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 */
1721 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1724 * @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
1725 * @param n_same モンスターの数の現在数
1729 * nnn : number or unique(U) or wanted unique(W)
1730 * X : symbol of monster
1731 * LV : monster lv if known
1732 * name: name of monster
1736 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1739 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740 monster_race* r_ptr = &r_info[r_idx];
1744 //Number of 'U'nique
1745 if(r_ptr->flags1&RF1_UNIQUE){//unique
1746 bool is_kubi = FALSE;
1747 for(i=0;i<MAX_KUBI;i++){
1748 if(kubi_r_idx[i] == r_idx){
1753 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1755 sprintf(buf, "%3d", n_same);
1756 Term_addstr(-1, TERM_WHITE, buf);
1759 Term_addstr(-1, TERM_WHITE, " ");
1760 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761 //Term_addstr(-1, TERM_WHITE, "/");
1762 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1764 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765 sprintf(buf, " %2d", (int)r_ptr->level);
1769 Term_addstr(-1, TERM_WHITE, buf);
1771 sprintf(buf, " %s ", r_name+r_ptr->name);
1772 Term_addstr(-1, TERM_WHITE, buf);
1774 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1778 * @brief モンスターの出現リストを表示する / Print monster info in line
1781 * @param max_lines 最大何行描画するか
1783 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1785 monster_type* last_mons = NULL;
1786 monster_type* m_ptr = NULL;
1790 for(i=0;i<temp_n;i++){
1791 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793 m_ptr = &m_list[c_ptr->m_idx];
1794 if(is_pet(m_ptr))continue;//pet
1795 if(!m_ptr->r_idx)continue;//dead?
1798 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799 monster_race* r_ptr = &r_info[r_idx];
1800 cptr name = (r_name + r_ptr->name);
1801 cptr ename = (r_name + r_ptr->name);
1802 //ミミック類や「それ」等は、一覧に出てはいけない
1803 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1806 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807 (strcmp(ename, "Null the Living Void")==0))continue;
1808 //"金無垢の指輪"は、一覧に出てはいけない
1809 if((strcmp(name, "金無垢の指輪")==0)||
1810 (strcmp(ename, "Plain Gold Ring")==0))continue;
1814 //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.
1815 if(!last_mons){//先頭モンスター
1821 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1823 continue;//表示処理を次に回す
1825 //print last mons info
1826 print_monster_line(x, line++, last_mons, n_same);
1829 if(line-y-1==max_lines){//残り1行
1833 if(line-y-1==max_lines && i!=temp_n){
1834 Term_gotoxy(x, line);
1835 Term_addstr(-1, TERM_WHITE, "-- and more --");
1837 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1842 * @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
1845 static void fix_monster_list(void)
1851 for (j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1862 Term_activate(angband_term[j]);
1863 Term_get_size(&w, &h);
1867 target_set_prepare_look();//モンスター一覧を生成,ソート
1868 print_monster_list(0, 0, h);
1881 * @brief 現在の装備品をサブウィンドウに表示する /
1882 * Hack -- display equipment in sub-windows
1885 static void fix_equip(void)
1890 for (j = 0; j < 8; j++)
1895 if (!angband_term[j]) continue;
1897 /* No relevant flags */
1898 if (!(window_flag[j] & (PW_EQUIP))) continue;
1901 Term_activate(angband_term[j]);
1903 /* Display equipment */
1916 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1917 * Hack -- display spells in sub-windows
1920 static void fix_spell(void)
1925 for (j = 0; j < 8; j++)
1930 if (!angband_term[j]) continue;
1932 /* No relevant flags */
1933 if (!(window_flag[j] & (PW_SPELL))) continue;
1936 Term_activate(angband_term[j]);
1938 /* Display spell list */
1939 display_spell_list();
1951 * @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 /
1952 * Hack -- display character in sub-windows
1955 static void fix_player(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_PLAYER))) continue;
1971 Term_activate(angband_term[j]);
1975 /* Display player */
1987 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1988 * Hack -- display recent messages in sub-windows
1989 * XXX XXX XXX Adjust for width and split messages
1992 static void fix_message(void)
1999 for (j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2010 Term_activate(angband_term[j]);
2013 Term_get_size(&w, &h);
2016 for (i = 0; i < h; i++)
2018 /* Dump the message on the appropriate line */
2019 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2022 Term_locate(&x, &y);
2024 /* Clear to end of line */
2025 Term_erase(x, y, 255);
2038 * @brief 簡易マップをサブウィンドウに表示する /
2039 * Hack -- display overhead view in sub-windows
2040 * XXX XXX XXX Adjust for width and split messages
2043 * Note that the "player" symbol does NOT appear on the map.
2045 static void fix_overhead(void)
2052 for (j = 0; j < 8; j++)
2058 if (!angband_term[j]) continue;
2060 /* No relevant flags */
2061 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2064 Term_activate(angband_term[j]);
2066 /* Full map in too small window is useless */
2067 Term_get_size(&wid, &hgt);
2068 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2071 display_map(&cy, &cx);
2084 * @brief ダンジョンの地形をサブウィンドウに表示する /
2085 * Hack -- display dungeon view in sub-windows
2088 static void fix_dungeon(void)
2093 for (j = 0; j < 8; j++)
2098 if (!angband_term[j]) continue;
2100 /* No relevant flags */
2101 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2104 Term_activate(angband_term[j]);
2106 /* Redraw dungeon view */
2119 * @brief モンスターの思い出をサブウィンドウに表示する /
2120 * Hack -- display dungeon view in sub-windows
2123 static void fix_monster(void)
2128 for (j = 0; j < 8; j++)
2133 if (!angband_term[j]) continue;
2135 /* No relevant flags */
2136 if (!(window_flag[j] & (PW_MONSTER))) continue;
2139 Term_activate(angband_term[j]);
2141 /* Display monster race info */
2142 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2154 * @brief ベースアイテム情報をサブウィンドウに表示する /
2155 * Hack -- display object recall in sub-windows
2158 static void fix_object(void)
2163 for (j = 0; j < 8; j++)
2168 if (!angband_term[j]) continue;
2170 /* No relevant flags */
2171 if (!(window_flag[j] & (PW_OBJECT))) continue;
2174 Term_activate(angband_term[j]);
2176 /* Display monster race info */
2177 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2190 * @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。 /
2191 * Calculate number of spells player should have, and forget,
2192 * or remember, spells until that number is properly reflected.
2195 * Note that this function induces various "status" messages,
2196 * which must be bypasses until the character is created.
2198 static void calc_spells(void)
2200 int i, j, k, levels;
2202 int num_boukyaku = 0;
2204 const magic_type *s_ptr;
2211 /* Hack -- must be literate */
2212 if (!mp_ptr->spell_book) return;
2214 /* Hack -- wait for creation */
2215 if (!character_generated) return;
2217 /* Hack -- handle "xtra" mode */
2218 if (character_xtra) return;
2220 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2222 p_ptr->new_spells = 0;
2226 p = spell_category_name(mp_ptr->spell_book);
2228 /* Determine the number of spells allowed */
2229 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2231 /* Hack -- no negative spells */
2232 if (levels < 0) levels = 0;
2234 /* Extract total allowed spells */
2235 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2237 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2241 if (p_ptr->pclass == CLASS_SAMURAI)
2245 else if (p_ptr->realm2 == REALM_NONE)
2247 num_allowed = (num_allowed+1)/2;
2248 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2250 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2252 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2256 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2259 /* Count the number of spells we know */
2260 for (j = 0; j < 64; j++)
2262 /* Count known spells */
2264 (p_ptr->spell_forgotten1 & (1L << j)) :
2265 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2271 /* See how many spells we must forget or may learn */
2272 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2274 /* Forget spells which are too hard */
2275 for (i = 63; i >= 0; i--)
2277 /* Efficiency -- all done */
2278 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2280 /* Access the spell */
2281 j = p_ptr->spell_order[i];
2283 /* Skip non-spells */
2284 if (j >= 99) continue;
2288 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2291 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2293 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2296 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2298 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2300 /* Skip spells we are allowed to know */
2301 if (s_ptr->slevel <= p_ptr->lev) continue;
2305 (p_ptr->spell_learned1 & (1L << j)) :
2306 (p_ptr->spell_learned2 & (1L << (j - 32))))
2308 /* Mark as forgotten */
2311 p_ptr->spell_forgotten1 |= (1L << j);
2312 which = p_ptr->realm1;
2316 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317 which = p_ptr->realm2;
2320 /* No longer known */
2323 p_ptr->spell_learned1 &= ~(1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329 which = p_ptr->realm2;
2333 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2335 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2339 /* One more can be learned */
2340 p_ptr->new_spells++;
2345 /* Forget spells if we know too many spells */
2346 for (i = 63; i >= 0; i--)
2348 /* Stop when possible */
2349 if (p_ptr->new_spells >= 0) break;
2351 /* Efficiency -- all done */
2352 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2354 /* Get the (i+1)th spell learned */
2355 j = p_ptr->spell_order[i];
2357 /* Skip unknown spells */
2358 if (j >= 99) continue;
2360 /* Forget it (if learned) */
2362 (p_ptr->spell_learned1 & (1L << j)) :
2363 (p_ptr->spell_learned2 & (1L << (j - 32))))
2365 /* Mark as forgotten */
2368 p_ptr->spell_forgotten1 |= (1L << j);
2369 which = p_ptr->realm1;
2373 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2374 which = p_ptr->realm2;
2377 /* No longer known */
2380 p_ptr->spell_learned1 &= ~(1L << j);
2381 which = p_ptr->realm1;
2385 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2386 which = p_ptr->realm2;
2390 msg_format("%sの%sを忘れてしまった。",
2391 do_spell(which, j%32, SPELL_NAME), p );
2393 msg_format("You have forgotten the %s of %s.", p,
2394 do_spell(which, j%32, SPELL_NAME));
2398 /* One more can be learned */
2399 p_ptr->new_spells++;
2404 /* Check for spells to remember */
2405 for (i = 0; i < 64; i++)
2407 /* None left to remember */
2408 if (p_ptr->new_spells <= 0) break;
2410 /* Efficiency -- all done */
2411 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2413 /* Get the next spell we learned */
2414 j = p_ptr->spell_order[i];
2416 /* Skip unknown spells */
2419 /* Access the spell */
2420 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2423 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2425 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2428 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2430 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2432 /* Skip spells we cannot remember */
2433 if (s_ptr->slevel > p_ptr->lev) continue;
2435 /* First set of spells */
2437 (p_ptr->spell_forgotten1 & (1L << j)) :
2438 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2440 /* No longer forgotten */
2443 p_ptr->spell_forgotten1 &= ~(1L << j);
2444 which = p_ptr->realm1;
2448 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2449 which = p_ptr->realm2;
2452 /* Known once more */
2455 p_ptr->spell_learned1 |= (1L << j);
2456 which = p_ptr->realm1;
2460 p_ptr->spell_learned2 |= (1L << (j - 32));
2461 which = p_ptr->realm2;
2465 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2467 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2471 /* One less can be learned */
2472 p_ptr->new_spells--;
2478 if (p_ptr->realm2 == REALM_NONE)
2480 /* Count spells that can be learned */
2481 for (j = 0; j < 32; j++)
2483 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2484 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2486 /* Skip spells we cannot remember */
2487 if (s_ptr->slevel > p_ptr->lev) continue;
2489 /* Skip spells we already know */
2490 if (p_ptr->spell_learned1 & (1L << j))
2499 if ((p_ptr->new_spells > k) &&
2500 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2502 p_ptr->new_spells = (s16b)k;
2506 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2508 /* Spell count changed */
2509 if (p_ptr->old_spells != p_ptr->new_spells)
2511 /* Message if needed */
2512 if (p_ptr->new_spells)
2515 if( p_ptr->new_spells < 10 ){
2516 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2518 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2521 msg_format("You can learn %d more %s%s.",
2522 p_ptr->new_spells, p,
2523 (p_ptr->new_spells != 1) ? "s" : "");
2528 /* Save the new_spells value */
2529 p_ptr->old_spells = p_ptr->new_spells;
2531 /* Redraw Study Status */
2532 p_ptr->redraw |= (PR_STUDY);
2534 /* Redraw object recall */
2535 p_ptr->window |= (PW_OBJECT);
2540 * @brief プレイヤーの最大MPを計算する /
2541 * Calculate maximum mana. You do not need to know any spells.
