skill -- magic devices */
3339 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3341 /* Base skill -- saving throw */
3342 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3344 /* Base skill -- stealth */
3345 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3347 /* Base skill -- searching ability */
3348 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3350 /* Base skill -- searching frequency */
3351 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3353 /* Base skill -- combat (normal) */
3354 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3356 /* Base skill -- combat (shooting) */
3357 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3359 /* Base skill -- combat (throwing) */
3360 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3362 /* Base skill -- digging */
3363 p_ptr->skill_dig = 0;
3365 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;
3366 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;
3367 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3368 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3370 if (p_ptr->special_defense & KAMAE_MASK)
3372 if (empty_hands(TRUE) < 2)
3374 set_action(ACTION_NONE);
3378 switch (p_ptr->pclass)
3381 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3382 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3385 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3387 case CLASS_CHAOS_WARRIOR:
3388 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3389 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3391 case CLASS_MINDCRAFTER:
3392 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3393 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3394 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3395 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3398 case CLASS_FORCETRAINER:
3399 /* Unencumbered Monks become faster every 10 levels */
3400 if (!(heavy_armor()))
3402 if (!((p_ptr->prace == RACE_KLACKON) ||
3403 (p_ptr->prace == RACE_SPRITE) ||
3404 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3405 p_ptr->pspeed += (p_ptr->lev) / 10;
3407 /* Free action if unencumbered at level 25 */
3408 if (p_ptr->lev > 24)
3409 p_ptr->free_act = TRUE;
3412 case CLASS_SORCERER:
3414 p_ptr->dis_to_a -= 50;
3417 p_ptr->resist_sound = TRUE;
3420 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3422 case CLASS_BERSERKER:
3424 p_ptr->sustain_str = TRUE;
3425 p_ptr->sustain_dex = TRUE;
3426 p_ptr->sustain_con = TRUE;
3427 p_ptr->regenerate = TRUE;
3428 p_ptr->free_act = TRUE;
3430 if (p_ptr->lev > 29) p_ptr->pspeed++;
3431 if (p_ptr->lev > 39) p_ptr->pspeed++;
3432 if (p_ptr->lev > 44) p_ptr->pspeed++;
3433 if (p_ptr->lev > 49) p_ptr->pspeed++;
3434 p_ptr->to_a += 10+p_ptr->lev/2;
3435 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3436 p_ptr->skill_dig += (100+p_ptr->lev*8);
3437 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3438 p_ptr->redraw |= PR_STATUS;
3440 case CLASS_MIRROR_MASTER:
3441 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3444 /* Unencumbered Monks become faster every 10 levels */
3447 p_ptr->pspeed -= (p_ptr->lev) / 10;
3448 p_ptr->skill_stl -= (p_ptr->lev)/10;
3450 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3453 if (!((p_ptr->prace == RACE_KLACKON) ||
3454 (p_ptr->prace == RACE_SPRITE) ||
3455 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3456 p_ptr->pspeed += (p_ptr->lev) / 10;
3457 p_ptr->skill_stl += (p_ptr->lev)/10;
3459 /* Free action if unencumbered at level 25 */
3460 if (p_ptr->lev > 24)
3461 p_ptr->free_act = TRUE;
3463 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3465 p_ptr->to_a += p_ptr->lev/2+5;
3466 p_ptr->dis_to_a += p_ptr->lev/2+5;
3468 p_ptr->slow_digest = TRUE;
3469 p_ptr->resist_fear = TRUE;
3470 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3471 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3472 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3473 if (p_ptr->lev > 44)
3475 p_ptr->oppose_pois = 1;
3476 p_ptr->redraw |= PR_STATUS;
3482 if (p_ptr->mimic_form)
3484 switch(p_ptr->mimic_form)
3487 p_ptr->hold_life=TRUE;
3488 p_ptr->resist_chaos=TRUE;
3489 p_ptr->resist_neth=TRUE;
3490 p_ptr->resist_fire=TRUE;
3491 p_ptr->oppose_fire = 1;
3492 p_ptr->see_inv=TRUE;
3494 p_ptr->redraw |= PR_STATUS;
3496 p_ptr->dis_to_a += 10;
3498 case MIMIC_DEMON_LORD:
3499 p_ptr->hold_life=TRUE;
3500 p_ptr->resist_chaos=TRUE;
3501 p_ptr->resist_neth=TRUE;
3502 p_ptr->immune_fire=TRUE;
3503 p_ptr->resist_acid = TRUE;
3504 p_ptr->resist_fire=TRUE;
3505 p_ptr->resist_cold = TRUE;
3506 p_ptr->resist_elec = TRUE;
3507 p_ptr->resist_pois = TRUE;
3508 p_ptr->resist_conf = TRUE;
3509 p_ptr->resist_disen = TRUE;
3510 p_ptr->resist_nexus = TRUE;
3511 p_ptr->resist_fear = TRUE;
3512 p_ptr->sh_fire = TRUE;
3513 p_ptr->see_inv = TRUE;
3514 p_ptr->telepathy = TRUE;
3515 p_ptr->ffall = TRUE;
3516 p_ptr->kill_wall = TRUE;
3519 p_ptr->dis_to_a += 20;
3522 p_ptr->resist_dark = TRUE;
3523 p_ptr->hold_life = TRUE;
3524 p_ptr->resist_neth = TRUE;
3525 p_ptr->resist_cold = TRUE;
3526 p_ptr->resist_pois = TRUE;
3527 p_ptr->see_inv = TRUE;
3530 p_ptr->dis_to_a += 10;
3531 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3537 switch (p_ptr->prace)
3540 p_ptr->resist_lite = TRUE;
3543 p_ptr->sustain_dex = TRUE;
3546 p_ptr->free_act = TRUE;
3549 p_ptr->resist_blind = TRUE;
3552 p_ptr->resist_dark = TRUE;
3554 case RACE_HALF_TROLL:
3555 p_ptr->sustain_str = TRUE;
3557 if (p_ptr->lev > 14)
3559 /* High level trolls heal fast... */
3560 p_ptr->regenerate = TRUE;
3562 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3564 p_ptr->slow_digest = TRUE;
3565 /* Let's not make Regeneration
3566 * a disadvantage for the poor warriors who can
3567 * never learn a spell that satisfies hunger (actually
3568 * neither can rogues, but half-trolls are not
3569 * supposed to play rogues) */
3574 p_ptr->sustain_con = TRUE;
3575 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3578 p_ptr->resist_lite = TRUE;
3579 p_ptr->see_inv = TRUE;
3581 case RACE_BARBARIAN:
3582 p_ptr->resist_fear = TRUE;
3584 case RACE_HALF_OGRE:
3585 p_ptr->resist_dark = TRUE;
3586 p_ptr->sustain_str = TRUE;
3588 case RACE_HALF_GIANT:
3589 p_ptr->sustain_str = TRUE;
3590 p_ptr->resist_shard = TRUE;
3592 case RACE_HALF_TITAN:
3593 p_ptr->resist_chaos = TRUE;
3596 p_ptr->resist_sound = TRUE;
3599 p_ptr->resist_acid = TRUE;
3600 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3603 p_ptr->resist_conf = TRUE;
3604 p_ptr->resist_acid = TRUE;
3606 /* Klackons become faster */
3607 p_ptr->pspeed += (p_ptr->lev) / 10;
3610 p_ptr->resist_pois = TRUE;
3613 p_ptr->resist_disen = TRUE;
3614 p_ptr->resist_dark = TRUE;
3617 p_ptr->resist_dark = TRUE;
3618 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3620 case RACE_DRACONIAN:
3621 p_ptr->ffall = TRUE;
3622 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3623 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3624 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3625 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3626 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3628 case RACE_MIND_FLAYER:
3629 p_ptr->sustain_int = TRUE;
3630 p_ptr->sustain_wis = TRUE;
3631 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3632 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3635 p_ptr->resist_fire = TRUE;
3636 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3639 p_ptr->slow_digest = TRUE;
3640 p_ptr->free_act = TRUE;
3641 p_ptr->see_inv = TRUE;
3642 p_ptr->resist_pois = TRUE;
3643 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3646 p_ptr->resist_shard = TRUE;
3647 p_ptr->hold_life = TRUE;
3648 p_ptr->see_inv = TRUE;
3649 p_ptr->resist_pois = TRUE;
3650 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3653 p_ptr->resist_neth = TRUE;
3654 p_ptr->hold_life = TRUE;
