3 * @brief 雑多なその他の処理1 / misc code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * Print character info at given row, column in a 13 char field
107 static void prt_field(cptr info, int row, int col)
109 /* Dump 13 spaces to clear */
110 c_put_str(TERM_WHITE, " ", row, col);
112 /* Dump the info itself */
113 c_put_str(TERM_L_BLUE, info, row, col);
118 * Whether daytime or not
120 bool is_daytime(void)
122 s32b len = TURNS_PER_TICK * TOWN_DAWN;
123 if ((turn % len) < (len / 2))
130 * Extract day, hour, min
132 void extract_day_hour_min(int *day, int *hour, int *min)
134 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
135 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
137 switch (p_ptr->start_race)
143 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
146 *day = (turn + A_DAY / 4) / A_DAY + 1;
149 *hour = (24 * turn_in_today / A_DAY) % 24;
150 *min = (1440 * turn_in_today / A_DAY) % 60;
160 /* Dump 13 spaces to clear */
161 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
163 extract_day_hour_min(&day, &hour, &min);
165 /* Dump the info itself */
166 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
167 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
169 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
175 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
176 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
177 return _("クエスト", "Quest");
178 else if (p_ptr->wild_mode)
179 return _("地上", "Surface");
180 else if (p_ptr->inside_arena)
181 return _("アリーナ", "Arena");
182 else if (p_ptr->inside_battle)
183 return _("闘技場", "Monster Arena");
184 else if (!dun_level && p_ptr->town_num)
185 return town[p_ptr->town_num].name;
187 return d_name+d_info[dungeon_type].name;
193 static void prt_dungeon(void)
198 /* Dump 13 spaces to clear */
199 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
201 dungeon_name = map_name();
203 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
204 if (col < 0) col = 0;
206 /* Dump the info itself */
207 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
215 * Print character stat in given row, column
217 static void prt_stat(int stat)
221 /* Display "injured" stat */
222 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
224 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
225 cnv_stat(p_ptr->stat_use[stat], tmp);
226 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
229 /* Display "healthy" stat */
232 put_str(stat_names[stat], ROW_STAT + stat, 0);
233 cnv_stat(p_ptr->stat_use[stat], tmp);
234 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
237 /* Indicate natural maximum */
238 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
241 /* 日本語にかぶらないように表示位置を変更 */
242 put_str("!", ROW_STAT + stat, 5);
244 put_str("!", ROW_STAT + stat, 3);
252 * Data structure for status bar
254 #define BAR_TSUYOSHI 0
255 #define BAR_HALLUCINATION 1
256 #define BAR_BLINDNESS 2
257 #define BAR_PARALYZE 3
258 #define BAR_CONFUSE 4
259 #define BAR_POISONED 5
261 #define BAR_LEVITATE 7
262 #define BAR_REFLECTION 8
263 #define BAR_PASSWALL 9
264 #define BAR_WRAITH 10
265 #define BAR_PROTEVIL 11
266 #define BAR_KAWARIMI 12
267 #define BAR_MAGICDEFENSE 13
268 #define BAR_EXPAND 14
269 #define BAR_STONESKIN 15
270 #define BAR_MULTISHADOW 16
271 #define BAR_REGMAGIC 17
272 #define BAR_ULTIMATE 18
273 #define BAR_INVULN 19
274 #define BAR_IMMACID 20
275 #define BAR_RESACID 21
276 #define BAR_IMMELEC 22
277 #define BAR_RESELEC 23
278 #define BAR_IMMFIRE 24
279 #define BAR_RESFIRE 25
280 #define BAR_IMMCOLD 26
281 #define BAR_RESCOLD 27
282 #define BAR_RESPOIS 28
283 #define BAR_RESNETH 29
284 #define BAR_RESTIME 30
285 #define BAR_DUSTROBE 31
286 #define BAR_SHFIRE 32
288 #define BAR_SHHOLY 34
289 #define BAR_EYEEYE 35
290 #define BAR_BLESSED 36
291 #define BAR_HEROISM 37
292 #define BAR_BERSERK 38
293 #define BAR_ATTKFIRE 39
294 #define BAR_ATTKCOLD 40
295 #define BAR_ATTKELEC 41
296 #define BAR_ATTKACID 42
297 #define BAR_ATTKPOIS 43
298 #define BAR_ATTKCONF 44
299 #define BAR_SENSEUNSEEN 45
300 #define BAR_TELEPATHY 46
301 #define BAR_REGENERATION 47
302 #define BAR_INFRAVISION 48
303 #define BAR_STEALTH 49
304 #define BAR_SUPERSTEALTH 50
305 #define BAR_RECALL 51
307 #define BAR_SHCOLD 53
308 #define BAR_SHELEC 54
309 #define BAR_SHSHADOW 55
312 #define BAR_ANTIMULTI 58
313 #define BAR_ANTITELE 59
314 #define BAR_ANTIMAGIC 60
315 #define BAR_PATIENCE 61
316 #define BAR_REVENGE 62
317 #define BAR_RUNESWORD 63
318 #define BAR_VAMPILIC 64
320 #define BAR_ESP_EVIL 66
329 {TERM_YELLOW, "つ", "つよし"},
330 {TERM_VIOLET, "幻", "幻覚"},
331 {TERM_L_DARK, "盲", "盲目"},
332 {TERM_RED, "痺", "麻痺"},
333 {TERM_VIOLET, "乱", "混乱"},
334 {TERM_GREEN, "毒", "毒"},
335 {TERM_BLUE, "恐", "恐怖"},
336 {TERM_L_BLUE, "浮", "浮遊"},
337 {TERM_SLATE, "反", "反射"},
338 {TERM_SLATE, "壁", "壁抜け"},
339 {TERM_L_DARK, "幽", "幽体"},
340 {TERM_SLATE, "邪", "防邪"},
341 {TERM_VIOLET, "変", "変わり身"},
342 {TERM_YELLOW, "魔", "魔法鎧"},
343 {TERM_L_UMBER, "伸", "伸び"},
344 {TERM_WHITE, "石", "石肌"},
345 {TERM_L_BLUE, "分", "分身"},
346 {TERM_SLATE, "防", "魔法防御"},
347 {TERM_YELLOW, "究", "究極"},
348 {TERM_YELLOW, "無", "無敵"},
349 {TERM_L_GREEN, "酸", "酸免疫"},
350 {TERM_GREEN, "酸", "耐酸"},
351 {TERM_L_BLUE, "電", "電免疫"},
352 {TERM_BLUE, "電", "耐電"},
353 {TERM_L_RED, "火", "火免疫"},
354 {TERM_RED, "火", "耐火"},
355 {TERM_WHITE, "冷", "冷免疫"},
356 {TERM_SLATE, "冷", "耐冷"},
357 {TERM_GREEN, "毒", "耐毒"},
358 {TERM_L_DARK, "獄", "耐地獄"},
359 {TERM_L_BLUE, "時", "耐時間"},
360 {TERM_L_DARK, "鏡", "鏡オーラ"},
361 {TERM_L_RED, "オ", "火オーラ"},
362 {TERM_WHITE, "闘", "闘気"},
363 {TERM_WHITE, "聖", "聖オーラ"},
364 {TERM_VIOLET, "目", "目には目"},
365 {TERM_WHITE, "祝", "祝福"},
366 {TERM_WHITE, "勇", "勇"},
367 {TERM_RED, "狂", "狂乱"},
368 {TERM_L_RED, "火", "魔剣火"},
369 {TERM_WHITE, "冷", "魔剣冷"},
370 {TERM_L_BLUE, "電", "魔剣電"},
371 {TERM_SLATE, "酸", "魔剣酸"},
372 {TERM_L_GREEN, "毒", "魔剣毒"},
373 {TERM_RED, "乱", "混乱打撃"},
374 {TERM_L_BLUE, "視", "透明視"},
375 {TERM_ORANGE, "テ", "テレパシ"},
376 {TERM_L_BLUE, "回", "回復"},
377 {TERM_L_RED, "赤", "赤外"},
378 {TERM_UMBER, "隠", "隠密"},
379 {TERM_YELLOW, "隠", "超隠密"},
380 {TERM_WHITE, "帰", "帰還"},
381 {TERM_WHITE, "現", "現実変容"},
383 {TERM_WHITE, "オ", "氷オーラ"},
384 {TERM_BLUE, "オ", "電オーラ"},
385 {TERM_L_DARK, "オ", "影オーラ"},
386 {TERM_YELLOW, "腕", "腕力強化"},
387 {TERM_RED, "肉", "肉体強化"},
388 {TERM_L_DARK, "殖", "反増殖"},
389 {TERM_ORANGE, "テ", "反テレポ"},
390 {TERM_RED, "魔", "反魔法"},
391 {TERM_SLATE, "我", "我慢"},
392 {TERM_SLATE, "宣", "宣告"},
393 {TERM_L_DARK, "剣", "魔剣化"},
394 {TERM_RED, "吸", "吸血打撃"},
395 {TERM_WHITE, "回", "回復"},
396 {TERM_L_DARK, "感", "邪悪感知"},
401 {TERM_YELLOW, "Ts", "Tsuyoshi"},
402 {TERM_VIOLET, "Ha", "Halluc"},
403 {TERM_L_DARK, "Bl", "Blind"},
404 {TERM_RED, "Pa", "Paralyzed"},
405 {TERM_VIOLET, "Cf", "Confused"},
406 {TERM_GREEN, "Po", "Poisoned"},
407 {TERM_BLUE, "Af", "Afraid"},
408 {TERM_L_BLUE, "Lv", "Levit"},
409 {TERM_SLATE, "Rf", "Reflect"},
410 {TERM_SLATE, "Pw", "PassWall"},
411 {TERM_L_DARK, "Wr", "Wraith"},
412 {TERM_SLATE, "Ev", "PrtEvl"},
413 {TERM_VIOLET, "Kw", "Kawarimi"},
414 {TERM_YELLOW, "Md", "MgcArm"},
415 {TERM_L_UMBER, "Eh", "Expand"},
416 {TERM_WHITE, "Ss", "StnSkn"},
417 {TERM_L_BLUE, "Ms", "MltShdw"},
418 {TERM_SLATE, "Rm", "ResMag"},
419 {TERM_YELLOW, "Ul", "Ultima"},
420 {TERM_YELLOW, "Iv", "Invuln"},
421 {TERM_L_GREEN, "IAc", "ImmAcid"},
422 {TERM_GREEN, "Ac", "Acid"},
423 {TERM_L_BLUE, "IEl", "ImmElec"},
424 {TERM_BLUE, "El", "Elec"},
425 {TERM_L_RED, "IFi", "ImmFire"},
426 {TERM_RED, "Fi", "Fire"},
427 {TERM_WHITE, "ICo", "ImmCold"},
428 {TERM_SLATE, "Co", "Cold"},
429 {TERM_GREEN, "Po", "Pois"},
430 {TERM_L_DARK, "Nt", "Nthr"},
431 {TERM_L_BLUE, "Ti", "Time"},
432 {TERM_L_DARK, "Mr", "Mirr"},
433 {TERM_L_RED, "SFi", "SFire"},
434 {TERM_WHITE, "Fo", "Force"},
435 {TERM_WHITE, "Ho", "Holy"},
436 {TERM_VIOLET, "Ee", "EyeEye"},
437 {TERM_WHITE, "Bs", "Bless"},
438 {TERM_WHITE, "He", "Hero"},
439 {TERM_RED, "Br", "Berserk"},
440 {TERM_L_RED, "BFi", "BFire"},
441 {TERM_WHITE, "BCo", "BCold"},
442 {TERM_L_BLUE, "BEl", "BElec"},
443 {TERM_SLATE, "BAc", "BAcid"},
444 {TERM_L_GREEN, "BPo", "BPois"},
445 {TERM_RED, "TCf", "TchCnf"},
446 {TERM_L_BLUE, "Se", "SInv"},
447 {TERM_ORANGE, "Te", "Telepa"},
448 {TERM_L_BLUE, "Rg", "Regen"},
449 {TERM_L_RED, "If", "Infr"},
450 {TERM_UMBER, "Sl", "Stealth"},
451 {TERM_YELLOW, "Stlt", "Stealth"},
452 {TERM_WHITE, "Rc", "Recall"},
453 {TERM_WHITE, "Al", "Alter"},
455 {TERM_WHITE, "SCo", "SCold"},
456 {TERM_BLUE, "SEl", "SElec"},
457 {TERM_L_DARK, "SSh", "SShadow"},
458 {TERM_YELLOW, "EMi", "ExMight"},
459 {TERM_RED, "Bu", "BuildUp"},
460 {TERM_L_DARK, "AMl", "AntiMulti"},
461 {TERM_ORANGE, "AT", "AntiTele"},
462 {TERM_RED, "AM", "AntiMagic"},
463 {TERM_SLATE, "Pa", "Patience"},
464 {TERM_SLATE, "Rv", "Revenge"},
465 {TERM_L_DARK, "Rs", "RuneSword"},
466 {TERM_RED, "Vm", "Vampiric"},
467 {TERM_WHITE, "Cu", "Cure"},
468 {TERM_L_DARK, "ET", "EvilTele"},
473 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
474 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
480 static void prt_status(void)
483 int wid, hgt, row_statbar, max_col_statbar;
484 int i, col = 0, num = 0;
487 Term_get_size(&wid, &hgt);
488 row_statbar = hgt + ROW_STATBAR;
489 max_col_statbar = wid + MAX_COL_STATBAR;
491 Term_erase(0, row_statbar, max_col_statbar);
493 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
496 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
499 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
502 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
505 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
508 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
511 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
513 /* Times see-invisible */
514 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
517 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
519 /* Timed regenerate */
520 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
522 /* Timed infra-vision */
523 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
525 /* Protection from evil */
526 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
528 /* Invulnerability */
529 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
532 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
535 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
537 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
540 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
542 /* Super Heroism / berserk */
543 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
546 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
549 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
551 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
553 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
555 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
558 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
559 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
561 /* Oppose Lightning */
562 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
563 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
566 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
567 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
570 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
571 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
574 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
577 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
580 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
583 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
586 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
588 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
590 /* Confusing Hands */
591 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
593 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
595 /* Ultimate-resistance */
596 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
599 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
601 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
603 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
606 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
607 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
608 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
609 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
610 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
611 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
613 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
616 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
618 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
621 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
623 /* An Eye for an Eye */
624 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
627 if (p_ptr->realm1 == REALM_HEX)
629 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
630 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
631 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
632 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
633 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
634 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
635 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
636 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
637 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
638 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
639 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
640 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
641 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
642 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
643 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
644 if (hex_spelling(HEX_CURE_LIGHT) ||
645 hex_spelling(HEX_CURE_SERIOUS) ||
646 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
648 if (p_ptr->magic_num2[2])
650 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
651 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
655 /* Calcurate length */
656 for (i = 0; bar[i].sstr; i++)
660 col += strlen(bar[i].lstr) + 1;
665 /* If there are not excess spaces for long strings, use short one */
666 if (col - 1 > max_col_statbar)
671 for (i = 0; bar[i].sstr; i++)
675 col += strlen(bar[i].sstr);
679 /* If there are excess spaces for short string, use more */
680 if (col - 1 <= max_col_statbar - (num-1))
688 /* Centering display column */
689 col = (max_col_statbar - col) / 2;
691 /* Display status bar */
692 for (i = 0; bar[i].sstr; i++)
697 if (space == 2) str = bar[i].lstr;
698 else str = bar[i].sstr;
700 c_put_str(bar[i].attr, str, row_statbar, col);
702 if (space > 0) col++;
703 if (col > max_col_statbar) break;
711 * Prints "title", including "wizard" or "winner" as needed.
