3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1719 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1722 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1723 * @param n_same モンスターの数の現在数
1727 * nnn : number or unique(U) or wanted unique(W)
1728 * X : symbol of monster
1729 * LV : monster lv if known
1730 * name: name of monster
1734 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1737 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1738 monster_race* r_ptr = &r_info[r_idx];
1742 //Number of 'U'nique
1743 if(r_ptr->flags1&RF1_UNIQUE){//unique
1744 bool is_kubi = FALSE;
1745 for(i=0;i<MAX_KUBI;i++){
1746 if(kubi_r_idx[i] == r_idx){
1751 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1753 sprintf(buf, "%3d", n_same);
1754 Term_addstr(-1, TERM_WHITE, buf);
1757 Term_addstr(-1, TERM_WHITE, " ");
1758 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1759 //Term_addstr(-1, TERM_WHITE, "/");
1760 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1762 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1763 sprintf(buf, " %2d", (int)r_ptr->level);
1767 Term_addstr(-1, TERM_WHITE, buf);
1769 sprintf(buf, " %s ", r_name+r_ptr->name);
1770 Term_addstr(-1, TERM_WHITE, buf);
1772 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1776 * @brief モンスターの出現リストを表示する / Print monster info in line
1779 * @param max_lines 最大何行描画するか
1781 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1783 monster_type* last_mons = NULL;
1784 monster_type* m_ptr = NULL;
1788 for(i=0;i<temp_n;i++){
1789 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1790 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1791 m_ptr = &m_list[c_ptr->m_idx];
1792 if(is_pet(m_ptr))continue;//pet
1793 if(!m_ptr->r_idx)continue;//dead?
1796 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1797 monster_race* r_ptr = &r_info[r_idx];
1798 cptr name = (r_name + r_ptr->name);
1799 cptr ename = (r_name + r_ptr->name);
1800 //ミミック類や「それ」等は、一覧に出てはいけない
1801 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1802 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1804 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1805 (strcmp(ename, "Null the Living Void")==0))continue;
1806 //"金無垢の指輪"は、一覧に出てはいけない
1807 if((strcmp(name, "金無垢の指輪")==0)||
1808 (strcmp(ename, "Plain Gold Ring")==0))continue;
1812 //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.
1813 if(!last_mons){//先頭モンスター
1819 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1821 continue;//表示処理を次に回す
1823 //print last mons info
1824 print_monster_line(x, line++, last_mons, n_same);
1827 if(line-y-1==max_lines){//残り1行
1831 if(line-y-1==max_lines && i!=temp_n){
1832 Term_gotoxy(x, line);
1833 Term_addstr(-1, TERM_WHITE, "-- and more --");
1835 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1840 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1843 static void fix_monster_list(void)
1849 for (j = 0; j < 8; j++)
1854 if (!angband_term[j]) continue;
1856 /* No relevant flags */
1857 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860 Term_activate(angband_term[j]);
1861 Term_get_size(&w, &h);
1865 target_set_prepare_look();//モンスター一覧を生成,ソート
1866 print_monster_list(0, 0, h);
1877 * @brief 現在の装備品をサブウィンドウに表示する /
1878 * Hack -- display equipment in sub-windows
1881 static void fix_equip(void)
1886 for (j = 0; j < 8; j++)
1891 if (!angband_term[j]) continue;
1893 /* No relevant flags */
1894 if (!(window_flag[j] & (PW_EQUIP))) continue;
1897 Term_activate(angband_term[j]);
1899 /* Display equipment */
1910 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1911 * Hack -- display spells in sub-windows
1914 static void fix_spell(void)
1919 for (j = 0; j < 8; j++)
1924 if (!angband_term[j]) continue;
1926 /* No relevant flags */
1927 if (!(window_flag[j] & (PW_SPELL))) continue;
1930 Term_activate(angband_term[j]);
1932 /* Display spell list */
1933 display_spell_list();
1943 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1944 * Hack -- display character in sub-windows
1947 static void fix_player(void)
1952 for (j = 0; j < 8; j++)
1957 if (!angband_term[j]) continue;
1959 /* No relevant flags */
1960 if (!(window_flag[j] & (PW_PLAYER))) continue;
1963 Term_activate(angband_term[j]);
1967 /* Display player */
1977 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1978 * Hack -- display recent messages in sub-windows
1979 * Adjust for width and split messages
1982 static void fix_message(void)
1989 for (j = 0; j < 8; j++)
1994 if (!angband_term[j]) continue;
1996 /* No relevant flags */
1997 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2000 Term_activate(angband_term[j]);
2002 Term_get_size(&w, &h);
2005 for (i = 0; i < h; i++)
2007 /* Dump the message on the appropriate line */
2008 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2011 Term_locate(&x, &y);
2013 /* Clear to end of line */
2014 Term_erase(x, y, 255);
2025 * @brief 簡易マップをサブウィンドウに表示する /
2026 * Hack -- display overhead view in sub-windows
2027 * Adjust for width and split messages
2030 * Note that the "player" symbol does NOT appear on the map.
2032 static void fix_overhead(void)
2039 for (j = 0; j < 8; j++)
2045 if (!angband_term[j]) continue;
2047 /* No relevant flags */
2048 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2051 Term_activate(angband_term[j]);
2053 /* Full map in too small window is useless */
2054 Term_get_size(&wid, &hgt);
2055 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2058 display_map(&cy, &cx);
2069 * @brief ダンジョンの地形をサブウィンドウに表示する /
2070 * Hack -- display dungeon view in sub-windows
2073 static void fix_dungeon(void)
2078 for (j = 0; j < 8; j++)
2083 if (!angband_term[j]) continue;
2085 /* No relevant flags */
2086 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2089 Term_activate(angband_term[j]);
2091 /* Redraw dungeon view */
2102 * @brief モンスターの思い出をサブウィンドウに表示する /
2103 * Hack -- display dungeon view in sub-windows
2106 static void fix_monster(void)
2111 for (j = 0; j < 8; j++)
2116 if (!angband_term[j]) continue;
2118 /* No relevant flags */
2119 if (!(window_flag[j] & (PW_MONSTER))) continue;
2122 Term_activate(angband_term[j]);
2124 /* Display monster race info */
2125 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2135 * @brief ベースアイテム情報をサブウィンドウに表示する /
2136 * Hack -- display object recall in sub-windows
2139 static void fix_object(void)
2144 for (j = 0; j < 8; j++)
2149 if (!angband_term[j]) continue;
2151 /* No relevant flags */
2152 if (!(window_flag[j] & (PW_OBJECT))) continue;
2155 Term_activate(angband_term[j]);
2157 /* Display monster race info */
2158 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2169 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2170 * Calculate number of spells player should have, and forget,
2171 * or remember, spells until that number is properly reflected.
2174 * Note that this function induces various "status" messages,
2175 * which must be bypasses until the character is created.
2177 static void calc_spells(void)
2179 int i, j, k, levels;
2181 int num_boukyaku = 0;
2183 const magic_type *s_ptr;
2190 /* Hack -- must be literate */
2191 if (!mp_ptr->spell_book) return;
2193 /* Hack -- wait for creation */
2194 if (!character_generated) return;
2196 /* Hack -- handle "xtra" mode */
2197 if (character_xtra) return;
2199 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2201 p_ptr->new_spells = 0;
2205 p = spell_category_name(mp_ptr->spell_book);
2207 /* Determine the number of spells allowed */
2208 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2210 /* Hack -- no negative spells */
2211 if (levels < 0) levels = 0;
2213 /* Extract total allowed spells */
2214 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2216 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2220 if (p_ptr->pclass == CLASS_SAMURAI)
2224 else if (p_ptr->realm2 == REALM_NONE)
2226 num_allowed = (num_allowed+1)/2;
2227 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2229 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2231 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2235 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2238 /* Count the number of spells we know */
2239 for (j = 0; j < 64; j++)
2241 /* Count known spells */
2243 (p_ptr->spell_forgotten1 & (1L << j)) :
2244 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2250 /* See how many spells we must forget or may learn */
2251 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2253 /* Forget spells which are too hard */
2254 for (i = 63; i >= 0; i--)
2256 /* Efficiency -- all done */
2257 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2259 /* Access the spell */
2260 j = p_ptr->spell_order[i];
2262 /* Skip non-spells */
2263 if (j >= 99) continue;
2267 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2270 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2272 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2275 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2277 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2279 /* Skip spells we are allowed to know */
2280 if (s_ptr->slevel <= p_ptr->lev) continue;
2284 (p_ptr->spell_learned1 & (1L << j)) :
2285 (p_ptr->spell_learned2 & (1L << (j - 32))))
2287 /* Mark as forgotten */
2290 p_ptr->spell_forgotten1 |= (1L << j);
2291 which = p_ptr->realm1;
2295 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2296 which = p_ptr->realm2;
2299 /* No longer known */
2302 p_ptr->spell_learned1 &= ~(1L << j);
2303 which = p_ptr->realm1;
2307 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2308 which = p_ptr->realm2;
2312 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2314 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2318 /* One more can be learned */
2319 p_ptr->new_spells++;
2324 /* Forget spells if we know too many spells */
2325 for (i = 63; i >= 0; i--)
2327 /* Stop when possible */
2328 if (p_ptr->new_spells >= 0) break;
2330 /* Efficiency -- all done */
2331 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2333 /* Get the (i+1)th spell learned */
2334 j = p_ptr->spell_order[i];
2336 /* Skip unknown spells */
2337 if (j >= 99) continue;
2339 /* Forget it (if learned) */
2341 (p_ptr->spell_learned1 & (1L << j)) :
2342 (p_ptr->spell_learned2 & (1L << (j - 32))))
2344 /* Mark as forgotten */
2347 p_ptr->spell_forgotten1 |= (1L << j);
2348 which = p_ptr->realm1;
2352 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2353 which = p_ptr->realm2;
2356 /* No longer known */
2359 p_ptr->spell_learned1 &= ~(1L << j);
2360 which = p_ptr->realm1;
2364 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2365 which = p_ptr->realm2;
2369 msg_format("%sの%sを忘れてしまった。",
2370 do_spell(which, j%32, SPELL_NAME), p );
2372 msg_format("You have forgotten the %s of %s.", p,
2373 do_spell(which, j%32, SPELL_NAME));
2377 /* One more can be learned */
2378 p_ptr->new_spells++;
2383 /* Check for spells to remember */
2384 for (i = 0; i < 64; i++)
2386 /* None left to remember */
2387 if (p_ptr->new_spells <= 0) break;
2389 /* Efficiency -- all done */
2390 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2392 /* Get the next spell we learned */
2393 j = p_ptr->spell_order[i];
2395 /* Skip unknown spells */
2398 /* Access the spell */
2399 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2402 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2404 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2407 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2409 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2411 /* Skip spells we cannot remember */
2412 if (s_ptr->slevel > p_ptr->lev) continue;
2414 /* First set of spells */
2416 (p_ptr->spell_forgotten1 & (1L << j)) :
2417 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2419 /* No longer forgotten */
2422 p_ptr->spell_forgotten1 &= ~(1L << j);
2423 which = p_ptr->realm1;
2427 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2428 which = p_ptr->realm2;
2431 /* Known once more */
2434 p_ptr->spell_learned1 |= (1L << j);
2435 which = p_ptr->realm1;
2439 p_ptr->spell_learned2 |= (1L << (j - 32));
2440 which = p_ptr->realm2;
2444 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2446 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2450 /* One less can be learned */
2451 p_ptr->new_spells--;
2457 if (p_ptr->realm2 == REALM_NONE)
2459 /* Count spells that can be learned */
2460 for (j = 0; j < 32; j++)
2462 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2463 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2465 /* Skip spells we cannot remember */
2466 if (s_ptr->slevel > p_ptr->lev) continue;
2468 /* Skip spells we already know */
2469 if (p_ptr->spell_learned1 & (1L << j))
2478 if ((p_ptr->new_spells > k) &&
2479 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2481 p_ptr->new_spells = (s16b)k;
2485 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2487 /* Spell count changed */
2488 if (p_ptr->old_spells != p_ptr->new_spells)
2490 /* Message if needed */
2491 if (p_ptr->new_spells)
2494 if( p_ptr->new_spells < 10 ){
2495 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2497 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2500 msg_format("You can learn %d more %s%s.",
2501 p_ptr->new_spells, p,
2502 (p_ptr->new_spells != 1) ? "s" : "");
2507 /* Save the new_spells value */
2508 p_ptr->old_spells = p_ptr->new_spells;
2510 /* Redraw Study Status */
2511 p_ptr->redraw |= (PR_STUDY);
2513 /* Redraw object recall */
2514 p_ptr->window |= (PW_OBJECT);
2519 * @brief プレイヤーの最大MPを計算する /
2520 * Calculate maximum mana. You do not need to know any spells.
