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 c_put_str(TERM_WHITE, format(
170 day), ROW_DAY, COL_DAY);
172 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
178 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
185 else if (p_ptr->wild_mode)
191 else if (p_ptr->inside_arena)
197 else if (p_ptr->inside_battle)
201 return "Monster Arena";
203 else if (!dun_level && p_ptr->town_num)
204 return town[p_ptr->town_num].name;
206 return d_name+d_info[dungeon_type].name;
212 static void prt_dungeon(void)
217 /* Dump 13 spaces to clear */
218 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
220 dungeon_name = map_name();
222 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223 if (col < 0) col = 0;
225 /* Dump the info itself */
226 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
234 * Print character stat in given row, column
236 static void prt_stat(int stat)
240 /* Display "injured" stat */
241 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
243 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244 cnv_stat(p_ptr->stat_use[stat], tmp);
245 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
248 /* Display "healthy" stat */
251 put_str(stat_names[stat], ROW_STAT + stat, 0);
252 cnv_stat(p_ptr->stat_use[stat], tmp);
253 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
256 /* Indicate natural maximum */
257 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
260 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261 put_str("!", ROW_STAT + stat, 5);
263 put_str("!", ROW_STAT + stat, 3);
271 * Data structure for status bar
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
335 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338 {TERM_RED, "áã", "Ëãáã"},
339 {TERM_VIOLET, "Íð", "º®Íð"},
340 {TERM_GREEN, "ÆÇ", "ÆÇ"},
341 {TERM_BLUE, "¶²", "¶²ÉÝ"},
342 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343 {TERM_SLATE, "È¿", "È¿¼Í"},
344 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346 {TERM_SLATE, "¼Ù", "ËɼÙ"},
347 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349 {TERM_L_UMBER, "¿", "¿¤Ó"},
350 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353 {TERM_YELLOW, "µæ", "µæ¶Ë"},
354 {TERM_YELLOW, "̵", "̵Ũ"},
355 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356 {TERM_GREEN, "»À", "ÂÑ»À"},
357 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360 {TERM_RED, "²Ð", "ÂѲÐ"},
361 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362 {TERM_SLATE, "Îä", "ÂÑÎä"},
363 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368 {TERM_WHITE, "Æ®", "Æ®µ¤"},
369 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371 {TERM_WHITE, "½Ë", "½ËÊ¡"},
372 {TERM_WHITE, "ͦ", "ͦ"},
373 {TERM_RED, "¶¸", "¶¸Íð"},
374 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377 {TERM_SLATE, "»À", "Ëâ·õ»À"},
378 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382 {TERM_L_BLUE, "²ó", "²óÉü"},
383 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384 {TERM_UMBER, "±£", "±£Ì©"},
385 {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386 {TERM_WHITE, "µ¢", "µ¢´Ô"},
387 {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
392 {TERM_YELLOW, "Ts", "Tsuyoshi"},
393 {TERM_VIOLET, "Ha", "Halluc"},
394 {TERM_L_DARK, "Bl", "Blind"},
395 {TERM_RED, "Pa", "Paralyzed"},
396 {TERM_VIOLET, "Cf", "Confused"},
397 {TERM_GREEN, "Po", "Poisoned"},
398 {TERM_BLUE, "Af", "Afraid"},
399 {TERM_L_BLUE, "Lv", "Levit"},
400 {TERM_SLATE, "Rf", "Reflect"},
401 {TERM_SLATE, "Pw", "PassWall"},
402 {TERM_L_DARK, "Wr", "Wraith"},
403 {TERM_SLATE, "Ev", "PrtEvl"},
404 {TERM_VIOLET, "Kw", "Kawarimi"},
405 {TERM_YELLOW, "Md", "MgcArm"},
406 {TERM_L_UMBER, "Eh", "Expand"},
407 {TERM_WHITE, "Ss", "StnSkn"},
408 {TERM_L_BLUE, "Ms", "MltShdw"},
409 {TERM_SLATE, "Rm", "ResMag"},
410 {TERM_YELLOW, "Ul", "Ultima"},
411 {TERM_YELLOW, "Iv", "Invuln"},
412 {TERM_L_GREEN, "IAc", "ImmAcid"},
413 {TERM_GREEN, "Ac", "Acid"},
414 {TERM_L_BLUE, "IEl", "ImmElec"},
415 {TERM_BLUE, "El", "Elec"},
416 {TERM_L_RED, "IFi", "ImmFire"},
417 {TERM_RED, "Fi", "Fire"},
418 {TERM_WHITE, "ICo", "ImmCold"},
419 {TERM_SLATE, "Co", "Cold"},
420 {TERM_GREEN, "Po", "Pois"},
421 {TERM_L_DARK, "Nt", "Nthr"},
422 {TERM_L_BLUE, "Ti", "Time"},
423 {TERM_L_DARK, "Mr", "Mirr"},
424 {TERM_L_RED, "SFi", "SFire"},
425 {TERM_WHITE, "Fo", "Force"},
426 {TERM_WHITE, "Ho", "Holy"},
427 {TERM_VIOLET, "Ee", "EyeEye"},
428 {TERM_WHITE, "Bs", "Bless"},
429 {TERM_WHITE, "He", "Hero"},
430 {TERM_RED, "Br", "Berserk"},
431 {TERM_L_RED, "BFi", "BFire"},
432 {TERM_WHITE, "BCo", "BCold"},
433 {TERM_L_BLUE, "BEl", "BElec"},
434 {TERM_SLATE, "BAc", "BAcid"},
435 {TERM_L_GREEN, "BPo", "BPois"},
436 {TERM_RED, "TCf", "TchCnf"},
437 {TERM_L_BLUE, "Se", "SInv"},
438 {TERM_ORANGE, "Te", "Telepa"},
439 {TERM_L_BLUE, "Rg", "Regen"},
440 {TERM_L_RED, "If", "Infr"},
441 {TERM_UMBER, "Sl", "Stealth"},
442 {TERM_YELLOW, "Stlt", "Stealth"},
443 {TERM_WHITE, "Rc", "Recall"},
444 {TERM_WHITE, "Al", "Alter"},
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
456 static void prt_status(void)
459 int wid, hgt, row_statbar, max_col_statbar;
460 int i, col = 0, num = 0;
463 Term_get_size(&wid, &hgt);
464 row_statbar = hgt + ROW_STATBAR;
465 max_col_statbar = wid + MAX_COL_STATBAR;
467 Term_erase(0, row_statbar, max_col_statbar);
469 bar_flags[0] = bar_flags[1] = 0L;
472 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
475 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
478 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
481 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
484 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
487 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
489 /* Times see-invisible */
490 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
493 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
495 /* Timed regenerate */
496 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
498 /* Timed infra-vision */
499 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
501 /* Protection from evil */
502 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
504 /* Invulnerability */
505 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
508 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
511 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
513 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
516 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
518 /* Super Heroism / berserk */
519 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
522 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
525 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
527 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
529 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
531 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
534 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
537 /* Oppose Lightning */
538 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
542 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
546 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
550 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
553 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
556 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
559 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
562 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
564 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
566 /* Confusing Hands */
567 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
569 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
571 /* Ultimate-resistance */
572 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
575 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
577 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
579 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
582 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
589 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
592 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
594 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
597 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
599 /* An Eye for an Eye */
600 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
602 /* Calcurate length */
603 for (i = 0; bar[i].sstr; i++)
607 col += strlen(bar[i].lstr) + 1;
612 /* If there are not excess spaces for long strings, use short one */
613 if (col - 1 > max_col_statbar)
618 for (i = 0; bar[i].sstr; i++)
622 col += strlen(bar[i].sstr);
626 /* If there are excess spaces for short string, use more */
627 if (col - 1 <= max_col_statbar - (num-1))
635 /* Centering display column */
636 col = (max_col_statbar - col) / 2;
638 /* Display status bar */
639 for (i = 0; bar[i].sstr; i++)
644 if (space == 2) str = bar[i].lstr;
645 else str = bar[i].sstr;
647 c_put_str(bar[i].attr, str, row_statbar, col);
649 if (space > 0) col++;
650 if (col > max_col_statbar) break;
658 * Prints "title", including "wizard" or "winner" as needed.
660 static void prt_title(void)
669 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
678 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
680 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
683 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
692 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
703 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
707 prt_field(p, ROW_TITLE, COL_TITLE);
714 static void prt_level(void)
719 sprintf(tmp, "%5d", p_ptr->lev);
721 sprintf(tmp, "%6d", p_ptr->lev);
725 if (p_ptr->lev >= p_ptr->max_plv)
728 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
729 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
731 put_str("LEVEL ", ROW_LEVEL, 0);
732 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
739 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
740 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
742 put_str("Level ", ROW_LEVEL, 0);
743 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
751 * Display the experience
753 static void prt_exp(void)
757 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
760 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
762 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
767 if (p_ptr->lev >= PY_MAX_LEVEL)
769 (void)sprintf(out_val, "********");
774 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
776 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
781 if (p_ptr->exp >= p_ptr->max_exp)
784 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
785 else put_str("·Ð¸³ ", ROW_EXP, 0);
786 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
788 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
789 else put_str("EXP ", ROW_EXP, 0);
790 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
797 put_str("x·Ð¸³", ROW_EXP, 0);
798 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
800 put_str("Exp ", ROW_EXP, 0);
801 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
808 * Prints current gold
810 static void prt_gold(void)
815 put_str("¡ð ", ROW_GOLD, COL_GOLD);
817 put_str("AU ", ROW_GOLD, COL_GOLD);
820 sprintf(tmp, "%9ld", (long)p_ptr->au);
821 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
829 static void prt_ac(void)
834 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
835 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
836 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
837 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
839 put_str("Cur AC ", ROW_AC, COL_AC);
840 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
841 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
848 * Prints Cur/Max hit points
850 static void prt_hp(void)
852 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
858 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
860 put_str("HP", ROW_CURHP, COL_CURHP);
862 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
863 sprintf(tmp, "%4ld", p_ptr->chp);
865 if (p_ptr->chp >= p_ptr->mhp)
867 color = TERM_L_GREEN;
869 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
878 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
881 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
883 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
884 sprintf(tmp, "%4ld", p_ptr->mhp);
885 color = TERM_L_GREEN;
887 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
892 * Prints players max/cur spell points
894 static void prt_sp(void)
896 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
901 /* Do not show mana unless it matters */
902 if (!mp_ptr->spell_book) return;
905 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
908 put_str("MP", ROW_CURSP, COL_CURSP);
910 put_str("SP", ROW_CURSP, COL_CURSP);
913 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
914 sprintf(tmp, "%4ld", p_ptr->csp);
916 if (p_ptr->csp >= p_ptr->msp)
918 color = TERM_L_GREEN;
920 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
929 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
932 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
934 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
935 sprintf(tmp, "%4ld", p_ptr->msp);
936 color = TERM_L_GREEN;
938 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
943 * Prints depth in stat area
945 static void prt_depth(void)
948 int wid, hgt, row_depth, col_depth;
949 byte attr = TERM_WHITE;
951 Term_get_size(&wid, &hgt);
952 col_depth = wid + COL_DEPTH;
953 row_depth = hgt + ROW_DEPTH;
958 strcpy(depths, "ÃϾå");
960 strcpy(depths, "Surf.");
963 else if (p_ptr->inside_quest && !dungeon_type)
966 strcpy(depths, "ÃϾå");
968 strcpy(depths, "Quest");
974 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
975 else (void)sprintf(depths, "%d ³¬", dun_level);
977 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
978 else (void)sprintf(depths, "Lev %d", dun_level);
982 /* Get color of level based on feeling -JSV- */
983 switch (p_ptr->feeling)
985 case 0: attr = TERM_SLATE; break; /* Unknown */
986 case 1: attr = TERM_L_BLUE; break; /* Special */
987 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
988 case 3: attr = TERM_RED; break; /* Very dangerous */
989 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
990 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
991 case 6: attr = TERM_YELLOW; break; /* Nervous */
992 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
993 case 8: attr = TERM_L_WHITE; break; /* Don't like */
994 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
995 case 10: attr = TERM_WHITE; break; /* Boring place */
999 /* Right-Adjust the "depth", and clear old values */
1000 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1005 * Prints status of hunger
1007 static void prt_hunger(void)
1009 /* Fainting / Starving */
1010 if (p_ptr->food < PY_FOOD_FAINT)
1013 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1015 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1021 else if (p_ptr->food < PY_FOOD_WEAK)
1024 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1026 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1032 else if (p_ptr->food < PY_FOOD_ALERT)
1035 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1037 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1043 else if (p_ptr->food < PY_FOOD_FULL)
1045 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1049 else if (p_ptr->food < PY_FOOD_MAX)
1052 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1054 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1063 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1065 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1073 * Prints Searching, Resting, Paralysis, or 'count' status
1074 * Display is always exactly 10 characters wide (see below)
1076 * This function was a major bottleneck when resting, so a lot of
1077 * the text formatting code was optimized in place below.