3655 p_ptr->see_inv = TRUE;
3656 p_ptr->resist_pois = TRUE;
3657 p_ptr->slow_digest = TRUE;
3658 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3661 p_ptr->resist_dark = TRUE;
3662 p_ptr->hold_life = TRUE;
3663 p_ptr->resist_neth = TRUE;
3664 p_ptr->resist_cold = TRUE;
3665 p_ptr->resist_pois = TRUE;
3666 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3669 p_ptr->ffall = TRUE;
3670 p_ptr->free_act = TRUE;
3671 p_ptr->resist_neth = TRUE;
3672 p_ptr->hold_life = TRUE;
3673 p_ptr->see_inv = TRUE;
3674 p_ptr->resist_pois = TRUE;
3675 p_ptr->slow_digest = TRUE;
3676 p_ptr->resist_cold = TRUE;
3677 p_ptr->pass_wall = TRUE;
3678 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3681 p_ptr->ffall = TRUE;
3682 p_ptr->resist_lite = TRUE;
3684 /* Sprites become faster */
3685 p_ptr->pspeed += (p_ptr->lev) / 10;
3688 p_ptr->resist_conf = TRUE;
3689 p_ptr->resist_sound = TRUE;
3692 /* Ents dig like maniacs, but only with their hands. */
3693 if (!inventory[INVEN_RARM].k_idx)
3694 p_ptr->skill_dig += p_ptr->lev * 10;
3695 /* Ents get tougher and stronger as they age, but lose dexterity. */
3696 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3697 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3698 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3700 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3701 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3702 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3704 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3705 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3706 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3709 p_ptr->ffall = TRUE;
3710 p_ptr->see_inv = TRUE;
3713 p_ptr->resist_fire = TRUE;
3714 p_ptr->resist_neth = TRUE;
3715 p_ptr->hold_life = TRUE;
3717 p_ptr->see_inv = TRUE;
3718 if (p_ptr->lev > 44)
3720 p_ptr->oppose_fire = 1;
3721 p_ptr->redraw |= PR_STATUS;
3725 p_ptr->sustain_con = TRUE;
3728 p_ptr->ffall = TRUE;
3731 p_ptr->resist_conf = TRUE;
3734 p_ptr->slow_digest = TRUE;
3735 p_ptr->free_act = TRUE;
3736 p_ptr->resist_pois = TRUE;
3737 p_ptr->hold_life = TRUE;
3745 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3747 p_ptr->see_inv = TRUE;
3748 p_ptr->free_act = TRUE;
3749 p_ptr->slow_digest = TRUE;
3750 p_ptr->regenerate = TRUE;
3751 p_ptr->ffall = TRUE;
3752 p_ptr->hold_life = TRUE;
3753 p_ptr->telepathy = TRUE;
3755 p_ptr->sustain_str = TRUE;
3756 p_ptr->sustain_int = TRUE;
3757 p_ptr->sustain_wis = TRUE;
3758 p_ptr->sustain_con = TRUE;
3759 p_ptr->sustain_dex = TRUE;
3760 p_ptr->sustain_chr = TRUE;
3761 p_ptr->resist_acid = TRUE;
3762 p_ptr->resist_elec = TRUE;
3763 p_ptr->resist_fire = TRUE;
3764 p_ptr->resist_cold = TRUE;
3765 p_ptr->resist_pois = TRUE;
3766 p_ptr->resist_conf = TRUE;
3767 p_ptr->resist_sound = TRUE;
3768 p_ptr->resist_lite = TRUE;
3769 p_ptr->resist_dark = TRUE;
3770 p_ptr->resist_chaos = TRUE;
3771 p_ptr->resist_disen = TRUE;
3772 p_ptr->resist_shard = TRUE;
3773 p_ptr->resist_nexus = TRUE;
3774 p_ptr->resist_blind = TRUE;
3775 p_ptr->resist_neth = TRUE;
3776 p_ptr->resist_fear = TRUE;
3777 p_ptr->reflect = TRUE;
3778 p_ptr->sh_fire = TRUE;
3779 p_ptr->sh_elec = TRUE;
3780 p_ptr->sh_cold = TRUE;
3782 p_ptr->dis_to_a += 100;
3784 /* Temporary shield */
3785 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3788 p_ptr->dis_to_a += 50;
3791 if (p_ptr->tim_res_nether)
3793 p_ptr->resist_neth = TRUE;
3795 if (p_ptr->tim_sh_fire)
3797 p_ptr->sh_fire = TRUE;
3799 if (p_ptr->tim_res_time)
3801 p_ptr->resist_time = TRUE;
3805 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3806 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3807 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3808 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3811 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3813 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3815 p_ptr->resist_blind = TRUE;
3816 p_ptr->resist_conf = TRUE;
3817 p_ptr->hold_life = TRUE;
3818 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3820 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3821 /* Munchkin become faster */
3822 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3827 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3828 p_ptr->pass_wall = FALSE;
3829 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3830 p_ptr->pass_wall = TRUE;
3832 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3834 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3836 /* Hack -- apply racial/class stat maxes */
3837 /* Apply the racial modifiers */
3838 for (i = 0; i < 6; i++)
3840 /* Modify the stats for "race" */
3841 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3845 /* I'm adding the mutations here for the lack of a better place... */
3848 /* Hyper Strength */
3849 if (p_ptr->muta3 & MUT3_HYPER_STR)
3851 p_ptr->stat_add[A_STR] += 4;
3855 if (p_ptr->muta3 & MUT3_PUNY)
3857 p_ptr->stat_add[A_STR] -= 4;
3860 /* Living computer */
3861 if (p_ptr->muta3 & MUT3_HYPER_INT)
3863 p_ptr->stat_add[A_INT] += 4;
3864 p_ptr->stat_add[A_WIS] += 4;
3868 if (p_ptr->muta3 & MUT3_MORONIC)
3870 p_ptr->stat_add[A_INT] -= 4;
3871 p_ptr->stat_add[A_WIS] -= 4;
3874 if (p_ptr->muta3 & MUT3_RESILIENT)
3876 p_ptr->stat_add[A_CON] += 4;
3879 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3881 p_ptr->stat_add[A_CON] += 2;
3885 if (p_ptr->muta3 & MUT3_ALBINO)
3887 p_ptr->stat_add[A_CON] -= 4;
3890 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3892 p_ptr->stat_add[A_CON] -= 2;
3893 p_ptr->stat_add[A_CHR] -= 1;
3894 p_ptr->regenerate = FALSE;
3895 /* Cancel innate regeneration */
3898 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3900 p_ptr->stat_add[A_CHR] -= 4;
3903 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3905 p_ptr->stat_add[A_CHR] -= 1;
3908 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3910 p_ptr->skill_fos += 15;
3911 p_ptr->skill_srh += 15;
3914 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3916 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3919 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3921 p_ptr->skill_stl -= 3;
3924 if (p_ptr->muta3 & MUT3_INFRAVIS)
3926 p_ptr->see_infra += 3;
3929 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3934 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3939 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3941 p_ptr->sh_elec = TRUE;
3944 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3946 p_ptr->sh_fire = TRUE;
3950 if (p_ptr->muta3 & MUT3_WART_SKIN)
3952 p_ptr->stat_add[A_CHR] -= 2;
3954 p_ptr->dis_to_a += 5;
3957 if (p_ptr->muta3 & MUT3_SCALES)
3959 p_ptr->stat_add[A_CHR] -= 1;
3961 p_ptr->dis_to_a += 10;
3964 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3966 p_ptr->stat_add[A_DEX] -= 1;
3968 p_ptr->dis_to_a += 25;
3971 if (p_ptr->muta3 & MUT3_WINGS)
3973 p_ptr->ffall = TRUE;
3976 if (p_ptr->muta3 & MUT3_FEARLESS)
3978 p_ptr->resist_fear = TRUE;
3981 if (p_ptr->muta3 & MUT3_REGEN)
3983 p_ptr->regenerate = TRUE;
3986 if (p_ptr->muta3 & MUT3_ESP)
3988 p_ptr->telepathy = TRUE;
3991 if (p_ptr->muta3 & MUT3_LIMBER)
3993 p_ptr->stat_add[A_DEX] += 3;
3996 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3998 p_ptr->stat_add[A_DEX] -= 3;
4001 if (p_ptr->muta3 & MUT3_MOTION)
4003 p_ptr->free_act = TRUE;
4004 p_ptr->skill_stl += 1;
4007 if (p_ptr->muta3 & MUT3_ILL_NORM)
4009 p_ptr->stat_add[A_CHR] = 0;
4013 if (p_ptr->tsuyoshi)
4015 p_ptr->stat_add[A_STR] += 4;
4016 p_ptr->stat_add[A_CON] += 4;
4019 /* Scan the usable inventory */
4020 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4022 int bonus_to_h, bonus_to_d;
4023 o_ptr = &inventory[i];
4025 /* Skip non-objects */
4026 if (!o_ptr->k_idx) continue;
4028 /* Extract the item flags */
4029 object_flags(o_ptr, &f1, &f2, &f3);