2521 * Note that mana is lowered by heavy (or inappropriate) armor.
2524 * This function induces status messages.
2526 static void calc_mana(void)
2528 int msp, levels, cur_wgt, max_wgt;
2533 /* Hack -- Must be literate */
2534 if (!mp_ptr->spell_book) return;
2536 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2537 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2538 (p_ptr->pclass == CLASS_BLUE_MAGE))
2540 levels = p_ptr->lev;
2544 if(mp_ptr->spell_first > p_ptr->lev)
2549 /* Display mana later */
2550 p_ptr->redraw |= (PR_MANA);
2554 /* Extract "effective" player level */
2555 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2558 if (p_ptr->pclass == CLASS_SAMURAI)
2560 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2561 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2565 /* Extract total mana */
2566 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2568 /* Hack -- usually add one mana */
2571 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2573 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2575 /* Hack: High mages have a 25% mana bonus */
2576 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2578 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2581 /* Only mages are affected */
2582 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2584 BIT_FLAGS flgs[TR_FLAG_SIZE];
2586 /* Assume player is not encumbered by gloves */
2587 p_ptr->cumber_glove = FALSE;
2589 /* Get the gloves */
2590 o_ptr = &inventory[INVEN_HANDS];
2592 /* Examine the gloves */
2593 object_flags(o_ptr, flgs);
2595 /* Normal gloves hurt mage-type spells */
2597 !(have_flag(flgs, TR_FREE_ACT)) &&
2598 !(have_flag(flgs, TR_DEC_MANA)) &&
2599 !(have_flag(flgs, TR_EASY_SPELL)) &&
2600 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2601 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2604 p_ptr->cumber_glove = TRUE;
2607 msp = (3 * msp) / 4;
2612 /* Assume player not encumbered by armor */
2613 p_ptr->cumber_armor = FALSE;
2615 /* Weigh the armor */
2617 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2618 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2619 cur_wgt += inventory[INVEN_BODY].weight;
2620 cur_wgt += inventory[INVEN_HEAD].weight;
2621 cur_wgt += inventory[INVEN_OUTER].weight;
2622 cur_wgt += inventory[INVEN_HANDS].weight;
2623 cur_wgt += inventory[INVEN_FEET].weight;
2625 /* Subtract a percentage of maximum mana. */
2626 switch (p_ptr->pclass)
2628 /* For these classes, mana is halved if armour
2629 * is 30 pounds over their weight limit. */
2631 case CLASS_HIGH_MAGE:
2632 case CLASS_BLUE_MAGE:
2634 case CLASS_FORCETRAINER:
2635 case CLASS_SORCERER:
2637 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2638 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2642 /* Mana halved if armour is 40 pounds over weight limit. */
2647 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2648 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2652 case CLASS_MINDCRAFTER:
2653 case CLASS_BEASTMASTER:
2654 case CLASS_MIRROR_MASTER:
2656 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2657 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2661 /* Mana halved if armour is 50 pounds over weight limit. */
2664 case CLASS_RED_MAGE:
2665 case CLASS_WARRIOR_MAGE:
2667 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2668 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2672 /* Mana halved if armour is 60 pounds over weight limit. */
2674 case CLASS_CHAOS_WARRIOR:
2676 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2677 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2681 /* For new classes created, but not yet added to this formula. */
2688 /* Determine the weight allowance */
2689 max_wgt = mp_ptr->spell_weight;
2691 /* Heavy armor penalizes mana by a percentage. -LM- */
2692 if ((cur_wgt - max_wgt) > 0)
2695 p_ptr->cumber_armor = TRUE;
2697 /* Subtract a percentage of maximum mana. */
2698 switch (p_ptr->pclass)
2700 /* For these classes, mana is halved if armour
2701 * is 30 pounds over their weight limit. */
2703 case CLASS_HIGH_MAGE:
2704 case CLASS_BLUE_MAGE:
2706 msp -= msp * (cur_wgt - max_wgt) / 600;
2710 /* Mana halved if armour is 40 pounds over weight limit. */
2712 case CLASS_MINDCRAFTER:
2713 case CLASS_BEASTMASTER:
2715 case CLASS_FORCETRAINER:
2717 case CLASS_MIRROR_MASTER:
2719 msp -= msp * (cur_wgt - max_wgt) / 800;
2723 case CLASS_SORCERER:
2725 msp -= msp * (cur_wgt - max_wgt) / 900;
2729 /* Mana halved if armour is 50 pounds over weight limit. */
2733 case CLASS_RED_MAGE:
2735 msp -= msp * (cur_wgt - max_wgt) / 1000;
2739 /* Mana halved if armour is 60 pounds over weight limit. */
2741 case CLASS_CHAOS_WARRIOR:
2742 case CLASS_WARRIOR_MAGE:
2744 msp -= msp * (cur_wgt - max_wgt) / 1200;
2750 p_ptr->cumber_armor = FALSE;
2754 /* For new classes created, but not yet added to this formula. */
2757 msp -= msp * (cur_wgt - max_wgt) / 800;
2763 /* Mana can never be negative */
2764 if (msp < 0) msp = 0;
2767 /* Maximum mana has changed */
2768 if (p_ptr->msp != msp)
2770 /* Enforce maximum */
2771 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2774 p_ptr->csp_frac = 0;
2778 /* レベルアップの時は上昇量を表示する */
2779 if ((level_up == 1) && (msp > p_ptr->msp))
2781 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2787 /* Display mana later */
2788 p_ptr->redraw |= (PR_MANA);
2790 p_ptr->window |= (PW_PLAYER);
2791 p_ptr->window |= (PW_SPELL);
2795 /* Hack -- handle "xtra" mode */
2796 if (character_xtra) return;
2798 /* Take note when "glove state" changes */
2799 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2801 if (p_ptr->cumber_glove)
2803 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."));
2807 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."));
2811 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2815 /* Take note when "armor state" changes */
2816 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2818 if (p_ptr->cumber_armor)
2820 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."));
2824 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."));
2828 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2835 * @brief プレイヤーの最大HPを計算する /
2836 * Calculate the players (maximal) hit points
2837 * Adjust current hitpoints if necessary
2841 static void calc_hitpoints(void)
2846 /* Un-inflate "half-hitpoint bonus per level" value */
2847 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2849 /* Calculate hitpoints */
2850 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2852 if (p_ptr->mimic_form)
2854 if (p_ptr->pclass == CLASS_SORCERER)
2855 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2857 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2858 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2861 if (p_ptr->pclass == CLASS_SORCERER)
2863 if (p_ptr->lev < 30)
2864 mhp = (mhp * (45+p_ptr->lev) / 100);
2866 mhp = (mhp * 75 / 100);
2867 bonus = (bonus * 65 / 100);
2872 if (p_ptr->pclass == CLASS_BERSERKER)
2874 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2877 /* Always have at least one hitpoint per level */
2878 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2880 /* Factor in the hero / superhero settings */
2881 if (IS_HERO()) mhp += 10;
2882 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2883 if (p_ptr->tsuyoshi) mhp += 50;
2885 /* Factor in the hex spell settings */
2886 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2887 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2889 /* New maximum hitpoints */
2890 if (p_ptr->mhp != mhp)
2892 /* Enforce maximum */
2893 if (p_ptr->chp >= mhp)
2896 p_ptr->chp_frac = 0;
2900 /* レベルアップの時は上昇量を表示する */
2901 if ((level_up == 1) && (mhp > p_ptr->mhp))
2903 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2906 /* Save the new max-hitpoints */
2909 /* Display hitpoints (later) */
2910 p_ptr->redraw |= (PR_HP);
2912 p_ptr->window |= (PW_PLAYER);
2917 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2920 * SWD: Experimental modification: multiple light sources have additive effect.
2922 static void calc_torch(void)
2926 BIT_FLAGS flgs[TR_FLAG_SIZE];
2928 /* Assume no light */
2929 p_ptr->cur_lite = 0;
2931 /* Loop through all wielded items */
2932 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2934 o_ptr = &inventory[i];
2935 /* Skip empty slots */
2936 if (!o_ptr->k_idx) continue;
2938 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2941 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2943 if (o_ptr->tval == TV_LITE)
2945 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2946 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2950 /* Extract the flags */
2951 object_flags(o_ptr, flgs);
2953 /* calc the lite_radius */
2956 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2957 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2958 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2959 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2960 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2961 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2962 p_ptr->cur_lite += (s16b)rad;
2965 /* max radius is 14 (was 5) without rewriting other code -- */
2966 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2967 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2968 p_ptr->cur_lite = 1;
2971 * check if the player doesn't have light radius,
2972 * but does weakly glow as an intrinsic.
2974 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2976 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2977 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2979 /* end experimental mods */
2981 /* Notice changes in the "lite radius" */
2982 if (p_ptr->old_lite != p_ptr->cur_lite)
2984 /* Hack -- PU_MON_LITE for monsters' darkness */
2985 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2987 /* Remember the old lite */
2988 p_ptr->old_lite = p_ptr->cur_lite;
2990 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2991 set_superstealth(FALSE);
2997 * @brief プレイヤーの所持重量制限を計算する /
2998 * Computes current weight limit.
3001 WEIGHT weight_limit(void)
3005 /* Weight limit based only on strength */
3006 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3007 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3009 /* Return the result */
3014 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3015 * @param i 判定する手のID(右手:0 左手:1)
3016 * @return 持っているならばTRUE
3018 bool buki_motteruka(int i)
3020 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3024 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3025 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3026 * @return 重すぎるならばTRUE
3028 bool is_heavy_shoot(object_type *o_ptr)
3030 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3031 /* It is hard to carholdry a heavy bow */
3032 return (hold < o_ptr->weight / 10);
3036 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3037 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3038 * @return 対応する矢/弾薬のベースアイテムID
3040 int bow_tval_ammo(object_type *o_ptr)
3042 /* Analyze the launcher */
3043 switch (o_ptr->sval)
3073 * @brief 装備中の射撃武器の威力倍率を返す /
3074 * calcurate the fire rate of target object
3075 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3076 * @return 射撃倍率の値(100で1.00倍)
3078 s16b calc_num_fire(object_type *o_ptr)
3080 int extra_shots = 0;
3083 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3085 BIT_FLAGS flgs[TR_FLAG_SIZE];
3087 /* Scan the usable inventory */
3088 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3090 q_ptr = &inventory[i];
3092 /* Skip non-objects */
3093 if (!q_ptr->k_idx) continue;
3095 /* Do not apply current equip */
3096 if (i == INVEN_BOW) continue;
3098 /* Extract the item flags */
3099 object_flags(q_ptr, flgs);
3102 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3105 object_flags(o_ptr, flgs);
3106 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3108 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3112 num += (extra_shots * 100);
3114 /* Hack -- Rangers love Bows */
3115 if ((p_ptr->pclass == CLASS_RANGER) &&
3116 (tval_ammo == TV_ARROW))
3118 num += (p_ptr->lev * 4);
3121 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3122 (tval_ammo == TV_ARROW))
3124 num += (p_ptr->lev * 3);
3127 if (p_ptr->pclass == CLASS_ARCHER)
3129 if (tval_ammo == TV_ARROW)
3130 num += ((p_ptr->lev * 5)+50);
3131 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3132 num += (p_ptr->lev * 4);
3136 * Addendum -- also "Reward" high level warriors,
3137 * with _any_ missile weapon -- TY
3139 if (p_ptr->pclass == CLASS_WARRIOR &&
3140 (tval_ammo <= TV_BOLT) &&
3141 (tval_ammo >= TV_SHOT))
3143 num += (p_ptr->lev * 2);
3145 if ((p_ptr->pclass == CLASS_ROGUE) &&
3146 (tval_ammo == TV_SHOT))
3148 num += (p_ptr->lev * 4);
3155 * @brief プレイヤーの全ステータスを更新する /
3156 * Calculate the players current "state", taking into account
3157 * not only race/class intrinsics, but also objects being worn
3158 * and temporary spell effects.