1079 static void prt_state(void)
1081 byte attr = TERM_WHITE;
1088 if (command_rep > 999)
1091 sprintf(text, "%2d00", command_rep / 100);
1093 (void)sprintf(text, "%2d00", command_rep / 100);
1100 sprintf(text, " %2d", command_rep);
1102 (void)sprintf(text, " %2d", command_rep);
1111 switch(p_ptr->action)
1116 strcpy(text, "õº÷");
1118 strcpy(text, "Sear");
1126 /* Start with "Rest" */
1134 /* Extensive (timed) rest */
1135 if (resting >= 1000)
1140 text[1] = '0' + (i % 10);
1141 text[0] = '0' + (i / 10);
1144 /* Long (timed) rest */
1145 else if (resting >= 100)
1148 text[3] = '0' + (i % 10);
1150 text[2] = '0' + (i % 10);
1151 text[1] = '0' + (i / 10);
1154 /* Medium (timed) rest */
1155 else if (resting >= 10)
1158 text[3] = '0' + (i % 10);
1159 text[2] = '0' + (i / 10);
1162 /* Short (timed) rest */
1163 else if (resting > 0)
1166 text[3] = '0' + (i);
1169 /* Rest until healed */
1170 else if (resting == -1)
1172 text[0] = text[1] = text[2] = text[3] = '*';
1175 /* Rest until done */
1176 else if (resting == -2)
1178 text[0] = text[1] = text[2] = text[3] = '&';
1185 strcpy(text, "³Ø½¬");
1187 strcpy(text, "lear");
1189 if (new_mane) attr = TERM_L_RED;
1195 strcpy(text, "Äà¤ê");
1197 strcpy(text, "fish");
1204 for (i = 0; i < MAX_KAMAE; i++)
1205 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1208 case 0: attr = TERM_GREEN;break;
1209 case 1: attr = TERM_WHITE;break;
1210 case 2: attr = TERM_L_BLUE;break;
1211 case 3: attr = TERM_L_RED;break;
1213 strcpy(text, kamae_shurui[i].desc);
1219 for (i = 0; i < MAX_KATA; i++)
1220 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1221 strcpy(text, kata_shurui[i].desc);
1227 strcpy(text, "²Î ");
1229 strcpy(text, "Sing");
1233 case ACTION_HAYAGAKE:
1236 strcpy(text, "®¶î");
1238 strcpy(text, "Fast");
1250 /* Display the info (or blanks) */
1251 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1256 * Prints the speed of a character. -CJS-
1258 static void prt_speed(void)
1260 int i = p_ptr->pspeed;
1261 bool is_fast = IS_FAST();
1263 byte attr = TERM_WHITE;
1265 int wid, hgt, row_speed, col_speed;
1267 Term_get_size(&wid, &hgt);
1268 col_speed = wid + COL_SPEED;
1269 row_speed = hgt + ROW_SPEED;
1271 /* Hack -- Visually "undo" the Search Mode Slowdown */
1272 if (p_ptr->action == ACTION_SEARCH) i += 10;
1279 monster_type *m_ptr = &m_list[p_ptr->riding];
1280 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1281 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1282 else attr = TERM_GREEN;
1284 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1285 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1286 else attr = TERM_L_GREEN;
1288 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1290 sprintf(buf, "Fast(+%d)", (i - 110));
1300 monster_type *m_ptr = &m_list[p_ptr->riding];
1301 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1302 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1303 else attr = TERM_RED;
1305 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1306 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1307 else attr = TERM_L_UMBER;
1309 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1311 sprintf(buf, "Slow(-%d)", (110 - i));
1314 else if (p_ptr->riding)
1318 strcpy(buf, "¾èÇÏÃæ");
1320 strcpy(buf, "Riding");
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1329 static void prt_study(void)
1331 int wid, hgt, row_study, col_study;
1333 Term_get_size(&wid, &hgt);
1334 col_study = wid + COL_STUDY;
1335 row_study = hgt + ROW_STUDY;
1337 if (p_ptr->new_spells)
1340 put_str("³Ø½¬", row_study, col_study);
1342 put_str("Stud", row_study, col_study);
1348 put_str(" ", row_study, col_study);
1353 static void prt_mane(void)
1355 int wid, hgt, row_study, col_study;
1357 Term_get_size(&wid, &hgt);
1358 col_study = wid + COL_STUDY;
1359 row_study = hgt + ROW_STUDY;
1361 if (p_ptr->pclass == CLASS_IMITATOR)
1363 if (p_ptr->mane_num)
1366 if (new_mane) attr = TERM_L_RED;
1367 else attr = TERM_WHITE;
1369 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1371 c_put_str(attr, "Mane", row_study, col_study);
1376 put_str(" ", row_study, col_study);
1382 static void prt_cut(void)
1389 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1391 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1400 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1407 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1409 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1416 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1418 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1425 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1427 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1434 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1436 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1443 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1445 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1451 put_str(" ", ROW_CUT, COL_CUT);
1457 static void prt_stun(void)
1459 int s = p_ptr->stun;
1464 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1466 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1473 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1475 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1482 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1484 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1490 put_str(" ", ROW_STUN, COL_STUN);
1497 * Redraw the "monster health bar" -DRS-
1498 * Rather extensive modifications by -BEN-
1500 * The "monster health bar" provides visual feedback on the "health"
1501 * of the monster currently being "tracked". There are several ways
1502 * to "track" a monster, including targetting it, attacking it, and
1503 * affecting it (and nobody else) with a ranged attack.
1505 * Display the monster health bar (affectionately known as the
1506 * "health-o-meter"). Clear health bar if nothing is being tracked.
1507 * Auto-track current target monster when bored. Note that the
1508 * health-bar stops tracking any monster that "disappears".
1510 static void health_redraw(bool riding)
1514 monster_type *m_ptr;
1518 health_who = p_ptr->riding;
1519 row = ROW_RIDING_INFO;
1520 col = COL_RIDING_INFO;
1524 health_who = p_ptr->health_who;
1529 m_ptr = &m_list[health_who];
1534 /* Erase the health bar */
1535 Term_erase(col, row, 12);
1538 /* Tracking an unseen monster */
1539 else if (!m_ptr->ml)
1541 /* Indicate that the monster health is "unknown" */
1542 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545 /* Tracking a hallucinatory monster */
1546 else if (p_ptr->image)
1548 /* Indicate that the monster health is "unknown" */
1549 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552 /* Tracking a dead monster (???) */
1553 else if (m_ptr->hp < 0)
1555 /* Indicate that the monster health is "unknown" */
1556 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559 /* Tracking a visible monster */
1562 /* Extract the "percent" of health */
1563 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1564 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1566 /* Convert percent into "health" */
1567 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1569 /* Default to almost dead */
1570 byte attr = TERM_RED;
1573 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582 else if (pct >= 100) attr = TERM_L_GREEN;
1584 /* Somewhat Wounded */
1585 else if (pct >= 60) attr = TERM_YELLOW;
1588 else if (pct >= 25) attr = TERM_ORANGE;
1591 else if (pct >= 10) attr = TERM_L_RED;
1593 /* Default to "unknown" */
1594 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1596 /* Dump the current "health" (use '*' symbols) */
1597 Term_putstr(col + 1, row, len, attr, "**********");
1604 * Display basic info (mostly left of map)
1606 static void prt_frame_basic(void)
1610 /* Race and Class */
1611 if (p_ptr->mimic_form)
1612 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1616 my_strcpy(str, rp_ptr->title, sizeof(str));
1617 prt_field(str, ROW_RACE, COL_RACE);
1619 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1620 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1626 /* Level/Experience */
1631 for (i = 0; i < 6; i++) prt_stat(i);
1649 health_redraw(FALSE);
1650 health_redraw(TRUE);
1655 * Display extra info (mostly below map)
1657 static void prt_frame_extra(void)
1682 * Hack -- display inventory in sub-windows
1684 static void fix_inven(void)
1689 for (j = 0; j < 8; j++)
1694 if (!angband_term[j]) continue;
1696 /* No relevant flags */
1697 if (!(window_flag[j] & (PW_INVEN))) continue;
1700 Term_activate(angband_term[j]);
1702 /* Display inventory */
1716 * Hack -- display equipment in sub-windows
1718 static void fix_equip(void)
1723 for (j = 0; j < 8; j++)
1728 if (!angband_term[j]) continue;
1730 /* No relevant flags */
1731 if (!(window_flag[j] & (PW_EQUIP))) continue;
1734 Term_activate(angband_term[j]);
1736 /* Display equipment */
1749 * Hack -- display equipment in sub-windows
1751 static void fix_spell(void)
1756 for (j = 0; j < 8; j++)
1761 if (!angband_term[j]) continue;
1763 /* No relevant flags */
1764 if (!(window_flag[j] & (PW_SPELL))) continue;
1767 Term_activate(angband_term[j]);
1769 /* Display spell list */
1770 display_spell_list();
1782 * Hack -- display character in sub-windows
1784 static void fix_player(void)
1789 for (j = 0; j < 8; j++)
1794 if (!angband_term[j]) continue;
1796 /* No relevant flags */
1797 if (!(window_flag[j] & (PW_PLAYER))) continue;
1800 Term_activate(angband_term[j]);
1804 /* Display player */
1818 * Hack -- display recent messages in sub-windows
1820 * XXX XXX XXX Adjust for width and split messages
1822 static void fix_message(void)
1829 for (j = 0; j < 8; j++)
1834 if (!angband_term[j]) continue;
1836 /* No relevant flags */
1837 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1840 Term_activate(angband_term[j]);
1843 Term_get_size(&w, &h);
1846 for (i = 0; i < h; i++)
1848 /* Dump the message on the appropriate line */
1849 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1852 Term_locate(&x, &y);
1854 /* Clear to end of line */
1855 Term_erase(x, y, 255);
1868 * Hack -- display overhead view in sub-windows
1870 * Note that the "player" symbol does NOT appear on the map.