4031 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4032 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4035 if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4036 if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4037 if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4038 if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4039 if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4040 if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4042 if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4044 /* Affect stealth */
4045 if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4047 /* Affect searching ability (factor of five) */
4048 if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4050 /* Affect searching frequency (factor of five) */
4051 if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4053 /* Affect infravision */
4054 if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
4056 /* Affect digging (factor of 20) */
4057 if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4060 if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
4063 if (f1 & (TR1_BLOWS))
4065 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4066 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4067 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4070 /* Hack -- cause earthquakes */
4071 if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4074 if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
4077 if (f3 & (TR3_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4078 if (f3 & (TR3_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4079 if (f3 & (TR3_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4080 if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
4081 if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
4082 if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4083 if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4084 if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
4085 if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
4086 if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
4087 if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
4088 if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
4089 if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
4090 if (f3 & (TR3_WARNING)){
4091 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
4092 p_ptr->warning = TRUE;
4095 if (f3 & (TR3_TELEPORT))
4097 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4098 else if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'.')))
4099 p_ptr->cursed |= TRC_TELEPORT_SELF;
4102 /* Immunity flags */
4103 if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
4104 if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
4105 if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
4106 if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
4108 /* Resistance flags */
4109 if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
4110 if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
4111 if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
4112 if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
4113 if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
4114 if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
4115 if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
4116 if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
4117 if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
4118 if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
4119 if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4120 if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
4121 if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4122 if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4123 if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
4124 if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
4126 if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
4127 if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
4128 if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
4129 if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
4130 if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4131 if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
4134 if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
4135 if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
4136 if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4137 if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4138 if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
4139 if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4141 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4142 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4143 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4144 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4145 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
4146 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4147 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4149 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4151 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4153 p_ptr->to_m_chance += 10;
4157 p_ptr->to_m_chance += 3;
4161 if (o_ptr->tval == TV_CAPTURE) continue;
4163 /* Modify the base armor class */
4164 p_ptr->ac += o_ptr->ac;
4166 /* The base armor class is always known */
4167 p_ptr->dis_ac += o_ptr->ac;
4169 /* Apply the bonuses to armor class */
4170 p_ptr->to_a += o_ptr->to_a;
4172 /* Apply the mental bonuses to armor class, if known */
4173 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4175 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4177 int slot = i - INVEN_RARM;
4180 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4182 p_ptr->to_h[slot] -= 15;
4183 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4187 p_ptr->to_h[slot] -= 5;
4188 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4193 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4195 p_ptr->to_h_b -= 15;
4196 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4201 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4206 if (o_ptr->curse_flags & TRC_LOW_AC)
4208 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4211 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4216 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4220 /* Hack -- do not apply "weapon" bonuses */
4221 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4222 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4224 /* Hack -- do not apply "bow" bonuses */
4225 if (i == INVEN_BOW) continue;
4227 bonus_to_h = o_ptr->to_h;
4228 bonus_to_d = o_ptr->to_d;
4230 if (p_ptr->pclass == CLASS_NINJA)
4232 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4233 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4236 /* To Bow and Natural attack */
4238 /* Apply the bonuses to hit/damage */
4239 p_ptr->to_h_b += bonus_to_h;
4240 p_ptr->to_h_m += bonus_to_h;
4241 p_ptr->to_d_m += bonus_to_d;
4243 /* Apply the mental bonuses tp hit/damage, if known */
4244 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4247 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4249 /* Apply the bonuses to hit/damage */
4250 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4251 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4253 /* Apply the mental bonuses tp hit/damage, if known */
4254 if (object_known_p(o_ptr))
4256 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4257 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4260 else if (p_ptr->migite && p_ptr->hidarite)
4262 /* Apply the bonuses to hit/damage */
4263 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4264 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4265 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4266 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4268 /* Apply the mental bonuses tp hit/damage, if known */