713 static void prt_title(void)
731 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
733 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
756 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
760 prt_field(p, ROW_TITLE, COL_TITLE);
767 static void prt_level(void)
771 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
773 if (p_ptr->lev >= p_ptr->max_plv)
776 put_str("レベル ", ROW_LEVEL, 0);
777 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
779 put_str("LEVEL ", ROW_LEVEL, 0);
780 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
787 put_str("xレベル", ROW_LEVEL, 0);
788 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
790 put_str("Level ", ROW_LEVEL, 0);
791 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
799 * Display the experience
801 static void prt_exp(void)
805 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
807 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
811 if (p_ptr->lev >= PY_MAX_LEVEL)
813 (void)sprintf(out_val, "********");
818 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
820 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
825 if (p_ptr->exp >= p_ptr->max_exp)
828 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
829 else put_str("経験 ", ROW_EXP, 0);
830 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
832 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
833 else put_str("EXP ", ROW_EXP, 0);
834 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
841 put_str("x経験", ROW_EXP, 0);
842 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
844 put_str("Exp ", ROW_EXP, 0);
845 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
852 * Prints current gold
854 static void prt_gold(void)
857 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
858 sprintf(tmp, "%9ld", (long)p_ptr->au);
859 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
867 static void prt_ac(void)
872 /* AC の表示方式を変更している */
873 put_str(" AC( )", ROW_AC, COL_AC);
874 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
875 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
877 put_str("Cur AC ", ROW_AC, COL_AC);
878 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
879 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
886 * Prints Cur/Max hit points
888 static void prt_hp(void)
890 /* ヒットポイントの表示方法を変更 */
896 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
898 put_str("HP", ROW_CURHP, COL_CURHP);
901 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
903 if (p_ptr->chp >= p_ptr->mhp)
905 color = TERM_L_GREEN;
907 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
916 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
919 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
922 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
923 color = TERM_L_GREEN;
925 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
930 * Prints players max/cur spell points
932 static void prt_sp(void)
934 /* マジックポイントの表示方法を変更している */
939 /* Do not show mana unless it matters */
940 if (!mp_ptr->spell_book) return;
943 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
944 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
947 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
949 if (p_ptr->csp >= p_ptr->msp)
951 color = TERM_L_GREEN;
953 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
962 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
965 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
968 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
969 color = TERM_L_GREEN;
971 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
976 * Prints depth in stat area
978 static void prt_depth(void)
981 int wid, hgt, row_depth, col_depth;
982 byte attr = TERM_WHITE;
984 Term_get_size(&wid, &hgt);
985 col_depth = wid + COL_DEPTH;
986 row_depth = hgt + ROW_DEPTH;
990 strcpy(depths, _("地上", "Surf."));
992 else if (p_ptr->inside_quest && !dungeon_type)
994 strcpy(depths, _("地上", "Quest"));
998 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
999 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1001 /* Get color of level based on feeling -JSV- */
1002 switch (p_ptr->feeling)
1004 case 0: attr = TERM_SLATE; break; /* Unknown */
1005 case 1: attr = TERM_L_BLUE; break; /* Special */
1006 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1007 case 3: attr = TERM_RED; break; /* Very dangerous */
1008 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1009 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1010 case 6: attr = TERM_YELLOW; break; /* Nervous */
1011 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1012 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1013 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1014 case 10: attr = TERM_WHITE; break; /* Boring place */
1018 /* Right-Adjust the "depth", and clear old values */
1019 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1024 * Prints status of hunger
1026 static void prt_hunger(void)
1028 if(p_ptr->wizard && p_ptr->inside_arena) return;
1030 /* Fainting / Starving */
1031 if (p_ptr->food < PY_FOOD_FAINT)
1033 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1037 else if (p_ptr->food < PY_FOOD_WEAK)
1039 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1043 else if (p_ptr->food < PY_FOOD_ALERT)
1045 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1049 else if (p_ptr->food < PY_FOOD_FULL)
1051 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1055 else if (p_ptr->food < PY_FOOD_MAX)
1057 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1063 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1069 * Prints Searching, Resting, Paralysis, or 'count' status
1070 * Display is always exactly 10 characters wide (see below)
1072 * This function was a major bottleneck when resting, so a lot of
1073 * the text formatting code was optimized in place below.
1075 static void prt_state(void)
1077 byte attr = TERM_WHITE;
1084 if (command_rep > 999)
1086 (void)sprintf(text, "%2d00", command_rep / 100);
1090 (void)sprintf(text, " %2d", command_rep);
1097 switch(p_ptr->action)
1101 strcpy(text, _("探索", "Sear"));
1108 /* Start with "Rest" */
1109 strcpy(text, _(" ", " "));
1111 /* Extensive (timed) rest */
1112 if (resting >= 1000)
1117 text[1] = '0' + (i % 10);
1118 text[0] = '0' + (i / 10);
1121 /* Long (timed) rest */
1122 else if (resting >= 100)
1125 text[3] = '0' + (i % 10);
1127 text[2] = '0' + (i % 10);
1128 text[1] = '0' + (i / 10);
1131 /* Medium (timed) rest */
1132 else if (resting >= 10)
1135 text[3] = '0' + (i % 10);
1136 text[2] = '0' + (i / 10);
1139 /* Short (timed) rest */
1140 else if (resting > 0)
1143 text[3] = '0' + (i);
1146 /* Rest until healed */
1147 else if (resting == -1)
1149 text[0] = text[1] = text[2] = text[3] = '*';
1152 /* Rest until done */
1153 else if (resting == -2)
1155 text[0] = text[1] = text[2] = text[3] = '&';
1161 strcpy(text, _("学習", "lear"));
1162 if (new_mane) attr = TERM_L_RED;
1167 strcpy(text, _("釣り", "fish"));
1173 for (i = 0; i < MAX_KAMAE; i++)
1174 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1177 case 0: attr = TERM_GREEN;break;
1178 case 1: attr = TERM_WHITE;break;
1179 case 2: attr = TERM_L_BLUE;break;
1180 case 3: attr = TERM_L_RED;break;
1182 strcpy(text, kamae_shurui[i].desc);
1188 for (i = 0; i < MAX_KATA; i++)
1189 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1190 strcpy(text, kata_shurui[i].desc);
1195 strcpy(text, _("歌 ", "Sing"));
1198 case ACTION_HAYAGAKE:
1200 strcpy(text, _("速駆", "Fast"));
1205 strcpy(text, _("詠唱", "Spel"));
1216 /* Display the info (or blanks) */
1217 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1222 * Prints the speed of a character. -CJS-
1224 static void prt_speed(void)
1226 int i = p_ptr->pspeed;
1227 bool is_fast = IS_FAST();
1229 byte attr = TERM_WHITE;
1231 int wid, hgt, row_speed, col_speed;
1233 Term_get_size(&wid, &hgt);
1234 col_speed = wid + COL_SPEED;
1235 row_speed = hgt + ROW_SPEED;
1237 /* Hack -- Visually "undo" the Search Mode Slowdown */
1238 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1245 monster_type *m_ptr = &m_list[p_ptr->riding];
1246 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1247 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1248 else attr = TERM_GREEN;
1250 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1251 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1252 else attr = TERM_L_GREEN;
1254 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1256 sprintf(buf, "Fast(+%d)", (i - 110));
1266 monster_type *m_ptr = &m_list[p_ptr->riding];
1267 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1268 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1269 else attr = TERM_RED;
1271 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1272 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1273 else attr = TERM_L_UMBER;
1275 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1277 sprintf(buf, "Slow(-%d)", (110 - i));
1280 else if (p_ptr->riding)
1283 strcpy(buf, _("乗馬中", "Riding"));
1286 /* Display the speed */
1287 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1291 static void prt_study(void)
1293 int wid, hgt, row_study, col_study;
1295 Term_get_size(&wid, &hgt);
1296 col_study = wid + COL_STUDY;
1297 row_study = hgt + ROW_STUDY;
1299 if (p_ptr->new_spells)
1301 put_str(_("学習", "Stud"), row_study, col_study);
1305 put_str(" ", row_study, col_study);
1310 static void prt_imitation(void)
1312 int wid, hgt, row_study, col_study;
1314 Term_get_size(&wid, &hgt);
1315 col_study = wid + COL_STUDY;
1316 row_study = hgt + ROW_STUDY;
1318 if (p_ptr->pclass == CLASS_IMITATOR)
1320 if (p_ptr->mane_num)
1323 if (new_mane) attr = TERM_L_RED;
1324 else attr = TERM_WHITE;
1325 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1329 put_str(" ", row_study, col_study);
1335 static void prt_cut(void)
1341 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1345 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1349 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1353 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1357 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1361 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1365 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1369 put_str(" ", ROW_CUT, COL_CUT);
1375 static void prt_stun(void)
1377 int s = p_ptr->stun;
1381 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1385 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1389 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1393 put_str(" ", ROW_STUN, COL_STUN);
1400 * Redraw the "monster health bar" -DRS-
1401 * Rather extensive modifications by -BEN-
1403 * The "monster health bar" provides visual feedback on the "health"
1404 * of the monster currently being "tracked". There are several ways
1405 * to "track" a monster, including targetting it, attacking it, and
1406 * affecting it (and nobody else) with a ranged attack.
1408 * Display the monster health bar (affectionately known as the
1409 * "health-o-meter"). Clear health bar if nothing is being tracked.
1410 * Auto-track current target monster when bored. Note that the
1411 * health-bar stops tracking any monster that "disappears".
1413 static void health_redraw(bool riding)
1417 monster_type *m_ptr;
1421 health_who = p_ptr->riding;
1422 row = ROW_RIDING_INFO;
1423 col = COL_RIDING_INFO;
1427 health_who = p_ptr->health_who;
1432 m_ptr = &m_list[health_who];
1434 if (p_ptr->wizard && p_ptr->inside_battle)
1439 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1440 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1441 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1442 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1446 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1447 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1448 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1453 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1454 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1455 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1460 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1461 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1462 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1467 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1468 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1469 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1478 /* Erase the health bar */
1479 Term_erase(col, row, 12);
1482 /* Tracking an unseen monster */
1483 else if (!m_ptr->ml)
1485 /* Indicate that the monster health is "unknown" */
1486 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1489 /* Tracking a hallucinatory monster */
1490 else if (p_ptr->image)
1492 /* Indicate that the monster health is "unknown" */
1493 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1496 /* Tracking a dead monster (???) */
1497 else if (m_ptr->hp < 0)
1499 /* Indicate that the monster health is "unknown" */
1500 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1503 /* Tracking a visible monster */
1506 /* Extract the "percent" of health */
1507 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1508 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1510 /* Convert percent into "health" */
1511 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1513 /* Default to almost dead */
1514 byte attr = TERM_RED;
1517 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1520 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1523 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1526 else if (pct >= 100) attr = TERM_L_GREEN;
1528 /* Somewhat Wounded */
1529 else if (pct >= 60) attr = TERM_YELLOW;
1532 else if (pct >= 25) attr = TERM_ORANGE;
1535 else if (pct >= 10) attr = TERM_L_RED;
1537 /* Default to "unknown" */
1538 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1540 /* Dump the current "health" (use '*' symbols) */
1541 Term_putstr(col + 1, row, len, attr, "**********");
1549 * Display basic info (mostly left of map)
1551 static void prt_frame_basic(void)
1555 /* Race and Class */
1556 if (p_ptr->mimic_form)
1557 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1561 my_strcpy(str, rp_ptr->title, sizeof(str));
1562 prt_field(str, ROW_RACE, COL_RACE);
1564 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1565 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1571 /* Level/Experience */
1576 for (i = 0; i < 6; i++) prt_stat(i);
1594 health_redraw(FALSE);
1595 health_redraw(TRUE);
1600 * Display extra info (mostly below map)
1602 static void prt_frame_extra(void)
1627 * Hack -- display inventory in sub-windows
1629 static void fix_inven(void)
1634 for (j = 0; j < 8; j++)
1639 if (!angband_term[j]) continue;
1641 /* No relevant flags */
1642 if (!(window_flag[j] & (PW_INVEN))) continue;
1645 Term_activate(angband_term[j]);
1647 /* Display inventory */
1660 * Print monster info in line
1662 * nnn : number or unique(U) or wanted unique(W)
1663 * X : symbol of monster
1664 * LV : monster lv if known
1665 * name: name of monster
1667 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1670 int r_idx = m_ptr->ap_r_idx;
1671 monster_race* r_ptr = &r_info[r_idx];
1675 //Number of 'U'nique
1676 if(r_ptr->flags1&RF1_UNIQUE){//unique
1677 bool is_kubi = FALSE;
1678 for(i=0;i<MAX_KUBI;i++){
1679 if(kubi_r_idx[i] == r_idx){
1684 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1686 sprintf(buf, "%3d", n_same);
1687 Term_addstr(-1, TERM_WHITE, buf);
1690 Term_addstr(-1, TERM_WHITE, " ");
1691 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1692 //Term_addstr(-1, TERM_WHITE, "/");
1693 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1695 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1696 sprintf(buf, " %2d", r_ptr->level);
1700 Term_addstr(-1, TERM_WHITE, buf);
1702 sprintf(buf, " %s ", r_name+r_ptr->name);
1703 Term_addstr(-1, TERM_WHITE, buf);
1705 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1709 max_lines : 最大何行描画するか.
1711 void print_monster_list(int x, int y, int max_lines){
1713 monster_type* last_mons = NULL;
1714 monster_type* m_ptr = NULL;
1718 for(i=0;i<temp_n;i++){
1719 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1720 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1721 m_ptr = &m_list[c_ptr->m_idx];
1722 if(is_pet(m_ptr))continue;//pet
1723 if(!m_ptr->r_idx)continue;//dead?
