5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 /* Purpose: misc code */
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
133 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
135 switch (p_ptr->start_race)
141 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
144 *day = (turn + A_DAY / 4) / A_DAY + 1;
147 *hour = (24 * turn_in_today / A_DAY) % 24;
148 *min = (1440 * turn_in_today / A_DAY) % 60;
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(&day, &hour, &min);
163 /* Dump the info itself */
164 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
165 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
174 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
175 return _("クエスト", "Quest");
176 else if (p_ptr->wild_mode)
177 return _("地上", "Surface");
178 else if (p_ptr->inside_arena)
179 return _("アリーナ", "Arena");
180 else if (p_ptr->inside_battle)
181 return _("闘技場", "Monster Arena");
182 else if (!dun_level && p_ptr->town_num)
183 return town[p_ptr->town_num].name;
185 return d_name+d_info[dungeon_type].name;
191 static void prt_dungeon(void)
196 /* Dump 13 spaces to clear */
197 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
199 dungeon_name = map_name();
201 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
202 if (col < 0) col = 0;
204 /* Dump the info itself */
205 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
213 * Print character stat in given row, column
215 static void prt_stat(int stat)
219 /* Display "injured" stat */
220 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
222 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
223 cnv_stat(p_ptr->stat_use[stat], tmp);
224 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
227 /* Display "healthy" stat */
230 put_str(stat_names[stat], ROW_STAT + stat, 0);
231 cnv_stat(p_ptr->stat_use[stat], tmp);
232 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
235 /* Indicate natural maximum */
236 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
239 /* 日本語にかぶらないように表示位置を変更 */
240 put_str("!", ROW_STAT + stat, 5);
242 put_str("!", ROW_STAT + stat, 3);
250 * Data structure for status bar
252 #define BAR_TSUYOSHI 0
253 #define BAR_HALLUCINATION 1
254 #define BAR_BLINDNESS 2
255 #define BAR_PARALYZE 3
256 #define BAR_CONFUSE 4
257 #define BAR_POISONED 5
259 #define BAR_LEVITATE 7
260 #define BAR_REFLECTION 8
261 #define BAR_PASSWALL 9
262 #define BAR_WRAITH 10
263 #define BAR_PROTEVIL 11
264 #define BAR_KAWARIMI 12
265 #define BAR_MAGICDEFENSE 13
266 #define BAR_EXPAND 14
267 #define BAR_STONESKIN 15
268 #define BAR_MULTISHADOW 16
269 #define BAR_REGMAGIC 17
270 #define BAR_ULTIMATE 18
271 #define BAR_INVULN 19
272 #define BAR_IMMACID 20
273 #define BAR_RESACID 21
274 #define BAR_IMMELEC 22
275 #define BAR_RESELEC 23
276 #define BAR_IMMFIRE 24
277 #define BAR_RESFIRE 25
278 #define BAR_IMMCOLD 26
279 #define BAR_RESCOLD 27
280 #define BAR_RESPOIS 28
281 #define BAR_RESNETH 29
282 #define BAR_RESTIME 30
283 #define BAR_DUSTROBE 31
284 #define BAR_SHFIRE 32
286 #define BAR_SHHOLY 34
287 #define BAR_EYEEYE 35
288 #define BAR_BLESSED 36
289 #define BAR_HEROISM 37
290 #define BAR_BERSERK 38
291 #define BAR_ATTKFIRE 39
292 #define BAR_ATTKCOLD 40
293 #define BAR_ATTKELEC 41
294 #define BAR_ATTKACID 42
295 #define BAR_ATTKPOIS 43
296 #define BAR_ATTKCONF 44
297 #define BAR_SENSEUNSEEN 45
298 #define BAR_TELEPATHY 46
299 #define BAR_REGENERATION 47
300 #define BAR_INFRAVISION 48
301 #define BAR_STEALTH 49
302 #define BAR_SUPERSTEALTH 50
303 #define BAR_RECALL 51
305 #define BAR_SHCOLD 53
306 #define BAR_SHELEC 54
307 #define BAR_SHSHADOW 55
310 #define BAR_ANTIMULTI 58
311 #define BAR_ANTITELE 59
312 #define BAR_ANTIMAGIC 60
313 #define BAR_PATIENCE 61
314 #define BAR_REVENGE 62
315 #define BAR_RUNESWORD 63
316 #define BAR_VAMPILIC 64
318 #define BAR_ESP_EVIL 66
327 {TERM_YELLOW, "つ", "つよし"},
328 {TERM_VIOLET, "幻", "幻覚"},
329 {TERM_L_DARK, "盲", "盲目"},
330 {TERM_RED, "痺", "麻痺"},
331 {TERM_VIOLET, "乱", "混乱"},
332 {TERM_GREEN, "毒", "毒"},
333 {TERM_BLUE, "恐", "恐怖"},
334 {TERM_L_BLUE, "浮", "浮遊"},
335 {TERM_SLATE, "反", "反射"},
336 {TERM_SLATE, "壁", "壁抜け"},
337 {TERM_L_DARK, "幽", "幽体"},
338 {TERM_SLATE, "邪", "防邪"},
339 {TERM_VIOLET, "変", "変わり身"},
340 {TERM_YELLOW, "魔", "魔法鎧"},
341 {TERM_L_UMBER, "伸", "伸び"},
342 {TERM_WHITE, "石", "石肌"},
343 {TERM_L_BLUE, "分", "分身"},
344 {TERM_SLATE, "防", "魔法防御"},
345 {TERM_YELLOW, "究", "究極"},
346 {TERM_YELLOW, "無", "無敵"},
347 {TERM_L_GREEN, "酸", "酸免疫"},
348 {TERM_GREEN, "酸", "耐酸"},
349 {TERM_L_BLUE, "電", "電免疫"},
350 {TERM_BLUE, "電", "耐電"},
351 {TERM_L_RED, "火", "火免疫"},
352 {TERM_RED, "火", "耐火"},
353 {TERM_WHITE, "冷", "冷免疫"},
354 {TERM_SLATE, "冷", "耐冷"},
355 {TERM_GREEN, "毒", "耐毒"},
356 {TERM_L_DARK, "獄", "耐地獄"},
357 {TERM_L_BLUE, "時", "耐時間"},
358 {TERM_L_DARK, "鏡", "鏡オーラ"},
359 {TERM_L_RED, "オ", "火オーラ"},
360 {TERM_WHITE, "闘", "闘気"},
361 {TERM_WHITE, "聖", "聖オーラ"},
362 {TERM_VIOLET, "目", "目には目"},
363 {TERM_WHITE, "祝", "祝福"},
364 {TERM_WHITE, "勇", "勇"},
365 {TERM_RED, "狂", "狂乱"},
366 {TERM_L_RED, "火", "魔剣火"},
367 {TERM_WHITE, "冷", "魔剣冷"},
368 {TERM_L_BLUE, "電", "魔剣電"},
369 {TERM_SLATE, "酸", "魔剣酸"},
370 {TERM_L_GREEN, "毒", "魔剣毒"},
371 {TERM_RED, "乱", "混乱打撃"},
372 {TERM_L_BLUE, "視", "透明視"},
373 {TERM_ORANGE, "テ", "テレパシ"},
374 {TERM_L_BLUE, "回", "回復"},
375 {TERM_L_RED, "赤", "赤外"},
376 {TERM_UMBER, "隠", "隠密"},
377 {TERM_YELLOW, "隠", "超隠密"},
378 {TERM_WHITE, "帰", "帰還"},
379 {TERM_WHITE, "現", "現実変容"},
381 {TERM_WHITE, "オ", "氷オーラ"},
382 {TERM_BLUE, "オ", "電オーラ"},
383 {TERM_L_DARK, "オ", "影オーラ"},
384 {TERM_YELLOW, "腕", "腕力強化"},
385 {TERM_RED, "肉", "肉体強化"},
386 {TERM_L_DARK, "殖", "反増殖"},
387 {TERM_ORANGE, "テ", "反テレポ"},
388 {TERM_RED, "魔", "反魔法"},
389 {TERM_SLATE, "我", "我慢"},
390 {TERM_SLATE, "宣", "宣告"},
391 {TERM_L_DARK, "剣", "魔剣化"},
392 {TERM_RED, "吸", "吸血打撃"},
393 {TERM_WHITE, "回", "回復"},
394 {TERM_L_DARK, "感", "邪悪感知"},
399 {TERM_YELLOW, "Ts", "Tsuyoshi"},
400 {TERM_VIOLET, "Ha", "Halluc"},
401 {TERM_L_DARK, "Bl", "Blind"},
402 {TERM_RED, "Pa", "Paralyzed"},
403 {TERM_VIOLET, "Cf", "Confused"},
404 {TERM_GREEN, "Po", "Poisoned"},
405 {TERM_BLUE, "Af", "Afraid"},
406 {TERM_L_BLUE, "Lv", "Levit"},
407 {TERM_SLATE, "Rf", "Reflect"},
408 {TERM_SLATE, "Pw", "PassWall"},
409 {TERM_L_DARK, "Wr", "Wraith"},
410 {TERM_SLATE, "Ev", "PrtEvl"},
411 {TERM_VIOLET, "Kw", "Kawarimi"},
412 {TERM_YELLOW, "Md", "MgcArm"},
413 {TERM_L_UMBER, "Eh", "Expand"},
414 {TERM_WHITE, "Ss", "StnSkn"},
415 {TERM_L_BLUE, "Ms", "MltShdw"},
416 {TERM_SLATE, "Rm", "ResMag"},
417 {TERM_YELLOW, "Ul", "Ultima"},
418 {TERM_YELLOW, "Iv", "Invuln"},
419 {TERM_L_GREEN, "IAc", "ImmAcid"},
420 {TERM_GREEN, "Ac", "Acid"},
421 {TERM_L_BLUE, "IEl", "ImmElec"},
422 {TERM_BLUE, "El", "Elec"},
423 {TERM_L_RED, "IFi", "ImmFire"},
424 {TERM_RED, "Fi", "Fire"},
425 {TERM_WHITE, "ICo", "ImmCold"},
426 {TERM_SLATE, "Co", "Cold"},
427 {TERM_GREEN, "Po", "Pois"},
428 {TERM_L_DARK, "Nt", "Nthr"},
429 {TERM_L_BLUE, "Ti", "Time"},
430 {TERM_L_DARK, "Mr", "Mirr"},
431 {TERM_L_RED, "SFi", "SFire"},
432 {TERM_WHITE, "Fo", "Force"},
433 {TERM_WHITE, "Ho", "Holy"},
434 {TERM_VIOLET, "Ee", "EyeEye"},
435 {TERM_WHITE, "Bs", "Bless"},
436 {TERM_WHITE, "He", "Hero"},
437 {TERM_RED, "Br", "Berserk"},
438 {TERM_L_RED, "BFi", "BFire"},
439 {TERM_WHITE, "BCo", "BCold"},
440 {TERM_L_BLUE, "BEl", "BElec"},
441 {TERM_SLATE, "BAc", "BAcid"},
442 {TERM_L_GREEN, "BPo", "BPois"},
443 {TERM_RED, "TCf", "TchCnf"},
444 {TERM_L_BLUE, "Se", "SInv"},
445 {TERM_ORANGE, "Te", "Telepa"},
446 {TERM_L_BLUE, "Rg", "Regen"},
447 {TERM_L_RED, "If", "Infr"},
448 {TERM_UMBER, "Sl", "Stealth"},
449 {TERM_YELLOW, "Stlt", "Stealth"},
450 {TERM_WHITE, "Rc", "Recall"},
451 {TERM_WHITE, "Al", "Alter"},
453 {TERM_WHITE, "SCo", "SCold"},
454 {TERM_BLUE, "SEl", "SElec"},
455 {TERM_L_DARK, "SSh", "SShadow"},
456 {TERM_YELLOW, "EMi", "ExMight"},
457 {TERM_RED, "Bu", "BuildUp"},
458 {TERM_L_DARK, "AMl", "AntiMulti"},
459 {TERM_ORANGE, "AT", "AntiTele"},
460 {TERM_RED, "AM", "AntiMagic"},
461 {TERM_SLATE, "Pa", "Patience"},
462 {TERM_SLATE, "Rv", "Revenge"},
463 {TERM_L_DARK, "Rs", "RuneSword"},
464 {TERM_RED, "Vm", "Vampiric"},
465 {TERM_WHITE, "Cu", "Cure"},
466 {TERM_L_DARK, "ET", "EvilTele"},
471 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
472 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
478 static void prt_status(void)
481 int wid, hgt, row_statbar, max_col_statbar;
482 int i, col = 0, num = 0;
485 Term_get_size(&wid, &hgt);
486 row_statbar = hgt + ROW_STATBAR;
487 max_col_statbar = wid + MAX_COL_STATBAR;
489 Term_erase(0, row_statbar, max_col_statbar);
491 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
494 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
497 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
500 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
503 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
506 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
509 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
511 /* Times see-invisible */
512 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
515 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
517 /* Timed regenerate */
518 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
520 /* Timed infra-vision */
521 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
523 /* Protection from evil */
524 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
526 /* Invulnerability */
527 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
530 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
533 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
535 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
538 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
540 /* Super Heroism / berserk */
541 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
544 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
547 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
549 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
551 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
553 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
556 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
557 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
559 /* Oppose Lightning */
560 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
561 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
564 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
565 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
568 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
569 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
572 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
575 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
578 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
581 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
584 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
586 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
588 /* Confusing Hands */
589 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
591 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
593 /* Ultimate-resistance */
594 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
597 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
599 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
601 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
604 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
605 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
606 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
607 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
608 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
609 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
611 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
614 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
616 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
619 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
621 /* An Eye for an Eye */
622 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
625 if (p_ptr->realm1 == REALM_HEX)
627 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
628 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
629 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
630 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
631 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
632 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
633 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
634 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
635 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
636 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
637 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
638 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
639 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
640 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
641 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
642 if (hex_spelling(HEX_CURE_LIGHT) ||
643 hex_spelling(HEX_CURE_SERIOUS) ||
644 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
646 if (p_ptr->magic_num2[2])
648 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
649 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
653 /* Calcurate length */
654 for (i = 0; bar[i].sstr; i++)
658 col += strlen(bar[i].lstr) + 1;
663 /* If there are not excess spaces for long strings, use short one */
664 if (col - 1 > max_col_statbar)
669 for (i = 0; bar[i].sstr; i++)
673 col += strlen(bar[i].sstr);
677 /* If there are excess spaces for short string, use more */
678 if (col - 1 <= max_col_statbar - (num-1))
686 /* Centering display column */
687 col = (max_col_statbar - col) / 2;
689 /* Display status bar */
690 for (i = 0; bar[i].sstr; i++)
695 if (space == 2) str = bar[i].lstr;
696 else str = bar[i].sstr;
698 c_put_str(bar[i].attr, str, row_statbar, col);
700 if (space > 0) col++;
701 if (col > max_col_statbar) break;
709 * Prints "title", including "wizard" or "winner" as needed.