3162 * See also calc_mana() and calc_hitpoints().
3164 * Take note of the new "speed code", in particular, a very strong
3165 * player will start slowing down as soon as he reaches 150 pounds,
3166 * but not until he reaches 450 pounds will he be half as fast as
3167 * a normal kobold. This both hurts and helps the player, hurts
3168 * because in the old days a player could just avoid 300 pounds,
3169 * and helps because now carrying 300 pounds is not very painful.
3171 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3172 * damage, since that would affect non-combat things. These values
3173 * are actually added in later, at the appropriate place.
3175 * This function induces various "status" messages.
3178 void calc_bonuses(void)
3180 int i, j, hold, neutral[2];
3182 int default_hand = 0;
3183 int empty_hands_status = empty_hands(TRUE);
3186 BIT_FLAGS flgs[TR_FLAG_SIZE];
3188 bool yoiyami = FALSE;
3189 bool down_saving = FALSE;
3191 bool have_dd_s = FALSE, have_dd_t = FALSE;
3193 bool have_sw = FALSE, have_kabe = FALSE;
3194 bool easy_2weapon = FALSE;
3195 bool riding_levitation = FALSE;
3196 OBJECT_IDX this_o_idx, next_o_idx = 0;
3197 const player_race *tmp_rp_ptr;
3199 /* Save the old vision stuff */
3200 bool old_telepathy = p_ptr->telepathy;
3201 bool old_esp_animal = p_ptr->esp_animal;
3202 bool old_esp_undead = p_ptr->esp_undead;
3203 bool old_esp_demon = p_ptr->esp_demon;
3204 bool old_esp_orc = p_ptr->esp_orc;
3205 bool old_esp_troll = p_ptr->esp_troll;
3206 bool old_esp_giant = p_ptr->esp_giant;
3207 bool old_esp_dragon = p_ptr->esp_dragon;
3208 bool old_esp_human = p_ptr->esp_human;
3209 bool old_esp_evil = p_ptr->esp_evil;
3210 bool old_esp_good = p_ptr->esp_good;
3211 bool old_esp_nonliving = p_ptr->esp_nonliving;
3212 bool old_esp_unique = p_ptr->esp_unique;
3213 bool old_see_inv = p_ptr->see_inv;
3214 bool old_mighty_throw = p_ptr->mighty_throw;
3216 /* Save the old armor class */
3217 s16b old_dis_ac = p_ptr->dis_ac;
3218 s16b old_dis_to_a = p_ptr->dis_to_a;
3221 /* Clear extra blows/shots */
3222 extra_blows[0] = extra_blows[1] = 0;
3224 /* Clear the stat modifiers */
3225 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3228 /* Clear the Displayed/Real armor class */
3229 p_ptr->dis_ac = p_ptr->ac = 0;
3231 /* Clear the Displayed/Real Bonuses */
3232 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3233 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3234 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3235 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3236 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3237 p_ptr->dis_to_a = p_ptr->to_a = 0;
3241 p_ptr->to_m_chance = 0;
3243 /* Clear the Extra Dice Bonuses */
3244 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3245 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3247 /* Start with "normal" speed */
3250 /* Start with a single blow per turn */
3251 p_ptr->num_blow[0] = 1;
3252 p_ptr->num_blow[1] = 1;
3254 /* Start with a single shot per turn */
3255 p_ptr->num_fire = 100;
3257 /* Reset the "xtra" tval */
3258 p_ptr->tval_xtra = 0;
3260 /* Reset the "ammo" tval */
3261 p_ptr->tval_ammo = 0;
3263 /* Clear all the flags */
3265 p_ptr->bless_blade = FALSE;
3266 p_ptr->xtra_might = FALSE;
3267 p_ptr->impact[0] = FALSE;
3268 p_ptr->impact[1] = FALSE;
3269 p_ptr->pass_wall = FALSE;
3270 p_ptr->kill_wall = FALSE;
3271 p_ptr->dec_mana = FALSE;
3272 p_ptr->easy_spell = FALSE;
3273 p_ptr->heavy_spell = FALSE;
3274 p_ptr->see_inv = FALSE;
3275 p_ptr->free_act = FALSE;
3276 p_ptr->slow_digest = FALSE;
3277 p_ptr->regenerate = FALSE;
3278 p_ptr->can_swim = FALSE;
3279 p_ptr->levitation = FALSE;
3280 p_ptr->hold_exp = FALSE;
3281 p_ptr->telepathy = FALSE;
3282 p_ptr->esp_animal = FALSE;
3283 p_ptr->esp_undead = FALSE;
3284 p_ptr->esp_demon = FALSE;
3285 p_ptr->esp_orc = FALSE;
3286 p_ptr->esp_troll = FALSE;
3287 p_ptr->esp_giant = FALSE;
3288 p_ptr->esp_dragon = FALSE;
3289 p_ptr->esp_human = FALSE;
3290 p_ptr->esp_evil = FALSE;
3291 p_ptr->esp_good = FALSE;
3292 p_ptr->esp_nonliving = FALSE;
3293 p_ptr->esp_unique = FALSE;
3294 p_ptr->lite = FALSE;
3295 p_ptr->sustain_str = FALSE;
3296 p_ptr->sustain_int = FALSE;
3297 p_ptr->sustain_wis = FALSE;
3298 p_ptr->sustain_con = FALSE;
3299 p_ptr->sustain_dex = FALSE;
3300 p_ptr->sustain_chr = FALSE;
3301 p_ptr->resist_acid = FALSE;
3302 p_ptr->resist_elec = FALSE;
3303 p_ptr->resist_fire = FALSE;
3304 p_ptr->resist_cold = FALSE;
3305 p_ptr->resist_pois = FALSE;
3306 p_ptr->resist_conf = FALSE;
3307 p_ptr->resist_sound = FALSE;
3308 p_ptr->resist_lite = FALSE;
3309 p_ptr->resist_dark = FALSE;
3310 p_ptr->resist_chaos = FALSE;
3311 p_ptr->resist_disen = FALSE;
3312 p_ptr->resist_shard = FALSE;
3313 p_ptr->resist_nexus = FALSE;
3314 p_ptr->resist_blind = FALSE;
3315 p_ptr->resist_neth = FALSE;
3316 p_ptr->resist_time = FALSE;
3317 p_ptr->resist_fear = FALSE;
3318 p_ptr->reflect = FALSE;
3319 p_ptr->sh_fire = FALSE;
3320 p_ptr->sh_elec = FALSE;
3321 p_ptr->sh_cold = FALSE;
3322 p_ptr->anti_magic = FALSE;
3323 p_ptr->anti_tele = FALSE;
3324 p_ptr->warning = FALSE;
3325 p_ptr->mighty_throw = FALSE;
3326 p_ptr->see_nocto = FALSE;
3328 p_ptr->immune_acid = FALSE;
3329 p_ptr->immune_elec = FALSE;
3330 p_ptr->immune_fire = FALSE;
3331 p_ptr->immune_cold = FALSE;
3333 p_ptr->ryoute = FALSE;
3334 p_ptr->migite = FALSE;
3335 p_ptr->hidarite = FALSE;
3336 p_ptr->no_flowed = FALSE;
3338 p_ptr->align = friend_align;
3340 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3341 else tmp_rp_ptr = &race_info[p_ptr->prace];
3343 /* Base infravision (purely racial) */
3344 p_ptr->see_infra = tmp_rp_ptr->infra;
3346 /* Base skill -- disarming */
3347 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3349 /* Base skill -- magic devices */
3350 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3352 /* Base skill -- saving throw */
3353 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3355 /* Base skill -- stealth */
3356 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3358 /* Base skill -- searching ability */
3359 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3361 /* Base skill -- searching frequency */
3362 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3364 /* Base skill -- combat (normal) */
3365 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3367 /* Base skill -- combat (shooting) */
3368 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3370 /* Base skill -- combat (throwing) */
3371 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3373 /* Base skill -- digging */
3374 p_ptr->skill_dig = 0;
3376 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3377 if (buki_motteruka(INVEN_LARM))
3379 p_ptr->hidarite = TRUE;
3380 if (!p_ptr->migite) default_hand = 1;
3383 if (CAN_TWO_HANDS_WIELDING())
3385 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3386 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3388 p_ptr->ryoute = TRUE;
3390 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3391 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3393 p_ptr->ryoute = TRUE;
3397 switch (p_ptr->pclass)
3400 case CLASS_FORCETRAINER:
3401 case CLASS_BERSERKER:
3402 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3404 p_ptr->migite = TRUE;
3405 p_ptr->ryoute = TRUE;
3412 if (!p_ptr->migite && !p_ptr->hidarite)
3414 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3415 else if (empty_hands_status == EMPTY_HAND_LARM)
3417 p_ptr->hidarite = TRUE;
3422 if (p_ptr->special_defense & KAMAE_MASK)
3424 if (!(empty_hands_status & EMPTY_HAND_RARM))
3426 set_action(ACTION_NONE);
3430 switch (p_ptr->pclass)
3433 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3434 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3437 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3439 case CLASS_CHAOS_WARRIOR:
3440 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3441 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3443 case CLASS_MINDCRAFTER:
3444 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3445 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3446 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3447 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3450 case CLASS_FORCETRAINER:
3451 /* Unencumbered Monks become faster every 10 levels */
3452 if (!(heavy_armor()))
3454 if (!(prace_is_(RACE_KLACKON) ||
3455 prace_is_(RACE_SPRITE) ||
3456 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3457 new_speed += (p_ptr->lev) / 10;
3459 /* Free action if unencumbered at level 25 */
3460 if (p_ptr->lev > 24)
3461 p_ptr->free_act = TRUE;
3464 case CLASS_SORCERER:
3466 p_ptr->dis_to_a -= 50;
3469 p_ptr->resist_sound = TRUE;
3472 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3474 case CLASS_BERSERKER:
3476 p_ptr->sustain_str = TRUE;
3477 p_ptr->sustain_dex = TRUE;
3478 p_ptr->sustain_con = TRUE;
3479 p_ptr->regenerate = TRUE;
3480 p_ptr->free_act = TRUE;
3482 if (p_ptr->lev > 29) new_speed++;
3483 if (p_ptr->lev > 39) new_speed++;
3484 if (p_ptr->lev > 44) new_speed++;
3485 if (p_ptr->lev > 49) new_speed++;
3486 p_ptr->to_a += 10+p_ptr->lev/2;
3487 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3488 p_ptr->skill_dig += (100+p_ptr->lev*8);
3489 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3490 p_ptr->redraw |= PR_STATUS;
3492 case CLASS_MIRROR_MASTER:
3493 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3496 /* Unencumbered Ninjas become faster every 10 levels */
3499 new_speed -= (p_ptr->lev) / 10;
3500 p_ptr->skill_stl -= (p_ptr->lev)/10;
3502 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3503 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3506 if (!(prace_is_(RACE_KLACKON) ||
3507 prace_is_(RACE_SPRITE) ||
3508 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3509 new_speed += (p_ptr->lev) / 10;
3510 p_ptr->skill_stl += (p_ptr->lev)/10;
3512 /* Free action if unencumbered at level 25 */
3513 if (p_ptr->lev > 24)
3514 p_ptr->free_act = TRUE;
3516 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3517 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3519 p_ptr->to_a += p_ptr->lev/2+5;
3520 p_ptr->dis_to_a += p_ptr->lev/2+5;
3522 p_ptr->slow_digest = TRUE;
3523 p_ptr->resist_fear = TRUE;
3524 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3525 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3526 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3527 if (p_ptr->lev > 44)
3529 p_ptr->oppose_pois = 1;
3530 p_ptr->redraw |= PR_STATUS;
3532 p_ptr->see_nocto = TRUE;
3537 if (p_ptr->mimic_form)
3539 switch (p_ptr->mimic_form)
3542 p_ptr->hold_exp = TRUE;
3543 p_ptr->resist_chaos = TRUE;
3544 p_ptr->resist_neth = TRUE;
3545 p_ptr->resist_fire = TRUE;
3546 p_ptr->oppose_fire = 1;
3547 p_ptr->see_inv=TRUE;
3549 p_ptr->redraw |= PR_STATUS;
3551 p_ptr->dis_to_a += 10;
3552 p_ptr->align -= 200;
3554 case MIMIC_DEMON_LORD:
3555 p_ptr->hold_exp = TRUE;
3556 p_ptr->resist_chaos = TRUE;
3557 p_ptr->resist_neth = TRUE;
3558 p_ptr->immune_fire = TRUE;
3559 p_ptr->resist_acid = TRUE;
3560 p_ptr->resist_fire = TRUE;
3561 p_ptr->resist_cold = TRUE;
3562 p_ptr->resist_elec = TRUE;
3563 p_ptr->resist_pois = TRUE;
3564 p_ptr->resist_conf = TRUE;
3565 p_ptr->resist_disen = TRUE;
3566 p_ptr->resist_nexus = TRUE;
3567 p_ptr->resist_fear = TRUE;
3568 p_ptr->sh_fire = TRUE;
3569 p_ptr->see_inv = TRUE;
3570 p_ptr->telepathy = TRUE;
3571 p_ptr->levitation = TRUE;
3572 p_ptr->kill_wall = TRUE;
3575 p_ptr->dis_to_a += 20;
3576 p_ptr->align -= 200;
3579 p_ptr->resist_dark = TRUE;
3580 p_ptr->hold_exp = TRUE;
3581 p_ptr->resist_neth = TRUE;
3582 p_ptr->resist_cold = TRUE;
3583 p_ptr->resist_pois = TRUE;
3584 p_ptr->see_inv = TRUE;
3587 p_ptr->dis_to_a += 10;
3588 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3594 switch (p_ptr->prace)
3597 p_ptr->resist_lite = TRUE;
3600 p_ptr->hold_exp = TRUE;
3603 p_ptr->free_act = TRUE;
3606 p_ptr->resist_blind = TRUE;
3609 p_ptr->resist_dark = TRUE;
3611 case RACE_HALF_TROLL:
3612 p_ptr->sustain_str = TRUE;
3614 if (p_ptr->lev > 14)
3616 /* High level trolls heal fast... */
3617 p_ptr->regenerate = TRUE;
3619 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3621 p_ptr->slow_digest = TRUE;