1726 int r_idx = m_ptr->ap_r_idx;
1727 monster_race* r_ptr = &r_info[r_idx];
1728 cptr name = (r_name + r_ptr->name);
1729 cptr ename = (r_name + r_ptr->name);
1730 //ミミック類や「それ」等は、一覧に出てはいけない
1731 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1732 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1734 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1735 (strcmp(ename, "Null the Living Void")==0))continue;
1736 //"金無垢の指輪"は、一覧に出てはいけない
1737 if((strcmp(name, "金無垢の指輪")==0)||
1738 (strcmp(ename, "Plain Gold Ring")==0))continue;
1742 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1743 if(!last_mons){//先頭モンスター
1749 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1751 continue;//表示処理を次に回す
1753 //print last mons info
1754 print_monster_line(x, line++, last_mons, n_same);
1757 if(line-y-1==max_lines){//残り1行
1761 if(line-y-1==max_lines && i!=temp_n){
1762 Term_gotoxy(x, line);
1763 Term_addstr(-1, TERM_WHITE, "-- and more --");
1765 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1769 * Hack -- display monster list in sub-windows
1771 static void fix_monster_list(void)
1777 for (j = 0; j < 8; j++)
1782 if (!angband_term[j]) continue;
1784 /* No relevant flags */
1785 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1788 Term_activate(angband_term[j]);
1789 Term_get_size(&w, &h);
1793 target_set_prepare_look();//モンスター一覧を生成,ソート
1794 print_monster_list(0, 0, h);
1808 * Hack -- display equipment in sub-windows
1810 static void fix_equip(void)
1815 for (j = 0; j < 8; j++)
1820 if (!angband_term[j]) continue;
1822 /* No relevant flags */
1823 if (!(window_flag[j] & (PW_EQUIP))) continue;
1826 Term_activate(angband_term[j]);
1828 /* Display equipment */
1841 * Hack -- display equipment in sub-windows
1843 static void fix_spell(void)
1848 for (j = 0; j < 8; j++)
1853 if (!angband_term[j]) continue;
1855 /* No relevant flags */
1856 if (!(window_flag[j] & (PW_SPELL))) continue;
1859 Term_activate(angband_term[j]);
1861 /* Display spell list */
1862 display_spell_list();
1874 * Hack -- display character in sub-windows
1876 static void fix_player(void)
1881 for (j = 0; j < 8; j++)
1886 if (!angband_term[j]) continue;
1888 /* No relevant flags */
1889 if (!(window_flag[j] & (PW_PLAYER))) continue;
1892 Term_activate(angband_term[j]);
1896 /* Display player */
1910 * Hack -- display recent messages in sub-windows
1912 * XXX XXX XXX Adjust for width and split messages
1914 static void fix_message(void)
1921 for (j = 0; j < 8; j++)
1926 if (!angband_term[j]) continue;
1928 /* No relevant flags */
1929 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1932 Term_activate(angband_term[j]);
1935 Term_get_size(&w, &h);
1938 for (i = 0; i < h; i++)
1940 /* Dump the message on the appropriate line */
1941 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1944 Term_locate(&x, &y);
1946 /* Clear to end of line */
1947 Term_erase(x, y, 255);
1960 * Hack -- display overhead view in sub-windows
1962 * Note that the "player" symbol does NOT appear on the map.
1964 static void fix_overhead(void)
1971 for (j = 0; j < 8; j++)
1977 if (!angband_term[j]) continue;
1979 /* No relevant flags */
1980 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1983 Term_activate(angband_term[j]);
1985 /* Full map in too small window is useless */
1986 Term_get_size(&wid, &hgt);
1987 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1990 display_map(&cy, &cx);
2003 * Hack -- display dungeon view in sub-windows
2005 static void fix_dungeon(void)
2010 for (j = 0; j < 8; j++)
2015 if (!angband_term[j]) continue;
2017 /* No relevant flags */
2018 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2021 Term_activate(angband_term[j]);
2023 /* Redraw dungeon view */
2036 * Hack -- display monster recall in sub-windows
2038 static void fix_monster(void)
2043 for (j = 0; j < 8; j++)
2048 if (!angband_term[j]) continue;
2050 /* No relevant flags */
2051 if (!(window_flag[j] & (PW_MONSTER))) continue;
2054 Term_activate(angband_term[j]);
2056 /* Display monster race info */
2057 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2069 * Hack -- display object recall in sub-windows
2071 static void fix_object(void)
2076 for (j = 0; j < 8; j++)
2081 if (!angband_term[j]) continue;
2083 /* No relevant flags */
2084 if (!(window_flag[j] & (PW_OBJECT))) continue;
2087 Term_activate(angband_term[j]);
2089 /* Display monster race info */
2090 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2102 * Calculate number of spells player should have, and forget,
2103 * or remember, spells until that number is properly reflected.
2105 * Note that this function induces various "status" messages,
2106 * which must be bypasses until the character is created.
2108 static void calc_spells(void)
2110 int i, j, k, levels;
2112 int num_boukyaku = 0;
2114 const magic_type *s_ptr;
2121 /* Hack -- must be literate */
2122 if (!mp_ptr->spell_book) return;
2124 /* Hack -- wait for creation */
2125 if (!character_generated) return;
2127 /* Hack -- handle "xtra" mode */
2128 if (character_xtra) return;
2130 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2132 p_ptr->new_spells = 0;
2136 p = spell_category_name(mp_ptr->spell_book);
2138 /* Determine the number of spells allowed */
2139 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2141 /* Hack -- no negative spells */
2142 if (levels < 0) levels = 0;
2144 /* Extract total allowed spells */
2145 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2147 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2151 if (p_ptr->pclass == CLASS_SAMURAI)
2155 else if (p_ptr->realm2 == REALM_NONE)
2157 num_allowed = (num_allowed+1)/2;
2158 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2160 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2162 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2166 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2169 /* Count the number of spells we know */
2170 for (j = 0; j < 64; j++)
2172 /* Count known spells */
2174 (p_ptr->spell_forgotten1 & (1L << j)) :
2175 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2181 /* See how many spells we must forget or may learn */
2182 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2184 /* Forget spells which are too hard */
2185 for (i = 63; i >= 0; i--)
2187 /* Efficiency -- all done */
2188 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2190 /* Access the spell */
2191 j = p_ptr->spell_order[i];
2193 /* Skip non-spells */
2194 if (j >= 99) continue;
2198 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2201 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2203 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2206 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2208 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2210 /* Skip spells we are allowed to know */
2211 if (s_ptr->slevel <= p_ptr->lev) continue;
2215 (p_ptr->spell_learned1 & (1L << j)) :
2216 (p_ptr->spell_learned2 & (1L << (j - 32))))
2218 /* Mark as forgotten */
2221 p_ptr->spell_forgotten1 |= (1L << j);
2222 which = p_ptr->realm1;
2226 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2227 which = p_ptr->realm2;
2230 /* No longer known */
2233 p_ptr->spell_learned1 &= ~(1L << j);
2234 which = p_ptr->realm1;
2238 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2239 which = p_ptr->realm2;
2244 msg_format("%sの%sを忘れてしまった。",
2245 do_spell(which, j%32, SPELL_NAME), p );
2247 msg_format("You have forgotten the %s of %s.", p,
2248 do_spell(which, j%32, SPELL_NAME));
2252 /* One more can be learned */
2253 p_ptr->new_spells++;
2258 /* Forget spells if we know too many spells */
2259 for (i = 63; i >= 0; i--)
2261 /* Stop when possible */
2262 if (p_ptr->new_spells >= 0) break;
2264 /* Efficiency -- all done */
2265 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2267 /* Get the (i+1)th spell learned */
2268 j = p_ptr->spell_order[i];
2270 /* Skip unknown spells */
2271 if (j >= 99) continue;
2273 /* Forget it (if learned) */
2275 (p_ptr->spell_learned1 & (1L << j)) :
2276 (p_ptr->spell_learned2 & (1L << (j - 32))))
2278 /* Mark as forgotten */
2281 p_ptr->spell_forgotten1 |= (1L << j);
2282 which = p_ptr->realm1;
2286 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2287 which = p_ptr->realm2;
2290 /* No longer known */
2293 p_ptr->spell_learned1 &= ~(1L << j);
2294 which = p_ptr->realm1;
2298 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2299 which = p_ptr->realm2;
2304 msg_format("%sの%sを忘れてしまった。",
2305 do_spell(which, j%32, SPELL_NAME), p );
2307 msg_format("You have forgotten the %s of %s.", p,
2308 do_spell(which, j%32, SPELL_NAME));
2312 /* One more can be learned */
2313 p_ptr->new_spells++;
2318 /* Check for spells to remember */
2319 for (i = 0; i < 64; i++)
2321 /* None left to remember */
2322 if (p_ptr->new_spells <= 0) break;
2324 /* Efficiency -- all done */
2325 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2327 /* Get the next spell we learned */
2328 j = p_ptr->spell_order[i];
2330 /* Skip unknown spells */
2333 /* Access the spell */
2334 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2337 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2339 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2342 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2344 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2346 /* Skip spells we cannot remember */
2347 if (s_ptr->slevel > p_ptr->lev) continue;
2349 /* First set of spells */
2351 (p_ptr->spell_forgotten1 & (1L << j)) :
2352 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2354 /* No longer forgotten */
2357 p_ptr->spell_forgotten1 &= ~(1L << j);
2358 which = p_ptr->realm1;
2362 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2363 which = p_ptr->realm2;
2366 /* Known once more */
2369 p_ptr->spell_learned1 |= (1L << j);
2370 which = p_ptr->realm1;
2374 p_ptr->spell_learned2 |= (1L << (j - 32));
2375 which = p_ptr->realm2;
2380 msg_format("%sの%sを思い出した。",
2381 do_spell(which, j%32, SPELL_NAME), p );
2383 msg_format("You have remembered the %s of %s.",
2384 p, do_spell(which, j%32, SPELL_NAME));
2388 /* One less can be learned */
2389 p_ptr->new_spells--;
2395 if (p_ptr->realm2 == REALM_NONE)
2397 /* Count spells that can be learned */
2398 for (j = 0; j < 32; j++)
2400 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2401 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2403 /* Skip spells we cannot remember */
2404 if (s_ptr->slevel > p_ptr->lev) continue;
2406 /* Skip spells we already know */
2407 if (p_ptr->spell_learned1 & (1L << j))
2416 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;
2419 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2421 /* Spell count changed */
2422 if (p_ptr->old_spells != p_ptr->new_spells)
2424 /* Message if needed */
2425 if (p_ptr->new_spells)
2429 if( p_ptr->new_spells < 10 ){
2430 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2432 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2435 msg_format("You can learn %d more %s%s.",
2436 p_ptr->new_spells, p,
2437 (p_ptr->new_spells != 1) ? "s" : "");
2442 /* Save the new_spells value */
2443 p_ptr->old_spells = p_ptr->new_spells;
2445 /* Redraw Study Status */
2446 p_ptr->redraw |= (PR_STUDY);
2448 /* Redraw object recall */
2449 p_ptr->window |= (PW_OBJECT);
2455 * Calculate maximum mana. You do not need to know any spells.
2456 * Note that mana is lowered by heavy (or inappropriate) armor.
2458 * This function induces status messages.
2460 static void calc_mana(void)
2462 int msp, levels, cur_wgt, max_wgt;
2467 /* Hack -- Must be literate */
2468 if (!mp_ptr->spell_book) return;
2470 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2471 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2472 (p_ptr->pclass == CLASS_BLUE_MAGE))
2474 levels = p_ptr->lev;
2478 if(mp_ptr->spell_first > p_ptr->lev)
2483 /* Display mana later */
2484 p_ptr->redraw |= (PR_MANA);
2488 /* Extract "effective" player level */
2489 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2492 if (p_ptr->pclass == CLASS_SAMURAI)
2494 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2495 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2499 /* Extract total mana */
2500 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2502 /* Hack -- usually add one mana */
2505 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2507 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2509 /* Hack: High mages have a 25% mana bonus */
2510 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2512 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2515 /* Only mages are affected */
2516 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2518 u32b flgs[TR_FLAG_SIZE];
2520 /* Assume player is not encumbered by gloves */
2521 p_ptr->cumber_glove = FALSE;
2523 /* Get the gloves */
2524 o_ptr = &inventory[INVEN_HANDS];
2526 /* Examine the gloves */
2527 object_flags(o_ptr, flgs);
2529 /* Normal gloves hurt mage-type spells */
2531 !(have_flag(flgs, TR_FREE_ACT)) &&
2532 !(have_flag(flgs, TR_DEC_MANA)) &&
2533 !(have_flag(flgs, TR_EASY_SPELL)) &&
2534 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2535 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2538 p_ptr->cumber_glove = TRUE;
2541 msp = (3 * msp) / 4;
2546 /* Assume player not encumbered by armor */
2547 p_ptr->cumber_armor = FALSE;
2549 /* Weigh the armor */
2551 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2552 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2553 cur_wgt += inventory[INVEN_BODY].weight;
2554 cur_wgt += inventory[INVEN_HEAD].weight;
2555 cur_wgt += inventory[INVEN_OUTER].weight;
2556 cur_wgt += inventory[INVEN_HANDS].weight;
2557 cur_wgt += inventory[INVEN_FEET].weight;
2559 /* Subtract a percentage of maximum mana. */
2560 switch (p_ptr->pclass)
2562 /* For these classes, mana is halved if armour
2563 * is 30 pounds over their weight limit. */
2565 case CLASS_HIGH_MAGE:
2566 case CLASS_BLUE_MAGE:
2568 case CLASS_FORCETRAINER:
2569 case CLASS_SORCERER:
2571 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2572 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2576 /* Mana halved if armour is 40 pounds over weight limit. */
2581 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2582 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2586 case CLASS_MINDCRAFTER:
2587 case CLASS_BEASTMASTER:
2588 case CLASS_MIRROR_MASTER:
2590 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2591 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2595 /* Mana halved if armour is 50 pounds over weight limit. */
2598 case CLASS_RED_MAGE:
2599 case CLASS_WARRIOR_MAGE:
2601 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2602 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2606 /* Mana halved if armour is 60 pounds over weight limit. */
2608 case CLASS_CHAOS_WARRIOR:
2610 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2611 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2615 /* For new classes created, but not yet added to this formula. */
2622 /* Determine the weight allowance */
2623 max_wgt = mp_ptr->spell_weight;
2625 /* Heavy armor penalizes mana by a percentage. -LM- */
2626 if ((cur_wgt - max_wgt) > 0)
2629 p_ptr->cumber_armor = TRUE;
2631 /* Subtract a percentage of maximum mana. */
2632 switch (p_ptr->pclass)
2634 /* For these classes, mana is halved if armour
2635 * is 30 pounds over their weight limit. */
2637 case CLASS_HIGH_MAGE:
2638 case CLASS_BLUE_MAGE:
2640 msp -= msp * (cur_wgt - max_wgt) / 600;
2644 /* Mana halved if armour is 40 pounds over weight limit. */
2646 case CLASS_MINDCRAFTER:
2647 case CLASS_BEASTMASTER:
2649 case CLASS_FORCETRAINER:
2651 case CLASS_MIRROR_MASTER:
2653 msp -= msp * (cur_wgt - max_wgt) / 800;
2657 case CLASS_SORCERER:
2659 msp -= msp * (cur_wgt - max_wgt) / 900;
2663 /* Mana halved if armour is 50 pounds over weight limit. */
2667 case CLASS_RED_MAGE:
2669 msp -= msp * (cur_wgt - max_wgt) / 1000;
2673 /* Mana halved if armour is 60 pounds over weight limit. */
2675 case CLASS_CHAOS_WARRIOR:
2676 case CLASS_WARRIOR_MAGE:
2678 msp -= msp * (cur_wgt - max_wgt) / 1200;
2684 p_ptr->cumber_armor = FALSE;
2688 /* For new classes created, but not yet added to this formula. */
2691 msp -= msp * (cur_wgt - max_wgt) / 800;
2697 /* Mana can never be negative */
2698 if (msp < 0) msp = 0;
2701 /* Maximum mana has changed */
2702 if (p_ptr->msp != msp)
2704 /* Enforce maximum */
2705 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2708 p_ptr->csp_frac = 0;
2712 /* レベルアップの時は上昇量を表示する */
2713 if ((level_up == 1) && (msp > p_ptr->msp))
2715 msg_format("最大マジック・ポイントが %d 増加した!",
2716 (msp - p_ptr->msp));
2722 /* Display mana later */
2723 p_ptr->redraw |= (PR_MANA);
2726 p_ptr->window |= (PW_PLAYER);
2727 p_ptr->window |= (PW_SPELL);
2731 /* Hack -- handle "xtra" mode */
2732 if (character_xtra) return;
2734 /* Take note when "glove state" changes */
2735 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2738 if (p_ptr->cumber_glove)
2740 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2744 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2748 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2752 /* Take note when "armor state" changes */
2753 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2756 if (p_ptr->cumber_armor)
2758 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2762 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2766 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2773 * Calculate the players (maximal) hit points
2774 * Adjust current hitpoints if necessary
2776 static void calc_hitpoints(void)
2781 /* Un-inflate "half-hitpoint bonus per level" value */
2782 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2784 /* Calculate hitpoints */
2785 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2787 if (p_ptr->mimic_form)
2789 if (p_ptr->pclass == CLASS_SORCERER)
2790 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2792 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2793 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2796 if (p_ptr->pclass == CLASS_SORCERER)
2798 if (p_ptr->lev < 30)
2799 mhp = (mhp * (45+p_ptr->lev) / 100);
2801 mhp = (mhp * 75 / 100);
2802 bonus = (bonus * 65 / 100);
2807 if (p_ptr->pclass == CLASS_BERSERKER)
2809 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2812 /* Always have at least one hitpoint per level */
2813 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2815 /* Factor in the hero / superhero settings */
2816 if (IS_HERO()) mhp += 10;
2817 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2818 if (p_ptr->tsuyoshi) mhp += 50;
2820 /* Factor in the hex spell settings */
2821 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2822 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2824 /* New maximum hitpoints */
2825 if (p_ptr->mhp != mhp)
2827 /* Enforce maximum */
2828 if (p_ptr->chp >= mhp)
2831 p_ptr->chp_frac = 0;
2835 /* レベルアップの時は上昇量を表示する */
2836 if ((level_up == 1) && (mhp > p_ptr->mhp))
2838 msg_format("最大ヒット・ポイントが %d 増加した!",
2839 (mhp - p_ptr->mhp) );
2842 /* Save the new max-hitpoints */
2845 /* Display hitpoints (later) */
2846 p_ptr->redraw |= (PR_HP);
2849 p_ptr->window |= (PW_PLAYER);
2856 * Extract and set the current "lite radius"
2858 * SWD: Experimental modification: multiple light sources have additive effect.