711 static void prt_title(void)
729 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
731 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
754 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
758 prt_field(p, ROW_TITLE, COL_TITLE);
765 static void prt_level(void)
769 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
771 if (p_ptr->lev >= p_ptr->max_plv)
774 put_str("レベル ", ROW_LEVEL, 0);
775 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
777 put_str("LEVEL ", ROW_LEVEL, 0);
778 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
785 put_str("xレベル", ROW_LEVEL, 0);
786 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
788 put_str("Level ", ROW_LEVEL, 0);
789 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
797 * Display the experience
799 static void prt_exp(void)
803 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
805 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
809 if (p_ptr->lev >= PY_MAX_LEVEL)
811 (void)sprintf(out_val, "********");
816 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
818 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
823 if (p_ptr->exp >= p_ptr->max_exp)
826 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
827 else put_str("経験 ", ROW_EXP, 0);
828 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
830 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
831 else put_str("EXP ", ROW_EXP, 0);
832 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
839 put_str("x経験", ROW_EXP, 0);
840 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
842 put_str("Exp ", ROW_EXP, 0);
843 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
850 * Prints current gold
852 static void prt_gold(void)
855 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
856 sprintf(tmp, "%9ld", (long)p_ptr->au);
857 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
865 static void prt_ac(void)
870 /* AC の表示方式を変更している */
871 put_str(" AC( )", ROW_AC, COL_AC);
872 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
873 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
875 put_str("Cur AC ", ROW_AC, COL_AC);
876 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
877 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
884 * Prints Cur/Max hit points
886 static void prt_hp(void)
888 /* ヒットポイントの表示方法を変更 */
894 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
896 put_str("HP", ROW_CURHP, COL_CURHP);
899 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
901 if (p_ptr->chp >= p_ptr->mhp)
903 color = TERM_L_GREEN;
905 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
914 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
917 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
920 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
921 color = TERM_L_GREEN;
923 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
928 * Prints players max/cur spell points
930 static void prt_sp(void)
932 /* マジックポイントの表示方法を変更している */
937 /* Do not show mana unless it matters */
938 if (!mp_ptr->spell_book) return;
941 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
942 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
945 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
947 if (p_ptr->csp >= p_ptr->msp)
949 color = TERM_L_GREEN;
951 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
960 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
963 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
966 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
967 color = TERM_L_GREEN;
969 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
974 * Prints depth in stat area
976 static void prt_depth(void)
979 int wid, hgt, row_depth, col_depth;
980 byte attr = TERM_WHITE;
982 Term_get_size(&wid, &hgt);
983 col_depth = wid + COL_DEPTH;
984 row_depth = hgt + ROW_DEPTH;
988 strcpy(depths, _("地上", "Surf."));
990 else if (p_ptr->inside_quest && !dungeon_type)
992 strcpy(depths, _("地上", "Quest"));
996 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
997 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
999 /* Get color of level based on feeling -JSV- */
1000 switch (p_ptr->feeling)
1002 case 0: attr = TERM_SLATE; break; /* Unknown */
1003 case 1: attr = TERM_L_BLUE; break; /* Special */
1004 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1005 case 3: attr = TERM_RED; break; /* Very dangerous */
1006 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1007 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1008 case 6: attr = TERM_YELLOW; break; /* Nervous */
1009 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1010 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1011 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1012 case 10: attr = TERM_WHITE; break; /* Boring place */
1016 /* Right-Adjust the "depth", and clear old values */
1017 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1022 * Prints status of hunger
1024 static void prt_hunger(void)
1026 if(p_ptr->wizard && p_ptr->inside_arena) return;
1028 /* Fainting / Starving */
1029 if (p_ptr->food < PY_FOOD_FAINT)
1031 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1035 else if (p_ptr->food < PY_FOOD_WEAK)
1037 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1041 else if (p_ptr->food < PY_FOOD_ALERT)
1043 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1047 else if (p_ptr->food < PY_FOOD_FULL)
1049 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1053 else if (p_ptr->food < PY_FOOD_MAX)
1055 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1061 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1067 * Prints Searching, Resting, Paralysis, or 'count' status
1068 * Display is always exactly 10 characters wide (see below)
1070 * This function was a major bottleneck when resting, so a lot of
1071 * the text formatting code was optimized in place below.
1073 static void prt_state(void)
1075 byte attr = TERM_WHITE;
1082 if (command_rep > 999)
1084 (void)sprintf(text, "%2d00", command_rep / 100);
1088 (void)sprintf(text, " %2d", command_rep);
1095 switch(p_ptr->action)
1099 strcpy(text, _("探索", "Sear"));
1106 /* Start with "Rest" */
1107 strcpy(text, _(" ", " "));
1109 /* Extensive (timed) rest */
1110 if (resting >= 1000)
1115 text[1] = '0' + (i % 10);
1116 text[0] = '0' + (i / 10);
1119 /* Long (timed) rest */
1120 else if (resting >= 100)
1123 text[3] = '0' + (i % 10);
1125 text[2] = '0' + (i % 10);
1126 text[1] = '0' + (i / 10);
1129 /* Medium (timed) rest */
1130 else if (resting >= 10)
1133 text[3] = '0' + (i % 10);
1134 text[2] = '0' + (i / 10);
1137 /* Short (timed) rest */
1138 else if (resting > 0)
1141 text[3] = '0' + (i);
1144 /* Rest until healed */
1145 else if (resting == -1)
1147 text[0] = text[1] = text[2] = text[3] = '*';
1150 /* Rest until done */
1151 else if (resting == -2)
1153 text[0] = text[1] = text[2] = text[3] = '&';
1159 strcpy(text, _("学習", "lear"));
1160 if (new_mane) attr = TERM_L_RED;
1165 strcpy(text, _("釣り", "fish"));
1171 for (i = 0; i < MAX_KAMAE; i++)
1172 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1175 case 0: attr = TERM_GREEN;break;
1176 case 1: attr = TERM_WHITE;break;
1177 case 2: attr = TERM_L_BLUE;break;
1178 case 3: attr = TERM_L_RED;break;
1180 strcpy(text, kamae_shurui[i].desc);
1186 for (i = 0; i < MAX_KATA; i++)
1187 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1188 strcpy(text, kata_shurui[i].desc);
1193 strcpy(text, _("歌 ", "Sing"));
1196 case ACTION_HAYAGAKE:
1198 strcpy(text, _("速駆", "Fast"));
1203 strcpy(text, _("詠唱", "Spel"));
1214 /* Display the info (or blanks) */
1215 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1220 * Prints the speed of a character. -CJS-
1222 static void prt_speed(void)
1224 int i = p_ptr->pspeed;
1225 bool is_fast = IS_FAST();
1227 byte attr = TERM_WHITE;
1229 int wid, hgt, row_speed, col_speed;
1231 Term_get_size(&wid, &hgt);
1232 col_speed = wid + COL_SPEED;
1233 row_speed = hgt + ROW_SPEED;
1235 /* Hack -- Visually "undo" the Search Mode Slowdown */
1236 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1243 monster_type *m_ptr = &m_list[p_ptr->riding];
1244 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1245 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1246 else attr = TERM_GREEN;
1248 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1249 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1250 else attr = TERM_L_GREEN;
1252 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1254 sprintf(buf, "Fast(+%d)", (i - 110));
1264 monster_type *m_ptr = &m_list[p_ptr->riding];
1265 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1266 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1267 else attr = TERM_RED;
1269 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1270 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1271 else attr = TERM_L_UMBER;
1273 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1275 sprintf(buf, "Slow(-%d)", (110 - i));
1278 else if (p_ptr->riding)
1281 strcpy(buf, _("乗馬中", "Riding"));
1284 /* Display the speed */
1285 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1289 static void prt_study(void)
1291 int wid, hgt, row_study, col_study;
1293 Term_get_size(&wid, &hgt);
1294 col_study = wid + COL_STUDY;
1295 row_study = hgt + ROW_STUDY;
1297 if (p_ptr->new_spells)
1299 put_str(_("学習", "Stud"), row_study, col_study);
1303 put_str(" ", row_study, col_study);
1308 static void prt_imitation(void)
1310 int wid, hgt, row_study, col_study;
1312 Term_get_size(&wid, &hgt);
1313 col_study = wid + COL_STUDY;
1314 row_study = hgt + ROW_STUDY;
1316 if (p_ptr->pclass == CLASS_IMITATOR)
1318 if (p_ptr->mane_num)
1321 if (new_mane) attr = TERM_L_RED;
1322 else attr = TERM_WHITE;
1323 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1327 put_str(" ", row_study, col_study);
1333 static void prt_cut(void)
1339 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1343 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1347 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1351 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1355 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1359 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1363 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1367 put_str(" ", ROW_CUT, COL_CUT);
1373 static void prt_stun(void)
1375 int s = p_ptr->stun;
1379 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1383 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1387 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1391 put_str(" ", ROW_STUN, COL_STUN);
1398 * Redraw the "monster health bar" -DRS-
1399 * Rather extensive modifications by -BEN-
1401 * The "monster health bar" provides visual feedback on the "health"
1402 * of the monster currently being "tracked". There are several ways
1403 * to "track" a monster, including targetting it, attacking it, and
1404 * affecting it (and nobody else) with a ranged attack.
1406 * Display the monster health bar (affectionately known as the
1407 * "health-o-meter"). Clear health bar if nothing is being tracked.
1408 * Auto-track current target monster when bored. Note that the
1409 * health-bar stops tracking any monster that "disappears".
1411 static void health_redraw(bool riding)
1415 monster_type *m_ptr;
1419 health_who = p_ptr->riding;
1420 row = ROW_RIDING_INFO;
1421 col = COL_RIDING_INFO;
1425 health_who = p_ptr->health_who;
1430 m_ptr = &m_list[health_who];
1432 if (p_ptr->wizard && p_ptr->inside_battle)
1437 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1438 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1439 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1440 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1444 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));
1445 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1446 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1451 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));
1452 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1453 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1458 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));
1459 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1460 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1465 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));
1466 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1467 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1476 /* Erase the health bar */
1477 Term_erase(col, row, 12);
1480 /* Tracking an unseen monster */
1481 else if (!m_ptr->ml)
1483 /* Indicate that the monster health is "unknown" */
1484 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1487 /* Tracking a hallucinatory monster */
1488 else if (p_ptr->image)
1490 /* Indicate that the monster health is "unknown" */
1491 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1494 /* Tracking a dead monster (???) */
1495 else if (m_ptr->hp < 0)
1497 /* Indicate that the monster health is "unknown" */
1498 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1501 /* Tracking a visible monster */
1504 /* Extract the "percent" of health */
1505 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1506 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1508 /* Convert percent into "health" */
1509 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1511 /* Default to almost dead */
1512 byte attr = TERM_RED;
1515 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1518 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1521 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1524 else if (pct >= 100) attr = TERM_L_GREEN;
1526 /* Somewhat Wounded */
1527 else if (pct >= 60) attr = TERM_YELLOW;
1530 else if (pct >= 25) attr = TERM_ORANGE;
1533 else if (pct >= 10) attr = TERM_L_RED;
1535 /* Default to "unknown" */
1536 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1538 /* Dump the current "health" (use '*' symbols) */
1539 Term_putstr(col + 1, row, len, attr, "**********");
1547 * Display basic info (mostly left of map)
1549 static void prt_frame_basic(void)
1553 /* Race and Class */
1554 if (p_ptr->mimic_form)
1555 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1559 my_strcpy(str, rp_ptr->title, sizeof(str));
1560 prt_field(str, ROW_RACE, COL_RACE);
1562 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1563 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1569 /* Level/Experience */
1574 for (i = 0; i < 6; i++) prt_stat(i);
1592 health_redraw(FALSE);
1593 health_redraw(TRUE);
1598 * Display extra info (mostly below map)
1600 static void prt_frame_extra(void)
1625 * Hack -- display inventory in sub-windows
1627 static void fix_inven(void)
1632 for (j = 0; j < 8; j++)
1637 if (!angband_term[j]) continue;
1639 /* No relevant flags */
1640 if (!(window_flag[j] & (PW_INVEN))) continue;
1643 Term_activate(angband_term[j]);
1645 /* Display inventory */
1658 * Print monster info in line
1660 * nnn : number or unique(U) or wanted unique(W)
1661 * X : symbol of monster
1662 * LV : monster lv if known
1663 * name: name of monster
1665 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1668 int r_idx = m_ptr->ap_r_idx;
1669 monster_race* r_ptr = &r_info[r_idx];
1673 //Number of 'U'nique
1674 if(r_ptr->flags1&RF1_UNIQUE){//unique
1675 bool is_kubi = FALSE;
1676 for(i=0;i<MAX_KUBI;i++){
1677 if(kubi_r_idx[i] == r_idx){
1682 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1684 sprintf(buf, "%3d", n_same);
1685 Term_addstr(-1, TERM_WHITE, buf);
1688 Term_addstr(-1, TERM_WHITE, " ");
1689 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1690 //Term_addstr(-1, TERM_WHITE, "/");
1691 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1693 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1694 sprintf(buf, " %2d", r_ptr->level);
1698 Term_addstr(-1, TERM_WHITE, buf);
1700 sprintf(buf, " %s ", r_name+r_ptr->name);
1701 Term_addstr(-1, TERM_WHITE, buf);
1703 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1707 max_lines : 最大何行描画するか.
1709 void print_monster_list(int x, int y, int max_lines){
1711 monster_type* last_mons = NULL;
1712 monster_type* m_ptr = NULL;
1716 for(i=0;i<temp_n;i++){
1717 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1718 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1719 m_ptr = &m_list[c_ptr->m_idx];
1720 if(is_pet(m_ptr))continue;//pet
1721 if(!m_ptr->r_idx)continue;//dead?
1724 int r_idx = m_ptr->ap_r_idx;
1725 monster_race* r_ptr = &r_info[r_idx];
1726 cptr name = (r_name + r_ptr->name);
1727 cptr ename = (r_name + r_ptr->name);
1728 //ミミック類や「それ」等は、一覧に出てはいけない
1729 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1730 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1732 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1733 (strcmp(ename, "Null the Living Void")==0))continue;
1734 //"金無垢の指輪"は、一覧に出てはいけない
1735 if((strcmp(name, "金無垢の指輪")==0)||
1736 (strcmp(ename, "Plain Gold Ring")==0))continue;
1740 //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.