2542 * Note that mana is lowered by heavy (or inappropriate) armor.
2545 * This function induces status messages.
2547 static void calc_mana(void)
2549 int msp, levels, cur_wgt, max_wgt;
2554 /* Hack -- Must be literate */
2555 if (!mp_ptr->spell_book) return;
2557 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2558 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2559 (p_ptr->pclass == CLASS_BLUE_MAGE))
2561 levels = p_ptr->lev;
2565 if(mp_ptr->spell_first > p_ptr->lev)
2570 /* Display mana later */
2571 p_ptr->redraw |= (PR_MANA);
2575 /* Extract "effective" player level */
2576 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2579 if (p_ptr->pclass == CLASS_SAMURAI)
2581 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2582 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2586 /* Extract total mana */
2587 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2589 /* Hack -- usually add one mana */
2592 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2594 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2596 /* Hack: High mages have a 25% mana bonus */
2597 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2599 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2602 /* Only mages are affected */
2603 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2605 BIT_FLAGS flgs[TR_FLAG_SIZE];
2607 /* Assume player is not encumbered by gloves */
2608 p_ptr->cumber_glove = FALSE;
2610 /* Get the gloves */
2611 o_ptr = &inventory[INVEN_HANDS];
2613 /* Examine the gloves */
2614 object_flags(o_ptr, flgs);
2616 /* Normal gloves hurt mage-type spells */
2618 !(have_flag(flgs, TR_FREE_ACT)) &&
2619 !(have_flag(flgs, TR_DEC_MANA)) &&
2620 !(have_flag(flgs, TR_EASY_SPELL)) &&
2621 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2622 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2625 p_ptr->cumber_glove = TRUE;
2628 msp = (3 * msp) / 4;
2633 /* Assume player not encumbered by armor */
2634 p_ptr->cumber_armor = FALSE;
2636 /* Weigh the armor */
2638 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2639 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2640 cur_wgt += inventory[INVEN_BODY].weight;
2641 cur_wgt += inventory[INVEN_HEAD].weight;
2642 cur_wgt += inventory[INVEN_OUTER].weight;
2643 cur_wgt += inventory[INVEN_HANDS].weight;
2644 cur_wgt += inventory[INVEN_FEET].weight;
2646 /* Subtract a percentage of maximum mana. */
2647 switch (p_ptr->pclass)
2649 /* For these classes, mana is halved if armour
2650 * is 30 pounds over their weight limit. */
2652 case CLASS_HIGH_MAGE:
2653 case CLASS_BLUE_MAGE:
2655 case CLASS_FORCETRAINER:
2656 case CLASS_SORCERER:
2658 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2663 /* Mana halved if armour is 40 pounds over weight limit. */
2668 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2669 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2673 case CLASS_MINDCRAFTER:
2674 case CLASS_BEASTMASTER:
2675 case CLASS_MIRROR_MASTER:
2677 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2678 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2682 /* Mana halved if armour is 50 pounds over weight limit. */
2685 case CLASS_RED_MAGE:
2686 case CLASS_WARRIOR_MAGE:
2688 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2689 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2693 /* Mana halved if armour is 60 pounds over weight limit. */
2695 case CLASS_CHAOS_WARRIOR:
2697 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2698 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2702 /* For new classes created, but not yet added to this formula. */
2709 /* Determine the weight allowance */
2710 max_wgt = mp_ptr->spell_weight;
2712 /* Heavy armor penalizes mana by a percentage. -LM- */
2713 if ((cur_wgt - max_wgt) > 0)
2716 p_ptr->cumber_armor = TRUE;
2718 /* Subtract a percentage of maximum mana. */
2719 switch (p_ptr->pclass)
2721 /* For these classes, mana is halved if armour
2722 * is 30 pounds over their weight limit. */
2724 case CLASS_HIGH_MAGE:
2725 case CLASS_BLUE_MAGE:
2727 msp -= msp * (cur_wgt - max_wgt) / 600;
2731 /* Mana halved if armour is 40 pounds over weight limit. */
2733 case CLASS_MINDCRAFTER:
2734 case CLASS_BEASTMASTER:
2736 case CLASS_FORCETRAINER:
2738 case CLASS_MIRROR_MASTER:
2740 msp -= msp * (cur_wgt - max_wgt) / 800;
2744 case CLASS_SORCERER:
2746 msp -= msp * (cur_wgt - max_wgt) / 900;
2750 /* Mana halved if armour is 50 pounds over weight limit. */
2754 case CLASS_RED_MAGE:
2756 msp -= msp * (cur_wgt - max_wgt) / 1000;
2760 /* Mana halved if armour is 60 pounds over weight limit. */
2762 case CLASS_CHAOS_WARRIOR:
2763 case CLASS_WARRIOR_MAGE:
2765 msp -= msp * (cur_wgt - max_wgt) / 1200;
2771 p_ptr->cumber_armor = FALSE;
2775 /* For new classes created, but not yet added to this formula. */
2778 msp -= msp * (cur_wgt - max_wgt) / 800;
2784 /* Mana can never be negative */
2785 if (msp < 0) msp = 0;
2788 /* Maximum mana has changed */
2789 if (p_ptr->msp != msp)
2791 /* Enforce maximum */
2792 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2795 p_ptr->csp_frac = 0;
2799 /* レベルアップの時は上昇量を表示する */
2800 if ((level_up == 1) && (msp > p_ptr->msp))
2802 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2808 /* Display mana later */
2809 p_ptr->redraw |= (PR_MANA);
2812 p_ptr->window |= (PW_PLAYER);
2813 p_ptr->window |= (PW_SPELL);
2817 /* Hack -- handle "xtra" mode */
2818 if (character_xtra) return;
2820 /* Take note when "glove state" changes */
2821 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2823 if (p_ptr->cumber_glove)
2825 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."));
2829 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."));
2833 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2837 /* Take note when "armor state" changes */
2838 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2840 if (p_ptr->cumber_armor)
2842 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."));
2846 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."));
2850 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2857 * @brief プレイヤーの最大HPを計算する /
2858 * Calculate the players (maximal) hit points
2859 * Adjust current hitpoints if necessary
2863 static void calc_hitpoints(void)
2868 /* Un-inflate "half-hitpoint bonus per level" value */
2869 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2871 /* Calculate hitpoints */
2872 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2874 if (p_ptr->mimic_form)
2876 if (p_ptr->pclass == CLASS_SORCERER)
2877 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2879 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2880 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2883 if (p_ptr->pclass == CLASS_SORCERER)
2885 if (p_ptr->lev < 30)
2886 mhp = (mhp * (45+p_ptr->lev) / 100);
2888 mhp = (mhp * 75 / 100);
2889 bonus = (bonus * 65 / 100);
2894 if (p_ptr->pclass == CLASS_BERSERKER)
2896 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2899 /* Always have at least one hitpoint per level */
2900 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2902 /* Factor in the hero / superhero settings */
2903 if (IS_HERO()) mhp += 10;
2904 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2905 if (p_ptr->tsuyoshi) mhp += 50;
2907 /* Factor in the hex spell settings */
2908 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2909 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2911 /* New maximum hitpoints */
2912 if (p_ptr->mhp != mhp)
2914 /* Enforce maximum */
2915 if (p_ptr->chp >= mhp)
2918 p_ptr->chp_frac = 0;
2922 /* レベルアップの時は上昇量を表示する */
2923 if ((level_up == 1) && (mhp > p_ptr->mhp))
2925 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2928 /* Save the new max-hitpoints */
2931 /* Display hitpoints (later) */
2932 p_ptr->redraw |= (PR_HP);
2935 p_ptr->window |= (PW_PLAYER);
2940 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2943 * SWD: Experimental modification: multiple light sources have additive effect.
2945 static void calc_torch(void)
2949 BIT_FLAGS flgs[TR_FLAG_SIZE];
2951 /* Assume no light */
2952 p_ptr->cur_lite = 0;
2954 /* Loop through all wielded items */
2955 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2957 o_ptr = &inventory[i];
2958 /* Skip empty slots */
2959 if (!o_ptr->k_idx) continue;
2961 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2964 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2966 if (o_ptr->tval == TV_LITE)
2968 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2969 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2973 /* Extract the flags */
2974 object_flags(o_ptr, flgs);
2976 /* calc the lite_radius */
2979 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2980 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2981 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2982 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2983 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2984 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2985 p_ptr->cur_lite += (s16b)rad;
2988 /* max radius is 14 (was 5) without rewriting other code -- */
2989 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2990 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2991 p_ptr->cur_lite = 1;
2994 * check if the player doesn't have light radius,
2995 * but does weakly glow as an intrinsic.
2997 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2999 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3000 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3002 /* end experimental mods */
3004 /* Notice changes in the "lite radius" */
3005 if (p_ptr->old_lite != p_ptr->cur_lite)
3007 /* Hack -- PU_MON_LITE for monsters' darkness */
3008 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3010 /* Remember the old lite */
3011 p_ptr->old_lite = p_ptr->cur_lite;
3013 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3014 set_superstealth(FALSE);
3020 * @brief プレイヤーの所持重量制限を計算する /
3021 * Computes current weight limit.
3024 WEIGHT weight_limit(void)
3028 /* Weight limit based only on strength */
3029 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3030 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3032 /* Return the result */
3037 * @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 /
3038 * @param i 判定する手のID(右手:0 左手:1)
3039 * @return 持っているならばTRUE
3041 bool buki_motteruka(int i)
3043 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3047 * @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 /
3048 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3049 * @return 重すぎるならばTRUE
3051 bool is_heavy_shoot(object_type *o_ptr)
3053 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3054 /* It is hard to carholdry a heavy bow */
3055 return (hold < o_ptr->weight / 10);
3059 * @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 /
3060 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3061 * @return 対応する矢/弾薬のベースアイテムID
3063 int bow_tval_ammo(object_type *o_ptr)
3065 /* Analyze the launcher */
3066 switch (o_ptr->sval)
3096 * @brief 装備中の射撃武器の威力倍率を返す /
3097 * calcurate the fire rate of target object
3098 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3099 * @return 射撃倍率の値(100で1.00倍)
3101 s16b calc_num_fire(object_type *o_ptr)
3103 int extra_shots = 0;
3106 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3108 BIT_FLAGS flgs[TR_FLAG_SIZE];
3110 /* Scan the usable inventory */
3111 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3113 q_ptr = &inventory[i];
3115 /* Skip non-objects */
3116 if (!q_ptr->k_idx) continue;
3118 /* Do not apply current equip */
3119 if (i == INVEN_BOW) continue;
3121 /* Extract the item flags */
3122 object_flags(q_ptr, flgs);
3125 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3128 object_flags(o_ptr, flgs);
3129 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3131 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3135 num += (extra_shots * 100);
3137 /* Hack -- Rangers love Bows */
3138 if ((p_ptr->pclass == CLASS_RANGER) &&
3139 (tval_ammo == TV_ARROW))
3141 num += (p_ptr->lev * 4);
3144 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3145 (tval_ammo == TV_ARROW))
3147 num += (p_ptr->lev * 3);
3150 if (p_ptr->pclass == CLASS_ARCHER)
3152 if (tval_ammo == TV_ARROW)
3153 num += ((p_ptr->lev * 5)+50);
3154 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3155 num += (p_ptr->lev * 4);
3159 * Addendum -- also "Reward" high level warriors,
3160 * with _any_ missile weapon -- TY
3162 if (p_ptr->pclass == CLASS_WARRIOR &&
3163 (tval_ammo <= TV_BOLT) &&
3164 (tval_ammo >= TV_SHOT))
3166 num += (p_ptr->lev * 2);
3168 if ((p_ptr->pclass == CLASS_ROGUE) &&
3169 (tval_ammo == TV_SHOT))
3171 num += (p_ptr->lev * 4);
3178 * @brief プレイヤーの全ステータスを更新する /
3179 * Calculate the players current "state", taking into account
3180 * not only race/class intrinsics, but also objects being worn
3181 * and temporary spell effects.