3622 /* Let's not make Regeneration
3623 * a disadvantage for the poor warriors who can
3624 * never learn a spell that satisfies hunger (actually
3625 * neither can rogues, but half-trolls are not
3626 * supposed to play rogues) */
3631 p_ptr->sustain_con = TRUE;
3632 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3635 p_ptr->resist_lite = TRUE;
3636 p_ptr->see_inv = TRUE;
3638 case RACE_BARBARIAN:
3639 p_ptr->resist_fear = TRUE;
3641 case RACE_HALF_OGRE:
3642 p_ptr->resist_dark = TRUE;
3643 p_ptr->sustain_str = TRUE;
3645 case RACE_HALF_GIANT:
3646 p_ptr->sustain_str = TRUE;
3647 p_ptr->resist_shard = TRUE;
3649 case RACE_HALF_TITAN:
3650 p_ptr->resist_chaos = TRUE;
3653 p_ptr->resist_sound = TRUE;
3656 p_ptr->resist_acid = TRUE;
3657 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3660 p_ptr->resist_conf = TRUE;
3661 p_ptr->resist_acid = TRUE;
3663 /* Klackons become faster */
3664 new_speed += (p_ptr->lev) / 10;
3667 p_ptr->resist_pois = TRUE;
3670 p_ptr->resist_disen = TRUE;
3671 p_ptr->resist_dark = TRUE;
3674 p_ptr->resist_dark = TRUE;
3675 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3677 case RACE_DRACONIAN:
3678 p_ptr->levitation = TRUE;
3679 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3680 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3681 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3682 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3683 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3685 case RACE_MIND_FLAYER:
3686 p_ptr->sustain_int = TRUE;
3687 p_ptr->sustain_wis = TRUE;
3688 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3689 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3692 p_ptr->resist_fire = TRUE;
3693 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3696 p_ptr->slow_digest = TRUE;
3697 p_ptr->free_act = TRUE;
3698 p_ptr->see_inv = TRUE;
3699 p_ptr->resist_pois = TRUE;
3700 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3703 p_ptr->resist_shard = TRUE;
3704 p_ptr->hold_exp = TRUE;
3705 p_ptr->see_inv = TRUE;
3706 p_ptr->resist_pois = TRUE;
3707 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3710 p_ptr->resist_neth = TRUE;
3711 p_ptr->hold_exp = TRUE;
3712 p_ptr->see_inv = TRUE;
3713 p_ptr->resist_pois = TRUE;
3714 p_ptr->slow_digest = TRUE;
3715 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3718 p_ptr->resist_dark = TRUE;
3719 p_ptr->hold_exp = TRUE;
3720 p_ptr->resist_neth = TRUE;
3721 p_ptr->resist_cold = TRUE;
3722 p_ptr->resist_pois = TRUE;
3723 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3726 p_ptr->levitation = TRUE;
3727 p_ptr->free_act = TRUE;
3728 p_ptr->resist_neth = TRUE;
3729 p_ptr->hold_exp = TRUE;
3730 p_ptr->see_inv = TRUE;
3731 p_ptr->resist_pois = TRUE;
3732 p_ptr->slow_digest = TRUE;
3733 p_ptr->resist_cold = TRUE;
3734 p_ptr->pass_wall = TRUE;
3735 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3738 p_ptr->levitation = TRUE;
3739 p_ptr->resist_lite = TRUE;
3741 /* Sprites become faster */
3742 new_speed += (p_ptr->lev) / 10;
3745 p_ptr->resist_conf = TRUE;
3746 p_ptr->resist_sound = TRUE;
3749 /* Ents dig like maniacs, but only with their hands. */
3750 if (!inventory[INVEN_RARM].k_idx)
3751 p_ptr->skill_dig += p_ptr->lev * 10;
3752 /* Ents get tougher and stronger as they age, but lose dexterity. */
3753 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3754 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3755 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3757 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3758 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3759 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3761 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3762 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3763 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3766 p_ptr->levitation = TRUE;
3767 p_ptr->see_inv = TRUE;
3768 p_ptr->align += 200;
3771 p_ptr->resist_fire = TRUE;
3772 p_ptr->resist_neth = TRUE;
3773 p_ptr->hold_exp = TRUE;
3774 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3775 if (p_ptr->lev > 44)
3777 p_ptr->oppose_fire = 1;
3778 p_ptr->redraw |= PR_STATUS;
3780 p_ptr->align -= 200;
3783 p_ptr->sustain_con = TRUE;
3786 p_ptr->levitation = TRUE;
3789 p_ptr->resist_conf = TRUE;
3792 p_ptr->slow_digest = TRUE;
3793 p_ptr->free_act = TRUE;
3794 p_ptr->resist_pois = TRUE;
3795 p_ptr->hold_exp = TRUE;
3803 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3805 p_ptr->see_inv = TRUE;
3806 p_ptr->free_act = TRUE;
3807 p_ptr->slow_digest = TRUE;
3808 p_ptr->regenerate = TRUE;
3809 p_ptr->levitation = TRUE;
3810 p_ptr->hold_exp = TRUE;
3811 p_ptr->telepathy = TRUE;
3813 p_ptr->sustain_str = TRUE;
3814 p_ptr->sustain_int = TRUE;
3815 p_ptr->sustain_wis = TRUE;
3816 p_ptr->sustain_con = TRUE;
3817 p_ptr->sustain_dex = TRUE;
3818 p_ptr->sustain_chr = TRUE;
3819 p_ptr->resist_acid = TRUE;
3820 p_ptr->resist_elec = TRUE;
3821 p_ptr->resist_fire = TRUE;
3822 p_ptr->resist_cold = TRUE;
3823 p_ptr->resist_pois = TRUE;
3824 p_ptr->resist_conf = TRUE;
3825 p_ptr->resist_sound = TRUE;
3826 p_ptr->resist_lite = TRUE;
3827 p_ptr->resist_dark = TRUE;
3828 p_ptr->resist_chaos = TRUE;
3829 p_ptr->resist_disen = TRUE;
3830 p_ptr->resist_shard = TRUE;
3831 p_ptr->resist_nexus = TRUE;
3832 p_ptr->resist_blind = TRUE;
3833 p_ptr->resist_neth = TRUE;
3834 p_ptr->resist_fear = TRUE;
3835 p_ptr->reflect = TRUE;
3836 p_ptr->sh_fire = TRUE;
3837 p_ptr->sh_elec = TRUE;
3838 p_ptr->sh_cold = TRUE;
3840 p_ptr->dis_to_a += 100;
3842 /* Temporary shield */
3843 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3846 p_ptr->dis_to_a += 50;
3849 if (p_ptr->tim_res_nether)
3851 p_ptr->resist_neth = TRUE;
3853 if (p_ptr->tim_sh_fire)
3855 p_ptr->sh_fire = TRUE;
3857 if (p_ptr->tim_res_time)
3859 p_ptr->resist_time = TRUE;
3863 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3864 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3865 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3866 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3869 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3871 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3873 p_ptr->resist_blind = TRUE;
3874 p_ptr->resist_conf = TRUE;
3875 p_ptr->hold_exp = TRUE;
3876 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3878 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3879 /* Munchkin become faster */
3880 new_speed += (p_ptr->lev) / 10 + 5;
3883 if (music_singing(MUSIC_WALL))
3885 p_ptr->kill_wall = TRUE;
3888 /* Hack -- apply racial/class stat maxes */
3889 /* Apply the racial modifiers */
3890 for (i = 0; i < 6; i++)
3892 /* Modify the stats for "race" */
3893 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3897 /* I'm adding the mutations here for the lack of a better place... */
3900 /* Hyper Strength */
3901 if (p_ptr->muta3 & MUT3_HYPER_STR)
3903 p_ptr->stat_add[A_STR] += 4;
3907 if (p_ptr->muta3 & MUT3_PUNY)
3909 p_ptr->stat_add[A_STR] -= 4;
3912 /* Living computer */
3913 if (p_ptr->muta3 & MUT3_HYPER_INT)
3915 p_ptr->stat_add[A_INT] += 4;
3916 p_ptr->stat_add[A_WIS] += 4;
3920 if (p_ptr->muta3 & MUT3_MORONIC)
3922 p_ptr->stat_add[A_INT] -= 4;
3923 p_ptr->stat_add[A_WIS] -= 4;
3926 if (p_ptr->muta3 & MUT3_RESILIENT)
3928 p_ptr->stat_add[A_CON] += 4;
3931 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3933 p_ptr->stat_add[A_CON] += 2;
3937 if (p_ptr->muta3 & MUT3_ALBINO)
3939 p_ptr->stat_add[A_CON] -= 4;
3942 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3944 p_ptr->stat_add[A_CON] -= 2;
3945 p_ptr->stat_add[A_CHR] -= 1;
3946 p_ptr->regenerate = FALSE;
3947 /* Cancel innate regeneration */
3950 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3952 p_ptr->stat_add[A_CHR] -= 4;
3955 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3957 p_ptr->stat_add[A_CHR] -= 1;
3960 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3962 p_ptr->skill_fos += 15;
3963 p_ptr->skill_srh += 15;
3966 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3968 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3971 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3973 p_ptr->skill_stl -= 3;
3976 if (p_ptr->muta3 & MUT3_INFRAVIS)
3978 p_ptr->see_infra += 3;
3981 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3986 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3991 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3993 p_ptr->sh_elec = TRUE;
3996 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3998 p_ptr->sh_fire = TRUE;
4002 if (p_ptr->muta3 & MUT3_WART_SKIN)
4004 p_ptr->stat_add[A_CHR] -= 2;
4006 p_ptr->dis_to_a += 5;
4009 if (p_ptr->muta3 & MUT3_SCALES)
4011 p_ptr->stat_add[A_CHR] -= 1;
4013 p_ptr->dis_to_a += 10;
4016 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4018 p_ptr->stat_add[A_DEX] -= 1;
4020 p_ptr->dis_to_a += 25;
4023 if (p_ptr->muta3 & MUT3_WINGS)
4025 p_ptr->levitation = TRUE;
4028 if (p_ptr->muta3 & MUT3_FEARLESS)
4030 p_ptr->resist_fear = TRUE;
4033 if (p_ptr->muta3 & MUT3_REGEN)
4035 p_ptr->regenerate = TRUE;
4038 if (p_ptr->muta3 & MUT3_ESP)
4040 p_ptr->telepathy = TRUE;
4043 if (p_ptr->muta3 & MUT3_LIMBER)
4045 p_ptr->stat_add[A_DEX] += 3;
4048 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4050 p_ptr->stat_add[A_DEX] -= 3;
4053 if (p_ptr->muta3 & MUT3_MOTION)
4055 p_ptr->free_act = TRUE;
4056 p_ptr->skill_stl += 1;
4059 if (p_ptr->muta3 & MUT3_ILL_NORM)
4061 p_ptr->stat_add[A_CHR] = 0;
4065 if (p_ptr->tsuyoshi)
4067 p_ptr->stat_add[A_STR] += 4;
4068 p_ptr->stat_add[A_CON] += 4;
4071 /* Scan the usable inventory */
4072 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4074 int bonus_to_h, bonus_to_d;
4075 o_ptr = &inventory[i];
4077 /* Skip non-objects */
4078 if (!o_ptr->k_idx) continue;
4080 /* Extract the item flags */
4081 object_flags(o_ptr, flgs);
4083 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4084 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4087 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4088 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4089 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4090 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4091 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4092 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4094 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4096 /* Affect stealth */
4097 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4099 /* Affect searching ability (factor of five) */
4100 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4102 /* Affect searching frequency (factor of five) */
4103 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4105 /* Affect infravision */
4106 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4108 /* Affect digging (factor of 20) */
4109 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4112 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4115 if (have_flag(flgs, TR_BLOWS))
4117 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4118 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4119 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4122 /* Hack -- cause earthquakes */