1741 if(!last_mons){//先頭モンスター
1747 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1749 continue;//表示処理を次に回す
1751 //print last mons info
1752 print_monster_line(x, line++, last_mons, n_same);
1755 if(line-y-1==max_lines){//残り1行
1759 if(line-y-1==max_lines && i!=temp_n){
1760 Term_gotoxy(x, line);
1761 Term_addstr(-1, TERM_WHITE, "-- and more --");
1763 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1767 * Hack -- display monster list in sub-windows
1769 static void fix_monster_list(void)
1775 for (j = 0; j < 8; j++)
1780 if (!angband_term[j]) continue;
1782 /* No relevant flags */
1783 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1786 Term_activate(angband_term[j]);
1787 Term_get_size(&w, &h);
1791 target_set_prepare_look();//モンスター一覧を生成,ソート
1792 print_monster_list(0, 0, h);
1806 * Hack -- display equipment in sub-windows
1808 static void fix_equip(void)
1813 for (j = 0; j < 8; j++)
1818 if (!angband_term[j]) continue;
1820 /* No relevant flags */
1821 if (!(window_flag[j] & (PW_EQUIP))) continue;
1824 Term_activate(angband_term[j]);
1826 /* Display equipment */
1839 * Hack -- display equipment in sub-windows
1841 static void fix_spell(void)
1846 for (j = 0; j < 8; j++)
1851 if (!angband_term[j]) continue;
1853 /* No relevant flags */
1854 if (!(window_flag[j] & (PW_SPELL))) continue;
1857 Term_activate(angband_term[j]);
1859 /* Display spell list */
1860 display_spell_list();
1872 * Hack -- display character in sub-windows
1874 static void fix_player(void)
1879 for (j = 0; j < 8; j++)
1884 if (!angband_term[j]) continue;
1886 /* No relevant flags */
1887 if (!(window_flag[j] & (PW_PLAYER))) continue;
1890 Term_activate(angband_term[j]);
1894 /* Display player */
1908 * Hack -- display recent messages in sub-windows
1910 * XXX XXX XXX Adjust for width and split messages
1912 static void fix_message(void)
1919 for (j = 0; j < 8; j++)
1924 if (!angband_term[j]) continue;
1926 /* No relevant flags */
1927 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1930 Term_activate(angband_term[j]);
1933 Term_get_size(&w, &h);
1936 for (i = 0; i < h; i++)
1938 /* Dump the message on the appropriate line */
1939 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1942 Term_locate(&x, &y);
1944 /* Clear to end of line */
1945 Term_erase(x, y, 255);
1958 * Hack -- display overhead view in sub-windows
1960 * Note that the "player" symbol does NOT appear on the map.
1962 static void fix_overhead(void)
1969 for (j = 0; j < 8; j++)
1975 if (!angband_term[j]) continue;
1977 /* No relevant flags */
1978 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1981 Term_activate(angband_term[j]);
1983 /* Full map in too small window is useless */
1984 Term_get_size(&wid, &hgt);
1985 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1988 display_map(&cy, &cx);
2001 * Hack -- display dungeon view in sub-windows
2003 static void fix_dungeon(void)
2008 for (j = 0; j < 8; j++)
2013 if (!angband_term[j]) continue;
2015 /* No relevant flags */
2016 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2019 Term_activate(angband_term[j]);
2021 /* Redraw dungeon view */
2034 * Hack -- display monster recall in sub-windows
2036 static void fix_monster(void)
2041 for (j = 0; j < 8; j++)
2046 if (!angband_term[j]) continue;
2048 /* No relevant flags */
2049 if (!(window_flag[j] & (PW_MONSTER))) continue;
2052 Term_activate(angband_term[j]);
2054 /* Display monster race info */
2055 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2067 * Hack -- display object recall in sub-windows
2069 static void fix_object(void)
2074 for (j = 0; j < 8; j++)
2079 if (!angband_term[j]) continue;
2081 /* No relevant flags */
2082 if (!(window_flag[j] & (PW_OBJECT))) continue;
2085 Term_activate(angband_term[j]);
2087 /* Display monster race info */
2088 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2100 * Calculate number of spells player should have, and forget,
2101 * or remember, spells until that number is properly reflected.
2103 * Note that this function induces various "status" messages,
2104 * which must be bypasses until the character is created.
2106 static void calc_spells(void)
2108 int i, j, k, levels;
2110 int num_boukyaku = 0;
2112 const magic_type *s_ptr;
2119 /* Hack -- must be literate */
2120 if (!mp_ptr->spell_book) return;
2122 /* Hack -- wait for creation */
2123 if (!character_generated) return;
2125 /* Hack -- handle "xtra" mode */
2126 if (character_xtra) return;
2128 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2130 p_ptr->new_spells = 0;
2134 p = spell_category_name(mp_ptr->spell_book);
2136 /* Determine the number of spells allowed */
2137 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2139 /* Hack -- no negative spells */
2140 if (levels < 0) levels = 0;
2142 /* Extract total allowed spells */
2143 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2145 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2149 if (p_ptr->pclass == CLASS_SAMURAI)
2153 else if (p_ptr->realm2 == REALM_NONE)
2155 num_allowed = (num_allowed+1)/2;
2156 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2158 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2160 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2164 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2167 /* Count the number of spells we know */
2168 for (j = 0; j < 64; j++)
2170 /* Count known spells */
2172 (p_ptr->spell_forgotten1 & (1L << j)) :
2173 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2179 /* See how many spells we must forget or may learn */
2180 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2182 /* Forget spells which are too hard */
2183 for (i = 63; i >= 0; i--)
2185 /* Efficiency -- all done */
2186 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2188 /* Access the spell */
2189 j = p_ptr->spell_order[i];
2191 /* Skip non-spells */
2192 if (j >= 99) continue;
2196 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2199 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2201 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2204 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2206 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2208 /* Skip spells we are allowed to know */
2209 if (s_ptr->slevel <= p_ptr->lev) continue;
2213 (p_ptr->spell_learned1 & (1L << j)) :
2214 (p_ptr->spell_learned2 & (1L << (j - 32))))
2216 /* Mark as forgotten */
2219 p_ptr->spell_forgotten1 |= (1L << j);
2220 which = p_ptr->realm1;
2224 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2225 which = p_ptr->realm2;
2228 /* No longer known */
2231 p_ptr->spell_learned1 &= ~(1L << j);
2232 which = p_ptr->realm1;
2236 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2237 which = p_ptr->realm2;
2242 msg_format("%sの%sを忘れてしまった。",
2243 do_spell(which, j%32, SPELL_NAME), p );
2245 msg_format("You have forgotten the %s of %s.", p,
2246 do_spell(which, j%32, SPELL_NAME));
2250 /* One more can be learned */
2251 p_ptr->new_spells++;
2256 /* Forget spells if we know too many spells */
2257 for (i = 63; i >= 0; i--)
2259 /* Stop when possible */
2260 if (p_ptr->new_spells >= 0) break;
2262 /* Efficiency -- all done */
2263 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2265 /* Get the (i+1)th spell learned */
2266 j = p_ptr->spell_order[i];
2268 /* Skip unknown spells */
2269 if (j >= 99) continue;
2271 /* Forget it (if learned) */
2273 (p_ptr->spell_learned1 & (1L << j)) :
2274 (p_ptr->spell_learned2 & (1L << (j - 32))))
2276 /* Mark as forgotten */
2279 p_ptr->spell_forgotten1 |= (1L << j);
2280 which = p_ptr->realm1;
2284 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2285 which = p_ptr->realm2;
2288 /* No longer known */
2291 p_ptr->spell_learned1 &= ~(1L << j);
2292 which = p_ptr->realm1;
2296 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2297 which = p_ptr->realm2;
2302 msg_format("%sの%sを忘れてしまった。",
2303 do_spell(which, j%32, SPELL_NAME), p );
2305 msg_format("You have forgotten the %s of %s.", p,
2306 do_spell(which, j%32, SPELL_NAME));
2310 /* One more can be learned */
2311 p_ptr->new_spells++;
2316 /* Check for spells to remember */
2317 for (i = 0; i < 64; i++)
2319 /* None left to remember */
2320 if (p_ptr->new_spells <= 0) break;
2322 /* Efficiency -- all done */
2323 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2325 /* Get the next spell we learned */
2326 j = p_ptr->spell_order[i];
2328 /* Skip unknown spells */
2331 /* Access the spell */
2332 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2335 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2337 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2340 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2342 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2344 /* Skip spells we cannot remember */
2345 if (s_ptr->slevel > p_ptr->lev) continue;
2347 /* First set of spells */
2349 (p_ptr->spell_forgotten1 & (1L << j)) :
2350 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2352 /* No longer forgotten */
2355 p_ptr->spell_forgotten1 &= ~(1L << j);
2356 which = p_ptr->realm1;
2360 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2361 which = p_ptr->realm2;
2364 /* Known once more */
2367 p_ptr->spell_learned1 |= (1L << j);
2368 which = p_ptr->realm1;
2372 p_ptr->spell_learned2 |= (1L << (j - 32));
2373 which = p_ptr->realm2;
2378 msg_format("%sの%sを思い出した。",
2379 do_spell(which, j%32, SPELL_NAME), p );
2381 msg_format("You have remembered the %s of %s.",
2382 p, do_spell(which, j%32, SPELL_NAME));
2386 /* One less can be learned */
2387 p_ptr->new_spells--;
2393 if (p_ptr->realm2 == REALM_NONE)
2395 /* Count spells that can be learned */
2396 for (j = 0; j < 32; j++)
2398 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2399 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2401 /* Skip spells we cannot remember */
2402 if (s_ptr->slevel > p_ptr->lev) continue;
2404 /* Skip spells we already know */
2405 if (p_ptr->spell_learned1 & (1L << j))
2414 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2417 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2419 /* Spell count changed */
2420 if (p_ptr->old_spells != p_ptr->new_spells)
2422 /* Message if needed */
2423 if (p_ptr->new_spells)
2427 if( p_ptr->new_spells < 10 ){
2428 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2430 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2433 msg_format("You can learn %d more %s%s.",
2434 p_ptr->new_spells, p,
2435 (p_ptr->new_spells != 1) ? "s" : "");
2440 /* Save the new_spells value */
2441 p_ptr->old_spells = p_ptr->new_spells;
2443 /* Redraw Study Status */
2444 p_ptr->redraw |= (PR_STUDY);
2446 /* Redraw object recall */
2447 p_ptr->window |= (PW_OBJECT);
2453 * Calculate maximum mana. You do not need to know any spells.
2454 * Note that mana is lowered by heavy (or inappropriate) armor.
2456 * This function induces status messages.
2458 static void calc_mana(void)
2460 int msp, levels, cur_wgt, max_wgt;
2465 /* Hack -- Must be literate */
2466 if (!mp_ptr->spell_book) return;
2468 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2469 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2470 (p_ptr->pclass == CLASS_BLUE_MAGE))
2472 levels = p_ptr->lev;
2476 if(mp_ptr->spell_first > p_ptr->lev)
2481 /* Display mana later */
2482 p_ptr->redraw |= (PR_MANA);
2486 /* Extract "effective" player level */
2487 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2490 if (p_ptr->pclass == CLASS_SAMURAI)
2492 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2493 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2497 /* Extract total mana */
2498 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2500 /* Hack -- usually add one mana */
2503 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2505 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2507 /* Hack: High mages have a 25% mana bonus */
2508 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2510 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2513 /* Only mages are affected */
2514 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2516 u32b flgs[TR_FLAG_SIZE];
2518 /* Assume player is not encumbered by gloves */
2519 p_ptr->cumber_glove = FALSE;
2521 /* Get the gloves */
2522 o_ptr = &inventory[INVEN_HANDS];
2524 /* Examine the gloves */
2525 object_flags(o_ptr, flgs);
2527 /* Normal gloves hurt mage-type spells */
2529 !(have_flag(flgs, TR_FREE_ACT)) &&
2530 !(have_flag(flgs, TR_DEC_MANA)) &&
2531 !(have_flag(flgs, TR_EASY_SPELL)) &&
2532 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2533 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2536 p_ptr->cumber_glove = TRUE;
2539 msp = (3 * msp) / 4;
2544 /* Assume player not encumbered by armor */
2545 p_ptr->cumber_armor = FALSE;
2547 /* Weigh the armor */
2549 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2550 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2551 cur_wgt += inventory[INVEN_BODY].weight;
2552 cur_wgt += inventory[INVEN_HEAD].weight;
2553 cur_wgt += inventory[INVEN_OUTER].weight;
2554 cur_wgt += inventory[INVEN_HANDS].weight;
2555 cur_wgt += inventory[INVEN_FEET].weight;
2557 /* Subtract a percentage of maximum mana. */
2558 switch (p_ptr->pclass)
2560 /* For these classes, mana is halved if armour
2561 * is 30 pounds over their weight limit. */
2563 case CLASS_HIGH_MAGE:
2564 case CLASS_BLUE_MAGE:
2566 case CLASS_FORCETRAINER:
2567 case CLASS_SORCERER:
2569 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2570 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2574 /* Mana halved if armour is 40 pounds over weight limit. */
2579 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2580 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2584 case CLASS_MINDCRAFTER:
2585 case CLASS_BEASTMASTER:
2586 case CLASS_MIRROR_MASTER:
2588 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2589 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2593 /* Mana halved if armour is 50 pounds over weight limit. */
2596 case CLASS_RED_MAGE:
2597 case CLASS_WARRIOR_MAGE:
2599 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2600 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2604 /* Mana halved if armour is 60 pounds over weight limit. */
2606 case CLASS_CHAOS_WARRIOR:
2608 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2609 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2613 /* For new classes created, but not yet added to this formula. */
2620 /* Determine the weight allowance */
2621 max_wgt = mp_ptr->spell_weight;
2623 /* Heavy armor penalizes mana by a percentage. -LM- */
2624 if ((cur_wgt - max_wgt) > 0)
2627 p_ptr->cumber_armor = TRUE;
2629 /* Subtract a percentage of maximum mana. */
2630 switch (p_ptr->pclass)
2632 /* For these classes, mana is halved if armour
2633 * is 30 pounds over their weight limit. */
2635 case CLASS_HIGH_MAGE:
2636 case CLASS_BLUE_MAGE:
2638 msp -= msp * (cur_wgt - max_wgt) / 600;
2642 /* Mana halved if armour is 40 pounds over weight limit. */
2644 case CLASS_MINDCRAFTER:
2645 case CLASS_BEASTMASTER:
2647 case CLASS_FORCETRAINER:
2649 case CLASS_MIRROR_MASTER:
2651 msp -= msp * (cur_wgt - max_wgt) / 800;
2655 case CLASS_SORCERER:
2657 msp -= msp * (cur_wgt - max_wgt) / 900;
2661 /* Mana halved if armour is 50 pounds over weight limit. */
2665 case CLASS_RED_MAGE:
2667 msp -= msp * (cur_wgt - max_wgt) / 1000;
2671 /* Mana halved if armour is 60 pounds over weight limit. */
2673 case CLASS_CHAOS_WARRIOR:
2674 case CLASS_WARRIOR_MAGE:
2676 msp -= msp * (cur_wgt - max_wgt) / 1200;
2682 p_ptr->cumber_armor = FALSE;
2686 /* For new classes created, but not yet added to this formula. */
2689 msp -= msp * (cur_wgt - max_wgt) / 800;
2695 /* Mana can never be negative */
2696 if (msp < 0) msp = 0;
2699 /* Maximum mana has changed */
2700 if (p_ptr->msp != msp)
2702 /* Enforce maximum */
2703 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2706 p_ptr->csp_frac = 0;
2710 /* レベルアップの時は上昇量を表示する */
2711 if ((level_up == 1) && (msp > p_ptr->msp))
2713 msg_format("最大マジック・ポイントが %d 増加した!",
2714 (msp - p_ptr->msp));
2720 /* Display mana later */
2721 p_ptr->redraw |= (PR_MANA);
2724 p_ptr->window |= (PW_PLAYER);
2725 p_ptr->window |= (PW_SPELL);
2729 /* Hack -- handle "xtra" mode */
2730 if (character_xtra) return;
2732 /* Take note when "glove state" changes */
2733 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2736 if (p_ptr->cumber_glove)
2738 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."));
2742 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."));
2746 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2750 /* Take note when "armor state" changes */
2751 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2754 if (p_ptr->cumber_armor)
2756 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."));
2760 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."));
2764 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2771 * Calculate the players (maximal) hit points
2772 * Adjust current hitpoints if necessary
2774 static void calc_hitpoints(void)
2779 /* Un-inflate "half-hitpoint bonus per level" value */
2780 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2782 /* Calculate hitpoints */
2783 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2785 if (p_ptr->mimic_form)
2787 if (p_ptr->pclass == CLASS_SORCERER)
2788 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2790 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2791 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2794 if (p_ptr->pclass == CLASS_SORCERER)
2796 if (p_ptr->lev < 30)
2797 mhp = (mhp * (45+p_ptr->lev) / 100);
2799 mhp = (mhp * 75 / 100);
2800 bonus = (bonus * 65 / 100);
2805 if (p_ptr->pclass == CLASS_BERSERKER)
2807 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2810 /* Always have at least one hitpoint per level */
2811 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2813 /* Factor in the hero / superhero settings */
2814 if (IS_HERO()) mhp += 10;
2815 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2816 if (p_ptr->tsuyoshi) mhp += 50;
2818 /* Factor in the hex spell settings */
2819 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2820 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2822 /* New maximum hitpoints */
2823 if (p_ptr->mhp != mhp)
2825 /* Enforce maximum */
2826 if (p_ptr->chp >= mhp)
2829 p_ptr->chp_frac = 0;
2833 /* レベルアップの時は上昇量を表示する */
2834 if ((level_up == 1) && (mhp > p_ptr->mhp))
2836 msg_format("最大ヒット・ポイントが %d 増加した!",
2837 (mhp - p_ptr->mhp) );
2840 /* Save the new max-hitpoints */
2843 /* Display hitpoints (later) */
2844 p_ptr->redraw |= (PR_HP);
2847 p_ptr->window |= (PW_PLAYER);
2854 * Extract and set the current "lite radius"
2856 * SWD: Experimental modification: multiple light sources have additive effect.