3185 * See also calc_mana() and calc_hitpoints().
3187 * Take note of the new "speed code", in particular, a very strong
3188 * player will start slowing down as soon as he reaches 150 pounds,
3189 * but not until he reaches 450 pounds will he be half as fast as
3190 * a normal kobold. This both hurts and helps the player, hurts
3191 * because in the old days a player could just avoid 300 pounds,
3192 * and helps because now carrying 300 pounds is not very painful.
3194 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3195 * damage, since that would affect non-combat things. These values
3196 * are actually added in later, at the appropriate place.
3198 * This function induces various "status" messages.
3201 void calc_bonuses(void)
3203 int i, j, hold, neutral[2];
3205 int default_hand = 0;
3206 int empty_hands_status = empty_hands(TRUE);
3209 BIT_FLAGS flgs[TR_FLAG_SIZE];
3211 bool yoiyami = FALSE;
3212 bool down_saving = FALSE;
3214 bool have_dd_s = FALSE, have_dd_t = FALSE;
3216 bool have_sw = FALSE, have_kabe = FALSE;
3217 bool easy_2weapon = FALSE;
3218 bool riding_levitation = FALSE;
3219 OBJECT_IDX this_o_idx, next_o_idx = 0;
3220 const player_race *tmp_rp_ptr;
3222 /* Save the old vision stuff */
3223 bool old_telepathy = p_ptr->telepathy;
3224 bool old_esp_animal = p_ptr->esp_animal;
3225 bool old_esp_undead = p_ptr->esp_undead;
3226 bool old_esp_demon = p_ptr->esp_demon;
3227 bool old_esp_orc = p_ptr->esp_orc;
3228 bool old_esp_troll = p_ptr->esp_troll;
3229 bool old_esp_giant = p_ptr->esp_giant;
3230 bool old_esp_dragon = p_ptr->esp_dragon;
3231 bool old_esp_human = p_ptr->esp_human;
3232 bool old_esp_evil = p_ptr->esp_evil;
3233 bool old_esp_good = p_ptr->esp_good;
3234 bool old_esp_nonliving = p_ptr->esp_nonliving;
3235 bool old_esp_unique = p_ptr->esp_unique;
3236 bool old_see_inv = p_ptr->see_inv;
3237 bool old_mighty_throw = p_ptr->mighty_throw;
3239 /* Save the old armor class */
3240 s16b old_dis_ac = p_ptr->dis_ac;
3241 s16b old_dis_to_a = p_ptr->dis_to_a;
3244 /* Clear extra blows/shots */
3245 extra_blows[0] = extra_blows[1] = 0;
3247 /* Clear the stat modifiers */
3248 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3251 /* Clear the Displayed/Real armor class */
3252 p_ptr->dis_ac = p_ptr->ac = 0;
3254 /* Clear the Displayed/Real Bonuses */
3255 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3256 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3257 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3258 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3259 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3260 p_ptr->dis_to_a = p_ptr->to_a = 0;
3264 p_ptr->to_m_chance = 0;
3266 /* Clear the Extra Dice Bonuses */
3267 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3268 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3270 /* Start with "normal" speed */
3273 /* Start with a single blow per turn */
3274 p_ptr->num_blow[0] = 1;
3275 p_ptr->num_blow[1] = 1;
3277 /* Start with a single shot per turn */
3278 p_ptr->num_fire = 100;
3280 /* Reset the "xtra" tval */
3281 p_ptr->tval_xtra = 0;
3283 /* Reset the "ammo" tval */
3284 p_ptr->tval_ammo = 0;
3286 /* Clear all the flags */
3288 p_ptr->bless_blade = FALSE;
3289 p_ptr->xtra_might = FALSE;
3290 p_ptr->impact[0] = FALSE;
3291 p_ptr->impact[1] = FALSE;
3292 p_ptr->pass_wall = FALSE;
3293 p_ptr->kill_wall = FALSE;
3294 p_ptr->dec_mana = FALSE;
3295 p_ptr->easy_spell = FALSE;
3296 p_ptr->heavy_spell = FALSE;
3297 p_ptr->see_inv = FALSE;
3298 p_ptr->free_act = FALSE;
3299 p_ptr->slow_digest = FALSE;
3300 p_ptr->regenerate = FALSE;
3301 p_ptr->can_swim = FALSE;
3302 p_ptr->levitation = FALSE;
3303 p_ptr->hold_exp = FALSE;
3304 p_ptr->telepathy = FALSE;
3305 p_ptr->esp_animal = FALSE;
3306 p_ptr->esp_undead = FALSE;
3307 p_ptr->esp_demon = FALSE;
3308 p_ptr->esp_orc = FALSE;
3309 p_ptr->esp_troll = FALSE;
3310 p_ptr->esp_giant = FALSE;
3311 p_ptr->esp_dragon = FALSE;
3312 p_ptr->esp_human = FALSE;
3313 p_ptr->esp_evil = FALSE;
3314 p_ptr->esp_good = FALSE;
3315 p_ptr->esp_nonliving = FALSE;
3316 p_ptr->esp_unique = FALSE;
3317 p_ptr->lite = FALSE;
3318 p_ptr->sustain_str = FALSE;
3319 p_ptr->sustain_int = FALSE;
3320 p_ptr->sustain_wis = FALSE;
3321 p_ptr->sustain_con = FALSE;
3322 p_ptr->sustain_dex = FALSE;
3323 p_ptr->sustain_chr = FALSE;
3324 p_ptr->resist_acid = FALSE;
3325 p_ptr->resist_elec = FALSE;
3326 p_ptr->resist_fire = FALSE;
3327 p_ptr->resist_cold = FALSE;
3328 p_ptr->resist_pois = FALSE;
3329 p_ptr->resist_conf = FALSE;
3330 p_ptr->resist_sound = FALSE;
3331 p_ptr->resist_lite = FALSE;
3332 p_ptr->resist_dark = FALSE;
3333 p_ptr->resist_chaos = FALSE;
3334 p_ptr->resist_disen = FALSE;
3335 p_ptr->resist_shard = FALSE;
3336 p_ptr->resist_nexus = FALSE;
3337 p_ptr->resist_blind = FALSE;
3338 p_ptr->resist_neth = FALSE;
3339 p_ptr->resist_time = FALSE;
3340 p_ptr->resist_fear = FALSE;
3341 p_ptr->reflect = FALSE;
3342 p_ptr->sh_fire = FALSE;
3343 p_ptr->sh_elec = FALSE;
3344 p_ptr->sh_cold = FALSE;
3345 p_ptr->anti_magic = FALSE;
3346 p_ptr->anti_tele = FALSE;
3347 p_ptr->warning = FALSE;
3348 p_ptr->mighty_throw = FALSE;
3349 p_ptr->see_nocto = FALSE;
3351 p_ptr->immune_acid = FALSE;
3352 p_ptr->immune_elec = FALSE;
3353 p_ptr->immune_fire = FALSE;
3354 p_ptr->immune_cold = FALSE;
3356 p_ptr->ryoute = FALSE;
3357 p_ptr->migite = FALSE;
3358 p_ptr->hidarite = FALSE;
3359 p_ptr->no_flowed = FALSE;
3361 p_ptr->align = friend_align;
3363 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3364 else tmp_rp_ptr = &race_info[p_ptr->prace];
3366 /* Base infravision (purely racial) */
3367 p_ptr->see_infra = tmp_rp_ptr->infra;
3369 /* Base skill -- disarming */
3370 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3372 /* Base skill -- magic devices */
3373 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3375 /* Base skill -- saving throw */
3376 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3378 /* Base skill -- stealth */
3379 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3381 /* Base skill -- searching ability */
3382 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3384 /* Base skill -- searching frequency */
3385 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3387 /* Base skill -- combat (normal) */
3388 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3390 /* Base skill -- combat (shooting) */
3391 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3393 /* Base skill -- combat (throwing) */
3394 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3396 /* Base skill -- digging */
3397 p_ptr->skill_dig = 0;
3399 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3400 if (buki_motteruka(INVEN_LARM))
3402 p_ptr->hidarite = TRUE;
3403 if (!p_ptr->migite) default_hand = 1;
3406 if (CAN_TWO_HANDS_WIELDING())
3408 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3409 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3411 p_ptr->ryoute = TRUE;
3413 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3414 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3416 p_ptr->ryoute = TRUE;
3420 switch (p_ptr->pclass)
3423 case CLASS_FORCETRAINER:
3424 case CLASS_BERSERKER:
3425 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3427 p_ptr->migite = TRUE;
3428 p_ptr->ryoute = TRUE;
3435 if (!p_ptr->migite && !p_ptr->hidarite)
3437 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3438 else if (empty_hands_status == EMPTY_HAND_LARM)
3440 p_ptr->hidarite = TRUE;
3445 if (p_ptr->special_defense & KAMAE_MASK)
3447 if (!(empty_hands_status & EMPTY_HAND_RARM))
3449 set_action(ACTION_NONE);
3453 switch (p_ptr->pclass)
3456 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3457 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3460 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3462 case CLASS_CHAOS_WARRIOR:
3463 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3464 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3466 case CLASS_MINDCRAFTER:
3467 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3468 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3469 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3470 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3473 case CLASS_FORCETRAINER:
3474 /* Unencumbered Monks become faster every 10 levels */
3475 if (!(heavy_armor()))
3477 if (!(prace_is_(RACE_KLACKON) ||
3478 prace_is_(RACE_SPRITE) ||
3479 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3480 new_speed += (p_ptr->lev) / 10;
3482 /* Free action if unencumbered at level 25 */
3483 if (p_ptr->lev > 24)
3484 p_ptr->free_act = TRUE;
3487 case CLASS_SORCERER:
3489 p_ptr->dis_to_a -= 50;
3492 p_ptr->resist_sound = TRUE;
3495 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3497 case CLASS_BERSERKER:
3499 p_ptr->sustain_str = TRUE;
3500 p_ptr->sustain_dex = TRUE;
3501 p_ptr->sustain_con = TRUE;
3502 p_ptr->regenerate = TRUE;
3503 p_ptr->free_act = TRUE;
3505 if (p_ptr->lev > 29) new_speed++;
3506 if (p_ptr->lev > 39) new_speed++;
3507 if (p_ptr->lev > 44) new_speed++;
3508 if (p_ptr->lev > 49) new_speed++;
3509 p_ptr->to_a += 10+p_ptr->lev/2;
3510 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3511 p_ptr->skill_dig += (100+p_ptr->lev*8);
3512 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3513 p_ptr->redraw |= PR_STATUS;
3515 case CLASS_MIRROR_MASTER:
3516 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3519 /* Unencumbered Ninjas become faster every 10 levels */
3522 new_speed -= (p_ptr->lev) / 10;
3523 p_ptr->skill_stl -= (p_ptr->lev)/10;
3525 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3526 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3529 if (!(prace_is_(RACE_KLACKON) ||
3530 prace_is_(RACE_SPRITE) ||
3531 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3532 new_speed += (p_ptr->lev) / 10;
3533 p_ptr->skill_stl += (p_ptr->lev)/10;
3535 /* Free action if unencumbered at level 25 */
3536 if (p_ptr->lev > 24)
3537 p_ptr->free_act = TRUE;
3539 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3540 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3542 p_ptr->to_a += p_ptr->lev/2+5;
3543 p_ptr->dis_to_a += p_ptr->lev/2+5;
3545 p_ptr->slow_digest = TRUE;
3546 p_ptr->resist_fear = TRUE;
3547 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3548 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3549 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3550 if (p_ptr->lev > 44)
3552 p_ptr->oppose_pois = 1;
3553 p_ptr->redraw |= PR_STATUS;
3555 p_ptr->see_nocto = TRUE;
3560 if (p_ptr->mimic_form)
3562 switch (p_ptr->mimic_form)
3565 p_ptr->hold_exp = TRUE;
3566 p_ptr->resist_chaos = TRUE;
3567 p_ptr->resist_neth = TRUE;
3568 p_ptr->resist_fire = TRUE;
3569 p_ptr->oppose_fire = 1;
3570 p_ptr->see_inv=TRUE;
3572 p_ptr->redraw |= PR_STATUS;
3574 p_ptr->dis_to_a += 10;
3575 p_ptr->align -= 200;
3577 case MIMIC_DEMON_LORD:
3578 p_ptr->hold_exp = TRUE;
3579 p_ptr->resist_chaos = TRUE;
3580 p_ptr->resist_neth = TRUE;
3581 p_ptr->immune_fire = TRUE;
3582 p_ptr->resist_acid = TRUE;
3583 p_ptr->resist_fire = TRUE;
3584 p_ptr->resist_cold = TRUE;
3585 p_ptr->resist_elec = TRUE;
3586 p_ptr->resist_pois = TRUE;
3587 p_ptr->resist_conf = TRUE;
3588 p_ptr->resist_disen = TRUE;
3589 p_ptr->resist_nexus = TRUE;
3590 p_ptr->resist_fear = TRUE;
3591 p_ptr->sh_fire = TRUE;
3592 p_ptr->see_inv = TRUE;
3593 p_ptr->telepathy = TRUE;
3594 p_ptr->levitation = TRUE;
3595 p_ptr->kill_wall = TRUE;
3598 p_ptr->dis_to_a += 20;
3599 p_ptr->align -= 200;
3602 p_ptr->resist_dark = TRUE;
3603 p_ptr->hold_exp = TRUE;
3604 p_ptr->resist_neth = TRUE;
3605 p_ptr->resist_cold = TRUE;
3606 p_ptr->resist_pois = TRUE;
3607 p_ptr->see_inv = TRUE;
3610 p_ptr->dis_to_a += 10;
3611 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3617 switch (p_ptr->prace)
3620 p_ptr->resist_lite = TRUE;
3623 p_ptr->hold_exp = TRUE;
3626 p_ptr->free_act = TRUE;
3629 p_ptr->resist_blind = TRUE;
3632 p_ptr->resist_dark = TRUE;
3634 case RACE_HALF_TROLL:
3635 p_ptr->sustain_str = TRUE;
3637 if (p_ptr->lev > 14)
3639 /* High level trolls heal fast... */
3640 p_ptr->regenerate = TRUE;
3642 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3644 p_ptr->slow_digest = TRUE;