4269 if (object_known_p(o_ptr))
4271 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4272 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4273 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4274 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4279 /* Apply the bonuses to hit/damage */
4280 p_ptr->to_h[0] += bonus_to_h;
4281 p_ptr->to_d[0] += bonus_to_d;
4283 /* Apply the mental bonuses tp hit/damage, if known */
4284 if (object_known_p(o_ptr))
4286 p_ptr->dis_to_h[0] += bonus_to_h;
4287 p_ptr->dis_to_d[0] += bonus_to_d;
4292 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4294 /* Monks get extra ac for armour _not worn_ */
4295 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4297 if (!(inventory[INVEN_BODY].k_idx))
4299 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4300 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4302 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4304 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4305 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4307 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4309 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4310 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4312 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4314 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4315 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4317 if (!(inventory[INVEN_HANDS].k_idx))
4319 p_ptr->to_a += (p_ptr->lev / 2);
4320 p_ptr->dis_to_a += (p_ptr->lev / 2);
4322 if (!(inventory[INVEN_FEET].k_idx))
4324 p_ptr->to_a += (p_ptr->lev / 3);
4325 p_ptr->dis_to_a += (p_ptr->lev / 3);
4327 if (p_ptr->special_defense & KAMAE_BYAKKO)
4329 p_ptr->stat_add[A_STR] += 2;
4330 p_ptr->stat_add[A_DEX] += 2;
4331 p_ptr->stat_add[A_CON] -= 3;
4333 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4336 else if (p_ptr->special_defense & KAMAE_GENBU)
4338 p_ptr->stat_add[A_INT] -= 1;
4339 p_ptr->stat_add[A_WIS] -= 1;
4340 p_ptr->stat_add[A_DEX] -= 2;
4341 p_ptr->stat_add[A_CON] += 3;
4343 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4345 p_ptr->stat_add[A_STR] -= 2;
4346 p_ptr->stat_add[A_INT] += 1;
4347 p_ptr->stat_add[A_WIS] += 1;
4348 p_ptr->stat_add[A_DEX] += 2;
4349 p_ptr->stat_add[A_CON] -= 2;
4353 if (p_ptr->special_defense & KATA_KOUKIJIN)
4355 for (i = 0; i < 6; i++)
4356 p_ptr->stat_add[i] += 5;
4358 p_ptr->dis_to_a -= 50;
4361 /* Hack -- aura of fire also provides light */
4362 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4364 /* Golems also get an intrinsic AC bonus */
4365 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4367 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4368 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4371 /* Calculate stats */
4372 for (i = 0; i < 6; i++)
4376 /* Extract the new "stat_use" value for the stat */
4377 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4379 /* Notice changes */
4380 if (p_ptr->stat_top[i] != top)
4382 /* Save the new value */
4383 p_ptr->stat_top[i] = top;
4385 /* Redisplay the stats later */
4386 p_ptr->redraw |= (PR_STATS);
4389 p_ptr->window |= (PW_PLAYER);
4393 /* Extract the new "stat_use" value for the stat */
4394 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4396 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4398 /* 10 to 18/90 charisma, guaranteed, based on level */
4399 if (use < 8 + 2 * p_ptr->lev)
4401 use = 8 + 2 * p_ptr->lev;
4405 /* Notice changes */
4406 if (p_ptr->stat_use[i] != use)
4408 /* Save the new value */
4409 p_ptr->stat_use[i] = use;
4411 /* Redisplay the stats later */
4412 p_ptr->redraw |= (PR_STATS);
4415 p_ptr->window |= (PW_PLAYER);
4419 /* Values: 3, 4, ..., 17 */
4420 if (use <= 18) ind = (use - 3);
4422 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4423 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4425 /* Range: 18/220+ */
4428 /* Notice changes */
4429 if (p_ptr->stat_ind[i] != ind)
4431 /* Save the new index */
4432 p_ptr->stat_ind[i] = ind;
4434 /* Change in CON affects Hitpoints */
4437 p_ptr->update |= (PU_HP);
4440 /* Change in INT may affect Mana/Spells */
4441 else if (i == A_INT)
4443 if (mp_ptr->spell_stat == A_INT)
4445 p_ptr->update |= (PU_MANA | PU_SPELLS);
4449 /* Change in WIS may affect Mana/Spells */
4450 else if (i == A_WIS)
4452 if (mp_ptr->spell_stat == A_WIS)
4454 p_ptr->update |= (PU_MANA | PU_SPELLS);
4458 /* Change in WIS may affect Mana/Spells */
4459 else if (i == A_CHR)
4461 if (mp_ptr->spell_stat == A_CHR)
4463 p_ptr->update |= (PU_MANA | PU_SPELLS);
4468 p_ptr->window |= (PW_PLAYER);
4473 /* Apply temporary "stun" */
4474 if (p_ptr->stun > 50)
4476 p_ptr->to_h[0] -= 20;
4477 p_ptr->to_h[1] -= 20;
4478 p_ptr->to_h_b -= 20;
4479 p_ptr->to_h_m -= 20;
4480 p_ptr->dis_to_h[0] -= 20;
4481 p_ptr->dis_to_h[1] -= 20;
4482 p_ptr->dis_to_h_b -= 20;
4483 p_ptr->to_d[0] -= 20;
4484 p_ptr->to_d[1] -= 20;
4485 p_ptr->to_d_m -= 20;
4486 p_ptr->dis_to_d[0] -= 20;
4487 p_ptr->dis_to_d[1] -= 20;
4489 else if (p_ptr->stun)
4491 p_ptr->to_h[0] -= 5;
4492 p_ptr->to_h[1] -= 5;
4495 p_ptr->dis_to_h[0] -= 5;
4496 p_ptr->dis_to_h[1] -= 5;
4497 p_ptr->dis_to_h_b -= 5;
4498 p_ptr->to_d[0] -= 5;
4499 p_ptr->to_d[1] -= 5;
4501 p_ptr->dis_to_d[0] -= 5;
4502 p_ptr->dis_to_d[1] -= 5;
4506 if (p_ptr->wraith_form)
4508 p_ptr->reflect = TRUE;
4511 /* Temporary blessing */
4512 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4515 p_ptr->dis_to_a += 5;
4516 p_ptr->to_h[0] += 10;
4517 p_ptr->to_h[1] += 10;
4518 p_ptr->to_h_b += 10;
4519 p_ptr->to_h_m += 10;
4520 p_ptr->dis_to_h[0] += 10;
4521 p_ptr->dis_to_h[1] += 10;
4522 p_ptr->dis_to_h_b += 10;
4525 if (p_ptr->magicdef)
4527 p_ptr->resist_blind = TRUE;
4528 p_ptr->resist_conf = TRUE;
4529 p_ptr->reflect = TRUE;
4530 p_ptr->free_act = TRUE;
4531 p_ptr->ffall = TRUE;
4534 /* Temporary "Hero" */
4535 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4537 p_ptr->to_h[0] += 12;
4538 p_ptr->to_h[1] += 12;
4539 p_ptr->to_h_b += 12;
4540 p_ptr->to_h_m += 12;
4541 p_ptr->dis_to_h[0] += 12;
4542 p_ptr->dis_to_h[1] += 12;
4543 p_ptr->dis_to_h_b += 12;
4546 /* Temporary "Beserk" */
4549 p_ptr->to_h[0] += 12;
4550 p_ptr->to_h[1] += 12;
4551 p_ptr->to_h_b -= 12;
4552 p_ptr->to_h_m += 12;
4553 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4554 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4555 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4556 p_ptr->dis_to_h[0] += 12;
4557 p_ptr->dis_to_h[1] += 12;
4558 p_ptr->dis_to_h_b -= 12;
4559 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4560 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4562 p_ptr->dis_to_a -= 10;
4563 p_ptr->skill_stl -= 7;
4564 p_ptr->skill_dev -= 20;
4565 p_ptr->skill_sav -= 30;
4566 p_ptr->skill_srh -= 15;
4567 p_ptr->skill_fos -= 15;
4568 p_ptr->skill_tht -= 20;
4569 p_ptr->skill_dig += 30;
4572 /* Temporary "fast" */
4573 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4575 p_ptr->pspeed += 10;
4578 /* Temporary "slow" */
4581 p_ptr->pspeed -= 10;
4584 /* Temporary "telepathy" */
4585 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4587 p_ptr->telepathy = TRUE;
4590 if (p_ptr->ele_immune)
4592 if (p_ptr->special_defense & DEFENSE_ACID)
4593 p_ptr->immune_acid = TRUE;
4594 else if (p_ptr->special_defense & DEFENSE_ELEC)
4595 p_ptr->immune_elec = TRUE;
4596 else if (p_ptr->special_defense & DEFENSE_FIRE)
4597 p_ptr->immune_fire = TRUE;
4598 else if (p_ptr->special_defense & DEFENSE_COLD)
4599 p_ptr->immune_cold = TRUE;
4602 /* Temporary see invisible */
4603 if (p_ptr->tim_invis)
4605 p_ptr->see_inv = TRUE;
4608 /* Temporary infravision boost */
4609 if (p_ptr->tim_infra)
4611 p_ptr->see_infra+=3;
4614 /* Temporary regeneration boost */
4615 if (p_ptr->tim_regen)
4617 p_ptr->regenerate = TRUE;
4620 /* Temporary levitation */