1872 static void fix_overhead(void)
1879 for (j = 0; j < 8; j++)
1885 if (!angband_term[j]) continue;
1887 /* No relevant flags */
1888 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1891 Term_activate(angband_term[j]);
1893 /* Full map in too small window is useless */
1894 Term_get_size(&wid, &hgt);
1895 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1898 display_map(&cy, &cx);
1911 * Hack -- display dungeon view in sub-windows
1913 static void fix_dungeon(void)
1918 for (j = 0; j < 8; j++)
1923 if (!angband_term[j]) continue;
1925 /* No relevant flags */
1926 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1929 Term_activate(angband_term[j]);
1931 /* Redraw dungeon view */
1944 * Hack -- display monster recall in sub-windows
1946 static void fix_monster(void)
1951 for (j = 0; j < 8; j++)
1956 if (!angband_term[j]) continue;
1958 /* No relevant flags */
1959 if (!(window_flag[j] & (PW_MONSTER))) continue;
1962 Term_activate(angband_term[j]);
1964 /* Display monster race info */
1965 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1977 * Hack -- display object recall in sub-windows
1979 static void fix_object(void)
1984 for (j = 0; j < 8; j++)
1989 if (!angband_term[j]) continue;
1991 /* No relevant flags */
1992 if (!(window_flag[j] & (PW_OBJECT))) continue;
1995 Term_activate(angband_term[j]);
1997 /* Display monster race info */
1998 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2010 * Calculate number of spells player should have, and forget,
2011 * or remember, spells until that number is properly reflected.
2013 * Note that this function induces various "status" messages,
2014 * which must be bypasses until the character is created.
2016 static void calc_spells(void)
2018 int i, j, k, levels;
2020 int num_boukyaku = 0;
2029 /* Hack -- must be literate */
2030 if (!mp_ptr->spell_book) return;
2032 /* Hack -- wait for creation */
2033 if (!character_generated) return;
2035 /* Hack -- handle "xtra" mode */
2036 if (character_xtra) return;
2038 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2040 p_ptr->new_spells = 0;
2044 p = spell_category_name(mp_ptr->spell_book);
2046 /* Determine the number of spells allowed */
2047 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2049 /* Hack -- no negative spells */
2050 if (levels < 0) levels = 0;
2052 /* Extract total allowed spells */
2053 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2055 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2059 if (p_ptr->pclass == CLASS_SAMURAI)
2063 else if (p_ptr->realm2 == REALM_NONE)
2065 num_allowed = (num_allowed+1)/2;
2066 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2068 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2070 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2074 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2077 /* Count the number of spells we know */
2078 for (j = 0; j < 64; j++)
2080 /* Count known spells */
2082 (p_ptr->spell_forgotten1 & (1L << j)) :
2083 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2089 /* See how many spells we must forget or may learn */
2090 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2092 /* Forget spells which are too hard */
2093 for (i = 63; i >= 0; i--)
2095 /* Efficiency -- all done */
2096 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2098 /* Access the spell */
2099 j = p_ptr->spell_order[i];
2101 /* Skip non-spells */
2102 if (j >= 99) continue;
2106 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2109 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2111 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2114 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2116 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2118 /* Skip spells we are allowed to know */
2119 if (s_ptr->slevel <= p_ptr->lev) continue;
2123 (p_ptr->spell_learned1 & (1L << j)) :
2124 (p_ptr->spell_learned2 & (1L << (j - 32))))
2126 /* Mark as forgotten */
2129 p_ptr->spell_forgotten1 |= (1L << j);
2130 which = p_ptr->realm1;
2134 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2135 which = p_ptr->realm2;
2138 /* No longer known */
2141 p_ptr->spell_learned1 &= ~(1L << j);
2142 which = p_ptr->realm1;
2146 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2147 which = p_ptr->realm2;
2152 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2153 do_spell(which, j%32, SPELL_NAME), p );
2155 msg_format("You have forgotten the %s of %s.", p,
2156 do_spell(which, j%32, SPELL_NAME));
2160 /* One more can be learned */
2161 p_ptr->new_spells++;
2166 /* Forget spells if we know too many spells */
2167 for (i = 63; i >= 0; i--)
2169 /* Stop when possible */
2170 if (p_ptr->new_spells >= 0) break;
2172 /* Efficiency -- all done */
2173 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2175 /* Get the (i+1)th spell learned */
2176 j = p_ptr->spell_order[i];
2178 /* Skip unknown spells */
2179 if (j >= 99) continue;
2181 /* Forget it (if learned) */
2183 (p_ptr->spell_learned1 & (1L << j)) :
2184 (p_ptr->spell_learned2 & (1L << (j - 32))))
2186 /* Mark as forgotten */
2189 p_ptr->spell_forgotten1 |= (1L << j);
2190 which = p_ptr->realm1;
2194 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2195 which = p_ptr->realm2;
2198 /* No longer known */
2201 p_ptr->spell_learned1 &= ~(1L << j);
2202 which = p_ptr->realm1;
2206 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2207 which = p_ptr->realm2;
2212 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2213 do_spell(which, j%32, SPELL_NAME), p );
2215 msg_format("You have forgotten the %s of %s.", p,
2216 do_spell(which, j%32, SPELL_NAME));
2220 /* One more can be learned */
2221 p_ptr->new_spells++;
2226 /* Check for spells to remember */
2227 for (i = 0; i < 64; i++)
2229 /* None left to remember */
2230 if (p_ptr->new_spells <= 0) break;
2232 /* Efficiency -- all done */
2233 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2235 /* Get the next spell we learned */
2236 j = p_ptr->spell_order[i];
2238 /* Skip unknown spells */
2241 /* Access the spell */
2242 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2245 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2247 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2250 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2252 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2254 /* Skip spells we cannot remember */
2255 if (s_ptr->slevel > p_ptr->lev) continue;
2257 /* First set of spells */
2259 (p_ptr->spell_forgotten1 & (1L << j)) :
2260 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2262 /* No longer forgotten */
2265 p_ptr->spell_forgotten1 &= ~(1L << j);
2266 which = p_ptr->realm1;
2270 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2271 which = p_ptr->realm2;
2274 /* Known once more */
2277 p_ptr->spell_learned1 |= (1L << j);
2278 which = p_ptr->realm1;
2282 p_ptr->spell_learned2 |= (1L << (j - 32));
2283 which = p_ptr->realm2;
2288 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2289 do_spell(which, j%32, SPELL_NAME), p );
2291 msg_format("You have remembered the %s of %s.",
2292 p, do_spell(which, j%32, SPELL_NAME));
2296 /* One less can be learned */
2297 p_ptr->new_spells--;
2303 if (p_ptr->realm2 == REALM_NONE)
2305 /* Count spells that can be learned */
2306 for (j = 0; j < 32; j++)
2308 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2309 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2311 /* Skip spells we cannot remember */
2312 if (s_ptr->slevel > p_ptr->lev) continue;
2314 /* Skip spells we already know */
2315 if (p_ptr->spell_learned1 & (1L << j))
2324 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;
2327 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2329 /* Spell count changed */
2330 if (p_ptr->old_spells != p_ptr->new_spells)
2332 /* Message if needed */
2333 if (p_ptr->new_spells)
2337 if( p_ptr->new_spells < 10 ){
2338 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2340 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2343 msg_format("You can learn %d more %s%s.",
2344 p_ptr->new_spells, p,
2345 (p_ptr->new_spells != 1) ? "s" : "");
2350 /* Save the new_spells value */
2351 p_ptr->old_spells = p_ptr->new_spells;
2353 /* Redraw Study Status */
2354 p_ptr->redraw |= (PR_STUDY);
2356 /* Redraw object recall */
2357 p_ptr->window |= (PW_OBJECT);
2363 * Calculate maximum mana. You do not need to know any spells.
2364 * Note that mana is lowered by heavy (or inappropriate) armor.
2366 * This function induces status messages.
2368 static void calc_mana(void)
2370 int msp, levels, cur_wgt, max_wgt;
2375 /* Hack -- Must be literate */
2376 if (!mp_ptr->spell_book) return;
2378 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2379 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2380 (p_ptr->pclass == CLASS_BLUE_MAGE))
2382 levels = p_ptr->lev;
2386 if(mp_ptr->spell_first > p_ptr->lev)
2391 /* Display mana later */
2392 p_ptr->redraw |= (PR_MANA);
2396 /* Extract "effective" player level */
2397 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2400 if (p_ptr->pclass == CLASS_SAMURAI)
2402 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2403 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2407 /* Extract total mana */
2408 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2410 /* Hack -- usually add one mana */
2413 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2415 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2417 /* Hack: High mages have a 25% mana bonus */
2418 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2420 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2423 /* Only mages are affected */
2424 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2426 u32b flgs[TR_FLAG_SIZE];
2428 /* Assume player is not encumbered by gloves */
2429 p_ptr->cumber_glove = FALSE;
2431 /* Get the gloves */
2432 o_ptr = &inventory[INVEN_HANDS];
2434 /* Examine the gloves */
2435 object_flags(o_ptr, flgs);
2437 /* Normal gloves hurt mage-type spells */
2439 !(have_flag(flgs, TR_FREE_ACT)) &&
2440 !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2441 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2444 p_ptr->cumber_glove = TRUE;
2447 msp = (3 * msp) / 4;
2452 /* Assume player not encumbered by armor */
2453 p_ptr->cumber_armor = FALSE;
2455 /* Weigh the armor */
2457 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2458 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2459 cur_wgt += inventory[INVEN_BODY].weight;
2460 cur_wgt += inventory[INVEN_HEAD].weight;
2461 cur_wgt += inventory[INVEN_OUTER].weight;
2462 cur_wgt += inventory[INVEN_HANDS].weight;
2463 cur_wgt += inventory[INVEN_FEET].weight;
2465 /* Subtract a percentage of maximum mana. */
2466 switch (p_ptr->pclass)
2468 /* For these classes, mana is halved if armour
2469 * is 30 pounds over their weight limit. */
2471 case CLASS_HIGH_MAGE:
2472 case CLASS_BLUE_MAGE:
2474 case CLASS_FORCETRAINER:
2475 case CLASS_SORCERER:
2477 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2478 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2482 /* Mana halved if armour is 40 pounds over weight limit. */