3645 /* Let's not make Regeneration
3646 * a disadvantage for the poor warriors who can
3647 * never learn a spell that satisfies hunger (actually
3648 * neither can rogues, but half-trolls are not
3649 * supposed to play rogues) */
3654 p_ptr->sustain_con = TRUE;
3655 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3658 p_ptr->resist_lite = TRUE;
3659 p_ptr->see_inv = TRUE;
3661 case RACE_BARBARIAN:
3662 p_ptr->resist_fear = TRUE;
3664 case RACE_HALF_OGRE:
3665 p_ptr->resist_dark = TRUE;
3666 p_ptr->sustain_str = TRUE;
3668 case RACE_HALF_GIANT:
3669 p_ptr->sustain_str = TRUE;
3670 p_ptr->resist_shard = TRUE;
3672 case RACE_HALF_TITAN:
3673 p_ptr->resist_chaos = TRUE;
3676 p_ptr->resist_sound = TRUE;
3679 p_ptr->resist_acid = TRUE;
3680 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3683 p_ptr->resist_conf = TRUE;
3684 p_ptr->resist_acid = TRUE;
3686 /* Klackons become faster */
3687 new_speed += (p_ptr->lev) / 10;
3690 p_ptr->resist_pois = TRUE;
3693 p_ptr->resist_disen = TRUE;
3694 p_ptr->resist_dark = TRUE;
3697 p_ptr->resist_dark = TRUE;
3698 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3700 case RACE_DRACONIAN:
3701 p_ptr->levitation = TRUE;
3702 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3703 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3704 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3705 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3706 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3708 case RACE_MIND_FLAYER:
3709 p_ptr->sustain_int = TRUE;
3710 p_ptr->sustain_wis = TRUE;
3711 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3712 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3715 p_ptr->resist_fire = TRUE;
3716 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3719 p_ptr->slow_digest = TRUE;
3720 p_ptr->free_act = TRUE;
3721 p_ptr->see_inv = TRUE;
3722 p_ptr->resist_pois = TRUE;
3723 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3726 p_ptr->resist_shard = TRUE;
3727 p_ptr->hold_exp = TRUE;
3728 p_ptr->see_inv = TRUE;
3729 p_ptr->resist_pois = TRUE;
3730 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3733 p_ptr->resist_neth = TRUE;
3734 p_ptr->hold_exp = TRUE;
3735 p_ptr->see_inv = TRUE;
3736 p_ptr->resist_pois = TRUE;
3737 p_ptr->slow_digest = TRUE;
3738 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3741 p_ptr->resist_dark = TRUE;
3742 p_ptr->hold_exp = TRUE;
3743 p_ptr->resist_neth = TRUE;
3744 p_ptr->resist_cold = TRUE;
3745 p_ptr->resist_pois = TRUE;
3746 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3749 p_ptr->levitation = TRUE;
3750 p_ptr->free_act = TRUE;
3751 p_ptr->resist_neth = TRUE;
3752 p_ptr->hold_exp = TRUE;
3753 p_ptr->see_inv = TRUE;
3754 p_ptr->resist_pois = TRUE;
3755 p_ptr->slow_digest = TRUE;
3756 p_ptr->resist_cold = TRUE;
3757 p_ptr->pass_wall = TRUE;
3758 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3761 p_ptr->levitation = TRUE;
3762 p_ptr->resist_lite = TRUE;
3764 /* Sprites become faster */
3765 new_speed += (p_ptr->lev) / 10;
3768 p_ptr->resist_conf = TRUE;
3769 p_ptr->resist_sound = TRUE;
3772 /* Ents dig like maniacs, but only with their hands. */
3773 if (!inventory[INVEN_RARM].k_idx)
3774 p_ptr->skill_dig += p_ptr->lev * 10;
3775 /* Ents get tougher and stronger as they age, but lose dexterity. */
3776 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3777 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3778 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3780 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3781 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3782 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3784 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3785 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3786 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3789 p_ptr->levitation = TRUE;
3790 p_ptr->see_inv = TRUE;
3791 p_ptr->align += 200;
3794 p_ptr->resist_fire = TRUE;
3795 p_ptr->resist_neth = TRUE;
3796 p_ptr->hold_exp = TRUE;
3797 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3798 if (p_ptr->lev > 44)
3800 p_ptr->oppose_fire = 1;
3801 p_ptr->redraw |= PR_STATUS;
3803 p_ptr->align -= 200;
3806 p_ptr->sustain_con = TRUE;
3809 p_ptr->levitation = TRUE;
3812 p_ptr->resist_conf = TRUE;
3815 p_ptr->slow_digest = TRUE;
3816 p_ptr->free_act = TRUE;
3817 p_ptr->resist_pois = TRUE;
3818 p_ptr->hold_exp = TRUE;
3826 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3828 p_ptr->see_inv = TRUE;
3829 p_ptr->free_act = TRUE;
3830 p_ptr->slow_digest = TRUE;
3831 p_ptr->regenerate = TRUE;
3832 p_ptr->levitation = TRUE;
3833 p_ptr->hold_exp = TRUE;
3834 p_ptr->telepathy = TRUE;
3836 p_ptr->sustain_str = TRUE;
3837 p_ptr->sustain_int = TRUE;
3838 p_ptr->sustain_wis = TRUE;
3839 p_ptr->sustain_con = TRUE;
3840 p_ptr->sustain_dex = TRUE;
3841 p_ptr->sustain_chr = TRUE;
3842 p_ptr->resist_acid = TRUE;
3843 p_ptr->resist_elec = TRUE;
3844 p_ptr->resist_fire = TRUE;
3845 p_ptr->resist_cold = TRUE;
3846 p_ptr->resist_pois = TRUE;
3847 p_ptr->resist_conf = TRUE;
3848 p_ptr->resist_sound = TRUE;
3849 p_ptr->resist_lite = TRUE;
3850 p_ptr->resist_dark = TRUE;
3851 p_ptr->resist_chaos = TRUE;
3852 p_ptr->resist_disen = TRUE;
3853 p_ptr->resist_shard = TRUE;
3854 p_ptr->resist_nexus = TRUE;
3855 p_ptr->resist_blind = TRUE;
3856 p_ptr->resist_neth = TRUE;
3857 p_ptr->resist_fear = TRUE;
3858 p_ptr->reflect = TRUE;
3859 p_ptr->sh_fire = TRUE;
3860 p_ptr->sh_elec = TRUE;
3861 p_ptr->sh_cold = TRUE;
3863 p_ptr->dis_to_a += 100;
3865 /* Temporary shield */
3866 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3869 p_ptr->dis_to_a += 50;
3872 if (p_ptr->tim_res_nether)
3874 p_ptr->resist_neth = TRUE;
3876 if (p_ptr->tim_sh_fire)
3878 p_ptr->sh_fire = TRUE;
3880 if (p_ptr->tim_res_time)
3882 p_ptr->resist_time = TRUE;
3886 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3887 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3888 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3889 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3892 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3894 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3896 p_ptr->resist_blind = TRUE;
3897 p_ptr->resist_conf = TRUE;
3898 p_ptr->hold_exp = TRUE;
3899 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3901 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3902 /* Munchkin become faster */
3903 new_speed += (p_ptr->lev) / 10 + 5;
3906 if (music_singing(MUSIC_WALL))
3908 p_ptr->kill_wall = TRUE;
3911 /* Hack -- apply racial/class stat maxes */
3912 /* Apply the racial modifiers */
3913 for (i = 0; i < 6; i++)
3915 /* Modify the stats for "race" */
3916 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3920 /* I'm adding the mutations here for the lack of a better place... */
3923 /* Hyper Strength */
3924 if (p_ptr->muta3 & MUT3_HYPER_STR)
3926 p_ptr->stat_add[A_STR] += 4;
3930 if (p_ptr->muta3 & MUT3_PUNY)
3932 p_ptr->stat_add[A_STR] -= 4;
3935 /* Living computer */
3936 if (p_ptr->muta3 & MUT3_HYPER_INT)
3938 p_ptr->stat_add[A_INT] += 4;
3939 p_ptr->stat_add[A_WIS] += 4;
3943 if (p_ptr->muta3 & MUT3_MORONIC)
3945 p_ptr->stat_add[A_INT] -= 4;
3946 p_ptr->stat_add[A_WIS] -= 4;
3949 if (p_ptr->muta3 & MUT3_RESILIENT)
3951 p_ptr->stat_add[A_CON] += 4;
3954 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3956 p_ptr->stat_add[A_CON] += 2;
3960 if (p_ptr->muta3 & MUT3_ALBINO)
3962 p_ptr->stat_add[A_CON] -= 4;
3965 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3967 p_ptr->stat_add[A_CON] -= 2;
3968 p_ptr->stat_add[A_CHR] -= 1;
3969 p_ptr->regenerate = FALSE;
3970 /* Cancel innate regeneration */
3973 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3975 p_ptr->stat_add[A_CHR] -= 4;
3978 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3980 p_ptr->stat_add[A_CHR] -= 1;
3983 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3985 p_ptr->skill_fos += 15;
3986 p_ptr->skill_srh += 15;
3989 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3991 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3994 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3996 p_ptr->skill_stl -= 3;
3999 if (p_ptr->muta3 & MUT3_INFRAVIS)
4001 p_ptr->see_infra += 3;
4004 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4009 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4014 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4016 p_ptr->sh_elec = TRUE;
4019 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4021 p_ptr->sh_fire = TRUE;
4025 if (p_ptr->muta3 & MUT3_WART_SKIN)
4027 p_ptr->stat_add[A_CHR] -= 2;
4029 p_ptr->dis_to_a += 5;
4032 if (p_ptr->muta3 & MUT3_SCALES)
4034 p_ptr->stat_add[A_CHR] -= 1;
4036 p_ptr->dis_to_a += 10;
4039 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4041 p_ptr->stat_add[A_DEX] -= 1;
4043 p_ptr->dis_to_a += 25;
4046 if (p_ptr->muta3 & MUT3_WINGS)
4048 p_ptr->levitation = TRUE;
4051 if (p_ptr->muta3 & MUT3_FEARLESS)
4053 p_ptr->resist_fear = TRUE;
4056 if (p_ptr->muta3 & MUT3_REGEN)
4058 p_ptr->regenerate = TRUE;
4061 if (p_ptr->muta3 & MUT3_ESP)
4063 p_ptr->telepathy = TRUE;
4066 if (p_ptr->muta3 & MUT3_LIMBER)
4068 p_ptr->stat_add[A_DEX] += 3;
4071 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4073 p_ptr->stat_add[A_DEX] -= 3;
4076 if (p_ptr->muta3 & MUT3_MOTION)
4078 p_ptr->free_act = TRUE;
4079 p_ptr->skill_stl += 1;
4082 if (p_ptr->muta3 & MUT3_ILL_NORM)
4084 p_ptr->stat_add[A_CHR] = 0;
4088 if (p_ptr->tsuyoshi)
4090 p_ptr->stat_add[A_STR] += 4;
4091 p_ptr->stat_add[A_CON] += 4;
4094 /* Scan the usable inventory */
4095 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4097 int bonus_to_h, bonus_to_d;
4098 o_ptr = &inventory[i];
4100 /* Skip non-objects */
4101 if (!o_ptr->k_idx) continue;
4103 /* Extract the item flags */
4104 object_flags(o_ptr, flgs);
4106 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4107 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4110 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4111 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4112 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4113 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4114 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4115 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4117 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4119 /* Affect stealth */
4120 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4122 /* Affect searching ability (factor of five) */
4123 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4125 /* Affect searching frequency (factor of five) */
4126 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4128 /* Affect infravision */
4129 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4131 /* Affect digging (factor of 20) */
4132 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4135 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4138 if (have_flag(flgs, TR_BLOWS))
4140 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4141 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4142 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4145 /* Hack -- cause earthquakes */