2859 static void calc_torch(void)
2863 u32b flgs[TR_FLAG_SIZE];
2865 /* Assume no light */
2866 p_ptr->cur_lite = 0;
2868 /* Loop through all wielded items */
2869 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2871 o_ptr = &inventory[i];
2872 /* Skip empty slots */
2873 if (!o_ptr->k_idx) continue;
2875 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2878 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2880 if (o_ptr->tval == TV_LITE)
2882 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2883 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2887 /* Extract the flags */
2888 object_flags(o_ptr, flgs);
2890 /* calc the lite_radius */
2893 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2894 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2895 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2896 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2897 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2898 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2899 p_ptr->cur_lite += rad;
2902 /* max radius is 14 (was 5) without rewriting other code -- */
2903 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2904 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2905 p_ptr->cur_lite = 1;
2908 * check if the player doesn't have light radius,
2909 * but does weakly glow as an intrinsic.
2911 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2913 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2914 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2916 /* end experimental mods */
2918 /* Notice changes in the "lite radius" */
2919 if (p_ptr->old_lite != p_ptr->cur_lite)
2922 /* Hack -- PU_MON_LITE for monsters' darkness */
2923 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2925 /* Remember the old lite */
2926 p_ptr->old_lite = p_ptr->cur_lite;
2928 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2929 set_superstealth(FALSE);
2936 * Computes current weight limit.
2938 u32b weight_limit(void)
2942 /* Weight limit based only on strength */
2943 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2944 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2946 /* Return the result */
2951 bool buki_motteruka(int i)
2953 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2956 bool is_heavy_shoot(object_type *o_ptr)
2958 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2959 /* It is hard to carholdry a heavy bow */
2960 return (hold < o_ptr->weight / 10);
2963 int bow_tval_ammo(object_type *o_ptr)
2965 /* Analyze the launcher */
2966 switch (o_ptr->sval)
2994 /* calcurate the fire rate of target object */
2995 s16b calc_num_fire(object_type *o_ptr)
2997 int extra_shots = 0;
3000 int tval_ammo = bow_tval_ammo(o_ptr);
3002 u32b flgs[TR_FLAG_SIZE];
3004 /* Scan the usable inventory */
3005 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3007 q_ptr = &inventory[i];
3009 /* Skip non-objects */
3010 if (!q_ptr->k_idx) continue;
3012 /* Do not apply current equip */
3013 if (i == INVEN_BOW) continue;
3015 /* Extract the item flags */
3016 object_flags(q_ptr, flgs);
3019 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3022 object_flags(o_ptr, flgs);
3023 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3025 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3029 num += (extra_shots * 100);
3031 /* Hack -- Rangers love Bows */
3032 if ((p_ptr->pclass == CLASS_RANGER) &&
3033 (tval_ammo == TV_ARROW))
3035 num += (p_ptr->lev * 4);
3038 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3039 (tval_ammo == TV_ARROW))
3041 num += (p_ptr->lev * 3);
3044 if (p_ptr->pclass == CLASS_ARCHER)
3046 if (tval_ammo == TV_ARROW)
3047 num += ((p_ptr->lev * 5)+50);
3048 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3049 num += (p_ptr->lev * 4);
3053 * Addendum -- also "Reward" high level warriors,
3054 * with _any_ missile weapon -- TY
3056 if (p_ptr->pclass == CLASS_WARRIOR &&
3057 (tval_ammo <= TV_BOLT) &&
3058 (tval_ammo >= TV_SHOT))
3060 num += (p_ptr->lev * 2);
3062 if ((p_ptr->pclass == CLASS_ROGUE) &&
3063 (tval_ammo == TV_SHOT))
3065 num += (p_ptr->lev * 4);
3072 * Calculate the players current "state", taking into account
3073 * not only race/class intrinsics, but also objects being worn
3074 * and temporary spell effects.
3076 * See also calc_mana() and calc_hitpoints().
3078 * Take note of the new "speed code", in particular, a very strong
3079 * player will start slowing down as soon as he reaches 150 pounds,
3080 * but not until he reaches 450 pounds will he be half as fast as
3081 * a normal kobold. This both hurts and helps the player, hurts
3082 * because in the old days a player could just avoid 300 pounds,
3083 * and helps because now carrying 300 pounds is not very painful.
3085 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3086 * damage, since that would affect non-combat things. These values
3087 * are actually added in later, at the appropriate place.
3089 * This function induces various "status" messages.
3091 void calc_bonuses(void)
3093 int i, j, hold, neutral[2];
3095 int default_hand = 0;
3096 int empty_hands_status = empty_hands(TRUE);
3099 u32b flgs[TR_FLAG_SIZE];
3101 bool yoiyami = FALSE;
3102 bool down_saving = FALSE;
3104 bool have_dd_s = FALSE, have_dd_t = FALSE;
3106 bool have_sw = FALSE, have_kabe = FALSE;
3107 bool easy_2weapon = FALSE;
3108 bool riding_levitation = FALSE;
3109 s16b this_o_idx, next_o_idx = 0;
3110 const player_race *tmp_rp_ptr;
3112 /* Save the old vision stuff */
3113 bool old_telepathy = p_ptr->telepathy;
3114 bool old_esp_animal = p_ptr->esp_animal;
3115 bool old_esp_undead = p_ptr->esp_undead;
3116 bool old_esp_demon = p_ptr->esp_demon;
3117 bool old_esp_orc = p_ptr->esp_orc;
3118 bool old_esp_troll = p_ptr->esp_troll;
3119 bool old_esp_giant = p_ptr->esp_giant;
3120 bool old_esp_dragon = p_ptr->esp_dragon;
3121 bool old_esp_human = p_ptr->esp_human;
3122 bool old_esp_evil = p_ptr->esp_evil;
3123 bool old_esp_good = p_ptr->esp_good;
3124 bool old_esp_nonliving = p_ptr->esp_nonliving;
3125 bool old_esp_unique = p_ptr->esp_unique;
3126 bool old_see_inv = p_ptr->see_inv;
3127 bool old_mighty_throw = p_ptr->mighty_throw;
3129 /* Save the old armor class */
3130 bool old_dis_ac = p_ptr->dis_ac;
3131 bool old_dis_to_a = p_ptr->dis_to_a;
3134 /* Clear extra blows/shots */
3135 extra_blows[0] = extra_blows[1] = 0;
3137 /* Clear the stat modifiers */
3138 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3141 /* Clear the Displayed/Real armor class */
3142 p_ptr->dis_ac = p_ptr->ac = 0;
3144 /* Clear the Displayed/Real Bonuses */
3145 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3146 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3147 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3148 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3149 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3150 p_ptr->dis_to_a = p_ptr->to_a = 0;
3154 p_ptr->to_m_chance = 0;
3156 /* Clear the Extra Dice Bonuses */
3157 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3158 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3160 /* Start with "normal" speed */
3163 /* Start with a single blow per turn */
3164 p_ptr->num_blow[0] = 1;
3165 p_ptr->num_blow[1] = 1;
3167 /* Start with a single shot per turn */
3168 p_ptr->num_fire = 100;
3170 /* Reset the "xtra" tval */
3171 p_ptr->tval_xtra = 0;
3173 /* Reset the "ammo" tval */
3174 p_ptr->tval_ammo = 0;
3176 /* Clear all the flags */
3178 p_ptr->bless_blade = FALSE;
3179 p_ptr->xtra_might = FALSE;
3180 p_ptr->impact[0] = FALSE;
3181 p_ptr->impact[1] = FALSE;
3182 p_ptr->pass_wall = FALSE;
3183 p_ptr->kill_wall = FALSE;
3184 p_ptr->dec_mana = FALSE;
3185 p_ptr->easy_spell = FALSE;
3186 p_ptr->heavy_spell = FALSE;
3187 p_ptr->see_inv = FALSE;
3188 p_ptr->free_act = FALSE;
3189 p_ptr->slow_digest = FALSE;
3190 p_ptr->regenerate = FALSE;
3191 p_ptr->can_swim = FALSE;
3192 p_ptr->levitation = FALSE;
3193 p_ptr->hold_exp = FALSE;
3194 p_ptr->telepathy = FALSE;
3195 p_ptr->esp_animal = FALSE;
3196 p_ptr->esp_undead = FALSE;
3197 p_ptr->esp_demon = FALSE;
3198 p_ptr->esp_orc = FALSE;
3199 p_ptr->esp_troll = FALSE;
3200 p_ptr->esp_giant = FALSE;
3201 p_ptr->esp_dragon = FALSE;
3202 p_ptr->esp_human = FALSE;
3203 p_ptr->esp_evil = FALSE;
3204 p_ptr->esp_good = FALSE;
3205 p_ptr->esp_nonliving = FALSE;
3206 p_ptr->esp_unique = FALSE;
3207 p_ptr->lite = FALSE;
3208 p_ptr->sustain_str = FALSE;
3209 p_ptr->sustain_int = FALSE;
3210 p_ptr->sustain_wis = FALSE;
3211 p_ptr->sustain_con = FALSE;
3212 p_ptr->sustain_dex = FALSE;
3213 p_ptr->sustain_chr = FALSE;
3214 p_ptr->resist_acid = FALSE;
3215 p_ptr->resist_elec = FALSE;
3216 p_ptr->resist_fire = FALSE;
3217 p_ptr->resist_cold = FALSE;
3218 p_ptr->resist_pois = FALSE;
3219 p_ptr->resist_conf = FALSE;
3220 p_ptr->resist_sound = FALSE;
3221 p_ptr->resist_lite = FALSE;
3222 p_ptr->resist_dark = FALSE;
3223 p_ptr->resist_chaos = FALSE;
3224 p_ptr->resist_disen = FALSE;
3225 p_ptr->resist_shard = FALSE;
3226 p_ptr->resist_nexus = FALSE;
3227 p_ptr->resist_blind = FALSE;
3228 p_ptr->resist_neth = FALSE;
3229 p_ptr->resist_time = FALSE;
3230 p_ptr->resist_fear = FALSE;
3231 p_ptr->reflect = FALSE;
3232 p_ptr->sh_fire = FALSE;
3233 p_ptr->sh_elec = FALSE;
3234 p_ptr->sh_cold = FALSE;
3235 p_ptr->anti_magic = FALSE;
3236 p_ptr->anti_tele = FALSE;
3237 p_ptr->warning = FALSE;
3238 p_ptr->mighty_throw = FALSE;
3239 p_ptr->see_nocto = FALSE;
3241 p_ptr->immune_acid = FALSE;
3242 p_ptr->immune_elec = FALSE;
3243 p_ptr->immune_fire = FALSE;
3244 p_ptr->immune_cold = FALSE;
3246 p_ptr->ryoute = FALSE;
3247 p_ptr->migite = FALSE;
3248 p_ptr->hidarite = FALSE;
3249 p_ptr->no_flowed = FALSE;
3251 p_ptr->align = friend_align;
3253 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3254 else tmp_rp_ptr = &race_info[p_ptr->prace];
3256 /* Base infravision (purely racial) */
3257 p_ptr->see_infra = tmp_rp_ptr->infra;
3259 /* Base skill -- disarming */
3260 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3262 /* Base skill -- magic devices */
3263 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3265 /* Base skill -- saving throw */
3266 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3268 /* Base skill -- stealth */
3269 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3271 /* Base skill -- searching ability */
3272 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3274 /* Base skill -- searching frequency */
3275 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3277 /* Base skill -- combat (normal) */
3278 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3280 /* Base skill -- combat (shooting) */
3281 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3283 /* Base skill -- combat (throwing) */
3284 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3286 /* Base skill -- digging */
3287 p_ptr->skill_dig = 0;
3289 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3290 if (buki_motteruka(INVEN_LARM))
3292 p_ptr->hidarite = TRUE;
3293 if (!p_ptr->migite) default_hand = 1;
3296 if (CAN_TWO_HANDS_WIELDING())
3298 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3299 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3301 p_ptr->ryoute = TRUE;
3303 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3304 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3306 p_ptr->ryoute = TRUE;
3310 switch (p_ptr->pclass)
3313 case CLASS_FORCETRAINER:
3314 case CLASS_BERSERKER:
3315 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3317 p_ptr->migite = TRUE;
3318 p_ptr->ryoute = TRUE;
3325 if (!p_ptr->migite && !p_ptr->hidarite)
3327 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3328 else if (empty_hands_status == EMPTY_HAND_LARM)
3330 p_ptr->hidarite = TRUE;
3335 if (p_ptr->special_defense & KAMAE_MASK)
3337 if (!(empty_hands_status & EMPTY_HAND_RARM))
3339 set_action(ACTION_NONE);
3343 switch (p_ptr->pclass)
3346 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3347 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3350 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3352 case CLASS_CHAOS_WARRIOR:
3353 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3354 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3356 case CLASS_MINDCRAFTER:
3357 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3358 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3359 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3360 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3363 case CLASS_FORCETRAINER:
3364 /* Unencumbered Monks become faster every 10 levels */
3365 if (!(heavy_armor()))
3367 if (!(prace_is_(RACE_KLACKON) ||
3368 prace_is_(RACE_SPRITE) ||
3369 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3370 new_speed += (p_ptr->lev) / 10;
3372 /* Free action if unencumbered at level 25 */
3373 if (p_ptr->lev > 24)
3374 p_ptr->free_act = TRUE;
3377 case CLASS_SORCERER:
3379 p_ptr->dis_to_a -= 50;
3382 p_ptr->resist_sound = TRUE;
3385 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3387 case CLASS_BERSERKER:
3389 p_ptr->sustain_str = TRUE;
3390 p_ptr->sustain_dex = TRUE;
3391 p_ptr->sustain_con = TRUE;
3392 p_ptr->regenerate = TRUE;
3393 p_ptr->free_act = TRUE;
3395 if (p_ptr->lev > 29) new_speed++;
3396 if (p_ptr->lev > 39) new_speed++;
3397 if (p_ptr->lev > 44) new_speed++;
3398 if (p_ptr->lev > 49) new_speed++;
3399 p_ptr->to_a += 10+p_ptr->lev/2;
3400 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3401 p_ptr->skill_dig += (100+p_ptr->lev*8);
3402 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3403 p_ptr->redraw |= PR_STATUS;
3405 case CLASS_MIRROR_MASTER:
3406 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3409 /* Unencumbered Ninjas become faster every 10 levels */
3412 new_speed -= (p_ptr->lev) / 10;
3413 p_ptr->skill_stl -= (p_ptr->lev)/10;
3415 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3416 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3419 if (!(prace_is_(RACE_KLACKON) ||
3420 prace_is_(RACE_SPRITE) ||
3421 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3422 new_speed += (p_ptr->lev) / 10;
3423 p_ptr->skill_stl += (p_ptr->lev)/10;
3425 /* Free action if unencumbered at level 25 */
3426 if (p_ptr->lev > 24)
3427 p_ptr->free_act = TRUE;
3429 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3430 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3432 p_ptr->to_a += p_ptr->lev/2+5;
3433 p_ptr->dis_to_a += p_ptr->lev/2+5;
3435 p_ptr->slow_digest = TRUE;
3436 p_ptr->resist_fear = TRUE;
3437 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3438 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3439 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3440 if (p_ptr->lev > 44)
3442 p_ptr->oppose_pois = 1;
3443 p_ptr->redraw |= PR_STATUS;
3445 p_ptr->see_nocto = TRUE;
3450 if (p_ptr->mimic_form)
3452 switch (p_ptr->mimic_form)
3455 p_ptr->hold_exp = TRUE;
3456 p_ptr->resist_chaos = TRUE;
3457 p_ptr->resist_neth = TRUE;
3458 p_ptr->resist_fire = TRUE;
3459 p_ptr->oppose_fire = 1;
3460 p_ptr->see_inv=TRUE;
3462 p_ptr->redraw |= PR_STATUS;
3464 p_ptr->dis_to_a += 10;
3465 p_ptr->align -= 200;