4123 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4126 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4127 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4128 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4129 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4130 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4131 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4132 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4133 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4134 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4135 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4136 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4137 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4138 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4139 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4140 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4141 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4142 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4143 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4144 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4145 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4146 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4147 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4148 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4149 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4150 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4151 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4152 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4153 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4154 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4155 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4156 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4157 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4158 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4159 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4160 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4162 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4163 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4164 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4165 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4166 if (have_flag(flgs, TR_WARNING)){
4167 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4168 p_ptr->warning = TRUE;
4171 if (have_flag(flgs, TR_TELEPORT))
4173 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4176 cptr insc = quark_str(o_ptr->inscription);
4178 if (o_ptr->inscription && my_strchr(insc, '.'))
4181 * {.} will stop random teleportation.
4186 /* Controlled random teleportation */
4187 p_ptr->cursed |= TRC_TELEPORT_SELF;
4192 /* Immunity flags */
4193 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4194 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4195 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4196 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4198 /* Resistance flags */
4199 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4200 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4201 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4202 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4203 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4204 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4205 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4206 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4207 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4208 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4209 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4210 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4211 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4212 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4213 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4214 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4216 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4217 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4218 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4219 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4220 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4221 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4224 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4225 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4226 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4227 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4228 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4229 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4231 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4232 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4233 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4234 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4235 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4236 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4237 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4239 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4241 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4243 p_ptr->to_m_chance += 10;
4247 p_ptr->to_m_chance += 3;
4251 if (o_ptr->tval == TV_CAPTURE) continue;
4253 /* Modify the base armor class */
4254 p_ptr->ac += o_ptr->ac;
4256 /* The base armor class is always known */
4257 p_ptr->dis_ac += o_ptr->ac;
4259 /* Apply the bonuses to armor class */
4260 p_ptr->to_a += o_ptr->to_a;
4262 /* Apply the mental bonuses to armor class, if known */
4263 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4265 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4267 int slot = i - INVEN_RARM;
4270 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4272 p_ptr->to_h[slot] -= 15;
4273 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4277 p_ptr->to_h[slot] -= 5;
4278 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4283 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4285 p_ptr->to_h_b -= 15;
4286 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4291 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4296 if (o_ptr->curse_flags & TRC_LOW_AC)
4298 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4301 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4306 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4310 /* Hack -- do not apply "weapon" bonuses */
4311 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4312 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4314 /* Hack -- do not apply "bow" bonuses */
4315 if (i == INVEN_BOW) continue;
4317 bonus_to_h = o_ptr->to_h;
4318 bonus_to_d = o_ptr->to_d;
4320 if (p_ptr->pclass == CLASS_NINJA)
4322 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4323 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4326 /* To Bow and Natural attack */
4328 /* Apply the bonuses to hit/damage */
4329 p_ptr->to_h_b += (s16b)bonus_to_h;
4330 p_ptr->to_h_m += (s16b)bonus_to_h;
4331 p_ptr->to_d_m += (s16b)bonus_to_d;
4333 /* Apply the mental bonuses tp hit/damage, if known */
4334 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4337 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4339 /* Apply the bonuses to hit/damage */
4340 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4341 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4343 /* Apply the mental bonuses tp hit/damage, if known */
4344 if (object_is_known(o_ptr))
4346 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4347 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4350 else if (p_ptr->migite && p_ptr->hidarite)
4352 /* Apply the bonuses to hit/damage */
4353 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4354 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4355 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4356 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4358 /* Apply the mental bonuses tp hit/damage, if known */
4359 if (object_is_known(o_ptr))
4361 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4362 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4363 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4364 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4369 /* Apply the bonuses to hit/damage */
4370 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4371 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4373 /* Apply the mental bonuses to hit/damage, if known */
4374 if (object_is_known(o_ptr))
4376 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4377 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4382 if (old_mighty_throw != p_ptr->mighty_throw)
4384 /* Redraw average damege display of Shuriken */
4385 p_ptr->window |= PW_INVEN;
4388 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4390 /* Monks get extra ac for armour _not worn_ */
4391 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4393 if (!(inventory[INVEN_BODY].k_idx))
4395 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4396 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4398 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4400 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4401 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4403 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4405 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4406 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4408 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4410 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4411 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4413 if (!(inventory[INVEN_HANDS].k_idx))
4415 p_ptr->to_a += (p_ptr->lev / 2);
4416 p_ptr->dis_to_a += (p_ptr->lev / 2);
4418 if (!(inventory[INVEN_FEET].k_idx))
4420 p_ptr->to_a += (p_ptr->lev / 3);
4421 p_ptr->dis_to_a += (p_ptr->lev / 3);
4423 if (p_ptr->special_defense & KAMAE_BYAKKO)
4425 p_ptr->stat_add[A_STR] += 2;
4426 p_ptr->stat_add[A_DEX] += 2;
4427 p_ptr->stat_add[A_CON] -= 3;
4429 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4432 else if (p_ptr->special_defense & KAMAE_GENBU)
4434 p_ptr->stat_add[A_INT] -= 1;
4435 p_ptr->stat_add[A_WIS] -= 1;
4436 p_ptr->stat_add[A_DEX] -= 2;
4437 p_ptr->stat_add[A_CON] += 3;
4439 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4441 p_ptr->stat_add[A_STR] -= 2;
4442 p_ptr->stat_add[A_INT] += 1;
4443 p_ptr->stat_add[A_WIS] += 1;
4444 p_ptr->stat_add[A_DEX] += 2;
4445 p_ptr->stat_add[A_CON] -= 2;
4449 if (p_ptr->special_defense & KATA_KOUKIJIN)
4451 for (i = 0; i < 6; i++)
4452 p_ptr->stat_add[i] += 5;
4454 p_ptr->dis_to_a -= 50;
4457 /* Hack -- aura of fire also provides light */
4458 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4460 /* Golems also get an intrinsic AC bonus */
4461 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4463 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4464 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4468 if (p_ptr->realm1 == REALM_HEX)
4470 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4471 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4472 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4473 if (hex_spelling(HEX_BUILDING))
4475 p_ptr->stat_add[A_STR] += 4;
4476 p_ptr->stat_add[A_DEX] += 4;
4477 p_ptr->stat_add[A_CON] += 4;
4479 if (hex_spelling(HEX_DEMON_AURA))
4481 p_ptr->sh_fire = TRUE;
4482 p_ptr->regenerate = TRUE;
4484 if (hex_spelling(HEX_ICE_ARMOR))
4486 p_ptr->sh_cold = TRUE;
4488 p_ptr->dis_to_a += 30;
4490 if (hex_spelling(HEX_SHOCK_CLOAK))
4492 p_ptr->sh_elec = TRUE;
4495 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4497 ARMOUR_CLASS ac = 0;
4498 o_ptr = &inventory[i];
4499 if (!o_ptr->k_idx) continue;
4500 if (!object_is_armour(o_ptr)) continue;
4501 if (!object_is_cursed(o_ptr)) continue;
4503 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4504 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4505 p_ptr->to_a += (s16b)ac;
4506 p_ptr->dis_to_a += (s16b)ac;
4510 /* Calculate stats */
4511 for (i = 0; i < 6; i++)
4515 /* Extract the new "stat_use" value for the stat */
4516 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4518 /* Notice changes */
4519 if (p_ptr->stat_top[i] != top)
4521 /* Save the new value */
4522 p_ptr->stat_top[i] = (s16b)top;
4524 /* Redisplay the stats later */
4525 p_ptr->redraw |= (PR_STATS);
4527 p_ptr->window |= (PW_PLAYER);
4531 /* Extract the new "stat_use" value for the stat */
4532 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4534 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4536 /* 10 to 18/90 charisma, guaranteed, based on level */
4537 if (use < 8 + 2 * p_ptr->lev)
4539 use = 8 + 2 * p_ptr->lev;
4543 /* Notice changes */
4544 if (p_ptr->stat_use[i] != use)
4546 /* Save the new value */
4547 p_ptr->stat_use[i] = (s16b)use;
4549 /* Redisplay the stats later */
4550 p_ptr->redraw |= (PR_STATS);
4552 p_ptr->window |= (PW_PLAYER);
4556 /* Values: 3, 4, ..., 17 */
4557 if (use <= 18) ind = (use - 3);
4559 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4560 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4562 /* Range: 18/220+ */
4565 /* Notice changes */