4146 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4149 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4150 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4151 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4152 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4153 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4154 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4155 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4156 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4157 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4158 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4159 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4160 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4161 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4162 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4163 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4164 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4165 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4166 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4167 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4168 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4169 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4170 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4171 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4172 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4173 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4174 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4175 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4176 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4177 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4178 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4179 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4180 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4181 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4182 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4183 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4185 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4186 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4187 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4188 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4189 if (have_flag(flgs, TR_WARNING)){
4190 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4191 p_ptr->warning = TRUE;
4194 if (have_flag(flgs, TR_TELEPORT))
4196 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4199 cptr insc = quark_str(o_ptr->inscription);
4201 if (o_ptr->inscription && my_strchr(insc, '.'))
4204 * {.} will stop random teleportation.
4209 /* Controlled random teleportation */
4210 p_ptr->cursed |= TRC_TELEPORT_SELF;
4215 /* Immunity flags */
4216 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4217 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4218 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4219 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4221 /* Resistance flags */
4222 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4223 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4224 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4225 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4226 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4227 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4228 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4229 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4230 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4231 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4232 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4233 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4234 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4235 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4236 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4237 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4239 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4240 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4241 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4242 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4243 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4244 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4247 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4248 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4249 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4250 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4251 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4252 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4254 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4255 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4256 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4257 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4258 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4259 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4260 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4262 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4264 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4266 p_ptr->to_m_chance += 10;
4270 p_ptr->to_m_chance += 3;
4274 if (o_ptr->tval == TV_CAPTURE) continue;
4276 /* Modify the base armor class */
4277 p_ptr->ac += o_ptr->ac;
4279 /* The base armor class is always known */
4280 p_ptr->dis_ac += o_ptr->ac;
4282 /* Apply the bonuses to armor class */
4283 p_ptr->to_a += o_ptr->to_a;
4285 /* Apply the mental bonuses to armor class, if known */
4286 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4288 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4290 int slot = i - INVEN_RARM;
4293 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4295 p_ptr->to_h[slot] -= 15;
4296 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4300 p_ptr->to_h[slot] -= 5;
4301 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4306 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4308 p_ptr->to_h_b -= 15;
4309 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4314 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4319 if (o_ptr->curse_flags & TRC_LOW_AC)
4321 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4324 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4329 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4333 /* Hack -- do not apply "weapon" bonuses */
4334 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4335 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4337 /* Hack -- do not apply "bow" bonuses */
4338 if (i == INVEN_BOW) continue;
4340 bonus_to_h = o_ptr->to_h;
4341 bonus_to_d = o_ptr->to_d;
4343 if (p_ptr->pclass == CLASS_NINJA)
4345 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4346 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4349 /* To Bow and Natural attack */
4351 /* Apply the bonuses to hit/damage */
4352 p_ptr->to_h_b += (s16b)bonus_to_h;
4353 p_ptr->to_h_m += (s16b)bonus_to_h;
4354 p_ptr->to_d_m += (s16b)bonus_to_d;
4356 /* Apply the mental bonuses tp hit/damage, if known */
4357 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4360 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4362 /* Apply the bonuses to hit/damage */
4363 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4364 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4366 /* Apply the mental bonuses tp hit/damage, if known */
4367 if (object_is_known(o_ptr))
4369 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4370 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4373 else if (p_ptr->migite && p_ptr->hidarite)
4375 /* Apply the bonuses to hit/damage */
4376 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4377 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4378 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4379 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4381 /* Apply the mental bonuses tp hit/damage, if known */
4382 if (object_is_known(o_ptr))
4384 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4385 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4386 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4387 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4392 /* Apply the bonuses to hit/damage */
4393 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4394 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4396 /* Apply the mental bonuses to hit/damage, if known */
4397 if (object_is_known(o_ptr))
4399 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4400 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4405 if (old_mighty_throw != p_ptr->mighty_throw)
4407 /* Redraw average damege display of Shuriken */
4408 p_ptr->window |= PW_INVEN;
4411 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4413 /* Monks get extra ac for armour _not worn_ */
4414 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4416 if (!(inventory[INVEN_BODY].k_idx))
4418 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4419 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4421 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4423 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4424 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4426 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4428 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4429 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4431 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4433 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4434 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4436 if (!(inventory[INVEN_HANDS].k_idx))
4438 p_ptr->to_a += (p_ptr->lev / 2);
4439 p_ptr->dis_to_a += (p_ptr->lev / 2);
4441 if (!(inventory[INVEN_FEET].k_idx))
4443 p_ptr->to_a += (p_ptr->lev / 3);
4444 p_ptr->dis_to_a += (p_ptr->lev / 3);
4446 if (p_ptr->special_defense & KAMAE_BYAKKO)
4448 p_ptr->stat_add[A_STR] += 2;
4449 p_ptr->stat_add[A_DEX] += 2;
4450 p_ptr->stat_add[A_CON] -= 3;
4452 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4455 else if (p_ptr->special_defense & KAMAE_GENBU)
4457 p_ptr->stat_add[A_INT] -= 1;
4458 p_ptr->stat_add[A_WIS] -= 1;
4459 p_ptr->stat_add[A_DEX] -= 2;
4460 p_ptr->stat_add[A_CON] += 3;
4462 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4464 p_ptr->stat_add[A_STR] -= 2;
4465 p_ptr->stat_add[A_INT] += 1;
4466 p_ptr->stat_add[A_WIS] += 1;
4467 p_ptr->stat_add[A_DEX] += 2;
4468 p_ptr->stat_add[A_CON] -= 2;
4472 if (p_ptr->special_defense & KATA_KOUKIJIN)
4474 for (i = 0; i < 6; i++)
4475 p_ptr->stat_add[i] += 5;
4477 p_ptr->dis_to_a -= 50;
4480 /* Hack -- aura of fire also provides light */
4481 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4483 /* Golems also get an intrinsic AC bonus */
4484 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4486 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4487 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4491 if (p_ptr->realm1 == REALM_HEX)
4493 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4494 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4495 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4496 if (hex_spelling(HEX_BUILDING))
4498 p_ptr->stat_add[A_STR] += 4;
4499 p_ptr->stat_add[A_DEX] += 4;
4500 p_ptr->stat_add[A_CON] += 4;
4502 if (hex_spelling(HEX_DEMON_AURA))
4504 p_ptr->sh_fire = TRUE;
4505 p_ptr->regenerate = TRUE;
4507 if (hex_spelling(HEX_ICE_ARMOR))
4509 p_ptr->sh_cold = TRUE;
4511 p_ptr->dis_to_a += 30;
4513 if (hex_spelling(HEX_SHOCK_CLOAK))
4515 p_ptr->sh_elec = TRUE;
4518 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4520 ARMOUR_CLASS ac = 0;
4521 o_ptr = &inventory[i];
4522 if (!o_ptr->k_idx) continue;
4523 if (!object_is_armour(o_ptr)) continue;
4524 if (!object_is_cursed(o_ptr)) continue;
4526 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4527 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4528 p_ptr->to_a += (s16b)ac;
4529 p_ptr->dis_to_a += (s16b)ac;
4533 /* Calculate stats */
4534 for (i = 0; i < 6; i++)
4538 /* Extract the new "stat_use" value for the stat */
4539 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4541 /* Notice changes */
4542 if (p_ptr->stat_top[i] != top)
4544 /* Save the new value */
4545 p_ptr->stat_top[i] = (s16b)top;
4547 /* Redisplay the stats later */
4548 p_ptr->redraw |= (PR_STATS);
4551 p_ptr->window |= (PW_PLAYER);
4555 /* Extract the new "stat_use" value for the stat */
4556 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4558 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4560 /* 10 to 18/90 charisma, guaranteed, based on level */
4561 if (use < 8 + 2 * p_ptr->lev)
4563 use = 8 + 2 * p_ptr->lev;
4567 /* Notice changes */
4568 if (p_ptr->stat_use[i] != use)
4570 /* Save the new value */
4571 p_ptr->stat_use[i] = (s16b)use;
4573 /* Redisplay the stats later */
4574 p_ptr->redraw |= (PR_STATS);
4577 p_ptr->window |= (PW_PLAYER);
4581 /* Values: 3, 4, ..., 17 */
4582 if (use <= 18) ind = (use - 3);
4584 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4585 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4587 /* Range: 18/220+ */
4590 /* Notice changes */
4591 if (p_ptr->stat_ind[i] != ind)