2861 static void calc_torch(void)
2865 u32b flgs[TR_FLAG_SIZE];
2867 /* Assume no light */
2868 p_ptr->cur_lite = 0;
2870 /* Loop through all wielded items */
2871 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2873 o_ptr = &inventory[i];
2874 /* Skip empty slots */
2875 if (!o_ptr->k_idx) continue;
2877 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2880 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2882 if (o_ptr->tval == TV_LITE)
2884 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2885 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2889 /* Extract the flags */
2890 object_flags(o_ptr, flgs);
2892 /* calc the lite_radius */
2895 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2896 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2897 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2898 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2899 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2900 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2901 p_ptr->cur_lite += rad;
2904 /* max radius is 14 (was 5) without rewriting other code -- */
2905 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2906 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2907 p_ptr->cur_lite = 1;
2910 * check if the player doesn't have light radius,
2911 * but does weakly glow as an intrinsic.
2913 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2915 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2916 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2918 /* end experimental mods */
2920 /* Notice changes in the "lite radius" */
2921 if (p_ptr->old_lite != p_ptr->cur_lite)
2924 /* Hack -- PU_MON_LITE for monsters' darkness */
2925 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2927 /* Remember the old lite */
2928 p_ptr->old_lite = p_ptr->cur_lite;
2930 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2931 set_superstealth(FALSE);
2938 * Computes current weight limit.
2940 u32b weight_limit(void)
2944 /* Weight limit based only on strength */
2945 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2946 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2948 /* Return the result */
2953 bool buki_motteruka(int i)
2955 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2958 bool is_heavy_shoot(object_type *o_ptr)
2960 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2961 /* It is hard to carholdry a heavy bow */
2962 return (hold < o_ptr->weight / 10);
2965 int bow_tval_ammo(object_type *o_ptr)
2967 /* Analyze the launcher */
2968 switch (o_ptr->sval)
2996 /* calcurate the fire rate of target object */
2997 s16b calc_num_fire(object_type *o_ptr)
2999 int extra_shots = 0;
3002 int tval_ammo = bow_tval_ammo(o_ptr);
3004 u32b flgs[TR_FLAG_SIZE];
3006 /* Scan the usable inventory */
3007 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3009 q_ptr = &inventory[i];
3011 /* Skip non-objects */
3012 if (!q_ptr->k_idx) continue;
3014 /* Do not apply current equip */
3015 if (i == INVEN_BOW) continue;
3017 /* Extract the item flags */
3018 object_flags(q_ptr, flgs);
3021 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3024 object_flags(o_ptr, flgs);
3025 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3027 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3031 num += (extra_shots * 100);
3033 /* Hack -- Rangers love Bows */
3034 if ((p_ptr->pclass == CLASS_RANGER) &&
3035 (tval_ammo == TV_ARROW))
3037 num += (p_ptr->lev * 4);
3040 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3041 (tval_ammo == TV_ARROW))
3043 num += (p_ptr->lev * 3);
3046 if (p_ptr->pclass == CLASS_ARCHER)
3048 if (tval_ammo == TV_ARROW)
3049 num += ((p_ptr->lev * 5)+50);
3050 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3051 num += (p_ptr->lev * 4);
3055 * Addendum -- also "Reward" high level warriors,
3056 * with _any_ missile weapon -- TY
3058 if (p_ptr->pclass == CLASS_WARRIOR &&
3059 (tval_ammo <= TV_BOLT) &&
3060 (tval_ammo >= TV_SHOT))
3062 num += (p_ptr->lev * 2);
3064 if ((p_ptr->pclass == CLASS_ROGUE) &&
3065 (tval_ammo == TV_SHOT))
3067 num += (p_ptr->lev * 4);
3074 * Calculate the players current "state", taking into account
3075 * not only race/class intrinsics, but also objects being worn
3076 * and temporary spell effects.
3078 * See also calc_mana() and calc_hitpoints().
3080 * Take note of the new "speed code", in particular, a very strong
3081 * player will start slowing down as soon as he reaches 150 pounds,
3082 * but not until he reaches 450 pounds will he be half as fast as
3083 * a normal kobold. This both hurts and helps the player, hurts
3084 * because in the old days a player could just avoid 300 pounds,
3085 * and helps because now carrying 300 pounds is not very painful.
3087 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3088 * damage, since that would affect non-combat things. These values
3089 * are actually added in later, at the appropriate place.
3091 * This function induces various "status" messages.
3093 void calc_bonuses(void)
3095 int i, j, hold, neutral[2];
3097 int default_hand = 0;
3098 int empty_hands_status = empty_hands(TRUE);
3101 u32b flgs[TR_FLAG_SIZE];
3103 bool yoiyami = FALSE;
3104 bool down_saving = FALSE;
3106 bool have_dd_s = FALSE, have_dd_t = FALSE;
3108 bool have_sw = FALSE, have_kabe = FALSE;
3109 bool easy_2weapon = FALSE;
3110 bool riding_levitation = FALSE;
3111 s16b this_o_idx, next_o_idx = 0;
3112 const player_race *tmp_rp_ptr;
3114 /* Save the old vision stuff */
3115 bool old_telepathy = p_ptr->telepathy;
3116 bool old_esp_animal = p_ptr->esp_animal;
3117 bool old_esp_undead = p_ptr->esp_undead;
3118 bool old_esp_demon = p_ptr->esp_demon;
3119 bool old_esp_orc = p_ptr->esp_orc;
3120 bool old_esp_troll = p_ptr->esp_troll;
3121 bool old_esp_giant = p_ptr->esp_giant;
3122 bool old_esp_dragon = p_ptr->esp_dragon;
3123 bool old_esp_human = p_ptr->esp_human;
3124 bool old_esp_evil = p_ptr->esp_evil;
3125 bool old_esp_good = p_ptr->esp_good;
3126 bool old_esp_nonliving = p_ptr->esp_nonliving;
3127 bool old_esp_unique = p_ptr->esp_unique;
3128 bool old_see_inv = p_ptr->see_inv;
3129 bool old_mighty_throw = p_ptr->mighty_throw;
3131 /* Save the old armor class */
3132 bool old_dis_ac = p_ptr->dis_ac;
3133 bool old_dis_to_a = p_ptr->dis_to_a;
3136 /* Clear extra blows/shots */
3137 extra_blows[0] = extra_blows[1] = 0;
3139 /* Clear the stat modifiers */
3140 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3143 /* Clear the Displayed/Real armor class */
3144 p_ptr->dis_ac = p_ptr->ac = 0;
3146 /* Clear the Displayed/Real Bonuses */
3147 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3148 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3149 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3150 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3151 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3152 p_ptr->dis_to_a = p_ptr->to_a = 0;
3156 p_ptr->to_m_chance = 0;
3158 /* Clear the Extra Dice Bonuses */
3159 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3160 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3162 /* Start with "normal" speed */
3165 /* Start with a single blow per turn */
3166 p_ptr->num_blow[0] = 1;
3167 p_ptr->num_blow[1] = 1;
3169 /* Start with a single shot per turn */
3170 p_ptr->num_fire = 100;
3172 /* Reset the "xtra" tval */
3173 p_ptr->tval_xtra = 0;
3175 /* Reset the "ammo" tval */
3176 p_ptr->tval_ammo = 0;
3178 /* Clear all the flags */
3180 p_ptr->bless_blade = FALSE;
3181 p_ptr->xtra_might = FALSE;
3182 p_ptr->impact[0] = FALSE;
3183 p_ptr->impact[1] = FALSE;
3184 p_ptr->pass_wall = FALSE;
3185 p_ptr->kill_wall = FALSE;
3186 p_ptr->dec_mana = FALSE;
3187 p_ptr->easy_spell = FALSE;
3188 p_ptr->heavy_spell = FALSE;
3189 p_ptr->see_inv = FALSE;
3190 p_ptr->free_act = FALSE;
3191 p_ptr->slow_digest = FALSE;
3192 p_ptr->regenerate = FALSE;
3193 p_ptr->can_swim = FALSE;
3194 p_ptr->levitation = FALSE;
3195 p_ptr->hold_exp = FALSE;
3196 p_ptr->telepathy = FALSE;
3197 p_ptr->esp_animal = FALSE;
3198 p_ptr->esp_undead = FALSE;
3199 p_ptr->esp_demon = FALSE;
3200 p_ptr->esp_orc = FALSE;
3201 p_ptr->esp_troll = FALSE;
3202 p_ptr->esp_giant = FALSE;
3203 p_ptr->esp_dragon = FALSE;
3204 p_ptr->esp_human = FALSE;
3205 p_ptr->esp_evil = FALSE;
3206 p_ptr->esp_good = FALSE;
3207 p_ptr->esp_nonliving = FALSE;
3208 p_ptr->esp_unique = FALSE;
3209 p_ptr->lite = FALSE;
3210 p_ptr->sustain_str = FALSE;
3211 p_ptr->sustain_int = FALSE;
3212 p_ptr->sustain_wis = FALSE;
3213 p_ptr->sustain_con = FALSE;
3214 p_ptr->sustain_dex = FALSE;
3215 p_ptr->sustain_chr = FALSE;
3216 p_ptr->resist_acid = FALSE;
3217 p_ptr->resist_elec = FALSE;
3218 p_ptr->resist_fire = FALSE;
3219 p_ptr->resist_cold = FALSE;
3220 p_ptr->resist_pois = FALSE;
3221 p_ptr->resist_conf = FALSE;
3222 p_ptr->resist_sound = FALSE;
3223 p_ptr->resist_lite = FALSE;
3224 p_ptr->resist_dark = FALSE;
3225 p_ptr->resist_chaos = FALSE;
3226 p_ptr->resist_disen = FALSE;
3227 p_ptr->resist_shard = FALSE;
3228 p_ptr->resist_nexus = FALSE;
3229 p_ptr->resist_blind = FALSE;
3230 p_ptr->resist_neth = FALSE;
3231 p_ptr->resist_time = FALSE;
3232 p_ptr->resist_fear = FALSE;
3233 p_ptr->reflect = FALSE;
3234 p_ptr->sh_fire = FALSE;
3235 p_ptr->sh_elec = FALSE;
3236 p_ptr->sh_cold = FALSE;
3237 p_ptr->anti_magic = FALSE;
3238 p_ptr->anti_tele = FALSE;
3239 p_ptr->warning = FALSE;
3240 p_ptr->mighty_throw = FALSE;
3241 p_ptr->see_nocto = FALSE;
3243 p_ptr->immune_acid = FALSE;
3244 p_ptr->immune_elec = FALSE;
3245 p_ptr->immune_fire = FALSE;
3246 p_ptr->immune_cold = FALSE;
3248 p_ptr->ryoute = FALSE;
3249 p_ptr->migite = FALSE;
3250 p_ptr->hidarite = FALSE;
3251 p_ptr->no_flowed = FALSE;
3253 p_ptr->align = friend_align;
3255 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3256 else tmp_rp_ptr = &race_info[p_ptr->prace];
3258 /* Base infravision (purely racial) */
3259 p_ptr->see_infra = tmp_rp_ptr->infra;
3261 /* Base skill -- disarming */
3262 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3264 /* Base skill -- magic devices */
3265 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3267 /* Base skill -- saving throw */
3268 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3270 /* Base skill -- stealth */
3271 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3273 /* Base skill -- searching ability */
3274 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3276 /* Base skill -- searching frequency */
3277 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3279 /* Base skill -- combat (normal) */
3280 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3282 /* Base skill -- combat (shooting) */
3283 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3285 /* Base skill -- combat (throwing) */
3286 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3288 /* Base skill -- digging */
3289 p_ptr->skill_dig = 0;
3291 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3292 if (buki_motteruka(INVEN_LARM))
3294 p_ptr->hidarite = TRUE;
3295 if (!p_ptr->migite) default_hand = 1;
3298 if (CAN_TWO_HANDS_WIELDING())
3300 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3301 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3303 p_ptr->ryoute = TRUE;
3305 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3306 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3308 p_ptr->ryoute = TRUE;
3312 switch (p_ptr->pclass)
3315 case CLASS_FORCETRAINER:
3316 case CLASS_BERSERKER:
3317 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3319 p_ptr->migite = TRUE;
3320 p_ptr->ryoute = TRUE;
3327 if (!p_ptr->migite && !p_ptr->hidarite)
3329 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3330 else if (empty_hands_status == EMPTY_HAND_LARM)
3332 p_ptr->hidarite = TRUE;
3337 if (p_ptr->special_defense & KAMAE_MASK)
3339 if (!(empty_hands_status & EMPTY_HAND_RARM))
3341 set_action(ACTION_NONE);
3345 switch (p_ptr->pclass)
3348 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3349 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3352 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3354 case CLASS_CHAOS_WARRIOR:
3355 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3356 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3358 case CLASS_MINDCRAFTER:
3359 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3360 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3361 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3362 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3365 case CLASS_FORCETRAINER:
3366 /* Unencumbered Monks become faster every 10 levels */
3367 if (!(heavy_armor()))
3369 if (!(prace_is_(RACE_KLACKON) ||
3370 prace_is_(RACE_SPRITE) ||
3371 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3372 new_speed += (p_ptr->lev) / 10;
3374 /* Free action if unencumbered at level 25 */
3375 if (p_ptr->lev > 24)
3376 p_ptr->free_act = TRUE;
3379 case CLASS_SORCERER:
3381 p_ptr->dis_to_a -= 50;
3384 p_ptr->resist_sound = TRUE;
3387 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3389 case CLASS_BERSERKER:
3391 p_ptr->sustain_str = TRUE;
3392 p_ptr->sustain_dex = TRUE;
3393 p_ptr->sustain_con = TRUE;
3394 p_ptr->regenerate = TRUE;
3395 p_ptr->free_act = TRUE;
3397 if (p_ptr->lev > 29) new_speed++;
3398 if (p_ptr->lev > 39) new_speed++;
3399 if (p_ptr->lev > 44) new_speed++;
3400 if (p_ptr->lev > 49) new_speed++;
3401 p_ptr->to_a += 10+p_ptr->lev/2;
3402 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3403 p_ptr->skill_dig += (100+p_ptr->lev*8);
3404 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3405 p_ptr->redraw |= PR_STATUS;
3407 case CLASS_MIRROR_MASTER:
3408 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3411 /* Unencumbered Ninjas become faster every 10 levels */
3414 new_speed -= (p_ptr->lev) / 10;
3415 p_ptr->skill_stl -= (p_ptr->lev)/10;
3417 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3418 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3421 if (!(prace_is_(RACE_KLACKON) ||
3422 prace_is_(RACE_SPRITE) ||
3423 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3424 new_speed += (p_ptr->lev) / 10;
3425 p_ptr->skill_stl += (p_ptr->lev)/10;
3427 /* Free action if unencumbered at level 25 */
3428 if (p_ptr->lev > 24)
3429 p_ptr->free_act = TRUE;
3431 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3432 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3434 p_ptr->to_a += p_ptr->lev/2+5;
3435 p_ptr->dis_to_a += p_ptr->lev/2+5;
3437 p_ptr->slow_digest = TRUE;
3438 p_ptr->resist_fear = TRUE;
3439 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3440 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3441 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3442 if (p_ptr->lev > 44)
3444 p_ptr->oppose_pois = 1;
3445 p_ptr->redraw |= PR_STATUS;
3447 p_ptr->see_nocto = TRUE;
3452 if (p_ptr->mimic_form)
3454 switch (p_ptr->mimic_form)
3457 p_ptr->hold_exp = TRUE;
3458 p_ptr->resist_chaos = TRUE;
3459 p_ptr->resist_neth = TRUE;
3460 p_ptr->resist_fire = TRUE;
3461 p_ptr->oppose_fire = 1;
3462 p_ptr->see_inv=TRUE;
3464 p_ptr->redraw |= PR_STATUS;
3466 p_ptr->dis_to_a += 10;
3467 p_ptr->align -= 200;