4621 if (p_ptr->tim_ffall)
4623 p_ptr->ffall = TRUE;
4626 /* Hack -- Hero/Shero -> Res fear */
4627 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4629 p_ptr->resist_fear = TRUE;
4633 /* Hack -- Telepathy Change */
4634 if (p_ptr->telepathy != old_telepathy)
4636 p_ptr->update |= (PU_MONSTERS);
4639 /* Hack -- See Invis Change */
4640 if (p_ptr->see_inv != old_see_inv)
4642 p_ptr->update |= (PU_MONSTERS);
4645 /* Bloating slows the player down (a little) */
4646 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4648 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4650 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4652 p_ptr->to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4653 p_ptr->dis_to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4656 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4658 int penalty1, penalty2;
4659 penalty1 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4660 penalty2 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4661 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4663 penalty1 = penalty1 / 2 - 5;
4664 penalty2 = penalty2 / 2 - 5;
4667 p_ptr->dis_to_a += 10;
4671 if (penalty1 > 0) penalty1 /= 2;
4672 if (penalty2 > 0) penalty2 /= 2;
4674 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4676 penalty1 = MAX(0, penalty1 - 10);
4677 penalty2 = MAX(0, penalty2 - 10);
4679 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4681 penalty1 = MIN(0, penalty1);
4682 penalty2 = MIN(0, penalty2);
4684 p_ptr->dis_to_a += 10;
4688 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4690 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4693 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4694 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4695 p_ptr->to_h[0] -= penalty1;
4696 p_ptr->to_h[1] -= penalty2;
4697 p_ptr->dis_to_h[0] -= penalty1;
4698 p_ptr->dis_to_h[1] -= penalty2;
4701 /* Extract the current weight (in tenth pounds) */
4702 j = p_ptr->total_weight;
4704 /* Extract the "weight limit" (in tenth pounds) */
4709 int speed = m_list[p_ptr->riding].mspeed;
4710 if (m_list[p_ptr->riding].mspeed > 110)
4712 p_ptr->pspeed = 110 + (s16b)((speed-110)*(skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4713 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4717 p_ptr->pspeed = speed;
4719 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4720 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4721 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4722 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4724 if (skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - skill_exp[GINOU_RIDING]))/2000;
4726 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4729 /* XXX XXX XXX Apply "encumbrance" from weight */
4730 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4732 /* Searching slows the player down */
4733 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4735 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4736 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4737 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4738 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4739 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4740 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4741 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4742 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4743 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4744 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4745 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4746 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4747 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4749 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4750 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4751 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4752 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4753 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4754 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4755 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4756 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4757 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4758 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4761 /* Obtain the "hold" value */
4762 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4765 /* Examine the "current bow" */
4766 o_ptr = &inventory[INVEN_BOW];
4769 /* Assume not heavy */
4770 p_ptr->heavy_shoot = FALSE;
4772 /* It is hard to carholdry a heavy bow */
4773 if (hold < o_ptr->weight / 10)
4775 /* Hard to wield a heavy bow */
4776 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4777 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4780 p_ptr->heavy_shoot = TRUE;
4784 /* Compute "extra shots" if needed */
4787 /* Analyze the launcher */
4788 switch (o_ptr->sval)
4792 p_ptr->tval_ammo = TV_SHOT;
4800 p_ptr->tval_ammo = TV_ARROW;
4807 p_ptr->tval_ammo = TV_BOLT;
4812 p_ptr->tval_ammo = TV_NO_AMMO;
4817 /* Apply special flags */
4818 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4821 p_ptr->num_fire += (extra_shots * 100);
4823 /* Hack -- Rangers love Bows */
4824 if ((p_ptr->pclass == CLASS_RANGER) &&
4825 (p_ptr->tval_ammo == TV_ARROW))
4827 p_ptr->num_fire += (p_ptr->lev * 4);
4830 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4831 (p_ptr->tval_ammo == TV_ARROW))
4833 p_ptr->num_fire += (p_ptr->lev * 3);
4836 if (p_ptr->pclass == CLASS_ARCHER)
4838 if (p_ptr->tval_ammo == TV_ARROW)
4839 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4840 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4841 p_ptr->num_fire += (p_ptr->lev * 4);
4845 * Addendum -- also "Reward" high level warriors,
4846 * with _any_ missile weapon -- TY
4848 if (p_ptr->pclass == CLASS_WARRIOR &&
4849 (p_ptr->tval_ammo <= TV_BOLT) &&
4850 (p_ptr->tval_ammo >= TV_SHOT))
4852 p_ptr->num_fire += (p_ptr->lev * 2);
4854 if ((p_ptr->pclass == CLASS_ROGUE) &&
4855 (p_ptr->tval_ammo == TV_SHOT))
4857 p_ptr->num_fire += (p_ptr->lev * 4);
4865 for(i = 0 ; i < 2 ; i++)
4867 /* Examine the "main weapon" */
4868 o_ptr = &inventory[INVEN_RARM+i];
4870 object_flags(o_ptr, &f1, &f2, &f3);
4872 /* Assume not heavy */
4873 p_ptr->heavy_wield[i] = FALSE;
4874 p_ptr->icky_wield[i] = FALSE;
4875 p_ptr->riding_wield[i] = FALSE;
4877 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4878 /* It is hard to hold a heavy weapon */
4879 if (hold < o_ptr->weight / 10)
4881 /* Hard to wield a heavy weapon */
4882 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4883 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4886 p_ptr->heavy_wield[i] = TRUE;
4888 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4890 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4893 p_ptr->dis_to_a += 5;
4896 /* Normal weapons */
4897 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4899 int str_index, dex_index;
4901 int num = 0, wgt = 0, mul = 0, div = 0;
4903 /* Analyze the class */
4904 switch (p_ptr->pclass)
4908 num = 6; wgt = 70; mul = 5; break;
4911 case CLASS_BERSERKER:
4912 num = 6; wgt = 70; mul = 7; break;
4916 case CLASS_HIGH_MAGE:
4917 case CLASS_BLUE_MAGE:
4918 num = 3; wgt = 100; mul = 2; break;
4920 /* Priest, Mindcrafter */
4922 case CLASS_MAGIC_EATER:
4923 case CLASS_MINDCRAFTER:
4924 num = 5; wgt = 100; mul = 3; break;
4928 num = 5; wgt = 40; mul = 3; break;
4932 num = 5; wgt = 70; mul = 4; break;
4937 num = 5; wgt = 70; mul = 4; break;
4941 num = 5; wgt = 150; mul = 5; break;
4944 case CLASS_WARRIOR_MAGE:
4945 case CLASS_RED_MAGE:
4946 num = 5; wgt = 70; mul = 3; break;
4949 case CLASS_CHAOS_WARRIOR:
4950 num = 5; wgt = 70; mul = 4; break;
4954 num = 5; wgt = 60; mul = 3; break;
4958 num = 4; wgt = 100; mul = 3; break;
4961 case CLASS_IMITATOR:
4962 num = 5; wgt = 70; mul = 4; break;