4566 if (p_ptr->stat_ind[i] != ind)
4568 /* Save the new index */
4569 p_ptr->stat_ind[i] = (s16b)ind;
4571 /* Change in CON affects Hitpoints */
4574 p_ptr->update |= (PU_HP);
4577 /* Change in INT may affect Mana/Spells */
4578 else if (i == A_INT)
4580 if (mp_ptr->spell_stat == A_INT)
4582 p_ptr->update |= (PU_MANA | PU_SPELLS);
4586 /* Change in WIS may affect Mana/Spells */
4587 else if (i == A_WIS)
4589 if (mp_ptr->spell_stat == A_WIS)
4591 p_ptr->update |= (PU_MANA | PU_SPELLS);
4595 /* Change in WIS may affect Mana/Spells */
4596 else if (i == A_CHR)
4598 if (mp_ptr->spell_stat == A_CHR)
4600 p_ptr->update |= (PU_MANA | PU_SPELLS);
4604 p_ptr->window |= (PW_PLAYER);
4609 /* Apply temporary "stun" */
4610 if (p_ptr->stun > 50)
4612 p_ptr->to_h[0] -= 20;
4613 p_ptr->to_h[1] -= 20;
4614 p_ptr->to_h_b -= 20;
4615 p_ptr->to_h_m -= 20;
4616 p_ptr->dis_to_h[0] -= 20;
4617 p_ptr->dis_to_h[1] -= 20;
4618 p_ptr->dis_to_h_b -= 20;
4619 p_ptr->to_d[0] -= 20;
4620 p_ptr->to_d[1] -= 20;
4621 p_ptr->to_d_m -= 20;
4622 p_ptr->dis_to_d[0] -= 20;
4623 p_ptr->dis_to_d[1] -= 20;
4625 else if (p_ptr->stun)
4627 p_ptr->to_h[0] -= 5;
4628 p_ptr->to_h[1] -= 5;
4631 p_ptr->dis_to_h[0] -= 5;
4632 p_ptr->dis_to_h[1] -= 5;
4633 p_ptr->dis_to_h_b -= 5;
4634 p_ptr->to_d[0] -= 5;
4635 p_ptr->to_d[1] -= 5;
4637 p_ptr->dis_to_d[0] -= 5;
4638 p_ptr->dis_to_d[1] -= 5;
4642 if (p_ptr->wraith_form)
4644 p_ptr->reflect = TRUE;
4645 p_ptr->pass_wall = TRUE;
4648 if (p_ptr->kabenuke)
4650 p_ptr->pass_wall = TRUE;
4653 /* Temporary blessing */
4657 p_ptr->dis_to_a += 5;
4658 p_ptr->to_h[0] += 10;
4659 p_ptr->to_h[1] += 10;
4660 p_ptr->to_h_b += 10;
4661 p_ptr->to_h_m += 10;
4662 p_ptr->dis_to_h[0] += 10;
4663 p_ptr->dis_to_h[1] += 10;
4664 p_ptr->dis_to_h_b += 10;
4667 if (p_ptr->magicdef)
4669 p_ptr->resist_blind = TRUE;
4670 p_ptr->resist_conf = TRUE;
4671 p_ptr->reflect = TRUE;
4672 p_ptr->free_act = TRUE;
4673 p_ptr->levitation = TRUE;
4676 /* Temporary "Hero" */
4679 p_ptr->to_h[0] += 12;
4680 p_ptr->to_h[1] += 12;
4681 p_ptr->to_h_b += 12;
4682 p_ptr->to_h_m += 12;
4683 p_ptr->dis_to_h[0] += 12;
4684 p_ptr->dis_to_h[1] += 12;
4685 p_ptr->dis_to_h_b += 12;
4688 /* Temporary "Beserk" */
4691 p_ptr->to_h[0] += 12;
4692 p_ptr->to_h[1] += 12;
4693 p_ptr->to_h_b -= 12;
4694 p_ptr->to_h_m += 12;
4695 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4696 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4697 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4698 p_ptr->dis_to_h[0] += 12;
4699 p_ptr->dis_to_h[1] += 12;
4700 p_ptr->dis_to_h_b -= 12;
4701 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4702 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4704 p_ptr->dis_to_a -= 10;
4705 p_ptr->skill_stl -= 7;
4706 p_ptr->skill_dev -= 20;
4707 p_ptr->skill_sav -= 30;
4708 p_ptr->skill_srh -= 15;
4709 p_ptr->skill_fos -= 15;
4710 p_ptr->skill_tht -= 20;
4711 p_ptr->skill_dig += 30;
4714 /* Temporary "fast" */
4720 /* Temporary "slow" */
4726 /* Temporary "telepathy" */
4729 p_ptr->telepathy = TRUE;
4732 if (p_ptr->ele_immune)
4734 if (p_ptr->special_defense & DEFENSE_ACID)
4735 p_ptr->immune_acid = TRUE;
4736 else if (p_ptr->special_defense & DEFENSE_ELEC)
4737 p_ptr->immune_elec = TRUE;
4738 else if (p_ptr->special_defense & DEFENSE_FIRE)
4739 p_ptr->immune_fire = TRUE;
4740 else if (p_ptr->special_defense & DEFENSE_COLD)
4741 p_ptr->immune_cold = TRUE;
4744 /* Temporary see invisible */
4745 if (p_ptr->tim_invis)
4747 p_ptr->see_inv = TRUE;
4750 /* Temporary infravision boost */
4751 if (p_ptr->tim_infra)
4753 p_ptr->see_infra+=3;
4756 /* Temporary regeneration boost */
4757 if (p_ptr->tim_regen)
4759 p_ptr->regenerate = TRUE;
4762 /* Temporary levitation */
4763 if (p_ptr->tim_levitation)
4765 p_ptr->levitation = TRUE;
4768 /* Temporary reflection */
4769 if (p_ptr->tim_reflect)
4771 p_ptr->reflect = TRUE;
4774 /* Hack -- Hero/Shero -> Res fear */
4775 if (IS_HERO() || p_ptr->shero)
4777 p_ptr->resist_fear = TRUE;
4781 /* Hack -- Telepathy Change */
4782 if (p_ptr->telepathy != old_telepathy)
4784 p_ptr->update |= (PU_MONSTERS);
4787 if ((p_ptr->esp_animal != old_esp_animal) ||
4788 (p_ptr->esp_undead != old_esp_undead) ||
4789 (p_ptr->esp_demon != old_esp_demon) ||
4790 (p_ptr->esp_orc != old_esp_orc) ||
4791 (p_ptr->esp_troll != old_esp_troll) ||
4792 (p_ptr->esp_giant != old_esp_giant) ||
4793 (p_ptr->esp_dragon != old_esp_dragon) ||
4794 (p_ptr->esp_human != old_esp_human) ||
4795 (p_ptr->esp_evil != old_esp_evil) ||
4796 (p_ptr->esp_good != old_esp_good) ||
4797 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4798 (p_ptr->esp_unique != old_esp_unique))
4800 p_ptr->update |= (PU_MONSTERS);
4803 /* Hack -- See Invis Change */
4804 if (p_ptr->see_inv != old_see_inv)
4806 p_ptr->update |= (PU_MONSTERS);
4809 /* Bloating slows the player down (a little) */
4810 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4812 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4814 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4815 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4817 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4818 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4821 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4823 int penalty1, penalty2;
4824 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4825 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4826 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4828 penalty1 = penalty1 / 2 - 5;
4829 penalty2 = penalty2 / 2 - 5;
4832 p_ptr->dis_to_a += 10;
4836 if (penalty1 > 0) penalty1 /= 2;
4837 if (penalty2 > 0) penalty2 /= 2;
4839 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4841 penalty1 = MAX(0, penalty1 - 10);
4842 penalty2 = MAX(0, penalty2 - 10);
4844 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4846 penalty1 = MIN(0, penalty1);
4847 penalty2 = MIN(0, penalty2);
4849 p_ptr->dis_to_a += 10;
4853 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4855 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4858 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4859 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4860 p_ptr->to_h[0] -= (s16b)penalty1;
4861 p_ptr->to_h[1] -= (s16b)penalty2;
4862 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4863 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4866 /* Extract the current weight (in tenth pounds) */
4867 j = p_ptr->total_weight;
4871 /* Extract the "weight limit" (in tenth pounds) */
4872 i = (int)weight_limit();
4876 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4877 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4878 int speed = riding_m_ptr->mspeed;
4880 if (riding_m_ptr->mspeed > 110)
4882 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4883 if (new_speed < 110) new_speed = 110;
4889 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4890 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4891 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4892 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4893 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4895 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4896 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4898 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;
4900 /* Extract the "weight limit" */
4901 i = 1500 + riding_r_ptr->level * 25;
4904 /* Apply "encumbrance" from weight */
4905 if (j > i) new_speed -= ((j - i) / (i / 5));
4907 /* Searching slows the player down */
4908 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4910 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4911 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4912 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4913 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4914 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4915 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4916 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4917 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4918 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4919 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4920 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4921 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4922 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4924 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4925 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4926 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4927 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4928 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4929 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4930 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4931 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4932 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4933 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4936 /* Obtain the "hold" value */
4937 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4940 /* Examine the "current bow" */
4941 o_ptr = &inventory[INVEN_BOW];
4943 /* It is hard to carholdry a heavy bow */
4944 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4945 if (p_ptr->heavy_shoot)
4947 /* Hard to wield a heavy bow */
4948 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4949 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4952 /* Compute "extra shots" if needed */
4955 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4957 /* Apply special flags */
4958 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4961 p_ptr->num_fire = calc_num_fire(o_ptr);
4963 /* Snipers love Cross bows */
4964 if ((p_ptr->pclass == CLASS_SNIPER) &&
4965 (p_ptr->tval_ammo == TV_BOLT))
4967 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4968 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4973 if (p_ptr->ryoute) hold *= 2;
4975 for(i = 0 ; i < 2 ; i++)
4977 /* Examine the "main weapon" */
4978 o_ptr = &inventory[INVEN_RARM+i];
4980 object_flags(o_ptr, flgs);
4982 /* Assume not heavy */
4983 p_ptr->heavy_wield[i] = FALSE;
4984 p_ptr->icky_wield[i] = FALSE;
4985 p_ptr->riding_wield[i] = FALSE;
4987 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4988 /* It is hard to hold a heavy weapon */
4989 if (hold < o_ptr->weight / 10)
4991 /* Hard to wield a heavy weapon */
4992 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4993 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4996 p_ptr->heavy_wield[i] = TRUE;
4998 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5000 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5003 p_ptr->dis_to_a += 5;
5006 /* Normal weapons */
5007 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5009 int str_index, dex_index;
5011 int num = 0, wgt = 0, mul = 0, div = 0;
5013 /* Analyze the class */
5014 switch (p_ptr->pclass)
5018 num = 6; wgt = 70; mul = 5; break;
5021 case CLASS_BERSERKER:
5022 num = 6; wgt = 70; mul = 7; break;
5026 case CLASS_HIGH_MAGE:
5027 case CLASS_BLUE_MAGE:
5028 num = 3; wgt = 100; mul = 2; break;
5030 /* Priest, Mindcrafter, Magic-Eater */
5032 case CLASS_MAGIC_EATER:
5033 case CLASS_MINDCRAFTER:
5034 num = 5; wgt = 100; mul = 3; break;
5038 num = 5; wgt = 40; mul = 3; break;
5042 num = 5; wgt = 70; mul = 4; break;
5047 num = 5; wgt = 70; mul = 4; break;
5051 num = 5; wgt = 150; mul = 5; break;
5054 case CLASS_WARRIOR_MAGE:
5055 case CLASS_RED_MAGE:
5056 num = 5; wgt = 70; mul = 3; break;
5059 case CLASS_CHAOS_WARRIOR:
5060 num = 5; wgt = 70; mul = 4; break;
5064 num = 5; wgt = 60; mul = 3; break;
5068 num = 4; wgt = 100; mul = 3; break;
5071 case CLASS_IMITATOR:
5072 num = 5; wgt = 70; mul = 4; break;
5075 case CLASS_BEASTMASTER:
5076 num = 5; wgt = 70; mul = 3; break;
5080 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5081 else {num = 5; wgt = 100; mul = 3;}
5085 case CLASS_SORCERER:
5086 num = 1; wgt = 1; mul = 1; break;
5088 /* Archer, Bard, Sniper */
5092 num = 4; wgt = 70; mul = 2; break;
5095 case CLASS_FORCETRAINER:
5096 num = 4; wgt = 60; mul = 2; break;
5099 case CLASS_MIRROR_MASTER:
5100 num = 3; wgt = 100; mul = 3; break;
5104 num = 4; wgt = 20; mul = 1; break;
5107 /* Hex - extra mights gives +1 bonus to max blows */