2487 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2488 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2492 case CLASS_MINDCRAFTER:
2493 case CLASS_BEASTMASTER:
2494 case CLASS_MIRROR_MASTER:
2496 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2497 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2501 /* Mana halved if armour is 50 pounds over weight limit. */
2504 case CLASS_RED_MAGE:
2505 case CLASS_WARRIOR_MAGE:
2507 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2508 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2512 /* Mana halved if armour is 60 pounds over weight limit. */
2514 case CLASS_CHAOS_WARRIOR:
2516 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2517 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2521 /* For new classes created, but not yet added to this formula. */
2528 /* Determine the weight allowance */
2529 max_wgt = mp_ptr->spell_weight;
2531 /* Heavy armor penalizes mana by a percentage. -LM- */
2532 if ((cur_wgt - max_wgt) > 0)
2535 p_ptr->cumber_armor = TRUE;
2537 /* Subtract a percentage of maximum mana. */
2538 switch (p_ptr->pclass)
2540 /* For these classes, mana is halved if armour
2541 * is 30 pounds over their weight limit. */
2543 case CLASS_HIGH_MAGE:
2544 case CLASS_BLUE_MAGE:
2546 msp -= msp * (cur_wgt - max_wgt) / 600;
2550 /* Mana halved if armour is 40 pounds over weight limit. */
2552 case CLASS_MINDCRAFTER:
2553 case CLASS_BEASTMASTER:
2555 case CLASS_FORCETRAINER:
2557 case CLASS_MIRROR_MASTER:
2559 msp -= msp * (cur_wgt - max_wgt) / 800;
2563 case CLASS_SORCERER:
2565 msp -= msp * (cur_wgt - max_wgt) / 900;
2569 /* Mana halved if armour is 50 pounds over weight limit. */
2573 case CLASS_RED_MAGE:
2575 msp -= msp * (cur_wgt - max_wgt) / 1000;
2579 /* Mana halved if armour is 60 pounds over weight limit. */
2581 case CLASS_CHAOS_WARRIOR:
2582 case CLASS_WARRIOR_MAGE:
2584 msp -= msp * (cur_wgt - max_wgt) / 1200;
2590 p_ptr->cumber_armor = FALSE;
2594 /* For new classes created, but not yet added to this formula. */
2597 msp -= msp * (cur_wgt - max_wgt) / 800;
2603 /* Mana can never be negative */
2604 if (msp < 0) msp = 0;
2607 /* Maximum mana has changed */
2608 if (p_ptr->msp != msp)
2610 /* Enforce maximum */
2611 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2614 p_ptr->csp_frac = 0;
2618 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2619 if ((level_up == 1) && (msp > p_ptr->msp))
2621 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2622 (msp - p_ptr->msp));
2628 /* Display mana later */
2629 p_ptr->redraw |= (PR_MANA);
2632 p_ptr->window |= (PW_PLAYER);
2633 p_ptr->window |= (PW_SPELL);
2637 /* Hack -- handle "xtra" mode */
2638 if (character_xtra) return;
2640 /* Take note when "glove state" changes */
2641 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2644 if (p_ptr->cumber_glove)
2647 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2649 msg_print("Your covered hands feel unsuitable for spellcasting.");
2656 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2658 msg_print("Your hands feel more suitable for spellcasting.");
2664 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2668 /* Take note when "armor state" changes */
2669 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2672 if (p_ptr->cumber_armor)
2675 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2677 msg_print("The weight of your equipment encumbers your movement.");
2684 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2686 msg_print("You feel able to move more freely.");
2692 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2699 * Calculate the players (maximal) hit points
2700 * Adjust current hitpoints if necessary
2702 static void calc_hitpoints(void)
2707 /* Un-inflate "half-hitpoint bonus per level" value */
2708 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2710 /* Calculate hitpoints */
2711 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2713 if (p_ptr->mimic_form)
2715 if (p_ptr->pclass == CLASS_SORCERER)
2716 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2718 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2719 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2722 if (p_ptr->pclass == CLASS_SORCERER)
2724 if (p_ptr->lev < 30)
2725 mhp = (mhp * (45+p_ptr->lev) / 100);
2727 mhp = (mhp * 75 / 100);
2728 bonus = (bonus * 65 / 100);
2733 if (p_ptr->pclass == CLASS_BERSERKER)
2735 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2738 /* Always have at least one hitpoint per level */
2739 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2741 /* Factor in the hero / superhero settings */
2742 if (IS_HERO()) mhp += 10;
2743 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2744 if (p_ptr->tsuyoshi) mhp += 50;
2746 /* New maximum hitpoints */
2747 if (p_ptr->mhp != mhp)
2749 /* Enforce maximum */
2750 if (p_ptr->chp >= mhp)
2753 p_ptr->chp_frac = 0;
2757 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2758 if ((level_up == 1) && (mhp > p_ptr->mhp))
2760 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2761 (mhp - p_ptr->mhp) );
2764 /* Save the new max-hitpoints */
2767 /* Display hitpoints (later) */
2768 p_ptr->redraw |= (PR_HP);
2771 p_ptr->window |= (PW_PLAYER);
2778 * Extract and set the current "lite radius"
2780 * SWD: Experimental modification: multiple light sources have additive effect.
2783 static void calc_torch(void)
2787 u32b flgs[TR_FLAG_SIZE];
2789 /* Assume no light */
2790 p_ptr->cur_lite = 0;
2792 /* Loop through all wielded items */
2793 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2795 o_ptr = &inventory[i];
2797 /* Examine actual lites */
2798 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2800 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2802 if (o_ptr->sval == SV_LITE_TORCH)
2804 p_ptr->cur_lite -= 1;
2807 /* Lanterns (with fuel) provide more lite */
2808 else if (o_ptr->sval == SV_LITE_LANTERN)
2810 p_ptr->cur_lite -= 2;
2813 else if (o_ptr->sval == SV_LITE_FEANOR)
2815 p_ptr->cur_lite -= 3;
2818 /* Torches (with fuel) provide some lite */
2819 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2821 p_ptr->cur_lite += 1;
2824 /* Lanterns (with fuel) provide more lite */
2825 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2827 p_ptr->cur_lite += 2;
2830 else if (o_ptr->sval == SV_LITE_FEANOR)
2832 p_ptr->cur_lite += 2;
2835 /* Artifact Lites provide permanent, bright, lite */
2836 else if (object_is_fixed_artifact(o_ptr))
2838 p_ptr->cur_lite += 3;
2841 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2845 /* Skip empty slots */
2846 if (!o_ptr->k_idx) continue;
2848 /* Extract the flags */
2849 object_flags(o_ptr, flgs);
2851 /* does this item glow? */
2852 if (have_flag(flgs, TR_LITE))
2854 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2855 else p_ptr->cur_lite++;
2861 /* max radius is 14 (was 5) without rewriting other code -- */
2862 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2863 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2864 p_ptr->cur_lite = 1;
2867 * check if the player doesn't have light radius,
2868 * but does weakly glow as an intrinsic.
2870 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2872 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2873 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2875 /* end experimental mods */
2877 /* Notice changes in the "lite radius" */
2878 if (p_ptr->old_lite != p_ptr->cur_lite)
2881 /* Hack -- PU_MON_LITE for monsters' darkness */
2882 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2884 /* Remember the old lite */
2885 p_ptr->old_lite = p_ptr->cur_lite;
2887 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2888 set_superstealth(FALSE);
2895 * Computes current weight limit.
2897 u32b weight_limit(void)
2901 /* Weight limit based only on strength */
2902 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2903 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2905 /* Return the result */
2910 bool buki_motteruka(int i)
2912 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2917 * Calculate the players current "state", taking into account
2918 * not only race/class intrinsics, but also objects being worn
2919 * and temporary spell effects.
2921 * See also calc_mana() and calc_hitpoints().
2923 * Take note of the new "speed code", in particular, a very strong
2924 * player will start slowing down as soon as he reaches 150 pounds,
2925 * but not until he reaches 450 pounds will he be half as fast as
2926 * a normal kobold. This both hurts and helps the player, hurts
2927 * because in the old days a player could just avoid 300 pounds,
2928 * and helps because now carrying 300 pounds is not very painful.
2930 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2931 * damage, since that would affect non-combat things. These values
2932 * are actually added in later, at the appropriate place.
2934 * This function induces various "status" messages.
2936 void calc_bonuses(void)
2938 int i, j, hold, neutral[2];
2940 int default_hand = 0;
2941 int empty_hands_status = empty_hands(TRUE);
2945 u32b flgs[TR_FLAG_SIZE];
2947 bool yoiyami = FALSE;
2948 bool down_saving = FALSE;
2950 bool have_dd_s = FALSE, have_dd_t = FALSE;
2952 bool have_sw = FALSE, have_kabe = FALSE;
2953 bool easy_2weapon = FALSE;
2954 bool riding_levitation = FALSE;
2955 s16b this_o_idx, next_o_idx = 0;
2956 player_race *tmp_rp_ptr;
2958 /* Save the old vision stuff */
2959 bool old_telepathy = p_ptr->telepathy;
2960 bool old_esp_animal = p_ptr->esp_animal;
2961 bool old_esp_undead = p_ptr->esp_undead;
2962 bool old_esp_demon = p_ptr->esp_demon;
2963 bool old_esp_orc = p_ptr->esp_orc;
2964 bool old_esp_troll = p_ptr->esp_troll;
2965 bool old_esp_giant = p_ptr->esp_giant;
2966 bool old_esp_dragon = p_ptr->esp_dragon;
2967 bool old_esp_human = p_ptr->esp_human;
2968 bool old_esp_evil = p_ptr->esp_evil;
2969 bool old_esp_good = p_ptr->esp_good;
2970 bool old_esp_nonliving = p_ptr->esp_nonliving;
2971 bool old_esp_unique = p_ptr->esp_unique;
2972 bool old_see_inv = p_ptr->see_inv;
2973 bool old_mighty_throw = p_ptr->mighty_throw;
2975 /* Save the old armor class */
2976 bool old_dis_ac = p_ptr->dis_ac;
2977 bool old_dis_to_a = p_ptr->dis_to_a;
2980 /* Clear extra blows/shots */
2981 extra_blows[0] = extra_blows[1] = extra_shots = 0;
2983 /* Clear the stat modifiers */
2984 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
2987 /* Clear the Displayed/Real armor class */
2988 p_ptr->dis_ac = p_ptr->ac = 0;
2990 /* Clear the Displayed/Real Bonuses */
2991 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
2992 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
2993 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
2994 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
2995 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
2996 p_ptr->dis_to_a = p_ptr->to_a = 0;
3000 p_ptr->to_m_chance = 0;
3002 /* Clear the Extra Dice Bonuses */
3003 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3004 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3006 /* Start with "normal" speed */
3009 /* Start with a single blow per turn */
3010 p_ptr->num_blow[0] = 1;