3469 case MIMIC_DEMON_LORD:
3470 p_ptr->hold_exp = TRUE;
3471 p_ptr->resist_chaos = TRUE;
3472 p_ptr->resist_neth = TRUE;
3473 p_ptr->immune_fire = TRUE;
3474 p_ptr->resist_acid = TRUE;
3475 p_ptr->resist_fire = TRUE;
3476 p_ptr->resist_cold = TRUE;
3477 p_ptr->resist_elec = TRUE;
3478 p_ptr->resist_pois = TRUE;
3479 p_ptr->resist_conf = TRUE;
3480 p_ptr->resist_disen = TRUE;
3481 p_ptr->resist_nexus = TRUE;
3482 p_ptr->resist_fear = TRUE;
3483 p_ptr->sh_fire = TRUE;
3484 p_ptr->see_inv = TRUE;
3485 p_ptr->telepathy = TRUE;
3486 p_ptr->levitation = TRUE;
3487 p_ptr->kill_wall = TRUE;
3490 p_ptr->dis_to_a += 20;
3491 p_ptr->align -= 200;
3494 p_ptr->resist_dark = TRUE;
3495 p_ptr->hold_exp = TRUE;
3496 p_ptr->resist_neth = TRUE;
3497 p_ptr->resist_cold = TRUE;
3498 p_ptr->resist_pois = TRUE;
3499 p_ptr->see_inv = TRUE;
3502 p_ptr->dis_to_a += 10;
3503 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3509 switch (p_ptr->prace)
3512 p_ptr->resist_lite = TRUE;
3515 p_ptr->hold_exp = TRUE;
3518 p_ptr->free_act = TRUE;
3521 p_ptr->resist_blind = TRUE;
3524 p_ptr->resist_dark = TRUE;
3526 case RACE_HALF_TROLL:
3527 p_ptr->sustain_str = TRUE;
3529 if (p_ptr->lev > 14)
3531 /* High level trolls heal fast... */
3532 p_ptr->regenerate = TRUE;
3534 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3536 p_ptr->slow_digest = TRUE;
3537 /* Let's not make Regeneration
3538 * a disadvantage for the poor warriors who can
3539 * never learn a spell that satisfies hunger (actually
3540 * neither can rogues, but half-trolls are not
3541 * supposed to play rogues) */
3546 p_ptr->sustain_con = TRUE;
3547 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3550 p_ptr->resist_lite = TRUE;
3551 p_ptr->see_inv = TRUE;
3553 case RACE_BARBARIAN:
3554 p_ptr->resist_fear = TRUE;
3556 case RACE_HALF_OGRE:
3557 p_ptr->resist_dark = TRUE;
3558 p_ptr->sustain_str = TRUE;
3560 case RACE_HALF_GIANT:
3561 p_ptr->sustain_str = TRUE;
3562 p_ptr->resist_shard = TRUE;
3564 case RACE_HALF_TITAN:
3565 p_ptr->resist_chaos = TRUE;
3568 p_ptr->resist_sound = TRUE;
3571 p_ptr->resist_acid = TRUE;
3572 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3575 p_ptr->resist_conf = TRUE;
3576 p_ptr->resist_acid = TRUE;
3578 /* Klackons become faster */
3579 new_speed += (p_ptr->lev) / 10;
3582 p_ptr->resist_pois = TRUE;
3585 p_ptr->resist_disen = TRUE;
3586 p_ptr->resist_dark = TRUE;
3589 p_ptr->resist_dark = TRUE;
3590 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3592 case RACE_DRACONIAN:
3593 p_ptr->levitation = TRUE;
3594 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3595 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3596 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3597 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3598 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3600 case RACE_MIND_FLAYER:
3601 p_ptr->sustain_int = TRUE;
3602 p_ptr->sustain_wis = TRUE;
3603 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3604 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3607 p_ptr->resist_fire = TRUE;
3608 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3611 p_ptr->slow_digest = TRUE;
3612 p_ptr->free_act = TRUE;
3613 p_ptr->see_inv = TRUE;
3614 p_ptr->resist_pois = TRUE;
3615 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3618 p_ptr->resist_shard = TRUE;
3619 p_ptr->hold_exp = TRUE;
3620 p_ptr->see_inv = TRUE;
3621 p_ptr->resist_pois = TRUE;
3622 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3625 p_ptr->resist_neth = TRUE;
3626 p_ptr->hold_exp = TRUE;
3627 p_ptr->see_inv = TRUE;
3628 p_ptr->resist_pois = TRUE;
3629 p_ptr->slow_digest = TRUE;
3630 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3633 p_ptr->resist_dark = TRUE;
3634 p_ptr->hold_exp = TRUE;
3635 p_ptr->resist_neth = TRUE;
3636 p_ptr->resist_cold = TRUE;
3637 p_ptr->resist_pois = TRUE;
3638 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3641 p_ptr->levitation = TRUE;
3642 p_ptr->free_act = TRUE;
3643 p_ptr->resist_neth = TRUE;
3644 p_ptr->hold_exp = TRUE;
3645 p_ptr->see_inv = TRUE;
3646 p_ptr->resist_pois = TRUE;
3647 p_ptr->slow_digest = TRUE;
3648 p_ptr->resist_cold = TRUE;
3649 p_ptr->pass_wall = TRUE;
3650 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3653 p_ptr->levitation = TRUE;
3654 p_ptr->resist_lite = TRUE;
3656 /* Sprites become faster */
3657 new_speed += (p_ptr->lev) / 10;
3660 p_ptr->resist_conf = TRUE;
3661 p_ptr->resist_sound = TRUE;
3664 /* Ents dig like maniacs, but only with their hands. */
3665 if (!inventory[INVEN_RARM].k_idx)
3666 p_ptr->skill_dig += p_ptr->lev * 10;
3667 /* Ents get tougher and stronger as they age, but lose dexterity. */
3668 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3669 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3670 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3672 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3673 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3674 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3676 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3677 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3678 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3681 p_ptr->levitation = TRUE;
3682 p_ptr->see_inv = TRUE;
3683 p_ptr->align += 200;
3686 p_ptr->resist_fire = TRUE;
3687 p_ptr->resist_neth = TRUE;
3688 p_ptr->hold_exp = TRUE;
3689 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3690 if (p_ptr->lev > 44)
3692 p_ptr->oppose_fire = 1;
3693 p_ptr->redraw |= PR_STATUS;
3695 p_ptr->align -= 200;
3698 p_ptr->sustain_con = TRUE;
3701 p_ptr->levitation = TRUE;
3704 p_ptr->resist_conf = TRUE;
3707 p_ptr->slow_digest = TRUE;
3708 p_ptr->free_act = TRUE;
3709 p_ptr->resist_pois = TRUE;
3710 p_ptr->hold_exp = TRUE;
3718 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3720 p_ptr->see_inv = TRUE;
3721 p_ptr->free_act = TRUE;
3722 p_ptr->slow_digest = TRUE;
3723 p_ptr->regenerate = TRUE;
3724 p_ptr->levitation = TRUE;
3725 p_ptr->hold_exp = TRUE;
3726 p_ptr->telepathy = TRUE;
3728 p_ptr->sustain_str = TRUE;
3729 p_ptr->sustain_int = TRUE;
3730 p_ptr->sustain_wis = TRUE;
3731 p_ptr->sustain_con = TRUE;
3732 p_ptr->sustain_dex = TRUE;
3733 p_ptr->sustain_chr = TRUE;
3734 p_ptr->resist_acid = TRUE;
3735 p_ptr->resist_elec = TRUE;
3736 p_ptr->resist_fire = TRUE;
3737 p_ptr->resist_cold = TRUE;
3738 p_ptr->resist_pois = TRUE;
3739 p_ptr->resist_conf = TRUE;
3740 p_ptr->resist_sound = TRUE;
3741 p_ptr->resist_lite = TRUE;
3742 p_ptr->resist_dark = TRUE;
3743 p_ptr->resist_chaos = TRUE;
3744 p_ptr->resist_disen = TRUE;
3745 p_ptr->resist_shard = TRUE;
3746 p_ptr->resist_nexus = TRUE;
3747 p_ptr->resist_blind = TRUE;
3748 p_ptr->resist_neth = TRUE;
3749 p_ptr->resist_fear = TRUE;
3750 p_ptr->reflect = TRUE;
3751 p_ptr->sh_fire = TRUE;
3752 p_ptr->sh_elec = TRUE;
3753 p_ptr->sh_cold = TRUE;
3755 p_ptr->dis_to_a += 100;
3757 /* Temporary shield */
3758 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3761 p_ptr->dis_to_a += 50;
3764 if (p_ptr->tim_res_nether)
3766 p_ptr->resist_neth = TRUE;
3768 if (p_ptr->tim_sh_fire)
3770 p_ptr->sh_fire = TRUE;
3772 if (p_ptr->tim_res_time)
3774 p_ptr->resist_time = TRUE;
3778 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3779 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3780 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3781 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3784 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3786 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3788 p_ptr->resist_blind = TRUE;
3789 p_ptr->resist_conf = TRUE;
3790 p_ptr->hold_exp = TRUE;
3791 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3793 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3794 /* Munchkin become faster */
3795 new_speed += (p_ptr->lev) / 10 + 5;
3798 if (music_singing(MUSIC_WALL))
3800 p_ptr->kill_wall = TRUE;
3803 /* Hack -- apply racial/class stat maxes */
3804 /* Apply the racial modifiers */
3805 for (i = 0; i < 6; i++)
3807 /* Modify the stats for "race" */
3808 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3812 /* I'm adding the mutations here for the lack of a better place... */
3815 /* Hyper Strength */
3816 if (p_ptr->muta3 & MUT3_HYPER_STR)
3818 p_ptr->stat_add[A_STR] += 4;
3822 if (p_ptr->muta3 & MUT3_PUNY)
3824 p_ptr->stat_add[A_STR] -= 4;
3827 /* Living computer */
3828 if (p_ptr->muta3 & MUT3_HYPER_INT)
3830 p_ptr->stat_add[A_INT] += 4;
3831 p_ptr->stat_add[A_WIS] += 4;
3835 if (p_ptr->muta3 & MUT3_MORONIC)
3837 p_ptr->stat_add[A_INT] -= 4;
3838 p_ptr->stat_add[A_WIS] -= 4;
3841 if (p_ptr->muta3 & MUT3_RESILIENT)
3843 p_ptr->stat_add[A_CON] += 4;
3846 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3848 p_ptr->stat_add[A_CON] += 2;
3852 if (p_ptr->muta3 & MUT3_ALBINO)
3854 p_ptr->stat_add[A_CON] -= 4;
3857 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3859 p_ptr->stat_add[A_CON] -= 2;
3860 p_ptr->stat_add[A_CHR] -= 1;
3861 p_ptr->regenerate = FALSE;
3862 /* Cancel innate regeneration */
3865 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3867 p_ptr->stat_add[A_CHR] -= 4;
3870 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3872 p_ptr->stat_add[A_CHR] -= 1;
3875 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3877 p_ptr->skill_fos += 15;
3878 p_ptr->skill_srh += 15;
3881 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3883 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3886 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3888 p_ptr->skill_stl -= 3;
3891 if (p_ptr->muta3 & MUT3_INFRAVIS)
3893 p_ptr->see_infra += 3;
3896 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3901 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3906 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3908 p_ptr->sh_elec = TRUE;
3911 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3913 p_ptr->sh_fire = TRUE;
3917 if (p_ptr->muta3 & MUT3_WART_SKIN)
3919 p_ptr->stat_add[A_CHR] -= 2;
3921 p_ptr->dis_to_a += 5;
3924 if (p_ptr->muta3 & MUT3_SCALES)
3926 p_ptr->stat_add[A_CHR] -= 1;
3928 p_ptr->dis_to_a += 10;
3931 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3933 p_ptr->stat_add[A_DEX] -= 1;
3935 p_ptr->dis_to_a += 25;
3938 if (p_ptr->muta3 & MUT3_WINGS)
3940 p_ptr->levitation = TRUE;
3943 if (p_ptr->muta3 & MUT3_FEARLESS)
3945 p_ptr->resist_fear = TRUE;
3948 if (p_ptr->muta3 & MUT3_REGEN)
3950 p_ptr->regenerate = TRUE;
3953 if (p_ptr->muta3 & MUT3_ESP)
3955 p_ptr->telepathy = TRUE;
3958 if (p_ptr->muta3 & MUT3_LIMBER)
3960 p_ptr->stat_add[A_DEX] += 3;
3963 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3965 p_ptr->stat_add[A_DEX] -= 3;
3968 if (p_ptr->muta3 & MUT3_MOTION)
3970 p_ptr->free_act = TRUE;
3971 p_ptr->skill_stl += 1;
3974 if (p_ptr->muta3 & MUT3_ILL_NORM)
3976 p_ptr->stat_add[A_CHR] = 0;
3980 if (p_ptr->tsuyoshi)
3982 p_ptr->stat_add[A_STR] += 4;
3983 p_ptr->stat_add[A_CON] += 4;
3986 /* Scan the usable inventory */
3987 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3989 int bonus_to_h, bonus_to_d;
3990 o_ptr = &inventory[i];
3992 /* Skip non-objects */
3993 if (!o_ptr->k_idx) continue;
3995 /* Extract the item flags */
3996 object_flags(o_ptr, flgs);
3998 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3999 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4002 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4003 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4004 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4005 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4006 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4007 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4009 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4011 /* Affect stealth */
4012 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4014 /* Affect searching ability (factor of five) */
4015 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4017 /* Affect searching frequency (factor of five) */
4018 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4020 /* Affect infravision */
4021 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4023 /* Affect digging (factor of 20) */
4024 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4027 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4030 if (have_flag(flgs, TR_BLOWS))
4032 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4033 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4034 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4037 /* Hack -- cause earthquakes */
4038 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4041 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4042 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4043 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4044 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4045 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4046 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4047 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4048 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4049 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4050 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4051 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4052 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4053 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4054 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4055 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4056 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4057 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4058 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4059 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4060 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4061 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4062 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4063 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4064 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4065 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4066 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4067 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4068 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4069 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4070 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4071 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4072 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4073 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4074 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4075 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4077 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4078 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4079 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4080 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4081 if (have_flag(flgs, TR_WARNING)){
4082 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4083 p_ptr->warning = TRUE;
4086 if (have_flag(flgs, TR_TELEPORT))
4088 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4091 cptr insc = quark_str(o_ptr->inscription);
4093 if (o_ptr->inscription && my_strchr(insc, '.'))