4965 case CLASS_BEASTMASTER:
4966 num = 5; wgt = 70; mul = 3; break;
4969 if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
4970 else {num = 5; wgt = 100; mul = 3;}
4974 case CLASS_SORCERER:
4975 num = 1; wgt = 1; mul = 1; break;
4977 /* Archer, Magic eater */
4980 num = 4; wgt = 70; mul = 2; break;
4983 case CLASS_FORCETRAINER:
4984 num = 4; wgt = 60; mul = 2; break;
4987 case CLASS_MIRROR_MASTER:
4988 num = 3; wgt = 100; mul = 3; break;
4992 num = 4; wgt = 20; mul = 1; break;
4995 /* Enforce a minimum "weight" (tenth pounds) */
4996 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4998 /* Access the strength vs weight */
4999 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5001 if (p_ptr->ryoute && !omoi) str_index++;
5002 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5005 if (str_index > 11) str_index = 11;
5007 /* Index by dexterity */
5008 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5011 if (dex_index > 11) dex_index = 11;
5013 /* Use the blows table */
5014 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5017 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5019 /* Add in the "bonus blows" */
5020 p_ptr->num_blow[i] += extra_blows[i];
5023 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5024 else if (p_ptr->pclass == CLASS_BERSERKER)
5026 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5028 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5030 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5032 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5035 /* Require at least one blow */
5036 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5038 /* Boost digging skill by weapon weight */
5039 p_ptr->skill_dig += (o_ptr->weight / 10);
5043 /* Priest weapon penalty for non-blessed edged weapons */
5044 if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
5045 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5047 /* Reduce the real bonuses */
5048 p_ptr->to_h[i] -= 2;
5049 p_ptr->to_d[i] -= 2;
5051 /* Reduce the mental bonuses */
5052 p_ptr->dis_to_h[i] -= 2;
5053 p_ptr->dis_to_d[i] -= 2;
5056 p_ptr->icky_wield[i] = TRUE;
5058 else if (p_ptr->pclass == CLASS_BERSERKER)
5060 p_ptr->to_h[i] += p_ptr->lev/5;
5061 p_ptr->to_d[i] += p_ptr->lev/6;
5062 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5063 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5064 if (!p_ptr->hidarite || p_ptr->ryoute)
5066 p_ptr->to_h[i] += p_ptr->lev/5;
5067 p_ptr->to_d[i] += p_ptr->lev/6;
5068 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5069 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5072 else if (p_ptr->pclass == CLASS_SORCERER)
5074 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5076 /* Reduce the real bonuses */
5077 p_ptr->to_h[i] -= 200;
5078 p_ptr->to_d[i] -= 200;
5080 /* Reduce the mental bonuses */
5081 p_ptr->dis_to_h[i] -= 200;
5082 p_ptr->dis_to_d[i] -= 200;
5085 p_ptr->icky_wield[i] = TRUE;
5089 /* Reduce the real bonuses */
5090 p_ptr->to_h[i] -= 30;
5091 p_ptr->to_d[i] -= 10;
5093 /* Reduce the mental bonuses */
5094 p_ptr->dis_to_h[i] -= 30;
5095 p_ptr->dis_to_d[i] -= 10;
5100 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5102 p_ptr->to_h[i] +=15;
5103 p_ptr->dis_to_h[i] +=15;
5105 else if (!(f2 & TR2_RIDING))
5108 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5114 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
5116 if (penalty < 30) penalty = 30;
5118 p_ptr->to_h[i] -= penalty;
5119 p_ptr->dis_to_h[i] -= penalty;
5122 p_ptr->riding_wield[i] = TRUE;
5131 p_ptr->riding_ryoute = FALSE;
5132 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
5134 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5136 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5140 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
5142 if (penalty < 30) penalty = 30;
5144 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5145 p_ptr->to_h_b -= penalty;
5146 p_ptr->dis_to_h_b -= penalty;
5149 /* Different calculation for monks with empty hands */
5150 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5152 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5153 p_ptr->num_blow[0] = 0;
5155 if (p_ptr->pclass == CLASS_FORCETRAINER)
5157 if (blow_base > 18) p_ptr->num_blow[0]++;
5158 if (blow_base > 31) p_ptr->num_blow[0]++;
5159 if (blow_base > 44) p_ptr->num_blow[0]++;
5160 if (blow_base > 58) p_ptr->num_blow[0]++;
5161 if (p_ptr->magic_num1[0])
5163 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5164 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5169 if (blow_base > 12) p_ptr->num_blow[0]++;
5170 if (blow_base > 22) p_ptr->num_blow[0]++;
5171 if (blow_base > 31) p_ptr->num_blow[0]++;
5172 if (blow_base > 39) p_ptr->num_blow[0]++;
5173 if (blow_base > 46) p_ptr->num_blow[0]++;
5174 if (blow_base > 53) p_ptr->num_blow[0]++;
5175 if (blow_base > 59) p_ptr->num_blow[0]++;
5178 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5179 p_ptr->num_blow[0] /= 2;
5182 p_ptr->to_h[0] += (p_ptr->lev / 3);
5183 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5185 p_ptr->to_d[0] += (p_ptr->lev / 6);
5186 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5189 if (p_ptr->special_defense & KAMAE_BYAKKO)
5192 p_ptr->dis_to_a -= 40;
5195 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5198 p_ptr->dis_to_a -= 50;
5199 p_ptr->resist_acid = TRUE;
5200 p_ptr->resist_fire = TRUE;
5201 p_ptr->resist_elec = TRUE;
5202 p_ptr->resist_cold = TRUE;
5203 p_ptr->resist_pois = TRUE;
5204 p_ptr->sh_fire = TRUE;
5205 p_ptr->sh_elec = TRUE;
5206 p_ptr->sh_cold = TRUE;
5207 p_ptr->ffall = TRUE;
5209 else if (p_ptr->special_defense & KAMAE_GENBU)
5211 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5212 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5213 p_ptr->reflect = TRUE;
5214 p_ptr->num_blow[0] -= 2;
5215 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5216 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5218 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5220 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5221 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5223 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5224 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5225 p_ptr->num_blow[0] /= 2;
5226 p_ptr->ffall = TRUE;
5229 p_ptr->num_blow[0] += 1+extra_blows[0];
5232 monk_armour_aux = FALSE;
5236 monk_armour_aux = TRUE;
5239 for (i = 0 ; i < 2 ; i++)
5241 if(buki_motteruka(INVEN_RARM+i))
5243 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5244 int sval = inventory[INVEN_RARM+i].sval;
5246 p_ptr->to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5247 p_ptr->dis_to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5248 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5250 p_ptr->to_h[i] -= 40;
5251 p_ptr->dis_to_h[i] -= 40;
5252 p_ptr->icky_wield[i] = TRUE;
5254 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5256 p_ptr->to_h[i] -= 40;
5257 p_ptr->dis_to_h[i] -= 40;
5258 p_ptr->icky_wield[i] = TRUE;
5260 else if (p_ptr->pclass == CLASS_NINJA)
5262 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5264 p_ptr->to_h[i] -= 40;
5265 p_ptr->dis_to_h[i] -= 40;
5266 p_ptr->icky_wield[i] = TRUE;
5267 p_ptr->num_blow[i] /= 2;
5268 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5274 /* Temporary lightspeed */
5275 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5277 p_ptr->pspeed = 209;
5279 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5281 /* Display the speed (if needed) */
5282 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5286 if (p_ptr->to_a > (0 - p_ptr->ac))
5287 p_ptr->to_a = 0 - p_ptr->ac;
5288 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5289 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5292 /* Redraw armor (if needed) */