3011 p_ptr->num_blow[1] = 1;
3013 /* Start with a single shot per turn */
3014 p_ptr->num_fire = 100;
3016 /* Reset the "xtra" tval */
3017 p_ptr->tval_xtra = 0;
3019 /* Reset the "ammo" tval */
3020 p_ptr->tval_ammo = 0;
3022 /* Clear all the flags */
3024 p_ptr->bless_blade = FALSE;
3025 p_ptr->xtra_might = FALSE;
3026 p_ptr->impact[0] = FALSE;
3027 p_ptr->impact[1] = FALSE;
3028 p_ptr->pass_wall = FALSE;
3029 p_ptr->kill_wall = FALSE;
3030 p_ptr->dec_mana = FALSE;
3031 p_ptr->easy_spell = FALSE;
3032 p_ptr->heavy_spell = FALSE;
3033 p_ptr->see_inv = FALSE;
3034 p_ptr->free_act = FALSE;
3035 p_ptr->slow_digest = FALSE;
3036 p_ptr->regenerate = FALSE;
3037 p_ptr->can_swim = FALSE;
3038 p_ptr->levitation = FALSE;
3039 p_ptr->hold_life = FALSE;
3040 p_ptr->telepathy = FALSE;
3041 p_ptr->esp_animal = FALSE;
3042 p_ptr->esp_undead = FALSE;
3043 p_ptr->esp_demon = FALSE;
3044 p_ptr->esp_orc = FALSE;
3045 p_ptr->esp_troll = FALSE;
3046 p_ptr->esp_giant = FALSE;
3047 p_ptr->esp_dragon = FALSE;
3048 p_ptr->esp_human = FALSE;
3049 p_ptr->esp_evil = FALSE;
3050 p_ptr->esp_good = FALSE;
3051 p_ptr->esp_nonliving = FALSE;
3052 p_ptr->esp_unique = FALSE;
3053 p_ptr->lite = FALSE;
3054 p_ptr->sustain_str = FALSE;
3055 p_ptr->sustain_int = FALSE;
3056 p_ptr->sustain_wis = FALSE;
3057 p_ptr->sustain_con = FALSE;
3058 p_ptr->sustain_dex = FALSE;
3059 p_ptr->sustain_chr = FALSE;
3060 p_ptr->resist_acid = FALSE;
3061 p_ptr->resist_elec = FALSE;
3062 p_ptr->resist_fire = FALSE;
3063 p_ptr->resist_cold = FALSE;
3064 p_ptr->resist_pois = FALSE;
3065 p_ptr->resist_conf = FALSE;
3066 p_ptr->resist_sound = FALSE;
3067 p_ptr->resist_lite = FALSE;
3068 p_ptr->resist_dark = FALSE;
3069 p_ptr->resist_chaos = FALSE;
3070 p_ptr->resist_disen = FALSE;
3071 p_ptr->resist_shard = FALSE;
3072 p_ptr->resist_nexus = FALSE;
3073 p_ptr->resist_blind = FALSE;
3074 p_ptr->resist_neth = FALSE;
3075 p_ptr->resist_time = FALSE;
3076 p_ptr->resist_fear = FALSE;
3077 p_ptr->reflect = FALSE;
3078 p_ptr->sh_fire = FALSE;
3079 p_ptr->sh_elec = FALSE;
3080 p_ptr->sh_cold = FALSE;
3081 p_ptr->anti_magic = FALSE;
3082 p_ptr->anti_tele = FALSE;
3083 p_ptr->warning = FALSE;
3084 p_ptr->mighty_throw = FALSE;
3085 p_ptr->see_nocto = FALSE;
3087 p_ptr->immune_acid = FALSE;
3088 p_ptr->immune_elec = FALSE;
3089 p_ptr->immune_fire = FALSE;
3090 p_ptr->immune_cold = FALSE;
3092 p_ptr->ryoute = FALSE;
3093 p_ptr->migite = FALSE;
3094 p_ptr->hidarite = FALSE;
3095 p_ptr->no_flowed = FALSE;
3097 p_ptr->align = friend_align;
3099 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3100 else tmp_rp_ptr = &race_info[p_ptr->prace];
3102 /* Base infravision (purely racial) */
3103 p_ptr->see_infra = tmp_rp_ptr->infra;
3105 /* Base skill -- disarming */
3106 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3108 /* Base skill -- magic devices */
3109 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3111 /* Base skill -- saving throw */
3112 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3114 /* Base skill -- stealth */
3115 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3117 /* Base skill -- searching ability */
3118 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3120 /* Base skill -- searching frequency */
3121 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3123 /* Base skill -- combat (normal) */
3124 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3126 /* Base skill -- combat (shooting) */
3127 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3129 /* Base skill -- combat (throwing) */
3130 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3132 /* Base skill -- digging */
3133 p_ptr->skill_dig = 0;
3135 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3136 if (buki_motteruka(INVEN_LARM))
3138 p_ptr->hidarite = TRUE;
3139 if (!p_ptr->migite) default_hand = 1;
3142 if (CAN_TWO_HANDS_WIELDING())
3144 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3145 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3147 p_ptr->ryoute = TRUE;
3149 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3150 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3152 p_ptr->ryoute = TRUE;
3156 switch (p_ptr->pclass)
3159 case CLASS_FORCETRAINER:
3160 case CLASS_BERSERKER:
3161 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3163 p_ptr->migite = TRUE;
3164 p_ptr->ryoute = TRUE;
3171 if (!p_ptr->migite && !p_ptr->hidarite)
3173 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3174 else if (empty_hands_status == EMPTY_HAND_LARM)
3176 p_ptr->hidarite = TRUE;
3181 if (p_ptr->special_defense & KAMAE_MASK)
3183 if (!(empty_hands_status & EMPTY_HAND_RARM))
3185 set_action(ACTION_NONE);
3189 switch (p_ptr->pclass)
3192 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3193 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3196 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3198 case CLASS_CHAOS_WARRIOR:
3199 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3200 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3202 case CLASS_MINDCRAFTER:
3203 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3204 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3205 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3206 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3209 case CLASS_FORCETRAINER:
3210 /* Unencumbered Monks become faster every 10 levels */
3211 if (!(heavy_armor()))
3213 if (!(prace_is_(RACE_KLACKON) ||
3214 prace_is_(RACE_SPRITE) ||
3215 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3216 new_speed += (p_ptr->lev) / 10;
3218 /* Free action if unencumbered at level 25 */
3219 if (p_ptr->lev > 24)
3220 p_ptr->free_act = TRUE;
3223 case CLASS_SORCERER:
3225 p_ptr->dis_to_a -= 50;
3228 p_ptr->resist_sound = TRUE;
3231 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3233 case CLASS_BERSERKER:
3235 p_ptr->sustain_str = TRUE;
3236 p_ptr->sustain_dex = TRUE;
3237 p_ptr->sustain_con = TRUE;
3238 p_ptr->regenerate = TRUE;
3239 p_ptr->free_act = TRUE;
3241 if (p_ptr->lev > 29) new_speed++;
3242 if (p_ptr->lev > 39) new_speed++;
3243 if (p_ptr->lev > 44) new_speed++;
3244 if (p_ptr->lev > 49) new_speed++;
3245 p_ptr->to_a += 10+p_ptr->lev/2;
3246 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3247 p_ptr->skill_dig += (100+p_ptr->lev*8);
3248 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3249 p_ptr->redraw |= PR_STATUS;
3251 case CLASS_MIRROR_MASTER:
3252 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3255 /* Unencumbered Ninjas become faster every 10 levels */
3258 new_speed -= (p_ptr->lev) / 10;
3259 p_ptr->skill_stl -= (p_ptr->lev)/10;
3261 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3262 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3265 if (!(prace_is_(RACE_KLACKON) ||
3266 prace_is_(RACE_SPRITE) ||
3267 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3268 new_speed += (p_ptr->lev) / 10;
3269 p_ptr->skill_stl += (p_ptr->lev)/10;
3271 /* Free action if unencumbered at level 25 */
3272 if (p_ptr->lev > 24)
3273 p_ptr->free_act = TRUE;
3275 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3276 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3278 p_ptr->to_a += p_ptr->lev/2+5;
3279 p_ptr->dis_to_a += p_ptr->lev/2+5;
3281 p_ptr->slow_digest = TRUE;
3282 p_ptr->resist_fear = TRUE;
3283 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3284 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3285 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3286 if (p_ptr->lev > 44)
3288 p_ptr->oppose_pois = 1;
3289 p_ptr->redraw |= PR_STATUS;
3291 p_ptr->see_nocto = TRUE;
3296 if (p_ptr->mimic_form)
3298 switch (p_ptr->mimic_form)
3301 p_ptr->hold_life = TRUE;
3302 p_ptr->resist_chaos = TRUE;
3303 p_ptr->resist_neth = TRUE;
3304 p_ptr->resist_fire = TRUE;
3305 p_ptr->oppose_fire = 1;
3306 p_ptr->see_inv=TRUE;
3308 p_ptr->redraw |= PR_STATUS;
3310 p_ptr->dis_to_a += 10;
3311 p_ptr->align -= 200;
3313 case MIMIC_DEMON_LORD:
3314 p_ptr->hold_life = TRUE;
3315 p_ptr->resist_chaos = TRUE;
3316 p_ptr->resist_neth = TRUE;
3317 p_ptr->immune_fire = TRUE;
3318 p_ptr->resist_acid = TRUE;
3319 p_ptr->resist_fire = TRUE;
3320 p_ptr->resist_cold = TRUE;
3321 p_ptr->resist_elec = TRUE;
3322 p_ptr->resist_pois = TRUE;
3323 p_ptr->resist_conf = TRUE;
3324 p_ptr->resist_disen = TRUE;
3325 p_ptr->resist_nexus = TRUE;
3326 p_ptr->resist_fear = TRUE;
3327 p_ptr->sh_fire = TRUE;
3328 p_ptr->see_inv = TRUE;
3329 p_ptr->telepathy = TRUE;
3330 p_ptr->levitation = TRUE;
3331 p_ptr->kill_wall = TRUE;
3334 p_ptr->dis_to_a += 20;
3335 p_ptr->align -= 200;
3338 p_ptr->resist_dark = TRUE;
3339 p_ptr->hold_life = TRUE;
3340 p_ptr->resist_neth = TRUE;
3341 p_ptr->resist_cold = TRUE;
3342 p_ptr->resist_pois = TRUE;
3343 p_ptr->see_inv = TRUE;
3346 p_ptr->dis_to_a += 10;
3347 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3353 switch (p_ptr->prace)
3356 p_ptr->resist_lite = TRUE;
3359 p_ptr->hold_life = TRUE;
3362 p_ptr->free_act = TRUE;
3365 p_ptr->resist_blind = TRUE;
3368 p_ptr->resist_dark = TRUE;
3370 case RACE_HALF_TROLL:
3371 p_ptr->sustain_str = TRUE;
3373 if (p_ptr->lev > 14)
3375 /* High level trolls heal fast... */
3376 p_ptr->regenerate = TRUE;
3378 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3380 p_ptr->slow_digest = TRUE;
3381 /* Let's not make Regeneration
3382 * a disadvantage for the poor warriors who can
3383 * never learn a spell that satisfies hunger (actually
3384 * neither can rogues, but half-trolls are not
3385 * supposed to play rogues) */
3390 p_ptr->sustain_con = TRUE;
3391 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3394 p_ptr->resist_lite = TRUE;
3395 p_ptr->see_inv = TRUE;
3397 case RACE_BARBARIAN:
3398 p_ptr->resist_fear = TRUE;
3400 case RACE_HALF_OGRE:
3401 p_ptr->resist_dark = TRUE;
3402 p_ptr->sustain_str = TRUE;
3404 case RACE_HALF_GIANT:
3405 p_ptr->sustain_str = TRUE;
3406 p_ptr->resist_shard = TRUE;
3408 case RACE_HALF_TITAN:
3409 p_ptr->resist_chaos = TRUE;
3412 p_ptr->resist_sound = TRUE;
3415 p_ptr->resist_acid = TRUE;
3416 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3419 p_ptr->resist_conf = TRUE;
3420 p_ptr->resist_acid = TRUE;
3422 /* Klackons become faster */
3423 new_speed += (p_ptr->lev) / 10;
3426 p_ptr->resist_pois = TRUE;
3429 p_ptr->resist_disen = TRUE;
3430 p_ptr->resist_dark = TRUE;
3433 p_ptr->resist_dark = TRUE;
3434 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3436 case RACE_DRACONIAN:
3437 p_ptr->levitation = TRUE;
3438 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3439 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3440 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3441 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3442 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3444 case RACE_MIND_FLAYER:
3445 p_ptr->sustain_int = TRUE;
3446 p_ptr->sustain_wis = TRUE;
3447 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3448 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3451 p_ptr->resist_fire = TRUE;
3452 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3455 p_ptr->slow_digest = TRUE;
3456 p_ptr->free_act = TRUE;
3457 p_ptr->see_inv = TRUE;
3458 p_ptr->resist_pois = TRUE;