3467 case MIMIC_DEMON_LORD:
3468 p_ptr->hold_exp = TRUE;
3469 p_ptr->resist_chaos = TRUE;
3470 p_ptr->resist_neth = TRUE;
3471 p_ptr->immune_fire = TRUE;
3472 p_ptr->resist_acid = TRUE;
3473 p_ptr->resist_fire = TRUE;
3474 p_ptr->resist_cold = TRUE;
3475 p_ptr->resist_elec = TRUE;
3476 p_ptr->resist_pois = TRUE;
3477 p_ptr->resist_conf = TRUE;
3478 p_ptr->resist_disen = TRUE;
3479 p_ptr->resist_nexus = TRUE;
3480 p_ptr->resist_fear = TRUE;
3481 p_ptr->sh_fire = TRUE;
3482 p_ptr->see_inv = TRUE;
3483 p_ptr->telepathy = TRUE;
3484 p_ptr->levitation = TRUE;
3485 p_ptr->kill_wall = TRUE;
3488 p_ptr->dis_to_a += 20;
3489 p_ptr->align -= 200;
3492 p_ptr->resist_dark = TRUE;
3493 p_ptr->hold_exp = TRUE;
3494 p_ptr->resist_neth = TRUE;
3495 p_ptr->resist_cold = TRUE;
3496 p_ptr->resist_pois = TRUE;
3497 p_ptr->see_inv = TRUE;
3500 p_ptr->dis_to_a += 10;
3501 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3507 switch (p_ptr->prace)
3510 p_ptr->resist_lite = TRUE;
3513 p_ptr->hold_exp = TRUE;
3516 p_ptr->free_act = TRUE;
3519 p_ptr->resist_blind = TRUE;
3522 p_ptr->resist_dark = TRUE;
3524 case RACE_HALF_TROLL:
3525 p_ptr->sustain_str = TRUE;
3527 if (p_ptr->lev > 14)
3529 /* High level trolls heal fast... */
3530 p_ptr->regenerate = TRUE;
3532 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3534 p_ptr->slow_digest = TRUE;
3535 /* Let's not make Regeneration
3536 * a disadvantage for the poor warriors who can
3537 * never learn a spell that satisfies hunger (actually
3538 * neither can rogues, but half-trolls are not
3539 * supposed to play rogues) */
3544 p_ptr->sustain_con = TRUE;
3545 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3548 p_ptr->resist_lite = TRUE;
3549 p_ptr->see_inv = TRUE;
3551 case RACE_BARBARIAN:
3552 p_ptr->resist_fear = TRUE;
3554 case RACE_HALF_OGRE:
3555 p_ptr->resist_dark = TRUE;
3556 p_ptr->sustain_str = TRUE;
3558 case RACE_HALF_GIANT:
3559 p_ptr->sustain_str = TRUE;
3560 p_ptr->resist_shard = TRUE;
3562 case RACE_HALF_TITAN:
3563 p_ptr->resist_chaos = TRUE;
3566 p_ptr->resist_sound = TRUE;
3569 p_ptr->resist_acid = TRUE;
3570 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3573 p_ptr->resist_conf = TRUE;
3574 p_ptr->resist_acid = TRUE;
3576 /* Klackons become faster */
3577 new_speed += (p_ptr->lev) / 10;
3580 p_ptr->resist_pois = TRUE;
3583 p_ptr->resist_disen = TRUE;
3584 p_ptr->resist_dark = TRUE;
3587 p_ptr->resist_dark = TRUE;
3588 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3590 case RACE_DRACONIAN:
3591 p_ptr->levitation = TRUE;
3592 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3593 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3594 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3595 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3596 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3598 case RACE_MIND_FLAYER:
3599 p_ptr->sustain_int = TRUE;
3600 p_ptr->sustain_wis = TRUE;
3601 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3602 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3605 p_ptr->resist_fire = TRUE;
3606 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3609 p_ptr->slow_digest = TRUE;
3610 p_ptr->free_act = TRUE;
3611 p_ptr->see_inv = TRUE;
3612 p_ptr->resist_pois = TRUE;
3613 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3616 p_ptr->resist_shard = TRUE;
3617 p_ptr->hold_exp = TRUE;
3618 p_ptr->see_inv = TRUE;
3619 p_ptr->resist_pois = TRUE;
3620 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3623 p_ptr->resist_neth = TRUE;
3624 p_ptr->hold_exp = TRUE;
3625 p_ptr->see_inv = TRUE;
3626 p_ptr->resist_pois = TRUE;
3627 p_ptr->slow_digest = TRUE;
3628 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3631 p_ptr->resist_dark = TRUE;
3632 p_ptr->hold_exp = TRUE;
3633 p_ptr->resist_neth = TRUE;
3634 p_ptr->resist_cold = TRUE;
3635 p_ptr->resist_pois = TRUE;
3636 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3639 p_ptr->levitation = TRUE;
3640 p_ptr->free_act = TRUE;
3641 p_ptr->resist_neth = TRUE;
3642 p_ptr->hold_exp = TRUE;
3643 p_ptr->see_inv = TRUE;
3644 p_ptr->resist_pois = TRUE;
3645 p_ptr->slow_digest = TRUE;
3646 p_ptr->resist_cold = TRUE;
3647 p_ptr->pass_wall = TRUE;
3648 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3651 p_ptr->levitation = TRUE;
3652 p_ptr->resist_lite = TRUE;
3654 /* Sprites become faster */
3655 new_speed += (p_ptr->lev) / 10;
3658 p_ptr->resist_conf = TRUE;
3659 p_ptr->resist_sound = TRUE;
3662 /* Ents dig like maniacs, but only with their hands. */
3663 if (!inventory[INVEN_RARM].k_idx)
3664 p_ptr->skill_dig += p_ptr->lev * 10;
3665 /* Ents get tougher and stronger as they age, but lose dexterity. */
3666 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3667 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3668 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3670 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3671 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3672 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3674 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3675 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3676 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3679 p_ptr->levitation = TRUE;
3680 p_ptr->see_inv = TRUE;
3681 p_ptr->align += 200;
3684 p_ptr->resist_fire = TRUE;
3685 p_ptr->resist_neth = TRUE;
3686 p_ptr->hold_exp = TRUE;
3687 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3688 if (p_ptr->lev > 44)
3690 p_ptr->oppose_fire = 1;
3691 p_ptr->redraw |= PR_STATUS;
3693 p_ptr->align -= 200;
3696 p_ptr->sustain_con = TRUE;
3699 p_ptr->levitation = TRUE;
3702 p_ptr->resist_conf = TRUE;
3705 p_ptr->slow_digest = TRUE;
3706 p_ptr->free_act = TRUE;
3707 p_ptr->resist_pois = TRUE;
3708 p_ptr->hold_exp = TRUE;
3716 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3718 p_ptr->see_inv = TRUE;
3719 p_ptr->free_act = TRUE;
3720 p_ptr->slow_digest = TRUE;
3721 p_ptr->regenerate = TRUE;
3722 p_ptr->levitation = TRUE;
3723 p_ptr->hold_exp = TRUE;
3724 p_ptr->telepathy = TRUE;
3726 p_ptr->sustain_str = TRUE;
3727 p_ptr->sustain_int = TRUE;
3728 p_ptr->sustain_wis = TRUE;
3729 p_ptr->sustain_con = TRUE;
3730 p_ptr->sustain_dex = TRUE;
3731 p_ptr->sustain_chr = TRUE;
3732 p_ptr->resist_acid = TRUE;
3733 p_ptr->resist_elec = TRUE;
3734 p_ptr->resist_fire = TRUE;
3735 p_ptr->resist_cold = TRUE;
3736 p_ptr->resist_pois = TRUE;
3737 p_ptr->resist_conf = TRUE;
3738 p_ptr->resist_sound = TRUE;
3739 p_ptr->resist_lite = TRUE;
3740 p_ptr->resist_dark = TRUE;
3741 p_ptr->resist_chaos = TRUE;
3742 p_ptr->resist_disen = TRUE;
3743 p_ptr->resist_shard = TRUE;
3744 p_ptr->resist_nexus = TRUE;
3745 p_ptr->resist_blind = TRUE;
3746 p_ptr->resist_neth = TRUE;
3747 p_ptr->resist_fear = TRUE;
3748 p_ptr->reflect = TRUE;
3749 p_ptr->sh_fire = TRUE;
3750 p_ptr->sh_elec = TRUE;
3751 p_ptr->sh_cold = TRUE;
3753 p_ptr->dis_to_a += 100;
3755 /* Temporary shield */
3756 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3759 p_ptr->dis_to_a += 50;
3762 if (p_ptr->tim_res_nether)
3764 p_ptr->resist_neth = TRUE;
3766 if (p_ptr->tim_sh_fire)
3768 p_ptr->sh_fire = TRUE;
3770 if (p_ptr->tim_res_time)
3772 p_ptr->resist_time = TRUE;
3776 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3777 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3778 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3779 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3782 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3784 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3786 p_ptr->resist_blind = TRUE;
3787 p_ptr->resist_conf = TRUE;
3788 p_ptr->hold_exp = TRUE;
3789 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3791 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3792 /* Munchkin become faster */
3793 new_speed += (p_ptr->lev) / 10 + 5;
3796 if (music_singing(MUSIC_WALL))
3798 p_ptr->kill_wall = TRUE;
3801 /* Hack -- apply racial/class stat maxes */
3802 /* Apply the racial modifiers */
3803 for (i = 0; i < 6; i++)
3805 /* Modify the stats for "race" */
3806 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3810 /* I'm adding the mutations here for the lack of a better place... */
3813 /* Hyper Strength */
3814 if (p_ptr->muta3 & MUT3_HYPER_STR)
3816 p_ptr->stat_add[A_STR] += 4;
3820 if (p_ptr->muta3 & MUT3_PUNY)
3822 p_ptr->stat_add[A_STR] -= 4;
3825 /* Living computer */
3826 if (p_ptr->muta3 & MUT3_HYPER_INT)
3828 p_ptr->stat_add[A_INT] += 4;
3829 p_ptr->stat_add[A_WIS] += 4;
3833 if (p_ptr->muta3 & MUT3_MORONIC)
3835 p_ptr->stat_add[A_INT] -= 4;
3836 p_ptr->stat_add[A_WIS] -= 4;
3839 if (p_ptr->muta3 & MUT3_RESILIENT)
3841 p_ptr->stat_add[A_CON] += 4;
3844 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3846 p_ptr->stat_add[A_CON] += 2;
3850 if (p_ptr->muta3 & MUT3_ALBINO)
3852 p_ptr->stat_add[A_CON] -= 4;
3855 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3857 p_ptr->stat_add[A_CON] -= 2;
3858 p_ptr->stat_add[A_CHR] -= 1;
3859 p_ptr->regenerate = FALSE;
3860 /* Cancel innate regeneration */
3863 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3865 p_ptr->stat_add[A_CHR] -= 4;
3868 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3870 p_ptr->stat_add[A_CHR] -= 1;
3873 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3875 p_ptr->skill_fos += 15;
3876 p_ptr->skill_srh += 15;
3879 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3881 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3884 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3886 p_ptr->skill_stl -= 3;
3889 if (p_ptr->muta3 & MUT3_INFRAVIS)
3891 p_ptr->see_infra += 3;
3894 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3899 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3904 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3906 p_ptr->sh_elec = TRUE;
3909 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3911 p_ptr->sh_fire = TRUE;
3915 if (p_ptr->muta3 & MUT3_WART_SKIN)
3917 p_ptr->stat_add[A_CHR] -= 2;
3919 p_ptr->dis_to_a += 5;
3922 if (p_ptr->muta3 & MUT3_SCALES)
3924 p_ptr->stat_add[A_CHR] -= 1;
3926 p_ptr->dis_to_a += 10;
3929 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3931 p_ptr->stat_add[A_DEX] -= 1;
3933 p_ptr->dis_to_a += 25;
3936 if (p_ptr->muta3 & MUT3_WINGS)
3938 p_ptr->levitation = TRUE;
3941 if (p_ptr->muta3 & MUT3_FEARLESS)
3943 p_ptr->resist_fear = TRUE;
3946 if (p_ptr->muta3 & MUT3_REGEN)
3948 p_ptr->regenerate = TRUE;
3951 if (p_ptr->muta3 & MUT3_ESP)
3953 p_ptr->telepathy = TRUE;
3956 if (p_ptr->muta3 & MUT3_LIMBER)
3958 p_ptr->stat_add[A_DEX] += 3;
3961 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3963 p_ptr->stat_add[A_DEX] -= 3;
3966 if (p_ptr->muta3 & MUT3_MOTION)
3968 p_ptr->free_act = TRUE;
3969 p_ptr->skill_stl += 1;
3972 if (p_ptr->muta3 & MUT3_ILL_NORM)
3974 p_ptr->stat_add[A_CHR] = 0;
3978 if (p_ptr->tsuyoshi)
3980 p_ptr->stat_add[A_STR] += 4;
3981 p_ptr->stat_add[A_CON] += 4;
3984 /* Scan the usable inventory */
3985 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3987 int bonus_to_h, bonus_to_d;
3988 o_ptr = &inventory[i];
3990 /* Skip non-objects */
3991 if (!o_ptr->k_idx) continue;
3993 /* Extract the item flags */
3994 object_flags(o_ptr, flgs);
3996 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3997 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4000 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4001 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4002 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4003 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4004 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4005 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4007 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4009 /* Affect stealth */
4010 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4012 /* Affect searching ability (factor of five) */
4013 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4015 /* Affect searching frequency (factor of five) */
4016 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4018 /* Affect infravision */
4019 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4021 /* Affect digging (factor of 20) */
4022 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4025 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4028 if (have_flag(flgs, TR_BLOWS))
4030 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4031 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4032 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4035 /* Hack -- cause earthquakes */
4036 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4039 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4040 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4041 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4042 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4043 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4044 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4045 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4046 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4047 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4048 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4049 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4050 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4051 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4052 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4053 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4054 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4055 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4056 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4057 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4058 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4059 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4060 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4061 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4062 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4063 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4064 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4065 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4066 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4067 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4068 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4069 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4070 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4071 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4072 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4073 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4075 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4076 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4077 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4078 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4079 if (have_flag(flgs, TR_WARNING)){
4080 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4081 p_ptr->warning = TRUE;
4084 if (have_flag(flgs, TR_TELEPORT))
4086 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4089 cptr insc = quark_str(o_ptr->inscription);
4091 if (o_ptr->inscription && my_strchr(insc, '.'))