4593 /* Save the new index */
4594 p_ptr->stat_ind[i] = (s16b)ind;
4596 /* Change in CON affects Hitpoints */
4599 p_ptr->update |= (PU_HP);
4602 /* Change in INT may affect Mana/Spells */
4603 else if (i == A_INT)
4605 if (mp_ptr->spell_stat == A_INT)
4607 p_ptr->update |= (PU_MANA | PU_SPELLS);
4611 /* Change in WIS may affect Mana/Spells */
4612 else if (i == A_WIS)
4614 if (mp_ptr->spell_stat == A_WIS)
4616 p_ptr->update |= (PU_MANA | PU_SPELLS);
4620 /* Change in WIS may affect Mana/Spells */
4621 else if (i == A_CHR)
4623 if (mp_ptr->spell_stat == A_CHR)
4625 p_ptr->update |= (PU_MANA | PU_SPELLS);
4630 p_ptr->window |= (PW_PLAYER);
4635 /* Apply temporary "stun" */
4636 if (p_ptr->stun > 50)
4638 p_ptr->to_h[0] -= 20;
4639 p_ptr->to_h[1] -= 20;
4640 p_ptr->to_h_b -= 20;
4641 p_ptr->to_h_m -= 20;
4642 p_ptr->dis_to_h[0] -= 20;
4643 p_ptr->dis_to_h[1] -= 20;
4644 p_ptr->dis_to_h_b -= 20;
4645 p_ptr->to_d[0] -= 20;
4646 p_ptr->to_d[1] -= 20;
4647 p_ptr->to_d_m -= 20;
4648 p_ptr->dis_to_d[0] -= 20;
4649 p_ptr->dis_to_d[1] -= 20;
4651 else if (p_ptr->stun)
4653 p_ptr->to_h[0] -= 5;
4654 p_ptr->to_h[1] -= 5;
4657 p_ptr->dis_to_h[0] -= 5;
4658 p_ptr->dis_to_h[1] -= 5;
4659 p_ptr->dis_to_h_b -= 5;
4660 p_ptr->to_d[0] -= 5;
4661 p_ptr->to_d[1] -= 5;
4663 p_ptr->dis_to_d[0] -= 5;
4664 p_ptr->dis_to_d[1] -= 5;
4668 if (p_ptr->wraith_form)
4670 p_ptr->reflect = TRUE;
4671 p_ptr->pass_wall = TRUE;
4674 if (p_ptr->kabenuke)
4676 p_ptr->pass_wall = TRUE;
4679 /* Temporary blessing */
4683 p_ptr->dis_to_a += 5;
4684 p_ptr->to_h[0] += 10;
4685 p_ptr->to_h[1] += 10;
4686 p_ptr->to_h_b += 10;
4687 p_ptr->to_h_m += 10;
4688 p_ptr->dis_to_h[0] += 10;
4689 p_ptr->dis_to_h[1] += 10;
4690 p_ptr->dis_to_h_b += 10;
4693 if (p_ptr->magicdef)
4695 p_ptr->resist_blind = TRUE;
4696 p_ptr->resist_conf = TRUE;
4697 p_ptr->reflect = TRUE;
4698 p_ptr->free_act = TRUE;
4699 p_ptr->levitation = TRUE;
4702 /* Temporary "Hero" */
4705 p_ptr->to_h[0] += 12;
4706 p_ptr->to_h[1] += 12;
4707 p_ptr->to_h_b += 12;
4708 p_ptr->to_h_m += 12;
4709 p_ptr->dis_to_h[0] += 12;
4710 p_ptr->dis_to_h[1] += 12;
4711 p_ptr->dis_to_h_b += 12;
4714 /* Temporary "Beserk" */
4717 p_ptr->to_h[0] += 12;
4718 p_ptr->to_h[1] += 12;
4719 p_ptr->to_h_b -= 12;
4720 p_ptr->to_h_m += 12;
4721 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4722 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4723 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4724 p_ptr->dis_to_h[0] += 12;
4725 p_ptr->dis_to_h[1] += 12;
4726 p_ptr->dis_to_h_b -= 12;
4727 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4728 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4730 p_ptr->dis_to_a -= 10;
4731 p_ptr->skill_stl -= 7;
4732 p_ptr->skill_dev -= 20;
4733 p_ptr->skill_sav -= 30;
4734 p_ptr->skill_srh -= 15;
4735 p_ptr->skill_fos -= 15;
4736 p_ptr->skill_tht -= 20;
4737 p_ptr->skill_dig += 30;
4740 /* Temporary "fast" */
4746 /* Temporary "slow" */
4752 /* Temporary "telepathy" */
4755 p_ptr->telepathy = TRUE;
4758 if (p_ptr->ele_immune)
4760 if (p_ptr->special_defense & DEFENSE_ACID)
4761 p_ptr->immune_acid = TRUE;
4762 else if (p_ptr->special_defense & DEFENSE_ELEC)
4763 p_ptr->immune_elec = TRUE;
4764 else if (p_ptr->special_defense & DEFENSE_FIRE)
4765 p_ptr->immune_fire = TRUE;
4766 else if (p_ptr->special_defense & DEFENSE_COLD)
4767 p_ptr->immune_cold = TRUE;
4770 /* Temporary see invisible */
4771 if (p_ptr->tim_invis)
4773 p_ptr->see_inv = TRUE;
4776 /* Temporary infravision boost */
4777 if (p_ptr->tim_infra)
4779 p_ptr->see_infra+=3;
4782 /* Temporary regeneration boost */
4783 if (p_ptr->tim_regen)
4785 p_ptr->regenerate = TRUE;
4788 /* Temporary levitation */
4789 if (p_ptr->tim_levitation)
4791 p_ptr->levitation = TRUE;
4794 /* Temporary reflection */
4795 if (p_ptr->tim_reflect)
4797 p_ptr->reflect = TRUE;
4800 /* Hack -- Hero/Shero -> Res fear */
4801 if (IS_HERO() || p_ptr->shero)
4803 p_ptr->resist_fear = TRUE;
4807 /* Hack -- Telepathy Change */
4808 if (p_ptr->telepathy != old_telepathy)
4810 p_ptr->update |= (PU_MONSTERS);
4813 if ((p_ptr->esp_animal != old_esp_animal) ||
4814 (p_ptr->esp_undead != old_esp_undead) ||
4815 (p_ptr->esp_demon != old_esp_demon) ||
4816 (p_ptr->esp_orc != old_esp_orc) ||
4817 (p_ptr->esp_troll != old_esp_troll) ||
4818 (p_ptr->esp_giant != old_esp_giant) ||
4819 (p_ptr->esp_dragon != old_esp_dragon) ||
4820 (p_ptr->esp_human != old_esp_human) ||
4821 (p_ptr->esp_evil != old_esp_evil) ||
4822 (p_ptr->esp_good != old_esp_good) ||
4823 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4824 (p_ptr->esp_unique != old_esp_unique))
4826 p_ptr->update |= (PU_MONSTERS);
4829 /* Hack -- See Invis Change */
4830 if (p_ptr->see_inv != old_see_inv)
4832 p_ptr->update |= (PU_MONSTERS);
4835 /* Bloating slows the player down (a little) */
4836 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4838 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4840 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4841 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4843 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4844 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4847 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4849 int penalty1, penalty2;
4850 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4851 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4852 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4854 penalty1 = penalty1 / 2 - 5;
4855 penalty2 = penalty2 / 2 - 5;
4858 p_ptr->dis_to_a += 10;
4862 if (penalty1 > 0) penalty1 /= 2;
4863 if (penalty2 > 0) penalty2 /= 2;
4865 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4867 penalty1 = MAX(0, penalty1 - 10);
4868 penalty2 = MAX(0, penalty2 - 10);
4870 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4872 penalty1 = MIN(0, penalty1);
4873 penalty2 = MIN(0, penalty2);
4875 p_ptr->dis_to_a += 10;
4879 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4881 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4884 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4885 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4886 p_ptr->to_h[0] -= (s16b)penalty1;
4887 p_ptr->to_h[1] -= (s16b)penalty2;
4888 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4889 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4892 /* Extract the current weight (in tenth pounds) */
4893 j = p_ptr->total_weight;
4897 /* Extract the "weight limit" (in tenth pounds) */
4898 i = (int)weight_limit();
4902 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4903 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4904 int speed = riding_m_ptr->mspeed;
4906 if (riding_m_ptr->mspeed > 110)
4908 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4909 if (new_speed < 110) new_speed = 110;
4915 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4916 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4917 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4918 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4919 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4921 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4922 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4924 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;
4926 /* Extract the "weight limit" */
4927 i = 1500 + riding_r_ptr->level * 25;
4930 /* XXX XXX XXX Apply "encumbrance" from weight */
4931 if (j > i) new_speed -= ((j - i) / (i / 5));
4933 /* Searching slows the player down */
4934 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4936 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4937 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4938 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4939 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4940 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4941 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4942 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4943 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4944 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4945 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4946 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4947 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4948 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4950 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4951 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4952 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4953 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4954 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4955 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4956 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4957 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4958 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4959 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4962 /* Obtain the "hold" value */
4963 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4966 /* Examine the "current bow" */
4967 o_ptr = &inventory[INVEN_BOW];
4969 /* It is hard to carholdry a heavy bow */
4970 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4971 if (p_ptr->heavy_shoot)
4973 /* Hard to wield a heavy bow */
4974 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4975 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4978 /* Compute "extra shots" if needed */
4981 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4983 /* Apply special flags */
4984 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4987 p_ptr->num_fire = calc_num_fire(o_ptr);
4989 /* Snipers love Cross bows */
4990 if ((p_ptr->pclass == CLASS_SNIPER) &&
4991 (p_ptr->tval_ammo == TV_BOLT))
4993 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4994 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4999 if (p_ptr->ryoute) hold *= 2;
5001 for(i = 0 ; i < 2 ; i++)
5003 /* Examine the "main weapon" */
5004 o_ptr = &inventory[INVEN_RARM+i];
5006 object_flags(o_ptr, flgs);
5008 /* Assume not heavy */
5009 p_ptr->heavy_wield[i] = FALSE;
5010 p_ptr->icky_wield[i] = FALSE;
5011 p_ptr->riding_wield[i] = FALSE;
5013 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5014 /* It is hard to hold a heavy weapon */
5015 if (hold < o_ptr->weight / 10)
5017 /* Hard to wield a heavy weapon */
5018 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5019 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5022 p_ptr->heavy_wield[i] = TRUE;
5024 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5026 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5029 p_ptr->dis_to_a += 5;
5032 /* Normal weapons */
5033 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5035 int str_index, dex_index;
5037 int num = 0, wgt = 0, mul = 0, div = 0;
5039 /* Analyze the class */
5040 switch (p_ptr->pclass)
5044 num = 6; wgt = 70; mul = 5; break;
5047 case CLASS_BERSERKER:
5048 num = 6; wgt = 70; mul = 7; break;
5052 case CLASS_HIGH_MAGE:
5053 case CLASS_BLUE_MAGE:
5054 num = 3; wgt = 100; mul = 2; break;
5056 /* Priest, Mindcrafter, Magic-Eater */
5058 case CLASS_MAGIC_EATER:
5059 case CLASS_MINDCRAFTER:
5060 num = 5; wgt = 100; mul = 3; break;
5064 num = 5; wgt = 40; mul = 3; break;
5068 num = 5; wgt = 70; mul = 4; break;
5073 num = 5; wgt = 70; mul = 4; break;
5077 num = 5; wgt = 150; mul = 5; break;
5080 case CLASS_WARRIOR_MAGE:
5081 case CLASS_RED_MAGE:
5082 num = 5; wgt = 70; mul = 3; break;
5085 case CLASS_CHAOS_WARRIOR:
5086 num = 5; wgt = 70; mul = 4; break;
5090 num = 5; wgt = 60; mul = 3; break;
5094 num = 4; wgt = 100; mul = 3; break;
5097 case CLASS_IMITATOR:
5098 num = 5; wgt = 70; mul = 4; break;
5101 case CLASS_BEASTMASTER:
5102 num = 5; wgt = 70; mul = 3; break;
5106 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5107 else {num = 5; wgt = 100; mul = 3;}
5111 case CLASS_SORCERER:
5112 num = 1; wgt = 1; mul = 1; break;
5114 /* Archer, Bard, Sniper */
5118 num = 4; wgt = 70; mul = 2; break;
5121 case CLASS_FORCETRAINER:
5122 num = 4; wgt = 60; mul = 2; break;
5125 case CLASS_MIRROR_MASTER:
5126 num = 3; wgt = 100; mul = 3; break;
5130 num = 4; wgt = 20; mul = 1; break;
5133 /* Hex - extra mights gives +1 bonus to max blows */