3459 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3462 p_ptr->resist_shard = TRUE;
3463 p_ptr->hold_life = TRUE;
3464 p_ptr->see_inv = TRUE;
3465 p_ptr->resist_pois = TRUE;
3466 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3469 p_ptr->resist_neth = TRUE;
3470 p_ptr->hold_life = TRUE;
3471 p_ptr->see_inv = TRUE;
3472 p_ptr->resist_pois = TRUE;
3473 p_ptr->slow_digest = TRUE;
3474 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3477 p_ptr->resist_dark = TRUE;
3478 p_ptr->hold_life = TRUE;
3479 p_ptr->resist_neth = TRUE;
3480 p_ptr->resist_cold = TRUE;
3481 p_ptr->resist_pois = TRUE;
3482 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3485 p_ptr->levitation = TRUE;
3486 p_ptr->free_act = TRUE;
3487 p_ptr->resist_neth = TRUE;
3488 p_ptr->hold_life = TRUE;
3489 p_ptr->see_inv = TRUE;
3490 p_ptr->resist_pois = TRUE;
3491 p_ptr->slow_digest = TRUE;
3492 p_ptr->resist_cold = TRUE;
3493 p_ptr->pass_wall = TRUE;
3494 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3497 p_ptr->levitation = TRUE;
3498 p_ptr->resist_lite = TRUE;
3500 /* Sprites become faster */
3501 new_speed += (p_ptr->lev) / 10;
3504 p_ptr->resist_conf = TRUE;
3505 p_ptr->resist_sound = TRUE;
3508 /* Ents dig like maniacs, but only with their hands. */
3509 if (!inventory[INVEN_RARM].k_idx)
3510 p_ptr->skill_dig += p_ptr->lev * 10;
3511 /* Ents get tougher and stronger as they age, but lose dexterity. */
3512 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3513 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3514 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3516 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3517 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3518 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3520 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3521 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3522 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3525 p_ptr->levitation = TRUE;
3526 p_ptr->see_inv = TRUE;
3527 p_ptr->align += 200;
3530 p_ptr->resist_fire = TRUE;
3531 p_ptr->resist_neth = TRUE;
3532 p_ptr->hold_life = TRUE;
3533 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3534 if (p_ptr->lev > 44)
3536 p_ptr->oppose_fire = 1;
3537 p_ptr->redraw |= PR_STATUS;
3539 p_ptr->align -= 200;
3542 p_ptr->sustain_con = TRUE;
3545 p_ptr->levitation = TRUE;
3548 p_ptr->resist_conf = TRUE;
3551 p_ptr->slow_digest = TRUE;
3552 p_ptr->free_act = TRUE;
3553 p_ptr->resist_pois = TRUE;
3554 p_ptr->hold_life = TRUE;
3562 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3564 p_ptr->see_inv = TRUE;
3565 p_ptr->free_act = TRUE;
3566 p_ptr->slow_digest = TRUE;
3567 p_ptr->regenerate = TRUE;
3568 p_ptr->levitation = TRUE;
3569 p_ptr->hold_life = TRUE;
3570 p_ptr->telepathy = TRUE;
3572 p_ptr->sustain_str = TRUE;
3573 p_ptr->sustain_int = TRUE;
3574 p_ptr->sustain_wis = TRUE;
3575 p_ptr->sustain_con = TRUE;
3576 p_ptr->sustain_dex = TRUE;
3577 p_ptr->sustain_chr = TRUE;
3578 p_ptr->resist_acid = TRUE;
3579 p_ptr->resist_elec = TRUE;
3580 p_ptr->resist_fire = TRUE;
3581 p_ptr->resist_cold = TRUE;
3582 p_ptr->resist_pois = TRUE;
3583 p_ptr->resist_conf = TRUE;
3584 p_ptr->resist_sound = TRUE;
3585 p_ptr->resist_lite = TRUE;
3586 p_ptr->resist_dark = TRUE;
3587 p_ptr->resist_chaos = TRUE;
3588 p_ptr->resist_disen = TRUE;
3589 p_ptr->resist_shard = TRUE;
3590 p_ptr->resist_nexus = TRUE;
3591 p_ptr->resist_blind = TRUE;
3592 p_ptr->resist_neth = TRUE;
3593 p_ptr->resist_fear = TRUE;
3594 p_ptr->reflect = TRUE;
3595 p_ptr->sh_fire = TRUE;
3596 p_ptr->sh_elec = TRUE;
3597 p_ptr->sh_cold = TRUE;
3599 p_ptr->dis_to_a += 100;
3601 /* Temporary shield */
3602 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3605 p_ptr->dis_to_a += 50;
3608 if (p_ptr->tim_res_nether)
3610 p_ptr->resist_neth = TRUE;
3612 if (p_ptr->tim_sh_fire)
3614 p_ptr->sh_fire = TRUE;
3616 if (p_ptr->tim_res_time)
3618 p_ptr->resist_time = TRUE;
3622 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3623 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3624 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3625 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3628 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3630 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3632 p_ptr->resist_blind = TRUE;
3633 p_ptr->resist_conf = TRUE;
3634 p_ptr->hold_life = TRUE;
3635 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3637 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3638 /* Munchkin become faster */
3639 new_speed += (p_ptr->lev) / 10 + 5;
3642 if (music_singing(MUSIC_WALL))
3644 p_ptr->kill_wall = TRUE;
3647 /* Hack -- apply racial/class stat maxes */
3648 /* Apply the racial modifiers */
3649 for (i = 0; i < 6; i++)
3651 /* Modify the stats for "race" */
3652 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3656 /* I'm adding the mutations here for the lack of a better place... */
3659 /* Hyper Strength */
3660 if (p_ptr->muta3 & MUT3_HYPER_STR)
3662 p_ptr->stat_add[A_STR] += 4;
3666 if (p_ptr->muta3 & MUT3_PUNY)
3668 p_ptr->stat_add[A_STR] -= 4;
3671 /* Living computer */
3672 if (p_ptr->muta3 & MUT3_HYPER_INT)
3674 p_ptr->stat_add[A_INT] += 4;
3675 p_ptr->stat_add[A_WIS] += 4;
3679 if (p_ptr->muta3 & MUT3_MORONIC)
3681 p_ptr->stat_add[A_INT] -= 4;
3682 p_ptr->stat_add[A_WIS] -= 4;
3685 if (p_ptr->muta3 & MUT3_RESILIENT)
3687 p_ptr->stat_add[A_CON] += 4;
3690 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3692 p_ptr->stat_add[A_CON] += 2;
3696 if (p_ptr->muta3 & MUT3_ALBINO)
3698 p_ptr->stat_add[A_CON] -= 4;
3701 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3703 p_ptr->stat_add[A_CON] -= 2;
3704 p_ptr->stat_add[A_CHR] -= 1;
3705 p_ptr->regenerate = FALSE;
3706 /* Cancel innate regeneration */
3709 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3711 p_ptr->stat_add[A_CHR] -= 4;
3714 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3716 p_ptr->stat_add[A_CHR] -= 1;
3719 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3721 p_ptr->skill_fos += 15;
3722 p_ptr->skill_srh += 15;
3725 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3727 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3730 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3732 p_ptr->skill_stl -= 3;
3735 if (p_ptr->muta3 & MUT3_INFRAVIS)
3737 p_ptr->see_infra += 3;
3740 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3745 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3750 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3752 p_ptr->sh_elec = TRUE;
3755 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3757 p_ptr->sh_fire = TRUE;
3761 if (p_ptr->muta3 & MUT3_WART_SKIN)
3763 p_ptr->stat_add[A_CHR] -= 2;
3765 p_ptr->dis_to_a += 5;
3768 if (p_ptr->muta3 & MUT3_SCALES)
3770 p_ptr->stat_add[A_CHR] -= 1;
3772 p_ptr->dis_to_a += 10;
3775 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3777 p_ptr->stat_add[A_DEX] -= 1;
3779 p_ptr->dis_to_a += 25;
3782 if (p_ptr->muta3 & MUT3_WINGS)
3784 p_ptr->levitation = TRUE;
3787 if (p_ptr->muta3 & MUT3_FEARLESS)
3789 p_ptr->resist_fear = TRUE;
3792 if (p_ptr->muta3 & MUT3_REGEN)
3794 p_ptr->regenerate = TRUE;
3797 if (p_ptr->muta3 & MUT3_ESP)
3799 p_ptr->telepathy = TRUE;
3802 if (p_ptr->muta3 & MUT3_LIMBER)
3804 p_ptr->stat_add[A_DEX] += 3;
3807 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3809 p_ptr->stat_add[A_DEX] -= 3;
3812 if (p_ptr->muta3 & MUT3_MOTION)
3814 p_ptr->free_act = TRUE;
3815 p_ptr->skill_stl += 1;
3818 if (p_ptr->muta3 & MUT3_ILL_NORM)
3820 p_ptr->stat_add[A_CHR] = 0;
3824 if (p_ptr->tsuyoshi)
3826 p_ptr->stat_add[A_STR] += 4;
3827 p_ptr->stat_add[A_CON] += 4;
3830 /* Scan the usable inventory */
3831 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3833 int bonus_to_h, bonus_to_d;
3834 o_ptr = &inventory[i];
3836 /* Skip non-objects */
3837 if (!o_ptr->k_idx) continue;
3839 /* Extract the item flags */
3840 object_flags(o_ptr, flgs);
3842 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3843 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3846 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3847 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3848 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3849 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3850 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3851 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3853 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3855 /* Affect stealth */
3856 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3858 /* Affect searching ability (factor of five) */
3859 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3861 /* Affect searching frequency (factor of five) */
3862 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3864 /* Affect infravision */
3865 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3867 /* Affect digging (factor of 20) */
3868 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3871 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3874 if (have_flag(flgs, TR_BLOWS))
3876 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3877 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3878 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3881 /* Hack -- cause earthquakes */
3882 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3885 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3888 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3889 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3890 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3891 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
3892 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
3893 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3894 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3895 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
3896 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
3897 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
3898 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
3899 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
3900 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
3901 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
3902 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
3903 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
3904 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
3905 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
3906 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
3907 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3908 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
3910 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
3911 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
3912 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
3913 if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3914 if (have_flag(flgs, TR_WARNING)){
3915 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
3916 p_ptr->warning = TRUE;
3919 if (have_flag(flgs, TR_TELEPORT))
3921 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3924 cptr insc = quark_str(o_ptr->inscription);
3926 if (o_ptr->inscription && my_strchr(insc, '.'))
3929 * {.} will stop random teleportation.