5108 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5110 /* Enforce a minimum "weight" (tenth pounds) */
5111 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5113 /* Access the strength vs weight */
5114 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5116 if (p_ptr->ryoute && !omoi) str_index++;
5117 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5120 if (str_index > 11) str_index = 11;
5122 /* Index by dexterity */
5123 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5126 if (dex_index > 11) dex_index = 11;
5128 /* Use the blows table */
5129 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5132 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5134 /* Add in the "bonus blows" */
5135 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5138 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5139 else if (p_ptr->pclass == CLASS_BERSERKER)
5141 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5143 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5145 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5147 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5150 /* Require at least one blow */
5151 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5153 /* Boost digging skill by weapon weight */
5154 p_ptr->skill_dig += (o_ptr->weight / 10);
5158 /* Priest weapon penalty for non-blessed edged weapons */
5159 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5160 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5162 /* Reduce the real bonuses */
5163 p_ptr->to_h[i] -= 2;
5164 p_ptr->to_d[i] -= 2;
5166 /* Reduce the mental bonuses */
5167 p_ptr->dis_to_h[i] -= 2;
5168 p_ptr->dis_to_d[i] -= 2;
5171 p_ptr->icky_wield[i] = TRUE;
5173 else if (p_ptr->pclass == CLASS_BERSERKER)
5175 p_ptr->to_h[i] += p_ptr->lev/5;
5176 p_ptr->to_d[i] += p_ptr->lev/6;
5177 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5178 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5179 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5181 p_ptr->to_h[i] += p_ptr->lev/5;
5182 p_ptr->to_d[i] += p_ptr->lev/6;
5183 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5184 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5187 else if (p_ptr->pclass == CLASS_SORCERER)
5189 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5191 /* Reduce the real bonuses */
5192 p_ptr->to_h[i] -= 200;
5193 p_ptr->to_d[i] -= 200;
5195 /* Reduce the mental bonuses */
5196 p_ptr->dis_to_h[i] -= 200;
5197 p_ptr->dis_to_d[i] -= 200;
5200 p_ptr->icky_wield[i] = TRUE;
5204 /* Reduce the real bonuses */
5205 p_ptr->to_h[i] -= 30;
5206 p_ptr->to_d[i] -= 10;
5208 /* Reduce the mental bonuses */
5209 p_ptr->dis_to_h[i] -= 30;
5210 p_ptr->dis_to_d[i] -= 10;
5214 if (p_ptr->realm1 == REALM_HEX)
5216 if (object_is_cursed(o_ptr))
5218 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5219 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5220 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5221 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5222 if (hex_spelling(HEX_RUNESWORD))
5224 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5225 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5226 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5232 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5234 p_ptr->to_h[i] +=15;
5235 p_ptr->dis_to_h[i] +=15;
5236 p_ptr->to_dd[i] += 2;
5238 else if (!(have_flag(flgs, TR_RIDING)))
5241 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5247 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5249 if (penalty < 30) penalty = 30;
5251 p_ptr->to_h[i] -= (s16b)penalty;
5252 p_ptr->dis_to_h[i] -= (s16b)penalty;
5255 p_ptr->riding_wield[i] = TRUE;
5264 p_ptr->riding_ryoute = FALSE;
5266 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5267 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5269 switch (p_ptr->pclass)
5272 case CLASS_FORCETRAINER:
5273 case CLASS_BERSERKER:
5274 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5275 p_ptr->riding_ryoute = TRUE;
5280 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5282 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5286 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5288 if (penalty < 30) penalty = 30;
5290 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5291 p_ptr->to_h_b -= (s16b)penalty;
5292 p_ptr->dis_to_h_b -= (s16b)penalty;
5295 /* Different calculation for monks with empty hands */
5296 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5297 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5299 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5300 p_ptr->num_blow[0] = 0;
5302 if (p_ptr->pclass == CLASS_FORCETRAINER)
5304 if (blow_base > 18) p_ptr->num_blow[0]++;
5305 if (blow_base > 31) p_ptr->num_blow[0]++;
5306 if (blow_base > 44) p_ptr->num_blow[0]++;
5307 if (blow_base > 58) p_ptr->num_blow[0]++;
5310 p_ptr->to_d[0] += P_PTR_KI / 5;
5311 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5316 if (blow_base > 12) p_ptr->num_blow[0]++;
5317 if (blow_base > 22) p_ptr->num_blow[0]++;
5318 if (blow_base > 31) p_ptr->num_blow[0]++;
5319 if (blow_base > 39) p_ptr->num_blow[0]++;
5320 if (blow_base > 46) p_ptr->num_blow[0]++;
5321 if (blow_base > 53) p_ptr->num_blow[0]++;
5322 if (blow_base > 59) p_ptr->num_blow[0]++;
5325 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5326 p_ptr->num_blow[0] /= 2;
5329 p_ptr->to_h[0] += (p_ptr->lev / 3);
5330 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5332 p_ptr->to_d[0] += (p_ptr->lev / 6);
5333 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5336 if (p_ptr->special_defense & KAMAE_BYAKKO)
5339 p_ptr->dis_to_a -= 40;
5342 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5345 p_ptr->dis_to_a -= 50;
5346 p_ptr->resist_acid = TRUE;
5347 p_ptr->resist_fire = TRUE;
5348 p_ptr->resist_elec = TRUE;
5349 p_ptr->resist_cold = TRUE;
5350 p_ptr->resist_pois = TRUE;
5351 p_ptr->sh_fire = TRUE;
5352 p_ptr->sh_elec = TRUE;
5353 p_ptr->sh_cold = TRUE;
5354 p_ptr->levitation = TRUE;
5356 else if (p_ptr->special_defense & KAMAE_GENBU)
5358 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5359 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5360 p_ptr->reflect = TRUE;
5361 p_ptr->num_blow[0] -= 2;
5362 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5363 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5365 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5367 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5368 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5370 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5371 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5372 p_ptr->num_blow[0] /= 2;
5373 p_ptr->levitation = TRUE;
5376 p_ptr->num_blow[0] += 1+extra_blows[0];
5379 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5381 monk_armour_aux = FALSE;
5385 monk_armour_aux = TRUE;
5388 for (i = 0; i < 2; i++)
5390 if (buki_motteruka(INVEN_RARM+i))
5392 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5393 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5395 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5396 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5397 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5399 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5401 p_ptr->to_h[i] -= 40;
5402 p_ptr->dis_to_h[i] -= 40;
5403 p_ptr->icky_wield[i] = TRUE;
5406 else if (p_ptr->pclass == CLASS_NINJA)
5408 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5410 p_ptr->to_h[i] -= 40;
5411 p_ptr->dis_to_h[i] -= 40;
5412 p_ptr->icky_wield[i] = TRUE;
5413 p_ptr->num_blow[i] /= 2;
5414 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5418 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5422 /* Maximum speed is (+99). (internally it's 110 + 99) */
5423 /* Temporary lightspeed forces to be maximum speed */
5424 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5429 /* Minimum speed is (-99). (internally it's 110 - 99) */
5430 if (new_speed < 11) new_speed = 11;
5432 /* Display the speed (if needed) */
5433 if (p_ptr->pspeed != (byte)new_speed)
5435 p_ptr->pspeed = (byte)new_speed;
5436 p_ptr->redraw |= (PR_SPEED);
5441 if (p_ptr->to_a > (0 - p_ptr->ac))
5442 p_ptr->to_a = 0 - p_ptr->ac;
5443 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5444 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5447 /* Redraw armor (if needed) */
5448 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5451 p_ptr->redraw |= (PR_ARMOR);
5453 p_ptr->window |= (PW_PLAYER);
5457 if (p_ptr->ryoute && !omoi)
5459 int bonus_to_h=0, bonus_to_d=0;
5460 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5461 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);
5463 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5464 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5465 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5466 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5469 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;
5471 /* Affect Skill -- stealth (bonus one) */
5472 p_ptr->skill_stl += 1;
5474 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5476 /* Affect Skill -- disarming (DEX and INT) */
5477 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5478 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5480 /* Affect Skill -- magic devices (INT) */
5481 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5483 /* Affect Skill -- saving throw (WIS) */
5484 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5486 /* Affect Skill -- digging (STR) */
5487 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5489 /* Affect Skill -- disarming (Level, by Class) */
5490 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5492 /* Affect Skill -- magic devices (Level, by Class) */
5493 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5495 /* Affect Skill -- saving throw (Level, by Class) */
5496 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5498 /* Affect Skill -- stealth (Level, by Class) */
5499 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5501 /* Affect Skill -- search ability (Level, by Class) */
5502 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5504 /* Affect Skill -- search frequency (Level, by Class) */
5505 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5507 /* Affect Skill -- combat (normal) (Level, by Class) */
5508 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5510 /* Affect Skill -- combat (shooting) (Level, by Class) */
5511 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5513 /* Affect Skill -- combat (throwing) (Level, by Class) */
5514 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5517 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5519 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5520 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5523 /* Limit Skill -- stealth from 0 to 30 */
5524 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5525 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5527 /* Limit Skill -- digging from 1 up */
5528 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5530 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5532 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5534 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;
5536 if (down_saving) p_ptr->skill_sav /= 2;
5538 /* Hack -- Each elemental immunity includes resistance */
5539 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5540 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5541 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5542 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5544 /* Determine player alignment */
5545 for (i = 0, j = 0; i < 8; i++)
5547 switch (p_ptr->vir_types[i])
5550 p_ptr->align += p_ptr->virtues[i] * 2;
5560 p_ptr->align -= p_ptr->virtues[i];
5563 p_ptr->align += p_ptr->virtues[i];
5568 for (i = 0; i < j; i++)
5570 if (p_ptr->align > 0)
5572 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5573 if (p_ptr->align < 0) p_ptr->align = 0;
5575 else if (p_ptr->align < 0)
5577 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5578 if (p_ptr->align > 0) p_ptr->align = 0;
5582 /* Hack -- handle "xtra" mode */