4094 * {.} will stop random teleportation.
4099 /* Controlled random teleportation */
4100 p_ptr->cursed |= TRC_TELEPORT_SELF;
4105 /* Immunity flags */
4106 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4107 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4108 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4109 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4111 /* Resistance flags */
4112 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4113 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4114 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4115 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4116 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4117 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4118 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4119 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4120 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4121 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4122 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4123 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4124 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4125 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4126 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4127 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4129 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4130 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4131 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4132 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4133 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4134 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4137 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4138 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4139 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4140 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4141 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4142 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4144 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4145 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4146 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4147 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4148 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4149 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4150 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4152 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4154 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4156 p_ptr->to_m_chance += 10;
4160 p_ptr->to_m_chance += 3;
4164 if (o_ptr->tval == TV_CAPTURE) continue;
4166 /* Modify the base armor class */
4167 p_ptr->ac += o_ptr->ac;
4169 /* The base armor class is always known */
4170 p_ptr->dis_ac += o_ptr->ac;
4172 /* Apply the bonuses to armor class */
4173 p_ptr->to_a += o_ptr->to_a;
4175 /* Apply the mental bonuses to armor class, if known */
4176 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4178 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4180 int slot = i - INVEN_RARM;
4183 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4185 p_ptr->to_h[slot] -= 15;
4186 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4190 p_ptr->to_h[slot] -= 5;
4191 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4196 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4198 p_ptr->to_h_b -= 15;
4199 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4204 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4209 if (o_ptr->curse_flags & TRC_LOW_AC)
4211 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4214 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4219 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4223 /* Hack -- do not apply "weapon" bonuses */
4224 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4225 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4227 /* Hack -- do not apply "bow" bonuses */
4228 if (i == INVEN_BOW) continue;
4230 bonus_to_h = o_ptr->to_h;
4231 bonus_to_d = o_ptr->to_d;
4233 if (p_ptr->pclass == CLASS_NINJA)
4235 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4236 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4239 /* To Bow and Natural attack */
4241 /* Apply the bonuses to hit/damage */
4242 p_ptr->to_h_b += bonus_to_h;
4243 p_ptr->to_h_m += bonus_to_h;
4244 p_ptr->to_d_m += bonus_to_d;
4246 /* Apply the mental bonuses tp hit/damage, if known */
4247 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4250 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4252 /* Apply the bonuses to hit/damage */
4253 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4254 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4256 /* Apply the mental bonuses tp hit/damage, if known */
4257 if (object_is_known(o_ptr))
4259 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4260 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4263 else if (p_ptr->migite && p_ptr->hidarite)
4265 /* Apply the bonuses to hit/damage */
4266 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4267 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4268 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4269 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4271 /* Apply the mental bonuses tp hit/damage, if known */
4272 if (object_is_known(o_ptr))
4274 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4275 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4276 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4277 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4282 /* Apply the bonuses to hit/damage */
4283 p_ptr->to_h[default_hand] += bonus_to_h;
4284 p_ptr->to_d[default_hand] += bonus_to_d;
4286 /* Apply the mental bonuses to hit/damage, if known */
4287 if (object_is_known(o_ptr))
4289 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4290 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4295 if (old_mighty_throw != p_ptr->mighty_throw)
4297 /* Redraw average damege display of Shuriken */
4298 p_ptr->window |= PW_INVEN;
4301 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4303 /* Monks get extra ac for armour _not worn_ */
4304 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4306 if (!(inventory[INVEN_BODY].k_idx))
4308 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4309 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4311 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4313 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4314 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4316 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4318 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4319 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4321 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4323 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4324 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4326 if (!(inventory[INVEN_HANDS].k_idx))
4328 p_ptr->to_a += (p_ptr->lev / 2);
4329 p_ptr->dis_to_a += (p_ptr->lev / 2);
4331 if (!(inventory[INVEN_FEET].k_idx))
4333 p_ptr->to_a += (p_ptr->lev / 3);
4334 p_ptr->dis_to_a += (p_ptr->lev / 3);
4336 if (p_ptr->special_defense & KAMAE_BYAKKO)
4338 p_ptr->stat_add[A_STR] += 2;
4339 p_ptr->stat_add[A_DEX] += 2;
4340 p_ptr->stat_add[A_CON] -= 3;
4342 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4345 else if (p_ptr->special_defense & KAMAE_GENBU)
4347 p_ptr->stat_add[A_INT] -= 1;
4348 p_ptr->stat_add[A_WIS] -= 1;
4349 p_ptr->stat_add[A_DEX] -= 2;
4350 p_ptr->stat_add[A_CON] += 3;
4352 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4354 p_ptr->stat_add[A_STR] -= 2;
4355 p_ptr->stat_add[A_INT] += 1;
4356 p_ptr->stat_add[A_WIS] += 1;
4357 p_ptr->stat_add[A_DEX] += 2;
4358 p_ptr->stat_add[A_CON] -= 2;
4362 if (p_ptr->special_defense & KATA_KOUKIJIN)
4364 for (i = 0; i < 6; i++)
4365 p_ptr->stat_add[i] += 5;
4367 p_ptr->dis_to_a -= 50;
4370 /* Hack -- aura of fire also provides light */
4371 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4373 /* Golems also get an intrinsic AC bonus */
4374 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4376 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4377 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4381 if (p_ptr->realm1 == REALM_HEX)
4383 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4384 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4385 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4386 if (hex_spelling(HEX_BUILDING))
4388 p_ptr->stat_add[A_STR] += 4;
4389 p_ptr->stat_add[A_DEX] += 4;
4390 p_ptr->stat_add[A_CON] += 4;
4392 if (hex_spelling(HEX_DEMON_AURA))
4394 p_ptr->sh_fire = TRUE;
4395 p_ptr->regenerate = TRUE;
4397 if (hex_spelling(HEX_ICE_ARMOR))
4399 p_ptr->sh_cold = TRUE;
4401 p_ptr->dis_to_a += 30;
4403 if (hex_spelling(HEX_SHOCK_CLOAK))
4405 p_ptr->sh_elec = TRUE;
4408 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4411 o_ptr = &inventory[i];
4412 if (!o_ptr->k_idx) continue;
4413 if (!object_is_armour(o_ptr)) continue;
4414 if (!object_is_cursed(o_ptr)) continue;
4416 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4417 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4419 p_ptr->dis_to_a += ac;
4423 /* Calculate stats */
4424 for (i = 0; i < 6; i++)
4428 /* Extract the new "stat_use" value for the stat */
4429 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4431 /* Notice changes */
4432 if (p_ptr->stat_top[i] != top)
4434 /* Save the new value */
4435 p_ptr->stat_top[i] = top;
4437 /* Redisplay the stats later */
4438 p_ptr->redraw |= (PR_STATS);
4441 p_ptr->window |= (PW_PLAYER);
4445 /* Extract the new "stat_use" value for the stat */
4446 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4448 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4450 /* 10 to 18/90 charisma, guaranteed, based on level */
4451 if (use < 8 + 2 * p_ptr->lev)
4453 use = 8 + 2 * p_ptr->lev;
4457 /* Notice changes */
4458 if (p_ptr->stat_use[i] != use)
4460 /* Save the new value */
4461 p_ptr->stat_use[i] = use;
4463 /* Redisplay the stats later */
4464 p_ptr->redraw |= (PR_STATS);
4467 p_ptr->window |= (PW_PLAYER);
4471 /* Values: 3, 4, ..., 17 */
4472 if (use <= 18) ind = (use - 3);
4474 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4475 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4477 /* Range: 18/220+ */
4480 /* Notice changes */
4481 if (p_ptr->stat_ind[i] != ind)
4483 /* Save the new index */
4484 p_ptr->stat_ind[i] = ind;
4486 /* Change in CON affects Hitpoints */
4489 p_ptr->update |= (PU_HP);
4492 /* Change in INT may affect Mana/Spells */
4493 else if (i == A_INT)
4495 if (mp_ptr->spell_stat == A_INT)
4497 p_ptr->update |= (PU_MANA | PU_SPELLS);
4501 /* Change in WIS may affect Mana/Spells */
4502 else if (i == A_WIS)
4504 if (mp_ptr->spell_stat == A_WIS)
4506 p_ptr->update |= (PU_MANA | PU_SPELLS);
4510 /* Change in WIS may affect Mana/Spells */
4511 else if (i == A_CHR)
4513 if (mp_ptr->spell_stat == A_CHR)
4515 p_ptr->update |= (PU_MANA | PU_SPELLS);
4520 p_ptr->window |= (PW_PLAYER);
4525 /* Apply temporary "stun" */
4526 if (p_ptr->stun > 50)
4528 p_ptr->to_h[0] -= 20;
4529 p_ptr->to_h[1] -= 20;
4530 p_ptr->to_h_b -= 20;
4531 p_ptr->to_h_m -= 20;
4532 p_ptr->dis_to_h[0] -= 20;
4533 p_ptr->dis_to_h[1] -= 20;
4534 p_ptr->dis_to_h_b -= 20;
4535 p_ptr->to_d[0] -= 20;
4536 p_ptr->to_d[1] -= 20;
4537 p_ptr->to_d_m -= 20;
4538 p_ptr->dis_to_d[0] -= 20;
4539 p_ptr->dis_to_d[1] -= 20;
4541 else if (p_ptr->stun)
4543 p_ptr->to_h[0] -= 5;
4544 p_ptr->to_h[1] -= 5;
4547 p_ptr->dis_to_h[0] -= 5;
4548 p_ptr->dis_to_h[1] -= 5;
4549 p_ptr->dis_to_h_b -= 5;
4550 p_ptr->to_d[0] -= 5;
4551 p_ptr->to_d[1] -= 5;
4553 p_ptr->dis_to_d[0] -= 5;
4554 p_ptr->dis_to_d[1] -= 5;
4558 if (p_ptr->wraith_form)
4560 p_ptr->reflect = TRUE;
4561 p_ptr->pass_wall = TRUE;
4564 if (p_ptr->kabenuke)
4566 p_ptr->pass_wall = TRUE;
4569 /* Temporary blessing */
4573 p_ptr->dis_to_a += 5;
4574 p_ptr->to_h[0] += 10;
4575 p_ptr->to_h[1] += 10;
4576 p_ptr->to_h_b += 10;
4577 p_ptr->to_h_m += 10;
4578 p_ptr->dis_to_h[0] += 10;
4579 p_ptr->dis_to_h[1] += 10;
4580 p_ptr->dis_to_h_b += 10;
4583 if (p_ptr->magicdef)
4585 p_ptr->resist_blind = TRUE;
4586 p_ptr->resist_conf = TRUE;
4587 p_ptr->reflect = TRUE;
4588 p_ptr->free_act = TRUE;
4589 p_ptr->levitation = TRUE;
4592 /* Temporary "Hero" */
4595 p_ptr->to_h[0] += 12;
4596 p_ptr->to_h[1] += 12;
4597 p_ptr->to_h_b += 12;
4598 p_ptr->to_h_m += 12;
4599 p_ptr->dis_to_h[0] += 12;
4600 p_ptr->dis_to_h[1] += 12;
4601 p_ptr->dis_to_h_b += 12;
4604 /* Temporary "Beserk" */
4607 p_ptr->to_h[0] += 12;
4608 p_ptr->to_h[1] += 12;
4609 p_ptr->to_h_b -= 12;
4610 p_ptr->to_h_m += 12;
4611 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4612 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4613 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4614 p_ptr->dis_to_h[0] += 12;
4615 p_ptr->dis_to_h[1] += 12;
4616 p_ptr->dis_to_h_b -= 12;
4617 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4618 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4620 p_ptr->dis_to_a -= 10;
4621 p_ptr->skill_stl -= 7;
4622 p_ptr->skill_dev -= 20;
4623 p_ptr->skill_sav -= 30;
4624 p_ptr->skill_srh -= 15;
4625 p_ptr->skill_fos -= 15;
4626 p_ptr->skill_tht -= 20;
4627 p_ptr->skill_dig += 30;
4630 /* Temporary "fast" */
4636 /* Temporary "slow" */
4642 /* Temporary "telepathy" */
4645 p_ptr->telepathy = TRUE;
4648 if (p_ptr->ele_immune)
4650 if (p_ptr->special_defense & DEFENSE_ACID)
4651 p_ptr->immune_acid = TRUE;
4652 else if (p_ptr->special_defense & DEFENSE_ELEC)
4653 p_ptr->immune_elec = TRUE;
4654 else if (p_ptr->special_defense & DEFENSE_FIRE)
4655 p_ptr->immune_fire = TRUE;
4656 else if (p_ptr->special_defense & DEFENSE_COLD)
4657 p_ptr->immune_cold = TRUE;
4660 /* Temporary see invisible */
4661 if (p_ptr->tim_invis)
4663 p_ptr->see_inv = TRUE;
4666 /* Temporary infravision boost */
4667 if (p_ptr->tim_infra)
4669 p_ptr->see_infra+=3;
4672 /* Temporary regeneration boost */
4673 if (p_ptr->tim_regen)
4675 p_ptr->regenerate = TRUE;
4678 /* Temporary levitation */
4679 if (p_ptr->tim_levitation)
4681 p_ptr->levitation = TRUE;
4684 /* Temporary reflection */
4685 if (p_ptr->tim_reflect)
4687 p_ptr->reflect = TRUE;
4690 /* Hack -- Hero/Shero -> Res fear */
4691 if (IS_HERO() || p_ptr->shero)
4693 p_ptr->resist_fear = TRUE;
4697 /* Hack -- Telepathy Change */
4698 if (p_ptr->telepathy != old_telepathy)
4700 p_ptr->update |= (PU_MONSTERS);
4703 if ((p_ptr->esp_animal != old_esp_animal) ||
4704 (p_ptr->esp_undead != old_esp_undead) ||
4705 (p_ptr->esp_demon != old_esp_demon) ||
4706 (p_ptr->esp_orc != old_esp_orc) ||
4707 (p_ptr->esp_troll != old_esp_troll) ||
4708 (p_ptr->esp_giant != old_esp_giant) ||
4709 (p_ptr->esp_dragon != old_esp_dragon) ||
4710 (p_ptr->esp_human != old_esp_human) ||
4711 (p_ptr->esp_evil != old_esp_evil) ||
4712 (p_ptr->esp_good != old_esp_good) ||
4713 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4714 (p_ptr->esp_unique != old_esp_unique))
4716 p_ptr->update |= (PU_MONSTERS);
4719 /* Hack -- See Invis Change */
4720 if (p_ptr->see_inv != old_see_inv)
4722 p_ptr->update |= (PU_MONSTERS);
4725 /* Bloating slows the player down (a little) */