3934 /* Controlled random teleportation */
3935 p_ptr->cursed |= TRC_TELEPORT_SELF;
3940 /* Immunity flags */
3941 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3942 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3943 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3944 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3946 /* Resistance flags */
3947 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
3948 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
3949 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
3950 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
3951 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
3952 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
3953 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
3954 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
3955 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
3956 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
3957 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3958 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
3959 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3960 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3961 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
3962 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3964 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
3965 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
3966 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
3967 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
3968 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3969 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
3972 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3973 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3974 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3975 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3976 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3977 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3979 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3980 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3981 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3982 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3983 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
3984 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3985 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3987 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3989 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3991 p_ptr->to_m_chance += 10;
3995 p_ptr->to_m_chance += 3;
3999 if (o_ptr->tval == TV_CAPTURE) continue;
4001 /* Modify the base armor class */
4002 p_ptr->ac += o_ptr->ac;
4004 /* The base armor class is always known */
4005 p_ptr->dis_ac += o_ptr->ac;
4007 /* Apply the bonuses to armor class */
4008 p_ptr->to_a += o_ptr->to_a;
4010 /* Apply the mental bonuses to armor class, if known */
4011 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4013 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4015 int slot = i - INVEN_RARM;
4018 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4020 p_ptr->to_h[slot] -= 15;
4021 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4025 p_ptr->to_h[slot] -= 5;
4026 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4031 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4033 p_ptr->to_h_b -= 15;
4034 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4039 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4044 if (o_ptr->curse_flags & TRC_LOW_AC)
4046 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4049 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4054 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4058 /* Hack -- do not apply "weapon" bonuses */
4059 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4060 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4062 /* Hack -- do not apply "bow" bonuses */
4063 if (i == INVEN_BOW) continue;
4065 bonus_to_h = o_ptr->to_h;
4066 bonus_to_d = o_ptr->to_d;
4068 if (p_ptr->pclass == CLASS_NINJA)
4070 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4071 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4074 /* To Bow and Natural attack */
4076 /* Apply the bonuses to hit/damage */
4077 p_ptr->to_h_b += bonus_to_h;
4078 p_ptr->to_h_m += bonus_to_h;
4079 p_ptr->to_d_m += bonus_to_d;
4081 /* Apply the mental bonuses tp hit/damage, if known */
4082 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4085 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4087 /* Apply the bonuses to hit/damage */
4088 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4089 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4091 /* Apply the mental bonuses tp hit/damage, if known */
4092 if (object_is_known(o_ptr))
4094 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4095 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4098 else if (p_ptr->migite && p_ptr->hidarite)
4100 /* Apply the bonuses to hit/damage */
4101 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4102 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4103 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4104 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4106 /* Apply the mental bonuses tp hit/damage, if known */
4107 if (object_is_known(o_ptr))
4109 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4110 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4111 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4112 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4117 /* Apply the bonuses to hit/damage */
4118 p_ptr->to_h[default_hand] += bonus_to_h;
4119 p_ptr->to_d[default_hand] += bonus_to_d;
4121 /* Apply the mental bonuses to hit/damage, if known */
4122 if (object_is_known(o_ptr))
4124 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4125 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4130 if (old_mighty_throw != p_ptr->mighty_throw)
4132 /* Redraw average damege display of Shuriken */
4133 p_ptr->window |= PW_INVEN;
4136 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4138 /* Monks get extra ac for armour _not worn_ */
4139 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4141 if (!(inventory[INVEN_BODY].k_idx))
4143 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4144 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4146 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4148 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4149 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4151 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4153 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4154 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4156 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4158 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4159 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4161 if (!(inventory[INVEN_HANDS].k_idx))
4163 p_ptr->to_a += (p_ptr->lev / 2);
4164 p_ptr->dis_to_a += (p_ptr->lev / 2);
4166 if (!(inventory[INVEN_FEET].k_idx))
4168 p_ptr->to_a += (p_ptr->lev / 3);
4169 p_ptr->dis_to_a += (p_ptr->lev / 3);
4171 if (p_ptr->special_defense & KAMAE_BYAKKO)
4173 p_ptr->stat_add[A_STR] += 2;
4174 p_ptr->stat_add[A_DEX] += 2;
4175 p_ptr->stat_add[A_CON] -= 3;
4177 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4180 else if (p_ptr->special_defense & KAMAE_GENBU)
4182 p_ptr->stat_add[A_INT] -= 1;
4183 p_ptr->stat_add[A_WIS] -= 1;
4184 p_ptr->stat_add[A_DEX] -= 2;
4185 p_ptr->stat_add[A_CON] += 3;
4187 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4189 p_ptr->stat_add[A_STR] -= 2;
4190 p_ptr->stat_add[A_INT] += 1;
4191 p_ptr->stat_add[A_WIS] += 1;
4192 p_ptr->stat_add[A_DEX] += 2;
4193 p_ptr->stat_add[A_CON] -= 2;
4197 if (p_ptr->special_defense & KATA_KOUKIJIN)
4199 for (i = 0; i < 6; i++)
4200 p_ptr->stat_add[i] += 5;
4202 p_ptr->dis_to_a -= 50;
4205 /* Hack -- aura of fire also provides light */
4206 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4208 /* Golems also get an intrinsic AC bonus */
4209 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4211 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4212 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4215 /* Calculate stats */
4216 for (i = 0; i < 6; i++)
4220 /* Extract the new "stat_use" value for the stat */
4221 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4223 /* Notice changes */
4224 if (p_ptr->stat_top[i] != top)
4226 /* Save the new value */
4227 p_ptr->stat_top[i] = top;
4229 /* Redisplay the stats later */
4230 p_ptr->redraw |= (PR_STATS);
4233 p_ptr->window |= (PW_PLAYER);
4237 /* Extract the new "stat_use" value for the stat */
4238 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4240 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4242 /* 10 to 18/90 charisma, guaranteed, based on level */
4243 if (use < 8 + 2 * p_ptr->lev)
4245 use = 8 + 2 * p_ptr->lev;
4249 /* Notice changes */
4250 if (p_ptr->stat_use[i] != use)
4252 /* Save the new value */
4253 p_ptr->stat_use[i] = use;
4255 /* Redisplay the stats later */
4256 p_ptr->redraw |= (PR_STATS);
4259 p_ptr->window |= (PW_PLAYER);
4263 /* Values: 3, 4, ..., 17 */
4264 if (use <= 18) ind = (use - 3);
4266 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4267 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4269 /* Range: 18/220+ */
4272 /* Notice changes */
4273 if (p_ptr->stat_ind[i] != ind)
4275 /* Save the new index */
4276 p_ptr->stat_ind[i] = ind;
4278 /* Change in CON affects Hitpoints */
4281 p_ptr->update |= (PU_HP);
4284 /* Change in INT may affect Mana/Spells */
4285 else if (i == A_INT)
4287 if (mp_ptr->spell_stat == A_INT)
4289 p_ptr->update |= (PU_MANA | PU_SPELLS);
4293 /* Change in WIS may affect Mana/Spells */
4294 else if (i == A_WIS)
4296 if (mp_ptr->spell_stat == A_WIS)
4298 p_ptr->update |= (PU_MANA | PU_SPELLS);
4302 /* Change in WIS may affect Mana/Spells */
4303 else if (i == A_CHR)
4305 if (mp_ptr->spell_stat == A_CHR)
4307 p_ptr->update |= (PU_MANA | PU_SPELLS);
4312 p_ptr->window |= (PW_PLAYER);
4317 /* Apply temporary "stun" */
4318 if (p_ptr->stun > 50)
4320 p_ptr->to_h[0] -= 20;
4321 p_ptr->to_h[1] -= 20;
4322 p_ptr->to_h_b -= 20;
4323 p_ptr->to_h_m -= 20;
4324 p_ptr->dis_to_h[0] -= 20;
4325 p_ptr->dis_to_h[1] -= 20;
4326 p_ptr->dis_to_h_b -= 20;
4327 p_ptr->to_d[0] -= 20;
4328 p_ptr->to_d[1] -= 20;
4329 p_ptr->to_d_m -= 20;
4330 p_ptr->dis_to_d[0] -= 20;
4331 p_ptr->dis_to_d[1] -= 20;
4333 else if (p_ptr->stun)
4335 p_ptr->to_h[0] -= 5;
4336 p_ptr->to_h[1] -= 5;
4339 p_ptr->dis_to_h[0] -= 5;
4340 p_ptr->dis_to_h[1] -= 5;
4341 p_ptr->dis_to_h_b -= 5;
4342 p_ptr->to_d[0] -= 5;
4343 p_ptr->to_d[1] -= 5;
4345 p_ptr->dis_to_d[0] -= 5;
4346 p_ptr->dis_to_d[1] -= 5;
4350 if (p_ptr->wraith_form)
4352 p_ptr->reflect = TRUE;
4353 p_ptr->pass_wall = TRUE;
4356 if (p_ptr->kabenuke)
4358 p_ptr->pass_wall = TRUE;
4361 /* Temporary blessing */
4365 p_ptr->dis_to_a += 5;
4366 p_ptr->to_h[0] += 10;
4367 p_ptr->to_h[1] += 10;
4368 p_ptr->to_h_b += 10;
4369 p_ptr->to_h_m += 10;
4370 p_ptr->dis_to_h[0] += 10;
4371 p_ptr->dis_to_h[1] += 10;
4372 p_ptr->dis_to_h_b += 10;
4375 if (p_ptr->magicdef)
4377 p_ptr->resist_blind = TRUE;
4378 p_ptr->resist_conf = TRUE;
4379 p_ptr->reflect = TRUE;
4380 p_ptr->free_act = TRUE;
4381 p_ptr->levitation = TRUE;
4384 /* Temporary "Hero" */
4387 p_ptr->to_h[0] += 12;
4388 p_ptr->to_h[1] += 12;
4389 p_ptr->to_h_b += 12;
4390 p_ptr->to_h_m += 12;
4391 p_ptr->dis_to_h[0] += 12;
4392 p_ptr->dis_to_h[1] += 12;
4393 p_ptr->dis_to_h_b += 12;
4396 /* Temporary "Beserk" */
4399 p_ptr->to_h[0] += 12;
4400 p_ptr->to_h[1] += 12;
4401 p_ptr->to_h_b -= 12;
4402 p_ptr->to_h_m += 12;
4403 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4404 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4405 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4406 p_ptr->dis_to_h[0] += 12;
4407 p_ptr->dis_to_h[1] += 12;
4408 p_ptr->dis_to_h_b -= 12;
4409 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4410 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4412 p_ptr->dis_to_a -= 10;
4413 p_ptr->skill_stl -= 7;
4414 p_ptr->skill_dev -= 20;
4415 p_ptr->skill_sav -= 30;
4416 p_ptr->skill_srh -= 15;
4417 p_ptr->skill_fos -= 15;
4418 p_ptr->skill_tht -= 20;
4419 p_ptr->skill_dig += 30;
4422 /* Temporary "fast" */
4428 /* Temporary "slow" */
4434 /* Temporary "telepathy" */
4437 p_ptr->telepathy = TRUE;
4440 if (p_ptr->ele_immune)
4442 if (p_ptr->special_defense & DEFENSE_ACID)
4443 p_ptr->immune_acid = TRUE;
4444 else if (p_ptr->special_defense & DEFENSE_ELEC)
4445 p_ptr->immune_elec = TRUE;
4446 else if (p_ptr->special_defense & DEFENSE_FIRE)
4447 p_ptr->immune_fire = TRUE;
4448 else if (p_ptr->special_defense & DEFENSE_COLD)
4449 p_ptr->immune_cold = TRUE;
4452 /* Temporary see invisible */
4453 if (p_ptr->tim_invis)
4455 p_ptr->see_inv = TRUE;
4458 /* Temporary infravision boost */
4459 if (p_ptr->tim_infra)
4461 p_ptr->see_infra+=3;
4464 /* Temporary regeneration boost */
4465 if (p_ptr->tim_regen)
4467 p_ptr->regenerate = TRUE;
4470 /* Temporary levitation */
4471 if (p_ptr->tim_levitation)
4473 p_ptr->levitation = TRUE;
4476 /* Temporary reflection */
4477 if (p_ptr->tim_reflect)
4479 p_ptr->reflect = TRUE;
4482 /* Hack -- Hero/Shero -> Res fear */
4483 if (IS_HERO() || p_ptr->shero)
4485 p_ptr->resist_fear = TRUE;