4096 * {.} will stop random teleportation.
4101 /* Controlled random teleportation */
4102 p_ptr->cursed |= TRC_TELEPORT_SELF;
4107 /* Immunity flags */
4108 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4109 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4110 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4111 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4113 /* Resistance flags */
4114 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4115 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4116 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4117 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4118 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4119 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4120 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4121 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4122 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4123 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4124 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4125 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4126 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4127 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4128 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4129 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4131 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4132 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4133 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4134 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4135 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4136 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4139 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4140 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4141 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4142 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4143 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4144 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4146 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4147 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4148 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4149 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4150 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4151 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4152 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4154 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4156 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4158 p_ptr->to_m_chance += 10;
4162 p_ptr->to_m_chance += 3;
4166 if (o_ptr->tval == TV_CAPTURE) continue;
4168 /* Modify the base armor class */
4169 p_ptr->ac += o_ptr->ac;
4171 /* The base armor class is always known */
4172 p_ptr->dis_ac += o_ptr->ac;
4174 /* Apply the bonuses to armor class */
4175 p_ptr->to_a += o_ptr->to_a;
4177 /* Apply the mental bonuses to armor class, if known */
4178 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4180 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4182 int slot = i - INVEN_RARM;
4185 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4187 p_ptr->to_h[slot] -= 15;
4188 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4192 p_ptr->to_h[slot] -= 5;
4193 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4198 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4200 p_ptr->to_h_b -= 15;
4201 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4206 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4211 if (o_ptr->curse_flags & TRC_LOW_AC)
4213 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4216 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4221 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4225 /* Hack -- do not apply "weapon" bonuses */
4226 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4227 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4229 /* Hack -- do not apply "bow" bonuses */
4230 if (i == INVEN_BOW) continue;
4232 bonus_to_h = o_ptr->to_h;
4233 bonus_to_d = o_ptr->to_d;
4235 if (p_ptr->pclass == CLASS_NINJA)
4237 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4238 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4241 /* To Bow and Natural attack */
4243 /* Apply the bonuses to hit/damage */
4244 p_ptr->to_h_b += bonus_to_h;
4245 p_ptr->to_h_m += bonus_to_h;
4246 p_ptr->to_d_m += bonus_to_d;
4248 /* Apply the mental bonuses tp hit/damage, if known */
4249 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4252 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4254 /* Apply the bonuses to hit/damage */
4255 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4256 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4258 /* Apply the mental bonuses tp hit/damage, if known */
4259 if (object_is_known(o_ptr))
4261 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4262 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4265 else if (p_ptr->migite && p_ptr->hidarite)
4267 /* Apply the bonuses to hit/damage */
4268 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4269 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4270 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4271 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4273 /* Apply the mental bonuses tp hit/damage, if known */
4274 if (object_is_known(o_ptr))
4276 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4277 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4278 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4279 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4284 /* Apply the bonuses to hit/damage */
4285 p_ptr->to_h[default_hand] += bonus_to_h;
4286 p_ptr->to_d[default_hand] += bonus_to_d;
4288 /* Apply the mental bonuses to hit/damage, if known */
4289 if (object_is_known(o_ptr))
4291 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4292 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4297 if (old_mighty_throw != p_ptr->mighty_throw)
4299 /* Redraw average damege display of Shuriken */
4300 p_ptr->window |= PW_INVEN;
4303 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4305 /* Monks get extra ac for armour _not worn_ */
4306 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4308 if (!(inventory[INVEN_BODY].k_idx))
4310 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4311 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4313 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4315 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4316 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4318 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4320 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4321 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4323 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4325 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4326 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4328 if (!(inventory[INVEN_HANDS].k_idx))
4330 p_ptr->to_a += (p_ptr->lev / 2);
4331 p_ptr->dis_to_a += (p_ptr->lev / 2);
4333 if (!(inventory[INVEN_FEET].k_idx))
4335 p_ptr->to_a += (p_ptr->lev / 3);
4336 p_ptr->dis_to_a += (p_ptr->lev / 3);
4338 if (p_ptr->special_defense & KAMAE_BYAKKO)
4340 p_ptr->stat_add[A_STR] += 2;
4341 p_ptr->stat_add[A_DEX] += 2;
4342 p_ptr->stat_add[A_CON] -= 3;
4344 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4347 else if (p_ptr->special_defense & KAMAE_GENBU)
4349 p_ptr->stat_add[A_INT] -= 1;
4350 p_ptr->stat_add[A_WIS] -= 1;
4351 p_ptr->stat_add[A_DEX] -= 2;
4352 p_ptr->stat_add[A_CON] += 3;
4354 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4356 p_ptr->stat_add[A_STR] -= 2;
4357 p_ptr->stat_add[A_INT] += 1;
4358 p_ptr->stat_add[A_WIS] += 1;
4359 p_ptr->stat_add[A_DEX] += 2;
4360 p_ptr->stat_add[A_CON] -= 2;
4364 if (p_ptr->special_defense & KATA_KOUKIJIN)
4366 for (i = 0; i < 6; i++)
4367 p_ptr->stat_add[i] += 5;
4369 p_ptr->dis_to_a -= 50;
4372 /* Hack -- aura of fire also provides light */
4373 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4375 /* Golems also get an intrinsic AC bonus */
4376 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4378 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4379 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4383 if (p_ptr->realm1 == REALM_HEX)
4385 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4386 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4387 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4388 if (hex_spelling(HEX_BUILDING))
4390 p_ptr->stat_add[A_STR] += 4;
4391 p_ptr->stat_add[A_DEX] += 4;
4392 p_ptr->stat_add[A_CON] += 4;
4394 if (hex_spelling(HEX_DEMON_AURA))
4396 p_ptr->sh_fire = TRUE;
4397 p_ptr->regenerate = TRUE;
4399 if (hex_spelling(HEX_ICE_ARMOR))
4401 p_ptr->sh_cold = TRUE;
4403 p_ptr->dis_to_a += 30;
4405 if (hex_spelling(HEX_SHOCK_CLOAK))
4407 p_ptr->sh_elec = TRUE;
4410 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4413 o_ptr = &inventory[i];
4414 if (!o_ptr->k_idx) continue;
4415 if (!object_is_armour(o_ptr)) continue;
4416 if (!object_is_cursed(o_ptr)) continue;
4418 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4419 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4421 p_ptr->dis_to_a += ac;
4425 /* Calculate stats */
4426 for (i = 0; i < 6; i++)
4430 /* Extract the new "stat_use" value for the stat */
4431 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4433 /* Notice changes */
4434 if (p_ptr->stat_top[i] != top)
4436 /* Save the new value */
4437 p_ptr->stat_top[i] = top;
4439 /* Redisplay the stats later */
4440 p_ptr->redraw |= (PR_STATS);
4443 p_ptr->window |= (PW_PLAYER);
4447 /* Extract the new "stat_use" value for the stat */
4448 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4450 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4452 /* 10 to 18/90 charisma, guaranteed, based on level */
4453 if (use < 8 + 2 * p_ptr->lev)
4455 use = 8 + 2 * p_ptr->lev;
4459 /* Notice changes */
4460 if (p_ptr->stat_use[i] != use)
4462 /* Save the new value */
4463 p_ptr->stat_use[i] = use;
4465 /* Redisplay the stats later */
4466 p_ptr->redraw |= (PR_STATS);
4469 p_ptr->window |= (PW_PLAYER);
4473 /* Values: 3, 4, ..., 17 */
4474 if (use <= 18) ind = (use - 3);
4476 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4477 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4479 /* Range: 18/220+ */
4482 /* Notice changes */
4483 if (p_ptr->stat_ind[i] != ind)
4485 /* Save the new index */
4486 p_ptr->stat_ind[i] = ind;
4488 /* Change in CON affects Hitpoints */
4491 p_ptr->update |= (PU_HP);
4494 /* Change in INT may affect Mana/Spells */
4495 else if (i == A_INT)
4497 if (mp_ptr->spell_stat == A_INT)
4499 p_ptr->update |= (PU_MANA | PU_SPELLS);
4503 /* Change in WIS may affect Mana/Spells */
4504 else if (i == A_WIS)
4506 if (mp_ptr->spell_stat == A_WIS)
4508 p_ptr->update |= (PU_MANA | PU_SPELLS);
4512 /* Change in WIS may affect Mana/Spells */
4513 else if (i == A_CHR)
4515 if (mp_ptr->spell_stat == A_CHR)
4517 p_ptr->update |= (PU_MANA | PU_SPELLS);
4522 p_ptr->window |= (PW_PLAYER);
4527 /* Apply temporary "stun" */
4528 if (p_ptr->stun > 50)
4530 p_ptr->to_h[0] -= 20;
4531 p_ptr->to_h[1] -= 20;
4532 p_ptr->to_h_b -= 20;
4533 p_ptr->to_h_m -= 20;
4534 p_ptr->dis_to_h[0] -= 20;
4535 p_ptr->dis_to_h[1] -= 20;
4536 p_ptr->dis_to_h_b -= 20;
4537 p_ptr->to_d[0] -= 20;
4538 p_ptr->to_d[1] -= 20;
4539 p_ptr->to_d_m -= 20;
4540 p_ptr->dis_to_d[0] -= 20;
4541 p_ptr->dis_to_d[1] -= 20;
4543 else if (p_ptr->stun)
4545 p_ptr->to_h[0] -= 5;
4546 p_ptr->to_h[1] -= 5;
4549 p_ptr->dis_to_h[0] -= 5;
4550 p_ptr->dis_to_h[1] -= 5;
4551 p_ptr->dis_to_h_b -= 5;
4552 p_ptr->to_d[0] -= 5;
4553 p_ptr->to_d[1] -= 5;
4555 p_ptr->dis_to_d[0] -= 5;
4556 p_ptr->dis_to_d[1] -= 5;
4560 if (p_ptr->wraith_form)
4562 p_ptr->reflect = TRUE;
4563 p_ptr->pass_wall = TRUE;
4566 if (p_ptr->kabenuke)
4568 p_ptr->pass_wall = TRUE;
4571 /* Temporary blessing */
4575 p_ptr->dis_to_a += 5;
4576 p_ptr->to_h[0] += 10;
4577 p_ptr->to_h[1] += 10;
4578 p_ptr->to_h_b += 10;
4579 p_ptr->to_h_m += 10;
4580 p_ptr->dis_to_h[0] += 10;
4581 p_ptr->dis_to_h[1] += 10;
4582 p_ptr->dis_to_h_b += 10;
4585 if (p_ptr->magicdef)
4587 p_ptr->resist_blind = TRUE;
4588 p_ptr->resist_conf = TRUE;
4589 p_ptr->reflect = TRUE;
4590 p_ptr->free_act = TRUE;
4591 p_ptr->levitation = TRUE;
4594 /* Temporary "Hero" */
4597 p_ptr->to_h[0] += 12;
4598 p_ptr->to_h[1] += 12;
4599 p_ptr->to_h_b += 12;
4600 p_ptr->to_h_m += 12;
4601 p_ptr->dis_to_h[0] += 12;
4602 p_ptr->dis_to_h[1] += 12;
4603 p_ptr->dis_to_h_b += 12;
4606 /* Temporary "Beserk" */
4609 p_ptr->to_h[0] += 12;
4610 p_ptr->to_h[1] += 12;
4611 p_ptr->to_h_b -= 12;
4612 p_ptr->to_h_m += 12;
4613 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4614 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4615 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4616 p_ptr->dis_to_h[0] += 12;
4617 p_ptr->dis_to_h[1] += 12;
4618 p_ptr->dis_to_h_b -= 12;
4619 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4620 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4622 p_ptr->dis_to_a -= 10;
4623 p_ptr->skill_stl -= 7;
4624 p_ptr->skill_dev -= 20;
4625 p_ptr->skill_sav -= 30;
4626 p_ptr->skill_srh -= 15;
4627 p_ptr->skill_fos -= 15;
4628 p_ptr->skill_tht -= 20;
4629 p_ptr->skill_dig += 30;
4632 /* Temporary "fast" */
4638 /* Temporary "slow" */
4644 /* Temporary "telepathy" */
4647 p_ptr->telepathy = TRUE;
4650 if (p_ptr->ele_immune)
4652 if (p_ptr->special_defense & DEFENSE_ACID)
4653 p_ptr->immune_acid = TRUE;
4654 else if (p_ptr->special_defense & DEFENSE_ELEC)
4655 p_ptr->immune_elec = TRUE;
4656 else if (p_ptr->special_defense & DEFENSE_FIRE)
4657 p_ptr->immune_fire = TRUE;
4658 else if (p_ptr->special_defense & DEFENSE_COLD)
4659 p_ptr->immune_cold = TRUE;
4662 /* Temporary see invisible */
4663 if (p_ptr->tim_invis)
4665 p_ptr->see_inv = TRUE;
4668 /* Temporary infravision boost */
4669 if (p_ptr->tim_infra)
4671 p_ptr->see_infra+=3;
4674 /* Temporary regeneration boost */
4675 if (p_ptr->tim_regen)
4677 p_ptr->regenerate = TRUE;
4680 /* Temporary levitation */
4681 if (p_ptr->tim_levitation)
4683 p_ptr->levitation = TRUE;
4686 /* Temporary reflection */
4687 if (p_ptr->tim_reflect)
4689 p_ptr->reflect = TRUE;
4692 /* Hack -- Hero/Shero -> Res fear */
4693 if (IS_HERO() || p_ptr->shero)
4695 p_ptr->resist_fear = TRUE;
4699 /* Hack -- Telepathy Change */
4700 if (p_ptr->telepathy != old_telepathy)
4702 p_ptr->update |= (PU_MONSTERS);
4705 if ((p_ptr->esp_animal != old_esp_animal) ||
4706 (p_ptr->esp_undead != old_esp_undead) ||
4707 (p_ptr->esp_demon != old_esp_demon) ||
4708 (p_ptr->esp_orc != old_esp_orc) ||
4709 (p_ptr->esp_troll != old_esp_troll) ||
4710 (p_ptr->esp_giant != old_esp_giant) ||
4711 (p_ptr->esp_dragon != old_esp_dragon) ||
4712 (p_ptr->esp_human != old_esp_human) ||
4713 (p_ptr->esp_evil != old_esp_evil) ||
4714 (p_ptr->esp_good != old_esp_good) ||
4715 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4716 (p_ptr->esp_unique != old_esp_unique))
4718 p_ptr->update |= (PU_MONSTERS);
4721 /* Hack -- See Invis Change */
4722 if (p_ptr->see_inv != old_see_inv)
4724 p_ptr->update |= (PU_MONSTERS);
4727 /* Bloating slows the player down (a little) */