4726 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4728 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4730 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4731 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4733 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4734 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4737 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4739 int penalty1, penalty2;
4740 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4741 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4742 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4744 penalty1 = penalty1 / 2 - 5;
4745 penalty2 = penalty2 / 2 - 5;
4748 p_ptr->dis_to_a += 10;
4752 if (penalty1 > 0) penalty1 /= 2;
4753 if (penalty2 > 0) penalty2 /= 2;
4755 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4757 penalty1 = MAX(0, penalty1 - 10);
4758 penalty2 = MAX(0, penalty2 - 10);
4760 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4762 penalty1 = MIN(0, penalty1);
4763 penalty2 = MIN(0, penalty2);
4765 p_ptr->dis_to_a += 10;
4769 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4771 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4774 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4775 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4776 p_ptr->to_h[0] -= penalty1;
4777 p_ptr->to_h[1] -= penalty2;
4778 p_ptr->dis_to_h[0] -= penalty1;
4779 p_ptr->dis_to_h[1] -= penalty2;
4782 /* Extract the current weight (in tenth pounds) */
4783 j = p_ptr->total_weight;
4787 /* Extract the "weight limit" (in tenth pounds) */
4788 i = (int)weight_limit();
4792 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4793 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4794 int speed = riding_m_ptr->mspeed;
4796 if (riding_m_ptr->mspeed > 110)
4798 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4799 if (new_speed < 110) new_speed = 110;
4805 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4806 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4807 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4808 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4809 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4811 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4812 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4814 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;
4816 /* Extract the "weight limit" */
4817 i = 1500 + riding_r_ptr->level * 25;
4820 /* XXX XXX XXX Apply "encumbrance" from weight */
4821 if (j > i) new_speed -= ((j - i) / (i / 5));
4823 /* Searching slows the player down */
4824 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4826 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4827 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4828 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4829 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4830 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4831 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4832 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4833 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4834 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4835 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4836 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4837 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4838 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4840 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4841 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4842 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4843 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4844 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4845 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4846 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4847 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4848 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4849 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4852 /* Obtain the "hold" value */
4853 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4856 /* Examine the "current bow" */
4857 o_ptr = &inventory[INVEN_BOW];
4859 /* It is hard to carholdry a heavy bow */
4860 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4861 if (p_ptr->heavy_shoot)
4863 /* Hard to wield a heavy bow */
4864 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4865 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4868 /* Compute "extra shots" if needed */
4871 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4873 /* Apply special flags */
4874 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4877 p_ptr->num_fire = calc_num_fire(o_ptr);
4879 /* Snipers love Cross bows */
4880 if ((p_ptr->pclass == CLASS_SNIPER) &&
4881 (p_ptr->tval_ammo == TV_BOLT))
4883 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4884 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4892 for(i = 0 ; i < 2 ; i++)
4894 /* Examine the "main weapon" */
4895 o_ptr = &inventory[INVEN_RARM+i];
4897 object_flags(o_ptr, flgs);
4899 /* Assume not heavy */
4900 p_ptr->heavy_wield[i] = FALSE;
4901 p_ptr->icky_wield[i] = FALSE;
4902 p_ptr->riding_wield[i] = FALSE;
4904 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4905 /* It is hard to hold a heavy weapon */
4906 if (hold < o_ptr->weight / 10)
4908 /* Hard to wield a heavy weapon */
4909 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4910 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4913 p_ptr->heavy_wield[i] = TRUE;
4915 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4917 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4920 p_ptr->dis_to_a += 5;
4923 /* Normal weapons */
4924 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4926 int str_index, dex_index;
4928 int num = 0, wgt = 0, mul = 0, div = 0;
4930 /* Analyze the class */
4931 switch (p_ptr->pclass)
4935 num = 6; wgt = 70; mul = 5; break;
4938 case CLASS_BERSERKER:
4939 num = 6; wgt = 70; mul = 7; break;
4943 case CLASS_HIGH_MAGE:
4944 case CLASS_BLUE_MAGE:
4945 num = 3; wgt = 100; mul = 2; break;
4947 /* Priest, Mindcrafter, Magic-Eater */
4949 case CLASS_MAGIC_EATER:
4950 case CLASS_MINDCRAFTER:
4951 num = 5; wgt = 100; mul = 3; break;
4955 num = 5; wgt = 40; mul = 3; break;
4959 num = 5; wgt = 70; mul = 4; break;
4964 num = 5; wgt = 70; mul = 4; break;
4968 num = 5; wgt = 150; mul = 5; break;
4971 case CLASS_WARRIOR_MAGE:
4972 case CLASS_RED_MAGE:
4973 num = 5; wgt = 70; mul = 3; break;
4976 case CLASS_CHAOS_WARRIOR:
4977 num = 5; wgt = 70; mul = 4; break;
4981 num = 5; wgt = 60; mul = 3; break;
4985 num = 4; wgt = 100; mul = 3; break;
4988 case CLASS_IMITATOR:
4989 num = 5; wgt = 70; mul = 4; break;
4992 case CLASS_BEASTMASTER:
4993 num = 5; wgt = 70; mul = 3; break;
4997 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4998 else {num = 5; wgt = 100; mul = 3;}
5002 case CLASS_SORCERER:
5003 num = 1; wgt = 1; mul = 1; break;
5005 /* Archer, Bard, Sniper */
5009 num = 4; wgt = 70; mul = 2; break;
5012 case CLASS_FORCETRAINER:
5013 num = 4; wgt = 60; mul = 2; break;
5016 case CLASS_MIRROR_MASTER:
5017 num = 3; wgt = 100; mul = 3; break;
5021 num = 4; wgt = 20; mul = 1; break;
5024 /* Hex - extra mights gives +1 bonus to max blows */
5025 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5027 /* Enforce a minimum "weight" (tenth pounds) */
5028 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5030 /* Access the strength vs weight */
5031 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5033 if (p_ptr->ryoute && !omoi) str_index++;
5034 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5037 if (str_index > 11) str_index = 11;
5039 /* Index by dexterity */
5040 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5043 if (dex_index > 11) dex_index = 11;
5045 /* Use the blows table */
5046 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5049 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5051 /* Add in the "bonus blows" */
5052 p_ptr->num_blow[i] += extra_blows[i];
5055 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5056 else if (p_ptr->pclass == CLASS_BERSERKER)
5058 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5060 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5062 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5064 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5067 /* Require at least one blow */
5068 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5070 /* Boost digging skill by weapon weight */
5071 p_ptr->skill_dig += (o_ptr->weight / 10);
5075 /* Priest weapon penalty for non-blessed edged weapons */
5076 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5077 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5079 /* Reduce the real bonuses */
5080 p_ptr->to_h[i] -= 2;
5081 p_ptr->to_d[i] -= 2;
5083 /* Reduce the mental bonuses */
5084 p_ptr->dis_to_h[i] -= 2;
5085 p_ptr->dis_to_d[i] -= 2;
5088 p_ptr->icky_wield[i] = TRUE;
5090 else if (p_ptr->pclass == CLASS_BERSERKER)
5092 p_ptr->to_h[i] += p_ptr->lev/5;
5093 p_ptr->to_d[i] += p_ptr->lev/6;
5094 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5095 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5096 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5098 p_ptr->to_h[i] += p_ptr->lev/5;
5099 p_ptr->to_d[i] += p_ptr->lev/6;
5100 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5101 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5104 else if (p_ptr->pclass == CLASS_SORCERER)
5106 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5108 /* Reduce the real bonuses */
5109 p_ptr->to_h[i] -= 200;
5110 p_ptr->to_d[i] -= 200;
5112 /* Reduce the mental bonuses */
5113 p_ptr->dis_to_h[i] -= 200;
5114 p_ptr->dis_to_d[i] -= 200;
5117 p_ptr->icky_wield[i] = TRUE;
5121 /* Reduce the real bonuses */
5122 p_ptr->to_h[i] -= 30;
5123 p_ptr->to_d[i] -= 10;
5125 /* Reduce the mental bonuses */
5126 p_ptr->dis_to_h[i] -= 30;
5127 p_ptr->dis_to_d[i] -= 10;
5131 if (p_ptr->realm1 == REALM_HEX)
5133 if (object_is_cursed(o_ptr))
5135 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5136 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5137 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5138 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5139 if (hex_spelling(HEX_RUNESWORD))
5141 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5142 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5143 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5149 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5151 p_ptr->to_h[i] +=15;
5152 p_ptr->dis_to_h[i] +=15;
5153 p_ptr->to_dd[i] += 2;
5155 else if (!(have_flag(flgs, TR_RIDING)))
5158 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5164 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5166 if (penalty < 30) penalty = 30;
5168 p_ptr->to_h[i] -= penalty;
5169 p_ptr->dis_to_h[i] -= penalty;
5172 p_ptr->riding_wield[i] = TRUE;
5181 p_ptr->riding_ryoute = FALSE;
5183 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5184 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5186 switch (p_ptr->pclass)
5189 case CLASS_FORCETRAINER:
5190 case CLASS_BERSERKER:
5191 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5192 p_ptr->riding_ryoute = TRUE;
5197 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5199 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5203 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5205 if (penalty < 30) penalty = 30;
5207 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5208 p_ptr->to_h_b -= penalty;
5209 p_ptr->dis_to_h_b -= penalty;
5212 /* Different calculation for monks with empty hands */
5213 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5214 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5216 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5217 p_ptr->num_blow[0] = 0;
5219 if (p_ptr->pclass == CLASS_FORCETRAINER)
5221 if (blow_base > 18) p_ptr->num_blow[0]++;
5222 if (blow_base > 31) p_ptr->num_blow[0]++;
5223 if (blow_base > 44) p_ptr->num_blow[0]++;
5224 if (blow_base > 58) p_ptr->num_blow[0]++;
5225 if (p_ptr->magic_num1[0])
5227 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5228 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5233 if (blow_base > 12) p_ptr->num_blow[0]++;
5234 if (blow_base > 22) p_ptr->num_blow[0]++;
5235 if (blow_base > 31) p_ptr->num_blow[0]++;
5236 if (blow_base > 39) p_ptr->num_blow[0]++;
5237 if (blow_base > 46) p_ptr->num_blow[0]++;
5238 if (blow_base > 53) p_ptr->num_blow[0]++;
5239 if (blow_base > 59) p_ptr->num_blow[0]++;
5242 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5243 p_ptr->num_blow[0] /= 2;
5246 p_ptr->to_h[0] += (p_ptr->lev / 3);
5247 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5249 p_ptr->to_d[0] += (p_ptr->lev / 6);
5250 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5253 if (p_ptr->special_defense & KAMAE_BYAKKO)
5256 p_ptr->dis_to_a -= 40;
5259 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5262 p_ptr->dis_to_a -= 50;
5263 p_ptr->resist_acid = TRUE;
5264 p_ptr->resist_fire = TRUE;
5265 p_ptr->resist_elec = TRUE;
5266 p_ptr->resist_cold = TRUE;
5267 p_ptr->resist_pois = TRUE;
5268 p_ptr->sh_fire = TRUE;
5269 p_ptr->sh_elec = TRUE;
5270 p_ptr->sh_cold = TRUE;
5271 p_ptr->levitation = TRUE;
5273 else if (p_ptr->special_defense & KAMAE_GENBU)
5275 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5276 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5277 p_ptr->reflect = TRUE;
5278 p_ptr->num_blow[0] -= 2;
5279 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5280 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5282 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5284 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5285 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5287 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5288 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5289 p_ptr->num_blow[0] /= 2;
5290 p_ptr->levitation = TRUE;
5293 p_ptr->num_blow[0] += 1+extra_blows[0];
5296 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5298 monk_armour_aux = FALSE;
5302 monk_armour_aux = TRUE;
5305 for (i = 0; i < 2; i++)
5307 if (buki_motteruka(INVEN_RARM+i))
5309 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5310 int sval = inventory[INVEN_RARM+i].sval;
5312 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5313 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5314 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5316 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5318 p_ptr->to_h[i] -= 40;
5319 p_ptr->dis_to_h[i] -= 40;
5320 p_ptr->icky_wield[i] = TRUE;
5323 else if (p_ptr->pclass == CLASS_NINJA)
5325 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5327 p_ptr->to_h[i] -= 40;
5328 p_ptr->dis_to_h[i] -= 40;
5329 p_ptr->icky_wield[i] = TRUE;
5330 p_ptr->num_blow[i] /= 2;
5331 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5335 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5339 /* Maximum speed is (+99). (internally it's 110 + 99) */
5340 /* Temporary lightspeed forces to be maximum speed */
5341 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5346 /* Minimum speed is (-99). (internally it's 110 - 99) */
5347 if (new_speed < 11) new_speed = 11;
5349 /* Display the speed (if needed) */
5350 if (p_ptr->pspeed != (byte)new_speed)
5352 p_ptr->pspeed = (byte)new_speed;
5353 p_ptr->redraw |= (PR_SPEED);
5358 if (p_ptr->to_a > (0 - p_ptr->ac))
5359 p_ptr->to_a = 0 - p_ptr->ac;
5360 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5361 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5364 /* Redraw armor (if needed) */