5293 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5296 p_ptr->redraw |= (PR_ARMOR);
5299 p_ptr->window |= (PW_PLAYER);
5303 if (p_ptr->ryoute && !omoi)
5305 int bonus_to_h=0, bonus_to_d=0;
5306 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5307 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);
5309 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5310 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5311 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5312 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5315 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5317 /* Affect Skill -- stealth (bonus one) */
5318 p_ptr->skill_stl += 1;
5320 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5321 p_ptr->skill_stl += 99;
5323 /* Affect Skill -- disarming (DEX and INT) */
5324 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5325 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5327 /* Affect Skill -- magic devices (INT) */
5328 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5330 /* Affect Skill -- saving throw (WIS) */
5331 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5333 /* Affect Skill -- digging (STR) */
5334 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5336 /* Affect Skill -- disarming (Level, by Class) */
5337 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5339 /* Affect Skill -- magic devices (Level, by Class) */
5340 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5342 /* Affect Skill -- saving throw (Level, by Class) */
5343 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5345 /* Affect Skill -- stealth (Level, by Class) */
5346 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5348 /* Affect Skill -- search ability (Level, by Class) */
5349 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5351 /* Affect Skill -- search frequency (Level, by Class) */
5352 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5354 /* Affect Skill -- combat (normal) (Level, by Class) */
5355 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5357 /* Affect Skill -- combat (shooting) (Level, by Class) */
5358 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5360 /* Affect Skill -- combat (throwing) (Level, by Class) */
5361 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5364 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5366 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5367 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5370 /* Limit Skill -- stealth from 0 to 30 */
5371 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5372 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5374 /* Limit Skill -- digging from 1 up */
5375 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5377 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5379 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5381 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;
5383 if (down_saving) p_ptr->skill_sav /= 2;
5385 /* Hack -- handle "xtra" mode */
5386 if (character_xtra) return;
5388 /* Take note when "heavy bow" changes */
5389 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5392 if (p_ptr->heavy_shoot)
5395 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5397 msg_print("You have trouble wielding such a heavy bow.");
5401 else if (inventory[INVEN_BOW].k_idx)
5404 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5406 msg_print("You have no trouble wielding your bow.");
5413 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5415 msg_print("You feel relieved to put down your heavy bow.");
5421 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5424 for(i = 0 ; i < 2 ; i++)
5426 /* Take note when "heavy weapon" changes */
5427 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5430 if (p_ptr->heavy_wield[i])
5433 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5435 msg_print("You have trouble wielding such a heavy weapon.");
5439 else if (buki_motteruka(INVEN_RARM+i))
5442 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5444 msg_print("You have no trouble wielding your weapon.");
5448 else if (p_ptr->heavy_wield[1-i])
5451 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5453 msg_print("You have still trouble wielding a heavy weapon.");
5460 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5462 msg_print("You feel relieved to put down your heavy weapon.");
5468 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5471 /* Take note when "heavy weapon" changes */
5472 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5475 if (p_ptr->riding_wield[i])
5478 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5480 msg_print("This weapon is not suitable for use while riding.");
5484 else if (!p_ptr->riding)
5487 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5489 msg_print("This weapon was not suitable for use while riding.");
5493 else if (buki_motteruka(INVEN_RARM+i))
5496 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5498 msg_print("This weapon is suitable for use while riding.");
5503 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5506 /* Take note when "illegal weapon" changes */
5507 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5510 if (p_ptr->icky_wield[i])
5513 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5515 msg_print("You do not feel comfortable with your weapon.");
5519 chg_virtue(V_FAITH, -1);
5522 else if (buki_motteruka(INVEN_RARM+i))
5525 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5527 msg_print("You feel comfortable with your weapon.");
5534 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5536 msg_print("You feel more comfortable after removing your weapon.");
5542 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5546 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5549 if (p_ptr->riding_ryoute)
5552 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5554 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5560 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5562 msg_print("You began to control riding pet with one hand.");
5566 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5569 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5574 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5576 msg_print("The weight of your armor disrupts your balance.");
5581 chg_virtue(V_HARMONY, -1);
5586 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5588 msg_print("You regain your balance.");
5591 monk_notify_aux = monk_armour_aux;
5595 p_ptr->align = friend_align;
5597 /* Determine player alignment */
5598 for (i = 0; i < 8; i++)
5600 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5605 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5606 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5607 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5612 if (p_ptr->align > 0)
5614 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5615 if (p_ptr->align < 0) p_ptr->align = 0;
5617 else if (p_ptr->align < 0)
5619 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5620 if (p_ptr->align > 0) p_ptr->align = 0;
5623 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5624 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5625 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5631 for (i = 0; i < INVEN_PACK; i++)
5633 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5634 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5635 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5636 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5638 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5642 /* Acquire object */
5643 o_ptr = &o_list[this_o_idx];
5645 /* Acquire next object */
5646 next_o_idx = o_ptr->next_o_idx;