4728 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4730 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4732 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4733 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4735 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4736 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4739 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4741 int penalty1, penalty2;
4742 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4743 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4744 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4746 penalty1 = penalty1 / 2 - 5;
4747 penalty2 = penalty2 / 2 - 5;
4750 p_ptr->dis_to_a += 10;
4754 if (penalty1 > 0) penalty1 /= 2;
4755 if (penalty2 > 0) penalty2 /= 2;
4757 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4759 penalty1 = MAX(0, penalty1 - 10);
4760 penalty2 = MAX(0, penalty2 - 10);
4762 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4764 penalty1 = MIN(0, penalty1);
4765 penalty2 = MIN(0, penalty2);
4767 p_ptr->dis_to_a += 10;
4771 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4773 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4776 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4777 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4778 p_ptr->to_h[0] -= penalty1;
4779 p_ptr->to_h[1] -= penalty2;
4780 p_ptr->dis_to_h[0] -= penalty1;
4781 p_ptr->dis_to_h[1] -= penalty2;
4784 /* Extract the current weight (in tenth pounds) */
4785 j = p_ptr->total_weight;
4789 /* Extract the "weight limit" (in tenth pounds) */
4790 i = (int)weight_limit();
4794 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4795 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4796 int speed = riding_m_ptr->mspeed;
4798 if (riding_m_ptr->mspeed > 110)
4800 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4801 if (new_speed < 110) new_speed = 110;
4807 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4808 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4809 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4810 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4811 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4813 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4814 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4816 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4818 /* Extract the "weight limit" */
4819 i = 1500 + riding_r_ptr->level * 25;
4822 /* XXX XXX XXX Apply "encumbrance" from weight */
4823 if (j > i) new_speed -= ((j - i) / (i / 5));
4825 /* Searching slows the player down */
4826 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4828 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4829 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4830 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4831 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4832 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4833 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4834 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4835 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4836 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4837 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4838 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4839 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4840 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4842 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4843 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4844 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4845 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4846 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4847 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4848 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4849 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4850 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4851 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4854 /* Obtain the "hold" value */
4855 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4858 /* Examine the "current bow" */
4859 o_ptr = &inventory[INVEN_BOW];
4861 /* It is hard to carholdry a heavy bow */
4862 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4863 if (p_ptr->heavy_shoot)
4865 /* Hard to wield a heavy bow */
4866 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4867 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4870 /* Compute "extra shots" if needed */
4873 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4875 /* Apply special flags */
4876 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4879 p_ptr->num_fire = calc_num_fire(o_ptr);
4881 /* Snipers love Cross bows */
4882 if ((p_ptr->pclass == CLASS_SNIPER) &&
4883 (p_ptr->tval_ammo == TV_BOLT))
4885 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4886 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4894 for(i = 0 ; i < 2 ; i++)
4896 /* Examine the "main weapon" */
4897 o_ptr = &inventory[INVEN_RARM+i];
4899 object_flags(o_ptr, flgs);
4901 /* Assume not heavy */
4902 p_ptr->heavy_wield[i] = FALSE;
4903 p_ptr->icky_wield[i] = FALSE;
4904 p_ptr->riding_wield[i] = FALSE;
4906 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4907 /* It is hard to hold a heavy weapon */
4908 if (hold < o_ptr->weight / 10)
4910 /* Hard to wield a heavy weapon */
4911 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4912 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4915 p_ptr->heavy_wield[i] = TRUE;
4917 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4919 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4922 p_ptr->dis_to_a += 5;
4925 /* Normal weapons */
4926 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4928 int str_index, dex_index;
4930 int num = 0, wgt = 0, mul = 0, div = 0;
4932 /* Analyze the class */
4933 switch (p_ptr->pclass)
4937 num = 6; wgt = 70; mul = 5; break;
4940 case CLASS_BERSERKER:
4941 num = 6; wgt = 70; mul = 7; break;
4945 case CLASS_HIGH_MAGE:
4946 case CLASS_BLUE_MAGE:
4947 num = 3; wgt = 100; mul = 2; break;
4949 /* Priest, Mindcrafter, Magic-Eater */
4951 case CLASS_MAGIC_EATER:
4952 case CLASS_MINDCRAFTER:
4953 num = 5; wgt = 100; mul = 3; break;
4957 num = 5; wgt = 40; mul = 3; break;
4961 num = 5; wgt = 70; mul = 4; break;
4966 num = 5; wgt = 70; mul = 4; break;
4970 num = 5; wgt = 150; mul = 5; break;
4973 case CLASS_WARRIOR_MAGE:
4974 case CLASS_RED_MAGE:
4975 num = 5; wgt = 70; mul = 3; break;
4978 case CLASS_CHAOS_WARRIOR:
4979 num = 5; wgt = 70; mul = 4; break;
4983 num = 5; wgt = 60; mul = 3; break;
4987 num = 4; wgt = 100; mul = 3; break;
4990 case CLASS_IMITATOR:
4991 num = 5; wgt = 70; mul = 4; break;
4994 case CLASS_BEASTMASTER:
4995 num = 5; wgt = 70; mul = 3; break;
4999 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5000 else {num = 5; wgt = 100; mul = 3;}
5004 case CLASS_SORCERER:
5005 num = 1; wgt = 1; mul = 1; break;
5007 /* Archer, Bard, Sniper */
5011 num = 4; wgt = 70; mul = 2; break;
5014 case CLASS_FORCETRAINER:
5015 num = 4; wgt = 60; mul = 2; break;
5018 case CLASS_MIRROR_MASTER:
5019 num = 3; wgt = 100; mul = 3; break;
5023 num = 4; wgt = 20; mul = 1; break;
5026 /* Hex - extra mights gives +1 bonus to max blows */
5027 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5029 /* Enforce a minimum "weight" (tenth pounds) */
5030 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5032 /* Access the strength vs weight */
5033 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5035 if (p_ptr->ryoute && !omoi) str_index++;
5036 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5039 if (str_index > 11) str_index = 11;
5041 /* Index by dexterity */
5042 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5045 if (dex_index > 11) dex_index = 11;
5047 /* Use the blows table */
5048 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5051 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5053 /* Add in the "bonus blows" */
5054 p_ptr->num_blow[i] += extra_blows[i];
5057 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5058 else if (p_ptr->pclass == CLASS_BERSERKER)
5060 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5062 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5064 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5066 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5069 /* Require at least one blow */
5070 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5072 /* Boost digging skill by weapon weight */
5073 p_ptr->skill_dig += (o_ptr->weight / 10);
5077 /* Priest weapon penalty for non-blessed edged weapons */
5078 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5079 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5081 /* Reduce the real bonuses */
5082 p_ptr->to_h[i] -= 2;
5083 p_ptr->to_d[i] -= 2;
5085 /* Reduce the mental bonuses */
5086 p_ptr->dis_to_h[i] -= 2;
5087 p_ptr->dis_to_d[i] -= 2;
5090 p_ptr->icky_wield[i] = TRUE;
5092 else if (p_ptr->pclass == CLASS_BERSERKER)
5094 p_ptr->to_h[i] += p_ptr->lev/5;
5095 p_ptr->to_d[i] += p_ptr->lev/6;
5096 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5097 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5098 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5100 p_ptr->to_h[i] += p_ptr->lev/5;
5101 p_ptr->to_d[i] += p_ptr->lev/6;
5102 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5103 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5106 else if (p_ptr->pclass == CLASS_SORCERER)
5108 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5110 /* Reduce the real bonuses */
5111 p_ptr->to_h[i] -= 200;
5112 p_ptr->to_d[i] -= 200;
5114 /* Reduce the mental bonuses */
5115 p_ptr->dis_to_h[i] -= 200;
5116 p_ptr->dis_to_d[i] -= 200;
5119 p_ptr->icky_wield[i] = TRUE;
5123 /* Reduce the real bonuses */
5124 p_ptr->to_h[i] -= 30;
5125 p_ptr->to_d[i] -= 10;
5127 /* Reduce the mental bonuses */
5128 p_ptr->dis_to_h[i] -= 30;
5129 p_ptr->dis_to_d[i] -= 10;
5133 if (p_ptr->realm1 == REALM_HEX)
5135 if (object_is_cursed(o_ptr))
5137 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5138 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5139 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5140 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5141 if (hex_spelling(HEX_RUNESWORD))
5143 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5144 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5145 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5151 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5153 p_ptr->to_h[i] +=15;
5154 p_ptr->dis_to_h[i] +=15;
5155 p_ptr->to_dd[i] += 2;
5157 else if (!(have_flag(flgs, TR_RIDING)))
5160 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5166 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5168 if (penalty < 30) penalty = 30;
5170 p_ptr->to_h[i] -= penalty;
5171 p_ptr->dis_to_h[i] -= penalty;
5174 p_ptr->riding_wield[i] = TRUE;
5183 p_ptr->riding_ryoute = FALSE;
5185 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5186 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5188 switch (p_ptr->pclass)
5191 case CLASS_FORCETRAINER:
5192 case CLASS_BERSERKER:
5193 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5194 p_ptr->riding_ryoute = TRUE;
5199 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5201 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5205 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5207 if (penalty < 30) penalty = 30;
5209 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5210 p_ptr->to_h_b -= penalty;
5211 p_ptr->dis_to_h_b -= penalty;
5214 /* Different calculation for monks with empty hands */
5215 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5216 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5218 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5219 p_ptr->num_blow[0] = 0;
5221 if (p_ptr->pclass == CLASS_FORCETRAINER)
5223 if (blow_base > 18) p_ptr->num_blow[0]++;
5224 if (blow_base > 31) p_ptr->num_blow[0]++;
5225 if (blow_base > 44) p_ptr->num_blow[0]++;
5226 if (blow_base > 58) p_ptr->num_blow[0]++;
5227 if (p_ptr->magic_num1[0])
5229 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5230 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5235 if (blow_base > 12) p_ptr->num_blow[0]++;
5236 if (blow_base > 22) p_ptr->num_blow[0]++;
5237 if (blow_base > 31) p_ptr->num_blow[0]++;
5238 if (blow_base > 39) p_ptr->num_blow[0]++;
5239 if (blow_base > 46) p_ptr->num_blow[0]++;
5240 if (blow_base > 53) p_ptr->num_blow[0]++;
5241 if (blow_base > 59) p_ptr->num_blow[0]++;
5244 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5245 p_ptr->num_blow[0] /= 2;
5248 p_ptr->to_h[0] += (p_ptr->lev / 3);
5249 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5251 p_ptr->to_d[0] += (p_ptr->lev / 6);
5252 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5255 if (p_ptr->special_defense & KAMAE_BYAKKO)
5258 p_ptr->dis_to_a -= 40;
5261 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5264 p_ptr->dis_to_a -= 50;
5265 p_ptr->resist_acid = TRUE;
5266 p_ptr->resist_fire = TRUE;
5267 p_ptr->resist_elec = TRUE;
5268 p_ptr->resist_cold = TRUE;
5269 p_ptr->resist_pois = TRUE;
5270 p_ptr->sh_fire = TRUE;
5271 p_ptr->sh_elec = TRUE;
5272 p_ptr->sh_cold = TRUE;
5273 p_ptr->levitation = TRUE;
5275 else if (p_ptr->special_defense & KAMAE_GENBU)
5277 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5278 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5279 p_ptr->reflect = TRUE;
5280 p_ptr->num_blow[0] -= 2;
5281 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5282 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5284 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5286 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5287 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5289 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5290 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5291 p_ptr->num_blow[0] /= 2;
5292 p_ptr->levitation = TRUE;
5295 p_ptr->num_blow[0] += 1+extra_blows[0];
5298 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5300 monk_armour_aux = FALSE;
5304 monk_armour_aux = TRUE;
5307 for (i = 0; i < 2; i++)
5309 if (buki_motteruka(INVEN_RARM+i))
5311 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5312 int sval = inventory[INVEN_RARM+i].sval;
5314 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5315 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5316 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5318 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5320 p_ptr->to_h[i] -= 40;
5321 p_ptr->dis_to_h[i] -= 40;
5322 p_ptr->icky_wield[i] = TRUE;
5325 else if (p_ptr->pclass == CLASS_NINJA)
5327 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5329 p_ptr->to_h[i] -= 40;
5330 p_ptr->dis_to_h[i] -= 40;
5331 p_ptr->icky_wield[i] = TRUE;
5332 p_ptr->num_blow[i] /= 2;
5333 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5337 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5341 /* Maximum speed is (+99). (internally it's 110 + 99) */
5342 /* Temporary lightspeed forces to be maximum speed */
5343 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5348 /* Minimum speed is (-99). (internally it's 110 - 99) */
5349 if (new_speed < 11) new_speed = 11;
5351 /* Display the speed (if needed) */
5352 if (p_ptr->pspeed != (byte)new_speed)
5354 p_ptr->pspeed = (byte)new_speed;
5355 p_ptr->redraw |= (PR_SPEED);
5360 if (p_ptr->to_a > (0 - p_ptr->ac))
5361 p_ptr->to_a = 0 - p_ptr->ac;