5583 if (character_xtra) return;
5585 /* Take note when "heavy bow" changes */
5586 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5588 if (p_ptr->heavy_shoot)
5590 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."));
5592 else if (inventory[INVEN_BOW].k_idx)
5594 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."));
5598 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."));
5602 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5605 for (i = 0 ; i < 2 ; i++)
5607 /* Take note when "heavy weapon" changes */
5608 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5610 if (p_ptr->heavy_wield[i])
5612 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."));
5614 else if (buki_motteruka(INVEN_RARM+i))
5616 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5618 else if (p_ptr->heavy_wield[1-i])
5620 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5624 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."));
5628 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5631 /* Take note when "heavy weapon" changes */
5632 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5634 if (p_ptr->riding_wield[i])
5636 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."));
5638 else if (!p_ptr->riding)
5640 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5642 else if (buki_motteruka(INVEN_RARM+i))
5644 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5647 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5650 /* Take note when "illegal weapon" changes */
5651 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5653 if (p_ptr->icky_wield[i])
5655 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."));
5658 chg_virtue(V_FAITH, -1);
5661 else if (buki_motteruka(INVEN_RARM+i))
5663 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."));
5667 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."));
5671 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5675 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5677 if (p_ptr->riding_ryoute)
5680 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" : "");
5682 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5688 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" : "");
5690 msg_print("You began to control riding pet with one hand.");
5694 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5697 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5701 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."));
5704 chg_virtue(V_HARMONY, -1);
5709 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5712 monk_notify_aux = monk_armour_aux;
5715 for (i = 0; i < INVEN_PACK; i++)
5718 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5719 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5721 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5722 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5725 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5727 /* Acquire object */
5728 o_ptr = &o_list[this_o_idx];
5730 /* Acquire next object */
5731 next_o_idx = o_ptr->next_o_idx;
5734 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5735 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5737 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5738 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5741 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5743 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5745 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5746 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5749 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)))
5751 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5752 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5755 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5757 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5758 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5761 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5763 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5764 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5771 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5773 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5775 void notice_stuff(void)
5778 if (!p_ptr->notice) return;
5781 /* Actually do auto-destroy */
5782 if (p_ptr->notice & (PN_AUTODESTROY))
5784 p_ptr->notice &= ~(PN_AUTODESTROY);
5785 autopick_delayed_alter();
5788 /* Combine the pack */
5789 if (p_ptr->notice & (PN_COMBINE))
5791 p_ptr->notice &= ~(PN_COMBINE);
5795 /* Reorder the pack */
5796 if (p_ptr->notice & (PN_REORDER))
5798 p_ptr->notice &= ~(PN_REORDER);
5805 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5807 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5809 void update_stuff(void)
5811 if (!p_ptr->update) return;
5814 if (p_ptr->update & (PU_BONUS))
5816 p_ptr->update &= ~(PU_BONUS);
5820 if (p_ptr->update & (PU_TORCH))
5822 p_ptr->update &= ~(PU_TORCH);
5826 if (p_ptr->update & (PU_HP))
5828 p_ptr->update &= ~(PU_HP);
5832 if (p_ptr->update & (PU_MANA))
5834 p_ptr->update &= ~(PU_MANA);
5838 if (p_ptr->update & (PU_SPELLS))
5840 p_ptr->update &= ~(PU_SPELLS);
5845 /* Character is not ready yet, no screen updates */
5846 if (!character_generated) return;
5849 /* Character is in "icky" mode, no screen updates */
5850 if (character_icky) return;
5853 if (p_ptr->update & (PU_UN_LITE))
5855 p_ptr->update &= ~(PU_UN_LITE);
5859 if (p_ptr->update & (PU_UN_VIEW))
5861 p_ptr->update &= ~(PU_UN_VIEW);
5865 if (p_ptr->update & (PU_VIEW))
5867 p_ptr->update &= ~(PU_VIEW);
5871 if (p_ptr->update & (PU_LITE))
5873 p_ptr->update &= ~(PU_LITE);
5878 if (p_ptr->update & (PU_FLOW))
5880 p_ptr->update &= ~(PU_FLOW);
5884 if (p_ptr->update & (PU_DISTANCE))
5886 p_ptr->update &= ~(PU_DISTANCE);
5888 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5889 /* p_ptr->update &= ~(PU_MONSTERS); */
5891 update_monsters(TRUE);
5894 if (p_ptr->update & (PU_MON_LITE))
5896 p_ptr->update &= ~(PU_MON_LITE);
5901 * Mega-Hack -- Delayed visual update
5902 * Only used if update_view(), update_lite() or update_mon_lite() was called
5904 if (p_ptr->update & (PU_DELAY_VIS))
5906 p_ptr->update &= ~(PU_DELAY_VIS);
5907 delayed_visual_update();
5910 if (p_ptr->update & (PU_MONSTERS))
5912 p_ptr->update &= ~(PU_MONSTERS);
5913 update_monsters(FALSE);
5919 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5921 * @details 更新処理の対象はゲーム中の全描画処理
5923 void redraw_stuff(void)
5926 if (!p_ptr->redraw) return;
5929 /* Character is not ready yet, no screen updates */
5930 if (!character_generated) return;
5933 /* Character is in "icky" mode, no screen updates */
5934 if (character_icky) return;
5938 /* Hack -- clear the screen */
5939 if (p_ptr->redraw & (PR_WIPE))
5941 p_ptr->redraw &= ~(PR_WIPE);
5947 if (p_ptr->redraw & (PR_MAP))
5949 p_ptr->redraw &= ~(PR_MAP);
5954 if (p_ptr->redraw & (PR_BASIC))
5956 p_ptr->redraw &= ~(PR_BASIC);
5957 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5958 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5959 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5960 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5966 if (p_ptr->redraw & (PR_EQUIPPY))
5968 p_ptr->redraw &= ~(PR_EQUIPPY);
5969 print_equippy(); /* To draw / delete equippy chars */
5972 if (p_ptr->redraw & (PR_MISC))
5974 p_ptr->redraw &= ~(PR_MISC);
5975 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5976 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5980 if (p_ptr->redraw & (PR_TITLE))
5982 p_ptr->redraw &= ~(PR_TITLE);
5986 if (p_ptr->redraw & (PR_LEV))
5988 p_ptr->redraw &= ~(PR_LEV);
5992 if (p_ptr->redraw & (PR_EXP))
5994 p_ptr->redraw &= ~(PR_EXP);
5998 if (p_ptr->redraw & (PR_STATS))
6000 p_ptr->redraw &= ~(PR_STATS);
6009 if (p_ptr->redraw & (PR_STATUS))
6011 p_ptr->redraw &= ~(PR_STATUS);
6015 if (p_ptr->redraw & (PR_ARMOR))
6017 p_ptr->redraw &= ~(PR_ARMOR);
6021 if (p_ptr->redraw & (PR_HP))
6023 p_ptr->redraw &= ~(PR_HP);
6027 if (p_ptr->redraw & (PR_MANA))
6029 p_ptr->redraw &= ~(PR_MANA);
6033 if (p_ptr->redraw & (PR_GOLD))
6035 p_ptr->redraw &= ~(PR_GOLD);
6039 if (p_ptr->redraw & (PR_DEPTH))
6041 p_ptr->redraw &= ~(PR_DEPTH);
6045 if (p_ptr->redraw & (PR_HEALTH))
6047 p_ptr->redraw &= ~(PR_HEALTH);
6048 health_redraw(FALSE);
6051 if (p_ptr->redraw & (PR_UHEALTH))
6053 p_ptr->redraw &= ~(PR_UHEALTH);
6054 health_redraw(TRUE);
6058 if (p_ptr->redraw & (PR_EXTRA))
6060 p_ptr->redraw &= ~(PR_EXTRA);
6061 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6062 p_ptr->redraw &= ~(PR_HUNGER);
6063 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6067 if (p_ptr->redraw & (PR_CUT))
6069 p_ptr->redraw &= ~(PR_CUT);
6073 if (p_ptr->redraw & (PR_STUN))
6075 p_ptr->redraw &= ~(PR_STUN);
6079 if (p_ptr->redraw & (PR_HUNGER))
6081 p_ptr->redraw &= ~(PR_HUNGER);
6085 if (p_ptr->redraw & (PR_STATE))
6087 p_ptr->redraw &= ~(PR_STATE);
6091 if (p_ptr->redraw & (PR_SPEED))
6093 p_ptr->redraw &= ~(PR_SPEED);
6097 if (p_ptr->pclass == CLASS_IMITATOR)
6099 if (p_ptr->redraw & (PR_IMITATION))
6101 p_ptr->redraw &= ~(PR_IMITATION);
6105 else if (p_ptr->redraw & (PR_STUDY))
6107 p_ptr->redraw &= ~(PR_STUDY);
6114 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6116 * @details 更新処理の対象はサブウィンドウ全般
6118 void window_stuff(void)
6126 if (!p_ptr->window) return;
6129 for (j = 0; j < 8; j++)
6131 /* Save usable flags */
6132 if (angband_term[j]) mask |= window_flag[j];
6135 /* Apply usable flags */
6136 p_ptr->window &= mask;
6139 if (!p_ptr->window) return;
6142 /* Display inventory */
6143 if (p_ptr->window & (PW_INVEN))
6145 p_ptr->window &= ~(PW_INVEN);
6149 /* Display equipment */
6150 if (p_ptr->window & (PW_EQUIP))
6152 p_ptr->window &= ~(PW_EQUIP);
6156 /* Display spell list */
6157 if (p_ptr->window & (PW_SPELL))
6159 p_ptr->window &= ~(PW_SPELL);
6163 /* Display player */
6164 if (p_ptr->window & (PW_PLAYER))
6166 p_ptr->window &= ~(PW_PLAYER);
6170 /* Display monster list */
6171 if (p_ptr->window & (PW_MONSTER_LIST))
6173 p_ptr->window &= ~(PW_MONSTER_LIST);
6177 /* Display overhead view */
6178 if (p_ptr->window & (PW_MESSAGE))
6180 p_ptr->window &= ~(PW_MESSAGE);
6184 /* Display overhead view */
6185 if (p_ptr->window & (PW_OVERHEAD))
6187 p_ptr->window &= ~(PW_OVERHEAD);
6191 /* Display overhead view */
6192 if (p_ptr->window & (PW_DUNGEON))
6194 p_ptr->window &= ~(PW_DUNGEON);
6198 /* Display monster recall */
6199 if (p_ptr->window & (PW_MONSTER))
6201 p_ptr->window &= ~(PW_MONSTER);
6205 /* Display object recall */
6206 if (p_ptr->window & (PW_OBJECT))
6208 p_ptr->window &= ~(PW_OBJECT);
6215 * @brief 全更新処理をチェックして処理していく
6216 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6219 void handle_stuff(void)
6221 if (p_ptr->update) update_stuff();
6224 if (p_ptr->redraw) redraw_stuff();
6226 if (p_ptr->window) window_stuff();
6230 * @brief プレイヤーの現在開いている手の状態を返す
6231 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6232 * @return 開いている手のビットフラグ
6234 s16b empty_hands(bool riding_control)
6236 s16b status = EMPTY_HAND_NONE;
6238 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6239 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6241 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6243 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6244 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6252 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6253 * @return ペナルティが適用されるならばTRUE。
6255 bool heavy_armor(void)
6257 WEIGHT monk_arm_wgt = 0;
6259 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6261 /* Weight the armor */
6262 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6263 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6264 monk_arm_wgt += inventory[INVEN_BODY].weight;
6265 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6266 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6267 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6268 monk_arm_wgt += inventory[INVEN_FEET].weight;
6270 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6274 * @brief 実ゲームプレイ時間を更新する
6276 void update_playtime(void)
6278 /* Check if the game has started */
6279 if (start_time != 0)
6281 u32b tmp = (u32b)time(NULL);
6282 playtime += (tmp - start_time);