5648 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5649 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5650 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5651 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5654 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5656 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5658 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5659 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5662 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)))
5664 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5665 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5668 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5670 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5671 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5674 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5676 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5677 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5684 * Handle "p_ptr->notice"
5686 void notice_stuff(void)
5689 if (!p_ptr->notice) return;
5692 /* Combine the pack */
5693 if (p_ptr->notice & (PN_COMBINE))
5695 p_ptr->notice &= ~(PN_COMBINE);
5699 /* Reorder the pack */
5700 if (p_ptr->notice & (PN_REORDER))
5702 p_ptr->notice &= ~(PN_REORDER);
5709 * Handle "p_ptr->update"
5711 void update_stuff(void)
5714 if (!p_ptr->update) return;
5717 if (p_ptr->update & (PU_BONUS))
5719 p_ptr->update &= ~(PU_BONUS);
5723 if (p_ptr->update & (PU_TORCH))
5725 p_ptr->update &= ~(PU_TORCH);
5729 if (p_ptr->update & (PU_HP))
5731 p_ptr->update &= ~(PU_HP);
5735 if (p_ptr->update & (PU_MANA))
5737 p_ptr->update &= ~(PU_MANA);
5741 if (p_ptr->update & (PU_SPELLS))
5743 p_ptr->update &= ~(PU_SPELLS);
5748 /* Character is not ready yet, no screen updates */
5749 if (!character_generated) return;
5752 /* Character is in "icky" mode, no screen updates */
5753 if (character_icky) return;
5756 if (p_ptr->update & (PU_UN_LITE))
5758 p_ptr->update &= ~(PU_UN_LITE);
5762 if (p_ptr->update & (PU_UN_VIEW))
5764 p_ptr->update &= ~(PU_UN_VIEW);
5768 if (p_ptr->update & (PU_VIEW))
5770 p_ptr->update &= ~(PU_VIEW);
5774 if (p_ptr->update & (PU_LITE))
5776 p_ptr->update &= ~(PU_LITE);
5781 if (p_ptr->update & (PU_FLOW))
5783 p_ptr->update &= ~(PU_FLOW);
5787 if (p_ptr->update & (PU_MON_LITE))
5789 p_ptr->update &= ~(PU_MON_LITE);
5793 if (p_ptr->update & (PU_DISTANCE))
5795 p_ptr->update &= ~(PU_DISTANCE);
5796 p_ptr->update &= ~(PU_MONSTERS);
5797 update_monsters(TRUE);
5800 if (p_ptr->update & (PU_MONSTERS))
5802 p_ptr->update &= ~(PU_MONSTERS);
5803 update_monsters(FALSE);
5809 * Handle "p_ptr->redraw"
5811 void redraw_stuff(void)
5814 if (!p_ptr->redraw) return;
5817 /* Character is not ready yet, no screen updates */
5818 if (!character_generated) return;
5821 /* Character is in "icky" mode, no screen updates */
5822 if (character_icky) return;
5826 /* Hack -- clear the screen */
5827 if (p_ptr->redraw & (PR_WIPE))
5829 p_ptr->redraw &= ~(PR_WIPE);
5835 if (p_ptr->redraw & (PR_MAP))
5837 p_ptr->redraw &= ~(PR_MAP);
5842 if (p_ptr->redraw & (PR_BASIC))
5844 p_ptr->redraw &= ~(PR_BASIC);
5845 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5846 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5847 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5848 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5854 if (p_ptr->redraw & (PR_DUNGEON))
5856 p_ptr->redraw &= ~(PR_DUNGEON);
5859 if (p_ptr->redraw & (PR_EQUIPPY))
5861 p_ptr->redraw &= ~(PR_EQUIPPY);
5862 print_equippy(); /* To draw / delete equippy chars */
5865 if (p_ptr->redraw & (PR_MISC))
5867 p_ptr->redraw &= ~(PR_MISC);
5868 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5869 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5873 if (p_ptr->redraw & (PR_TITLE))
5875 p_ptr->redraw &= ~(PR_TITLE);
5879 if (p_ptr->redraw & (PR_LEV))
5881 p_ptr->redraw &= ~(PR_LEV);
5885 if (p_ptr->redraw & (PR_EXP))
5887 p_ptr->redraw &= ~(PR_EXP);
5891 if (p_ptr->redraw & (PR_STATS))
5893 p_ptr->redraw &= ~(PR_STATS);
5902 if (p_ptr->redraw & (PR_STATUS))
5904 p_ptr->redraw &= ~(PR_STATUS);
5908 if (p_ptr->redraw & (PR_ARMOR))
5910 p_ptr->redraw &= ~(PR_ARMOR);
5914 if (p_ptr->redraw & (PR_HP))
5916 p_ptr->redraw &= ~(PR_HP);
5920 if (p_ptr->redraw & (PR_MANA))
5922 p_ptr->redraw &= ~(PR_MANA);
5926 if (p_ptr->redraw & (PR_GOLD))
5928 p_ptr->redraw &= ~(PR_GOLD);
5932 if (p_ptr->redraw & (PR_DEPTH))
5934 p_ptr->redraw &= ~(PR_DEPTH);
5938 if (p_ptr->redraw & (PR_HEALTH))
5940 p_ptr->redraw &= ~(PR_HEALTH);
5944 if (p_ptr->redraw & (PR_UHEALTH))
5946 p_ptr->redraw &= ~(PR_UHEALTH);
5947 riding_health_redraw();
5951 if (p_ptr->redraw & (PR_EXTRA))
5953 p_ptr->redraw &= ~(PR_EXTRA);
5954 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5955 p_ptr->redraw &= ~(PR_HUNGER);
5956 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5960 if (p_ptr->redraw & (PR_CUT))
5962 p_ptr->redraw &= ~(PR_CUT);
5966 if (p_ptr->redraw & (PR_STUN))
5968 p_ptr->redraw &= ~(PR_STUN);
5972 if (p_ptr->redraw & (PR_HUNGER))
5974 p_ptr->redraw &= ~(PR_HUNGER);
5978 if (p_ptr->redraw & (PR_STATE))
5980 p_ptr->redraw &= ~(PR_STATE);
5984 if (p_ptr->redraw & (PR_SPEED))
5986 p_ptr->redraw &= ~(PR_SPEED);
5990 if (p_ptr->pclass == CLASS_IMITATOR)
5992 if (p_ptr->redraw & (PR_MANE))
5994 p_ptr->redraw &= ~(PR_MANE);
5998 else if (p_ptr->redraw & (PR_STUDY))
6000 p_ptr->redraw &= ~(PR_STUDY);
6007 * Handle "p_ptr->window"
6009 void window_stuff(void)
6017 if (!p_ptr->window) return;
6020 for (j = 0; j < 8; j++)
6022 /* Save usable flags */
6023 if (angband_term[j]) mask |= window_flag[j];
6026 /* Apply usable flags */
6027 p_ptr->window &= mask;
6030 if (!p_ptr->window) return;
6033 /* Display inventory */
6034 if (p_ptr->window & (PW_INVEN))
6036 p_ptr->window &= ~(PW_INVEN);
6040 /* Display equipment */
6041 if (p_ptr->window & (PW_EQUIP))
6043 p_ptr->window &= ~(PW_EQUIP);
6047 /* Display spell list */
6048 if (p_ptr->window & (PW_SPELL))
6050 p_ptr->window &= ~(PW_SPELL);
6054 /* Display player */
6055 if (p_ptr->window & (PW_PLAYER))
6057 p_ptr->window &= ~(PW_PLAYER);
6061 /* Display overhead view */
6062 if (p_ptr->window & (PW_MESSAGE))
6064 p_ptr->window &= ~(PW_MESSAGE);
6068 /* Display overhead view */
6069 if (p_ptr->window & (PW_OVERHEAD))
6071 p_ptr->window &= ~(PW_OVERHEAD);
6075 /* Display overhead view */
6076 if (p_ptr->window & (PW_DUNGEON))
6078 p_ptr->window &= ~(PW_DUNGEON);
6082 /* Display monster recall */
6083 if (p_ptr->window & (PW_MONSTER))
6085 p_ptr->window &= ~(PW_MONSTER);
6089 /* Display object recall */
6090 if (p_ptr->window & (PW_OBJECT))
6092 p_ptr->window &= ~(PW_OBJECT);
6099 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6101 void handle_stuff(void)
6104 if (p_ptr->update) update_stuff();
6107 if (p_ptr->redraw) redraw_stuff();
6110 if (p_ptr->window) window_stuff();
6114 s16b empty_hands(bool is_monk)
6117 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
6119 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
6120 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
6125 bool heavy_armor(void)
6127 u16b monk_arm_wgt = 0;
6129 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6131 /* Weight the armor */
6132 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6133 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6134 monk_arm_wgt += inventory[INVEN_BODY].weight;
6135 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6136 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6137 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6138 monk_arm_wgt += inventory[INVEN_FEET].weight;
6140 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6143 int number_of_quests(void)
6147 /* Clear the counter */
6150 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6152 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6154 /* Increment count of quests taken. */
6159 /* Return the number of quests taken */