5362 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5363 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5366 /* Redraw armor (if needed) */
5367 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5370 p_ptr->redraw |= (PR_ARMOR);
5373 p_ptr->window |= (PW_PLAYER);
5377 if (p_ptr->ryoute && !omoi)
5379 int bonus_to_h=0, bonus_to_d=0;
5380 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5381 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);
5383 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5384 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5385 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5386 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5389 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5391 /* Affect Skill -- stealth (bonus one) */
5392 p_ptr->skill_stl += 1;
5394 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5396 /* Affect Skill -- disarming (DEX and INT) */
5397 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5398 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5400 /* Affect Skill -- magic devices (INT) */
5401 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5403 /* Affect Skill -- saving throw (WIS) */
5404 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5406 /* Affect Skill -- digging (STR) */
5407 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5409 /* Affect Skill -- disarming (Level, by Class) */
5410 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5412 /* Affect Skill -- magic devices (Level, by Class) */
5413 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5415 /* Affect Skill -- saving throw (Level, by Class) */
5416 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5418 /* Affect Skill -- stealth (Level, by Class) */
5419 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5421 /* Affect Skill -- search ability (Level, by Class) */
5422 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5424 /* Affect Skill -- search frequency (Level, by Class) */
5425 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5427 /* Affect Skill -- combat (normal) (Level, by Class) */
5428 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5430 /* Affect Skill -- combat (shooting) (Level, by Class) */
5431 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5433 /* Affect Skill -- combat (throwing) (Level, by Class) */
5434 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5437 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5439 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5440 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5443 /* Limit Skill -- stealth from 0 to 30 */
5444 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5445 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5447 /* Limit Skill -- digging from 1 up */
5448 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5450 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5452 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5454 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;
5456 if (down_saving) p_ptr->skill_sav /= 2;
5458 /* Hack -- Each elemental immunity includes resistance */
5459 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5460 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5461 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5462 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5464 /* Determine player alignment */
5465 for (i = 0, j = 0; i < 8; i++)
5467 switch (p_ptr->vir_types[i])
5470 p_ptr->align += p_ptr->virtues[i] * 2;
5480 p_ptr->align -= p_ptr->virtues[i];
5483 p_ptr->align += p_ptr->virtues[i];
5488 for (i = 0; i < j; i++)
5490 if (p_ptr->align > 0)
5492 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5493 if (p_ptr->align < 0) p_ptr->align = 0;
5495 else if (p_ptr->align < 0)
5497 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5498 if (p_ptr->align > 0) p_ptr->align = 0;
5502 /* Hack -- handle "xtra" mode */
5503 if (character_xtra) return;
5505 /* Take note when "heavy bow" changes */
5506 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5509 if (p_ptr->heavy_shoot)
5511 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5513 else if (inventory[INVEN_BOW].k_idx)
5515 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5519 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5523 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5526 for (i = 0 ; i < 2 ; i++)
5528 /* Take note when "heavy weapon" changes */
5529 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5532 if (p_ptr->heavy_wield[i])
5534 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5536 else if (buki_motteruka(INVEN_RARM+i))
5538 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5540 else if (p_ptr->heavy_wield[1-i])
5542 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5546 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5550 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5553 /* Take note when "heavy weapon" changes */
5554 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5557 if (p_ptr->riding_wield[i])
5559 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5561 else if (!p_ptr->riding)
5563 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5565 else if (buki_motteruka(INVEN_RARM+i))
5567 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5570 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5573 /* Take note when "illegal weapon" changes */
5574 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5577 if (p_ptr->icky_wield[i])
5579 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5582 chg_virtue(V_FAITH, -1);
5585 else if (buki_motteruka(INVEN_RARM+i))
5587 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5591 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5595 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5599 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5602 if (p_ptr->riding_ryoute)
5605 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5607 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5613 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5615 msg_print("You began to control riding pet with one hand.");
5619 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5622 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5626 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5629 chg_virtue(V_HARMONY, -1);
5634 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5637 monk_notify_aux = monk_armour_aux;
5640 for (i = 0; i < INVEN_PACK; i++)
5643 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5644 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5646 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5647 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5649 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5653 /* Acquire object */
5654 o_ptr = &o_list[this_o_idx];
5656 /* Acquire next object */
5657 next_o_idx = o_ptr->next_o_idx;
5660 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5661 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5663 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5664 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5667 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5669 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5671 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5672 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5675 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)))
5677 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5678 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5681 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5683 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5684 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5687 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5689 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5690 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5697 * Handle "p_ptr->notice"
5699 void notice_stuff(void)
5702 if (!p_ptr->notice) return;
5705 /* Actually do auto-destroy */
5706 if (p_ptr->notice & (PN_AUTODESTROY))
5708 p_ptr->notice &= ~(PN_AUTODESTROY);
5709 autopick_delayed_alter();
5712 /* Combine the pack */
5713 if (p_ptr->notice & (PN_COMBINE))
5715 p_ptr->notice &= ~(PN_COMBINE);
5719 /* Reorder the pack */
5720 if (p_ptr->notice & (PN_REORDER))
5722 p_ptr->notice &= ~(PN_REORDER);
5729 * Handle "p_ptr->update"
5731 void update_stuff(void)
5734 if (!p_ptr->update) return;
5737 if (p_ptr->update & (PU_BONUS))
5739 p_ptr->update &= ~(PU_BONUS);
5743 if (p_ptr->update & (PU_TORCH))
5745 p_ptr->update &= ~(PU_TORCH);
5749 if (p_ptr->update & (PU_HP))
5751 p_ptr->update &= ~(PU_HP);
5755 if (p_ptr->update & (PU_MANA))
5757 p_ptr->update &= ~(PU_MANA);
5761 if (p_ptr->update & (PU_SPELLS))
5763 p_ptr->update &= ~(PU_SPELLS);
5768 /* Character is not ready yet, no screen updates */
5769 if (!character_generated) return;
5772 /* Character is in "icky" mode, no screen updates */
5773 if (character_icky) return;
5776 if (p_ptr->update & (PU_UN_LITE))
5778 p_ptr->update &= ~(PU_UN_LITE);
5782 if (p_ptr->update & (PU_UN_VIEW))
5784 p_ptr->update &= ~(PU_UN_VIEW);
5788 if (p_ptr->update & (PU_VIEW))
5790 p_ptr->update &= ~(PU_VIEW);
5794 if (p_ptr->update & (PU_LITE))
5796 p_ptr->update &= ~(PU_LITE);
5801 if (p_ptr->update & (PU_FLOW))
5803 p_ptr->update &= ~(PU_FLOW);
5807 if (p_ptr->update & (PU_DISTANCE))
5809 p_ptr->update &= ~(PU_DISTANCE);
5811 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5812 /* p_ptr->update &= ~(PU_MONSTERS); */
5814 update_monsters(TRUE);
5817 if (p_ptr->update & (PU_MON_LITE))
5819 p_ptr->update &= ~(PU_MON_LITE);
5824 * Mega-Hack -- Delayed visual update
5825 * Only used if update_view(), update_lite() or update_mon_lite() was called
5827 if (p_ptr->update & (PU_DELAY_VIS))
5829 p_ptr->update &= ~(PU_DELAY_VIS);
5830 delayed_visual_update();
5833 if (p_ptr->update & (PU_MONSTERS))
5835 p_ptr->update &= ~(PU_MONSTERS);
5836 update_monsters(FALSE);
5842 * Handle "p_ptr->redraw"
5844 void redraw_stuff(void)
5847 if (!p_ptr->redraw) return;
5850 /* Character is not ready yet, no screen updates */
5851 if (!character_generated) return;
5854 /* Character is in "icky" mode, no screen updates */
5855 if (character_icky) return;
5859 /* Hack -- clear the screen */
5860 if (p_ptr->redraw & (PR_WIPE))
5862 p_ptr->redraw &= ~(PR_WIPE);
5868 if (p_ptr->redraw & (PR_MAP))
5870 p_ptr->redraw &= ~(PR_MAP);
5875 if (p_ptr->redraw & (PR_BASIC))
5877 p_ptr->redraw &= ~(PR_BASIC);
5878 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5879 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5880 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5881 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5887 if (p_ptr->redraw & (PR_EQUIPPY))
5889 p_ptr->redraw &= ~(PR_EQUIPPY);
5890 print_equippy(); /* To draw / delete equippy chars */
5893 if (p_ptr->redraw & (PR_MISC))
5895 p_ptr->redraw &= ~(PR_MISC);
5896 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5897 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5901 if (p_ptr->redraw & (PR_TITLE))
5903 p_ptr->redraw &= ~(PR_TITLE);
5907 if (p_ptr->redraw & (PR_LEV))
5909 p_ptr->redraw &= ~(PR_LEV);
5913 if (p_ptr->redraw & (PR_EXP))
5915 p_ptr->redraw &= ~(PR_EXP);
5919 if (p_ptr->redraw & (PR_STATS))
5921 p_ptr->redraw &= ~(PR_STATS);
5930 if (p_ptr->redraw & (PR_STATUS))
5932 p_ptr->redraw &= ~(PR_STATUS);
5936 if (p_ptr->redraw & (PR_ARMOR))
5938 p_ptr->redraw &= ~(PR_ARMOR);
5942 if (p_ptr->redraw & (PR_HP))
5944 p_ptr->redraw &= ~(PR_HP);
5948 if (p_ptr->redraw & (PR_MANA))
5950 p_ptr->redraw &= ~(PR_MANA);
5954 if (p_ptr->redraw & (PR_GOLD))
5956 p_ptr->redraw &= ~(PR_GOLD);
5960 if (p_ptr->redraw & (PR_DEPTH))
5962 p_ptr->redraw &= ~(PR_DEPTH);
5966 if (p_ptr->redraw & (PR_HEALTH))
5968 p_ptr->redraw &= ~(PR_HEALTH);
5969 health_redraw(FALSE);
5972 if (p_ptr->redraw & (PR_UHEALTH))
5974 p_ptr->redraw &= ~(PR_UHEALTH);
5975 health_redraw(TRUE);
5979 if (p_ptr->redraw & (PR_EXTRA))
5981 p_ptr->redraw &= ~(PR_EXTRA);
5982 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5983 p_ptr->redraw &= ~(PR_HUNGER);
5984 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5988 if (p_ptr->redraw & (PR_CUT))
5990 p_ptr->redraw &= ~(PR_CUT);
5994 if (p_ptr->redraw & (PR_STUN))
5996 p_ptr->redraw &= ~(PR_STUN);
6000 if (p_ptr->redraw & (PR_HUNGER))
6002 p_ptr->redraw &= ~(PR_HUNGER);
6006 if (p_ptr->redraw & (PR_STATE))
6008 p_ptr->redraw &= ~(PR_STATE);
6012 if (p_ptr->redraw & (PR_SPEED))
6014 p_ptr->redraw &= ~(PR_SPEED);
6018 if (p_ptr->pclass == CLASS_IMITATOR)
6020 if (p_ptr->redraw & (PR_IMITATION))
6022 p_ptr->redraw &= ~(PR_IMITATION);
6026 else if (p_ptr->redraw & (PR_STUDY))
6028 p_ptr->redraw &= ~(PR_STUDY);
6035 * Handle "p_ptr->window"
6037 void window_stuff(void)
6045 if (!p_ptr->window) return;
6048 for (j = 0; j < 8; j++)
6050 /* Save usable flags */
6051 if (angband_term[j]) mask |= window_flag[j];
6054 /* Apply usable flags */
6055 p_ptr->window &= mask;
6058 if (!p_ptr->window) return;
6061 /* Display inventory */
6062 if (p_ptr->window & (PW_INVEN))
6064 p_ptr->window &= ~(PW_INVEN);
6068 /* Display equipment */
6069 if (p_ptr->window & (PW_EQUIP))
6071 p_ptr->window &= ~(PW_EQUIP);
6075 /* Display spell list */
6076 if (p_ptr->window & (PW_SPELL))
6078 p_ptr->window &= ~(PW_SPELL);
6082 /* Display player */
6083 if (p_ptr->window & (PW_PLAYER))
6085 p_ptr->window &= ~(PW_PLAYER);
6089 /* Display monster list */
6090 if (p_ptr->window & (PW_MONSTER_LIST))
6092 p_ptr->window &= ~(PW_MONSTER_LIST);
6096 /* Display overhead view */
6097 if (p_ptr->window & (PW_MESSAGE))
6099 p_ptr->window &= ~(PW_MESSAGE);
6103 /* Display overhead view */
6104 if (p_ptr->window & (PW_OVERHEAD))
6106 p_ptr->window &= ~(PW_OVERHEAD);
6110 /* Display overhead view */
6111 if (p_ptr->window & (PW_DUNGEON))
6113 p_ptr->window &= ~(PW_DUNGEON);
6117 /* Display monster recall */
6118 if (p_ptr->window & (PW_MONSTER))
6120 p_ptr->window &= ~(PW_MONSTER);
6124 /* Display object recall */
6125 if (p_ptr->window & (PW_OBJECT))
6127 p_ptr->window &= ~(PW_OBJECT);
6134 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6136 void handle_stuff(void)
6139 if (p_ptr->update) update_stuff();
6142 if (p_ptr->redraw) redraw_stuff();
6145 if (p_ptr->window) window_stuff();
6149 s16b empty_hands(bool riding_control)
6151 s16b status = EMPTY_HAND_NONE;
6153 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6154 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6156 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6158 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6159 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6166 bool heavy_armor(void)
6168 u16b monk_arm_wgt = 0;
6170 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6172 /* Weight the armor */
6173 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6174 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6175 monk_arm_wgt += inventory[INVEN_BODY].weight;
6176 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6177 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6178 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6179 monk_arm_wgt += inventory[INVEN_FEET].weight;
6181 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6184 void update_playtime(void)
6186 /* Check if the game has started */
6187 if (start_time != 0)
6189 u32b tmp = time(NULL);
6190 playtime += (tmp - start_time);