5134 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5136 /* Enforce a minimum "weight" (tenth pounds) */
5137 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5139 /* Access the strength vs weight */
5140 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5142 if (p_ptr->ryoute && !omoi) str_index++;
5143 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5146 if (str_index > 11) str_index = 11;
5148 /* Index by dexterity */
5149 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5152 if (dex_index > 11) dex_index = 11;
5154 /* Use the blows table */
5155 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5158 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5160 /* Add in the "bonus blows" */
5161 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5164 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5165 else if (p_ptr->pclass == CLASS_BERSERKER)
5167 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5169 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5171 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5173 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5176 /* Require at least one blow */
5177 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5179 /* Boost digging skill by weapon weight */
5180 p_ptr->skill_dig += (o_ptr->weight / 10);
5184 /* Priest weapon penalty for non-blessed edged weapons */
5185 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5186 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5188 /* Reduce the real bonuses */
5189 p_ptr->to_h[i] -= 2;
5190 p_ptr->to_d[i] -= 2;
5192 /* Reduce the mental bonuses */
5193 p_ptr->dis_to_h[i] -= 2;
5194 p_ptr->dis_to_d[i] -= 2;
5197 p_ptr->icky_wield[i] = TRUE;
5199 else if (p_ptr->pclass == CLASS_BERSERKER)
5201 p_ptr->to_h[i] += p_ptr->lev/5;
5202 p_ptr->to_d[i] += p_ptr->lev/6;
5203 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5204 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5205 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5207 p_ptr->to_h[i] += p_ptr->lev/5;
5208 p_ptr->to_d[i] += p_ptr->lev/6;
5209 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5210 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5213 else if (p_ptr->pclass == CLASS_SORCERER)
5215 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5217 /* Reduce the real bonuses */
5218 p_ptr->to_h[i] -= 200;
5219 p_ptr->to_d[i] -= 200;
5221 /* Reduce the mental bonuses */
5222 p_ptr->dis_to_h[i] -= 200;
5223 p_ptr->dis_to_d[i] -= 200;
5226 p_ptr->icky_wield[i] = TRUE;
5230 /* Reduce the real bonuses */
5231 p_ptr->to_h[i] -= 30;
5232 p_ptr->to_d[i] -= 10;
5234 /* Reduce the mental bonuses */
5235 p_ptr->dis_to_h[i] -= 30;
5236 p_ptr->dis_to_d[i] -= 10;
5240 if (p_ptr->realm1 == REALM_HEX)
5242 if (object_is_cursed(o_ptr))
5244 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5245 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5246 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5247 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5248 if (hex_spelling(HEX_RUNESWORD))
5250 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5251 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5252 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5258 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5260 p_ptr->to_h[i] +=15;
5261 p_ptr->dis_to_h[i] +=15;
5262 p_ptr->to_dd[i] += 2;
5264 else if (!(have_flag(flgs, TR_RIDING)))
5267 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5273 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5275 if (penalty < 30) penalty = 30;
5277 p_ptr->to_h[i] -= (s16b)penalty;
5278 p_ptr->dis_to_h[i] -= (s16b)penalty;
5281 p_ptr->riding_wield[i] = TRUE;
5290 p_ptr->riding_ryoute = FALSE;
5292 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5293 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5295 switch (p_ptr->pclass)
5298 case CLASS_FORCETRAINER:
5299 case CLASS_BERSERKER:
5300 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5301 p_ptr->riding_ryoute = TRUE;
5306 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5308 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5312 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5314 if (penalty < 30) penalty = 30;
5316 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5317 p_ptr->to_h_b -= (s16b)penalty;
5318 p_ptr->dis_to_h_b -= (s16b)penalty;
5321 /* Different calculation for monks with empty hands */
5322 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5323 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5325 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5326 p_ptr->num_blow[0] = 0;
5328 if (p_ptr->pclass == CLASS_FORCETRAINER)
5330 if (blow_base > 18) p_ptr->num_blow[0]++;
5331 if (blow_base > 31) p_ptr->num_blow[0]++;
5332 if (blow_base > 44) p_ptr->num_blow[0]++;
5333 if (blow_base > 58) p_ptr->num_blow[0]++;
5336 p_ptr->to_d[0] += P_PTR_KI / 5;
5337 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5342 if (blow_base > 12) p_ptr->num_blow[0]++;
5343 if (blow_base > 22) p_ptr->num_blow[0]++;
5344 if (blow_base > 31) p_ptr->num_blow[0]++;
5345 if (blow_base > 39) p_ptr->num_blow[0]++;
5346 if (blow_base > 46) p_ptr->num_blow[0]++;
5347 if (blow_base > 53) p_ptr->num_blow[0]++;
5348 if (blow_base > 59) p_ptr->num_blow[0]++;
5351 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5352 p_ptr->num_blow[0] /= 2;
5355 p_ptr->to_h[0] += (p_ptr->lev / 3);
5356 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5358 p_ptr->to_d[0] += (p_ptr->lev / 6);
5359 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5362 if (p_ptr->special_defense & KAMAE_BYAKKO)
5365 p_ptr->dis_to_a -= 40;
5368 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5371 p_ptr->dis_to_a -= 50;
5372 p_ptr->resist_acid = TRUE;
5373 p_ptr->resist_fire = TRUE;
5374 p_ptr->resist_elec = TRUE;
5375 p_ptr->resist_cold = TRUE;
5376 p_ptr->resist_pois = TRUE;
5377 p_ptr->sh_fire = TRUE;
5378 p_ptr->sh_elec = TRUE;
5379 p_ptr->sh_cold = TRUE;
5380 p_ptr->levitation = TRUE;
5382 else if (p_ptr->special_defense & KAMAE_GENBU)
5384 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5385 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5386 p_ptr->reflect = TRUE;
5387 p_ptr->num_blow[0] -= 2;
5388 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5389 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5391 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5393 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5394 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5396 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5397 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5398 p_ptr->num_blow[0] /= 2;
5399 p_ptr->levitation = TRUE;
5402 p_ptr->num_blow[0] += 1+extra_blows[0];
5405 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5407 monk_armour_aux = FALSE;
5411 monk_armour_aux = TRUE;
5414 for (i = 0; i < 2; i++)
5416 if (buki_motteruka(INVEN_RARM+i))
5418 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5419 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5421 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5422 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5423 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5425 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5427 p_ptr->to_h[i] -= 40;
5428 p_ptr->dis_to_h[i] -= 40;
5429 p_ptr->icky_wield[i] = TRUE;
5432 else if (p_ptr->pclass == CLASS_NINJA)
5434 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5436 p_ptr->to_h[i] -= 40;
5437 p_ptr->dis_to_h[i] -= 40;
5438 p_ptr->icky_wield[i] = TRUE;
5439 p_ptr->num_blow[i] /= 2;
5440 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5444 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5448 /* Maximum speed is (+99). (internally it's 110 + 99) */
5449 /* Temporary lightspeed forces to be maximum speed */
5450 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5455 /* Minimum speed is (-99). (internally it's 110 - 99) */
5456 if (new_speed < 11) new_speed = 11;
5458 /* Display the speed (if needed) */
5459 if (p_ptr->pspeed != (byte)new_speed)
5461 p_ptr->pspeed = (byte)new_speed;
5462 p_ptr->redraw |= (PR_SPEED);
5467 if (p_ptr->to_a > (0 - p_ptr->ac))
5468 p_ptr->to_a = 0 - p_ptr->ac;
5469 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5470 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5473 /* Redraw armor (if needed) */
5474 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5477 p_ptr->redraw |= (PR_ARMOR);
5480 p_ptr->window |= (PW_PLAYER);
5484 if (p_ptr->ryoute && !omoi)
5486 int bonus_to_h=0, bonus_to_d=0;
5487 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5488 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);
5490 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5491 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5492 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5493 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5496 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;
5498 /* Affect Skill -- stealth (bonus one) */
5499 p_ptr->skill_stl += 1;
5501 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5503 /* Affect Skill -- disarming (DEX and INT) */
5504 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5505 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5507 /* Affect Skill -- magic devices (INT) */
5508 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5510 /* Affect Skill -- saving throw (WIS) */
5511 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5513 /* Affect Skill -- digging (STR) */
5514 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5516 /* Affect Skill -- disarming (Level, by Class) */
5517 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5519 /* Affect Skill -- magic devices (Level, by Class) */
5520 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5522 /* Affect Skill -- saving throw (Level, by Class) */
5523 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5525 /* Affect Skill -- stealth (Level, by Class) */
5526 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5528 /* Affect Skill -- search ability (Level, by Class) */
5529 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5531 /* Affect Skill -- search frequency (Level, by Class) */
5532 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5534 /* Affect Skill -- combat (normal) (Level, by Class) */
5535 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5537 /* Affect Skill -- combat (shooting) (Level, by Class) */
5538 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5540 /* Affect Skill -- combat (throwing) (Level, by Class) */
5541 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5544 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5546 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5547 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5550 /* Limit Skill -- stealth from 0 to 30 */
5551 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5552 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5554 /* Limit Skill -- digging from 1 up */
5555 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5557 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5559 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5561 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;
5563 if (down_saving) p_ptr->skill_sav /= 2;
5565 /* Hack -- Each elemental immunity includes resistance */
5566 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5567 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5568 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5569 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5571 /* Determine player alignment */
5572 for (i = 0, j = 0; i < 8; i++)
5574 switch (p_ptr->vir_types[i])
5577 p_ptr->align += p_ptr->virtues[i] * 2;
5587 p_ptr->align -= p_ptr->virtues[i];
5590 p_ptr->align += p_ptr->virtues[i];
5595 for (i = 0; i < j; i++)
5597 if (p_ptr->align > 0)
5599 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5600 if (p_ptr->align < 0) p_ptr->align = 0;
5602 else if (p_ptr->align < 0)
5604 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5605 if (p_ptr->align > 0) p_ptr->align = 0;
5609 /* Hack -- handle "xtra" mode */
5610 if (character_xtra) return;