5365 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5368 p_ptr->redraw |= (PR_ARMOR);
5371 p_ptr->window |= (PW_PLAYER);
5375 if (p_ptr->ryoute && !omoi)
5377 int bonus_to_h=0, bonus_to_d=0;
5378 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5379 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);
5381 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5382 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5383 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5384 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5387 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;
5389 /* Affect Skill -- stealth (bonus one) */
5390 p_ptr->skill_stl += 1;
5392 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5394 /* Affect Skill -- disarming (DEX and INT) */
5395 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5396 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5398 /* Affect Skill -- magic devices (INT) */
5399 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5401 /* Affect Skill -- saving throw (WIS) */
5402 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5404 /* Affect Skill -- digging (STR) */
5405 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5407 /* Affect Skill -- disarming (Level, by Class) */
5408 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5410 /* Affect Skill -- magic devices (Level, by Class) */
5411 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5413 /* Affect Skill -- saving throw (Level, by Class) */
5414 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5416 /* Affect Skill -- stealth (Level, by Class) */
5417 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5419 /* Affect Skill -- search ability (Level, by Class) */
5420 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5422 /* Affect Skill -- search frequency (Level, by Class) */
5423 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5425 /* Affect Skill -- combat (normal) (Level, by Class) */
5426 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5428 /* Affect Skill -- combat (shooting) (Level, by Class) */
5429 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5431 /* Affect Skill -- combat (throwing) (Level, by Class) */
5432 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5435 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5437 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5438 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5441 /* Limit Skill -- stealth from 0 to 30 */
5442 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5443 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5445 /* Limit Skill -- digging from 1 up */
5446 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5448 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5450 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5452 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;
5454 if (down_saving) p_ptr->skill_sav /= 2;
5456 /* Hack -- Each elemental immunity includes resistance */
5457 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5458 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5459 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5460 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5462 /* Determine player alignment */
5463 for (i = 0, j = 0; i < 8; i++)
5465 switch (p_ptr->vir_types[i])
5468 p_ptr->align += p_ptr->virtues[i] * 2;
5478 p_ptr->align -= p_ptr->virtues[i];
5481 p_ptr->align += p_ptr->virtues[i];
5486 for (i = 0; i < j; i++)
5488 if (p_ptr->align > 0)
5490 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5491 if (p_ptr->align < 0) p_ptr->align = 0;
5493 else if (p_ptr->align < 0)
5495 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5496 if (p_ptr->align > 0) p_ptr->align = 0;
5500 /* Hack -- handle "xtra" mode */
5501 if (character_xtra) return;
5503 /* Take note when "heavy bow" changes */
5504 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5507 if (p_ptr->heavy_shoot)
5509 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."));
5511 else if (inventory[INVEN_BOW].k_idx)
5513 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."));
5517 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."));
5521 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5524 for (i = 0 ; i < 2 ; i++)
5526 /* Take note when "heavy weapon" changes */
5527 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5530 if (p_ptr->heavy_wield[i])
5532 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."));
5534 else if (buki_motteruka(INVEN_RARM+i))
5536 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5538 else if (p_ptr->heavy_wield[1-i])
5540 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5544 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."));
5548 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5551 /* Take note when "heavy weapon" changes */
5552 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5555 if (p_ptr->riding_wield[i])
5557 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."));
5559 else if (!p_ptr->riding)
5561 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5563 else if (buki_motteruka(INVEN_RARM+i))
5565 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5568 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5571 /* Take note when "illegal weapon" changes */
5572 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5575 if (p_ptr->icky_wield[i])
5577 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."));
5580 chg_virtue(V_FAITH, -1);
5583 else if (buki_motteruka(INVEN_RARM+i))
5585 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."));
5589 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."));
5593 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5597 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5600 if (p_ptr->riding_ryoute)
5603 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" : "");
5605 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5611 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" : "");
5613 msg_print("You began to control riding pet with one hand.");
5617 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5620 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5624 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."));
5627 chg_virtue(V_HARMONY, -1);
5632 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5635 monk_notify_aux = monk_armour_aux;
5638 for (i = 0; i < INVEN_PACK; i++)
5641 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5642 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5644 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5645 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5647 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5651 /* Acquire object */
5652 o_ptr = &o_list[this_o_idx];
5654 /* Acquire next object */
5655 next_o_idx = o_ptr->next_o_idx;
5658 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5659 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5661 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5662 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5665 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5667 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5669 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5670 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5673 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)))
5675 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5676 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5679 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5681 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5682 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5685 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5687 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5688 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5695 * Handle "p_ptr->notice"
5697 void notice_stuff(void)
5700 if (!p_ptr->notice) return;
5703 /* Actually do auto-destroy */
5704 if (p_ptr->notice & (PN_AUTODESTROY))
5706 p_ptr->notice &= ~(PN_AUTODESTROY);
5707 autopick_delayed_alter();
5710 /* Combine the pack */
5711 if (p_ptr->notice & (PN_COMBINE))
5713 p_ptr->notice &= ~(PN_COMBINE);
5717 /* Reorder the pack */
5718 if (p_ptr->notice & (PN_REORDER))
5720 p_ptr->notice &= ~(PN_REORDER);
5727 * Handle "p_ptr->update"
5729 void update_stuff(void)
5732 if (!p_ptr->update) return;
5735 if (p_ptr->update & (PU_BONUS))
5737 p_ptr->update &= ~(PU_BONUS);
5741 if (p_ptr->update & (PU_TORCH))
5743 p_ptr->update &= ~(PU_TORCH);
5747 if (p_ptr->update & (PU_HP))
5749 p_ptr->update &= ~(PU_HP);
5753 if (p_ptr->update & (PU_MANA))
5755 p_ptr->update &= ~(PU_MANA);
5759 if (p_ptr->update & (PU_SPELLS))
5761 p_ptr->update &= ~(PU_SPELLS);
5766 /* Character is not ready yet, no screen updates */
5767 if (!character_generated) return;
5770 /* Character is in "icky" mode, no screen updates */
5771 if (character_icky) return;
5774 if (p_ptr->update & (PU_UN_LITE))
5776 p_ptr->update &= ~(PU_UN_LITE);
5780 if (p_ptr->update & (PU_UN_VIEW))
5782 p_ptr->update &= ~(PU_UN_VIEW);
5786 if (p_ptr->update & (PU_VIEW))
5788 p_ptr->update &= ~(PU_VIEW);
5792 if (p_ptr->update & (PU_LITE))
5794 p_ptr->update &= ~(PU_LITE);
5799 if (p_ptr->update & (PU_FLOW))
5801 p_ptr->update &= ~(PU_FLOW);
5805 if (p_ptr->update & (PU_DISTANCE))
5807 p_ptr->update &= ~(PU_DISTANCE);
5809 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5810 /* p_ptr->update &= ~(PU_MONSTERS); */
5812 update_monsters(TRUE);
5815 if (p_ptr->update & (PU_MON_LITE))
5817 p_ptr->update &= ~(PU_MON_LITE);
5822 * Mega-Hack -- Delayed visual update
5823 * Only used if update_view(), update_lite() or update_mon_lite() was called
5825 if (p_ptr->update & (PU_DELAY_VIS))
5827 p_ptr->update &= ~(PU_DELAY_VIS);
5828 delayed_visual_update();
5831 if (p_ptr->update & (PU_MONSTERS))
5833 p_ptr->update &= ~(PU_MONSTERS);
5834 update_monsters(FALSE);
5840 * Handle "p_ptr->redraw"
5842 void redraw_stuff(void)
5845 if (!p_ptr->redraw) return;
5848 /* Character is not ready yet, no screen updates */
5849 if (!character_generated) return;
5852 /* Character is in "icky" mode, no screen updates */
5853 if (character_icky) return;
5857 /* Hack -- clear the screen */
5858 if (p_ptr->redraw & (PR_WIPE))
5860 p_ptr->redraw &= ~(PR_WIPE);
5866 if (p_ptr->redraw & (PR_MAP))
5868 p_ptr->redraw &= ~(PR_MAP);
5873 if (p_ptr->redraw & (PR_BASIC))
5875 p_ptr->redraw &= ~(PR_BASIC);
5876 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5877 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5878 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5879 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5885 if (p_ptr->redraw & (PR_EQUIPPY))
5887 p_ptr->redraw &= ~(PR_EQUIPPY);
5888 print_equippy(); /* To draw / delete equippy chars */
5891 if (p_ptr->redraw & (PR_MISC))
5893 p_ptr->redraw &= ~(PR_MISC);
5894 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5895 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5899 if (p_ptr->redraw & (PR_TITLE))
5901 p_ptr->redraw &= ~(PR_TITLE);
5905 if (p_ptr->redraw & (PR_LEV))
5907 p_ptr->redraw &= ~(PR_LEV);
5911 if (p_ptr->redraw & (PR_EXP))
5913 p_ptr->redraw &= ~(PR_EXP);
5917 if (p_ptr->redraw & (PR_STATS))
5919 p_ptr->redraw &= ~(PR_STATS);
5928 if (p_ptr->redraw & (PR_STATUS))
5930 p_ptr->redraw &= ~(PR_STATUS);
5934 if (p_ptr->redraw & (PR_ARMOR))
5936 p_ptr->redraw &= ~(PR_ARMOR);
5940 if (p_ptr->redraw & (PR_HP))
5942 p_ptr->redraw &= ~(PR_HP);
5946 if (p_ptr->redraw & (PR_MANA))
5948 p_ptr->redraw &= ~(PR_MANA);
5952 if (p_ptr->redraw & (PR_GOLD))
5954 p_ptr->redraw &= ~(PR_GOLD);
5958 if (p_ptr->redraw & (PR_DEPTH))
5960 p_ptr->redraw &= ~(PR_DEPTH);
5964 if (p_ptr->redraw & (PR_HEALTH))
5966 p_ptr->redraw &= ~(PR_HEALTH);
5967 health_redraw(FALSE);
5970 if (p_ptr->redraw & (PR_UHEALTH))
5972 p_ptr->redraw &= ~(PR_UHEALTH);
5973 health_redraw(TRUE);
5977 if (p_ptr->redraw & (PR_EXTRA))
5979 p_ptr->redraw &= ~(PR_EXTRA);
5980 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5981 p_ptr->redraw &= ~(PR_HUNGER);
5982 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5986 if (p_ptr->redraw & (PR_CUT))
5988 p_ptr->redraw &= ~(PR_CUT);
5992 if (p_ptr->redraw & (PR_STUN))
5994 p_ptr->redraw &= ~(PR_STUN);
5998 if (p_ptr->redraw & (PR_HUNGER))
6000 p_ptr->redraw &= ~(PR_HUNGER);
6004 if (p_ptr->redraw & (PR_STATE))
6006 p_ptr->redraw &= ~(PR_STATE);
6010 if (p_ptr->redraw & (PR_SPEED))
6012 p_ptr->redraw &= ~(PR_SPEED);
6016 if (p_ptr->pclass == CLASS_IMITATOR)
6018 if (p_ptr->redraw & (PR_IMITATION))
6020 p_ptr->redraw &= ~(PR_IMITATION);
6024 else if (p_ptr->redraw & (PR_STUDY))
6026 p_ptr->redraw &= ~(PR_STUDY);
6033 * Handle "p_ptr->window"
6035 void window_stuff(void)
6043 if (!p_ptr->window) return;
6046 for (j = 0; j < 8; j++)
6048 /* Save usable flags */
6049 if (angband_term[j]) mask |= window_flag[j];
6052 /* Apply usable flags */
6053 p_ptr->window &= mask;
6056 if (!p_ptr->window) return;
6059 /* Display inventory */
6060 if (p_ptr->window & (PW_INVEN))
6062 p_ptr->window &= ~(PW_INVEN);
6066 /* Display equipment */
6067 if (p_ptr->window & (PW_EQUIP))
6069 p_ptr->window &= ~(PW_EQUIP);
6073 /* Display spell list */
6074 if (p_ptr->window & (PW_SPELL))
6076 p_ptr->window &= ~(PW_SPELL);
6080 /* Display player */
6081 if (p_ptr->window & (PW_PLAYER))
6083 p_ptr->window &= ~(PW_PLAYER);
6087 /* Display monster list */
6088 if (p_ptr->window & (PW_MONSTER_LIST))
6090 p_ptr->window &= ~(PW_MONSTER_LIST);
6094 /* Display overhead view */
6095 if (p_ptr->window & (PW_MESSAGE))
6097 p_ptr->window &= ~(PW_MESSAGE);
6101 /* Display overhead view */
6102 if (p_ptr->window & (PW_OVERHEAD))
6104 p_ptr->window &= ~(PW_OVERHEAD);
6108 /* Display overhead view */
6109 if (p_ptr->window & (PW_DUNGEON))
6111 p_ptr->window &= ~(PW_DUNGEON);
6115 /* Display monster recall */
6116 if (p_ptr->window & (PW_MONSTER))
6118 p_ptr->window &= ~(PW_MONSTER);
6122 /* Display object recall */
6123 if (p_ptr->window & (PW_OBJECT))
6125 p_ptr->window &= ~(PW_OBJECT);
6132 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6134 void handle_stuff(void)
6137 if (p_ptr->update) update_stuff();
6140 if (p_ptr->redraw) redraw_stuff();
6143 if (p_ptr->window) window_stuff();
6147 s16b empty_hands(bool riding_control)
6149 s16b status = EMPTY_HAND_NONE;
6151 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6152 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6154 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6156 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6157 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6164 bool heavy_armor(void)
6166 u16b monk_arm_wgt = 0;
6168 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6170 /* Weight the armor */
6171 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6172 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6173 monk_arm_wgt += inventory[INVEN_BODY].weight;
6174 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6175 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6176 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6177 monk_arm_wgt += inventory[INVEN_FEET].weight;
6179 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6182 void update_playtime(void)
6184 /* Check if the game has started */
6185 if (start_time != 0)
6187 u32b tmp = time(NULL);
6188 playtime += (tmp - start_time);