5612 /* Take note when "heavy bow" changes */
5613 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5615 if (p_ptr->heavy_shoot)
5617 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."));
5619 else if (inventory[INVEN_BOW].k_idx)
5621 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."));
5625 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."));
5629 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5632 for (i = 0 ; i < 2 ; i++)
5634 /* Take note when "heavy weapon" changes */
5635 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5637 if (p_ptr->heavy_wield[i])
5639 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."));
5641 else if (buki_motteruka(INVEN_RARM+i))
5643 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5645 else if (p_ptr->heavy_wield[1-i])
5647 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5651 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."));
5655 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5658 /* Take note when "heavy weapon" changes */
5659 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5661 if (p_ptr->riding_wield[i])
5663 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."));
5665 else if (!p_ptr->riding)
5667 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5669 else if (buki_motteruka(INVEN_RARM+i))
5671 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5674 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5677 /* Take note when "illegal weapon" changes */
5678 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5680 if (p_ptr->icky_wield[i])
5682 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."));
5685 chg_virtue(V_FAITH, -1);
5688 else if (buki_motteruka(INVEN_RARM+i))
5690 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."));
5694 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."));
5698 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5702 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5704 if (p_ptr->riding_ryoute)
5707 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" : "");
5709 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5715 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" : "");
5717 msg_print("You began to control riding pet with one hand.");
5721 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5724 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5728 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."));
5731 chg_virtue(V_HARMONY, -1);
5736 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5739 monk_notify_aux = monk_armour_aux;
5742 for (i = 0; i < INVEN_PACK; i++)
5745 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5746 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5748 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5749 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5752 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5754 /* Acquire object */
5755 o_ptr = &o_list[this_o_idx];
5757 /* Acquire next object */
5758 next_o_idx = o_ptr->next_o_idx;
5761 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5762 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5764 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5765 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5768 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5770 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5772 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5773 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5776 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)))
5778 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5779 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5782 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5784 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5785 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5788 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5790 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5791 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5798 * @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"
5800 * @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。
5802 void notice_stuff(void)
5805 if (!p_ptr->notice) return;
5808 /* Actually do auto-destroy */
5809 if (p_ptr->notice & (PN_AUTODESTROY))
5811 p_ptr->notice &= ~(PN_AUTODESTROY);
5812 autopick_delayed_alter();
5815 /* Combine the pack */
5816 if (p_ptr->notice & (PN_COMBINE))
5818 p_ptr->notice &= ~(PN_COMBINE);
5822 /* Reorder the pack */
5823 if (p_ptr->notice & (PN_REORDER))
5825 p_ptr->notice &= ~(PN_REORDER);
5832 * @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"
5834 * @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。
5836 void update_stuff(void)
5838 if (!p_ptr->update) return;
5841 if (p_ptr->update & (PU_BONUS))
5843 p_ptr->update &= ~(PU_BONUS);
5847 if (p_ptr->update & (PU_TORCH))
5849 p_ptr->update &= ~(PU_TORCH);
5853 if (p_ptr->update & (PU_HP))
5855 p_ptr->update &= ~(PU_HP);
5859 if (p_ptr->update & (PU_MANA))
5861 p_ptr->update &= ~(PU_MANA);
5865 if (p_ptr->update & (PU_SPELLS))
5867 p_ptr->update &= ~(PU_SPELLS);
5872 /* Character is not ready yet, no screen updates */
5873 if (!character_generated) return;
5876 /* Character is in "icky" mode, no screen updates */
5877 if (character_icky) return;
5880 if (p_ptr->update & (PU_UN_LITE))
5882 p_ptr->update &= ~(PU_UN_LITE);
5886 if (p_ptr->update & (PU_UN_VIEW))
5888 p_ptr->update &= ~(PU_UN_VIEW);
5892 if (p_ptr->update & (PU_VIEW))
5894 p_ptr->update &= ~(PU_VIEW);
5898 if (p_ptr->update & (PU_LITE))
5900 p_ptr->update &= ~(PU_LITE);
5905 if (p_ptr->update & (PU_FLOW))
5907 p_ptr->update &= ~(PU_FLOW);
5911 if (p_ptr->update & (PU_DISTANCE))
5913 p_ptr->update &= ~(PU_DISTANCE);
5915 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5916 /* p_ptr->update &= ~(PU_MONSTERS); */
5918 update_monsters(TRUE);
5921 if (p_ptr->update & (PU_MON_LITE))
5923 p_ptr->update &= ~(PU_MON_LITE);
5928 * Mega-Hack -- Delayed visual update
5929 * Only used if update_view(), update_lite() or update_mon_lite() was called
5931 if (p_ptr->update & (PU_DELAY_VIS))
5933 p_ptr->update &= ~(PU_DELAY_VIS);
5934 delayed_visual_update();
5937 if (p_ptr->update & (PU_MONSTERS))
5939 p_ptr->update &= ~(PU_MONSTERS);
5940 update_monsters(FALSE);
5946 * @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"
5948 * @details 更新処理の対象はゲーム中の全描画処理
5950 void redraw_stuff(void)
5953 if (!p_ptr->redraw) return;
5956 /* Character is not ready yet, no screen updates */
5957 if (!character_generated) return;
5960 /* Character is in "icky" mode, no screen updates */
5961 if (character_icky) return;
5965 /* Hack -- clear the screen */
5966 if (p_ptr->redraw & (PR_WIPE))
5968 p_ptr->redraw &= ~(PR_WIPE);
5974 if (p_ptr->redraw & (PR_MAP))
5976 p_ptr->redraw &= ~(PR_MAP);
5981 if (p_ptr->redraw & (PR_BASIC))
5983 p_ptr->redraw &= ~(PR_BASIC);
5984 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5985 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5986 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5987 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5993 if (p_ptr->redraw & (PR_EQUIPPY))
5995 p_ptr->redraw &= ~(PR_EQUIPPY);
5996 print_equippy(); /* To draw / delete equippy chars */
5999 if (p_ptr->redraw & (PR_MISC))
6001 p_ptr->redraw &= ~(PR_MISC);
6002 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6003 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6007 if (p_ptr->redraw & (PR_TITLE))
6009 p_ptr->redraw &= ~(PR_TITLE);
6013 if (p_ptr->redraw & (PR_LEV))
6015 p_ptr->redraw &= ~(PR_LEV);
6019 if (p_ptr->redraw & (PR_EXP))
6021 p_ptr->redraw &= ~(PR_EXP);
6025 if (p_ptr->redraw & (PR_STATS))
6027 p_ptr->redraw &= ~(PR_STATS);
6036 if (p_ptr->redraw & (PR_STATUS))
6038 p_ptr->redraw &= ~(PR_STATUS);
6042 if (p_ptr->redraw & (PR_ARMOR))
6044 p_ptr->redraw &= ~(PR_ARMOR);
6048 if (p_ptr->redraw & (PR_HP))
6050 p_ptr->redraw &= ~(PR_HP);
6054 if (p_ptr->redraw & (PR_MANA))
6056 p_ptr->redraw &= ~(PR_MANA);
6060 if (p_ptr->redraw & (PR_GOLD))
6062 p_ptr->redraw &= ~(PR_GOLD);
6066 if (p_ptr->redraw & (PR_DEPTH))
6068 p_ptr->redraw &= ~(PR_DEPTH);
6072 if (p_ptr->redraw & (PR_HEALTH))
6074 p_ptr->redraw &= ~(PR_HEALTH);
6075 health_redraw(FALSE);
6078 if (p_ptr->redraw & (PR_UHEALTH))
6080 p_ptr->redraw &= ~(PR_UHEALTH);
6081 health_redraw(TRUE);
6085 if (p_ptr->redraw & (PR_EXTRA))
6087 p_ptr->redraw &= ~(PR_EXTRA);
6088 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6089 p_ptr->redraw &= ~(PR_HUNGER);
6090 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6094 if (p_ptr->redraw & (PR_CUT))
6096 p_ptr->redraw &= ~(PR_CUT);
6100 if (p_ptr->redraw & (PR_STUN))
6102 p_ptr->redraw &= ~(PR_STUN);
6106 if (p_ptr->redraw & (PR_HUNGER))
6108 p_ptr->redraw &= ~(PR_HUNGER);
6112 if (p_ptr->redraw & (PR_STATE))
6114 p_ptr->redraw &= ~(PR_STATE);
6118 if (p_ptr->redraw & (PR_SPEED))
6120 p_ptr->redraw &= ~(PR_SPEED);
6124 if (p_ptr->pclass == CLASS_IMITATOR)
6126 if (p_ptr->redraw & (PR_IMITATION))
6128 p_ptr->redraw &= ~(PR_IMITATION);
6132 else if (p_ptr->redraw & (PR_STUDY))
6134 p_ptr->redraw &= ~(PR_STUDY);
6141 * @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"
6143 * @details 更新処理の対象はサブウィンドウ全般
6145 void window_stuff(void)
6153 if (!p_ptr->window) return;
6156 for (j = 0; j < 8; j++)
6158 /* Save usable flags */
6159 if (angband_term[j]) mask |= window_flag[j];
6162 /* Apply usable flags */
6163 p_ptr->window &= mask;
6166 if (!p_ptr->window) return;
6169 /* Display inventory */
6170 if (p_ptr->window & (PW_INVEN))
6172 p_ptr->window &= ~(PW_INVEN);
6176 /* Display equipment */
6177 if (p_ptr->window & (PW_EQUIP))
6179 p_ptr->window &= ~(PW_EQUIP);
6183 /* Display spell list */
6184 if (p_ptr->window & (PW_SPELL))
6186 p_ptr->window &= ~(PW_SPELL);
6190 /* Display player */
6191 if (p_ptr->window & (PW_PLAYER))
6193 p_ptr->window &= ~(PW_PLAYER);
6197 /* Display monster list */
6198 if (p_ptr->window & (PW_MONSTER_LIST))
6200 p_ptr->window &= ~(PW_MONSTER_LIST);
6204 /* Display overhead view */
6205 if (p_ptr->window & (PW_MESSAGE))
6207 p_ptr->window &= ~(PW_MESSAGE);
6211 /* Display overhead view */
6212 if (p_ptr->window & (PW_OVERHEAD))
6214 p_ptr->window &= ~(PW_OVERHEAD);
6218 /* Display overhead view */
6219 if (p_ptr->window & (PW_DUNGEON))
6221 p_ptr->window &= ~(PW_DUNGEON);
6225 /* Display monster recall */
6226 if (p_ptr->window & (PW_MONSTER))
6228 p_ptr->window &= ~(PW_MONSTER);
6232 /* Display object recall */
6233 if (p_ptr->window & (PW_OBJECT))
6235 p_ptr->window &= ~(PW_OBJECT);
6242 * @brief 全更新処理をチェックして処理していく
6243 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6246 void handle_stuff(void)
6248 if (p_ptr->update) update_stuff();
6251 if (p_ptr->redraw) redraw_stuff();
6254 if (p_ptr->window) window_stuff();
6258 * @brief プレイヤーの現在開いている手の状態を返す
6259 * @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。
6260 * @return 開いている手のビットフラグ
6262 s16b empty_hands(bool riding_control)
6264 s16b status = EMPTY_HAND_NONE;
6266 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6267 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6269 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6271 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6272 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6280 * @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。
6281 * @return ペナルティが適用されるならばTRUE。
6283 bool heavy_armor(void)
6285 WEIGHT monk_arm_wgt = 0;
6287 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6289 /* Weight the armor */
6290 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6291 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6292 monk_arm_wgt += inventory[INVEN_BODY].weight;
6293 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6294 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6295 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6296 monk_arm_wgt += inventory[INVEN_FEET].weight;
6298 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6302 * @brief 実ゲームプレイ時間を更新する
6304 void update_playtime(void)
6306 /* Check if the game has started */
6307 if (start_time != 0)
6309 u32b tmp = (u32b)time(NULL);
6310 playtime += (tmp - start_time);