4489 /* Hack -- Telepathy Change */
4490 if (p_ptr->telepathy != old_telepathy)
4492 p_ptr->update |= (PU_MONSTERS);
4495 if ((p_ptr->esp_animal != old_esp_animal) ||
4496 (p_ptr->esp_undead != old_esp_undead) ||
4497 (p_ptr->esp_demon != old_esp_demon) ||
4498 (p_ptr->esp_orc != old_esp_orc) ||
4499 (p_ptr->esp_troll != old_esp_troll) ||
4500 (p_ptr->esp_giant != old_esp_giant) ||
4501 (p_ptr->esp_dragon != old_esp_dragon) ||
4502 (p_ptr->esp_human != old_esp_human) ||
4503 (p_ptr->esp_evil != old_esp_evil) ||
4504 (p_ptr->esp_good != old_esp_good) ||
4505 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4506 (p_ptr->esp_unique != old_esp_unique))
4508 p_ptr->update |= (PU_MONSTERS);
4511 /* Hack -- See Invis Change */
4512 if (p_ptr->see_inv != old_see_inv)
4514 p_ptr->update |= (PU_MONSTERS);
4517 /* Bloating slows the player down (a little) */
4518 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4520 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4522 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4523 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4525 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4526 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4529 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4531 int penalty1, penalty2;
4532 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4533 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4534 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4536 penalty1 = penalty1 / 2 - 5;
4537 penalty2 = penalty2 / 2 - 5;
4540 p_ptr->dis_to_a += 10;
4544 if (penalty1 > 0) penalty1 /= 2;
4545 if (penalty2 > 0) penalty2 /= 2;
4547 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4549 penalty1 = MAX(0, penalty1 - 10);
4550 penalty2 = MAX(0, penalty2 - 10);
4552 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4554 penalty1 = MIN(0, penalty1);
4555 penalty2 = MIN(0, penalty2);
4557 p_ptr->dis_to_a += 10;
4561 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4563 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4566 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4567 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4568 p_ptr->to_h[0] -= penalty1;
4569 p_ptr->to_h[1] -= penalty2;
4570 p_ptr->dis_to_h[0] -= penalty1;
4571 p_ptr->dis_to_h[1] -= penalty2;
4574 /* Extract the current weight (in tenth pounds) */
4575 j = p_ptr->total_weight;
4579 /* Extract the "weight limit" (in tenth pounds) */
4580 i = (int)weight_limit();
4584 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4585 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4586 int speed = riding_m_ptr->mspeed;
4588 if (riding_m_ptr->mspeed > 110)
4590 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4591 if (new_speed < 110) new_speed = 110;
4597 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4598 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4599 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4600 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4601 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4603 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4604 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4606 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;
4608 /* Extract the "weight limit" */
4609 i = 1500 + riding_r_ptr->level * 25;
4612 /* XXX XXX XXX Apply "encumbrance" from weight */
4613 if (j > i) new_speed -= ((j - i) / (i / 5));
4615 /* Searching slows the player down */
4616 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4618 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4619 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4620 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4621 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4622 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4623 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4624 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4625 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4626 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4627 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4628 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4629 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4630 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4632 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4633 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4634 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4635 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4636 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4637 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4638 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4639 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4640 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4641 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4644 /* Obtain the "hold" value */
4645 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4648 /* Examine the "current bow" */
4649 o_ptr = &inventory[INVEN_BOW];
4652 /* Assume not heavy */
4653 p_ptr->heavy_shoot = FALSE;
4655 /* It is hard to carholdry a heavy bow */
4656 if (hold < o_ptr->weight / 10)
4658 /* Hard to wield a heavy bow */
4659 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4660 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4663 p_ptr->heavy_shoot = TRUE;
4667 /* Compute "extra shots" if needed */
4670 /* Analyze the launcher */
4671 switch (o_ptr->sval)
4675 p_ptr->tval_ammo = TV_SHOT;
4683 p_ptr->tval_ammo = TV_ARROW;
4690 p_ptr->tval_ammo = TV_BOLT;
4695 p_ptr->tval_ammo = TV_NO_AMMO;
4700 /* Apply special flags */
4701 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4704 p_ptr->num_fire += (extra_shots * 100);
4706 /* Hack -- Rangers love Bows */
4707 if ((p_ptr->pclass == CLASS_RANGER) &&
4708 (p_ptr->tval_ammo == TV_ARROW))
4710 p_ptr->num_fire += (p_ptr->lev * 4);
4713 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4714 (p_ptr->tval_ammo == TV_ARROW))
4716 p_ptr->num_fire += (p_ptr->lev * 3);
4719 if (p_ptr->pclass == CLASS_ARCHER)
4721 if (p_ptr->tval_ammo == TV_ARROW)
4722 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4723 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4724 p_ptr->num_fire += (p_ptr->lev * 4);
4728 * Addendum -- also "Reward" high level warriors,
4729 * with _any_ missile weapon -- TY
4731 if (p_ptr->pclass == CLASS_WARRIOR &&
4732 (p_ptr->tval_ammo <= TV_BOLT) &&
4733 (p_ptr->tval_ammo >= TV_SHOT))
4735 p_ptr->num_fire += (p_ptr->lev * 2);
4737 if ((p_ptr->pclass == CLASS_ROGUE) &&
4738 (p_ptr->tval_ammo == TV_SHOT))
4740 p_ptr->num_fire += (p_ptr->lev * 4);
4748 for(i = 0 ; i < 2 ; i++)
4750 /* Examine the "main weapon" */
4751 o_ptr = &inventory[INVEN_RARM+i];
4753 object_flags(o_ptr, flgs);
4755 /* Assume not heavy */
4756 p_ptr->heavy_wield[i] = FALSE;
4757 p_ptr->icky_wield[i] = FALSE;
4758 p_ptr->riding_wield[i] = FALSE;
4760 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4761 /* It is hard to hold a heavy weapon */
4762 if (hold < o_ptr->weight / 10)
4764 /* Hard to wield a heavy weapon */
4765 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4766 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4769 p_ptr->heavy_wield[i] = TRUE;
4771 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4773 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4776 p_ptr->dis_to_a += 5;
4779 /* Normal weapons */
4780 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4782 int str_index, dex_index;
4784 int num = 0, wgt = 0, mul = 0, div = 0;
4786 /* Analyze the class */
4787 switch (p_ptr->pclass)
4791 num = 6; wgt = 70; mul = 5; break;
4794 case CLASS_BERSERKER:
4795 num = 6; wgt = 70; mul = 7; break;
4799 case CLASS_HIGH_MAGE:
4800 case CLASS_BLUE_MAGE:
4801 num = 3; wgt = 100; mul = 2; break;
4803 /* Priest, Mindcrafter */
4805 case CLASS_MAGIC_EATER:
4806 case CLASS_MINDCRAFTER:
4807 num = 5; wgt = 100; mul = 3; break;
4811 num = 5; wgt = 40; mul = 3; break;
4815 num = 5; wgt = 70; mul = 4; break;
4820 num = 5; wgt = 70; mul = 4; break;
4824 num = 5; wgt = 150; mul = 5; break;
4827 case CLASS_WARRIOR_MAGE:
4828 case CLASS_RED_MAGE:
4829 num = 5; wgt = 70; mul = 3; break;
4832 case CLASS_CHAOS_WARRIOR:
4833 num = 5; wgt = 70; mul = 4; break;
4837 num = 5; wgt = 60; mul = 3; break;
4841 num = 4; wgt = 100; mul = 3; break;
4844 case CLASS_IMITATOR:
4845 num = 5; wgt = 70; mul = 4; break;
4848 case CLASS_BEASTMASTER:
4849 num = 5; wgt = 70; mul = 3; break;
4852 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4853 else {num = 5; wgt = 100; mul = 3;}
4857 case CLASS_SORCERER:
4858 num = 1; wgt = 1; mul = 1; break;
4860 /* Archer, Magic eater */
4863 num = 4; wgt = 70; mul = 2; break;
4866 case CLASS_FORCETRAINER:
4867 num = 4; wgt = 60; mul = 2; break;
4870 case CLASS_MIRROR_MASTER:
4871 num = 3; wgt = 100; mul = 3; break;
4875 num = 4; wgt = 20; mul = 1; break;
4878 /* Enforce a minimum "weight" (tenth pounds) */
4879 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4881 /* Access the strength vs weight */
4882 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4884 if (p_ptr->ryoute && !omoi) str_index++;
4885 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4888 if (str_index > 11) str_index = 11;
4890 /* Index by dexterity */
4891 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4894 if (dex_index > 11) dex_index = 11;
4896 /* Use the blows table */
4897 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4900 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4902 /* Add in the "bonus blows" */
4903 p_ptr->num_blow[i] += extra_blows[i];
4906 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4907 else if (p_ptr->pclass == CLASS_BERSERKER)
4909 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4911 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4913 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4915 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4918 /* Require at least one blow */
4919 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4921 /* Boost digging skill by weapon weight */
4922 p_ptr->skill_dig += (o_ptr->weight / 10);
4926 /* Priest weapon penalty for non-blessed edged weapons */
4927 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4928 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4930 /* Reduce the real bonuses */
4931 p_ptr->to_h[i] -= 2;
4932 p_ptr->to_d[i] -= 2;
4934 /* Reduce the mental bonuses */
4935 p_ptr->dis_to_h[i] -= 2;
4936 p_ptr->dis_to_d[i] -= 2;
4939 p_ptr->icky_wield[i] = TRUE;
4941 else if (p_ptr->pclass == CLASS_BERSERKER)
4943 p_ptr->to_h[i] += p_ptr->lev/5;
4944 p_ptr->to_d[i] += p_ptr->lev/6;
4945 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4946 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4947 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
4949 p_ptr->to_h[i] += p_ptr->lev/5;
4950 p_ptr->to_d[i] += p_ptr->lev/6;
4951 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4952 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4955 else if (p_ptr->pclass == CLASS_SORCERER)
4957 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4959 /* Reduce the real bonuses */
4960 p_ptr->to_h[i] -= 200;
4961 p_ptr->to_d[i] -= 200;
4963 /* Reduce the mental bonuses */
4964 p_ptr->dis_to_h[i] -= 200;
4965 p_ptr->dis_to_d[i] -= 200;
4968 p_ptr->icky_wield[i] = TRUE;
4972 /* Reduce the real bonuses */
4973 p_ptr->to_h[i] -= 30;
4974 p_ptr->to_d[i] -= 10;
4976 /* Reduce the mental bonuses */
4977 p_ptr->dis_to_h[i] -= 30;
4978 p_ptr->dis_to_d[i] -= 10;
4983 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4985 p_ptr->to_h[i] +=15;
4986 p_ptr->dis_to_h[i] +=15;
4987 p_ptr->to_dd[i] += 2;
4989 else if (!(have_flag(flgs, TR_RIDING)))
4992 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4998 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5000 if (penalty < 30) penalty = 30;
5002 p_ptr->to_h[i] -= penalty;
5003 p_ptr->dis_to_h[i] -= penalty;
5006 p_ptr->riding_wield[i] = TRUE;
5015 p_ptr->riding_ryoute = FALSE;
5017 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5018 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5020 switch (p_ptr->pclass)
5023 case CLASS_FORCETRAINER:
5024 case CLASS_BERSERKER:
5025 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5026 p_ptr->riding_ryoute = TRUE;
5031 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5033 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5037 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5039 if (penalty < 30) penalty = 30;
5041 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5042 p_ptr->to_h_b -= penalty;
5043 p_ptr->dis_to_h_b -= penalty;
5046 /* Different calculation for monks with empty hands */
5047 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5048 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5050 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5051 p_ptr->num_blow[0] = 0;
5053 if (p_ptr->pclass == CLASS_FORCETRAINER)
5055 if (blow_base > 18) p_ptr->num_blow[0]++;
5056 if (blow_base > 31) p_ptr->num_blow[0]++;
5057 if (blow_base > 44) p_ptr->num_blow[0]++;
5058 if (blow_base > 58) p_ptr->num_blow[0]++;
5059 if (p_ptr->magic_num1[0])
5061 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5062 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5067 if (blow_base > 12) p_ptr->num_blow[0]++;
5068 if (blow_base > 22) p_ptr->num_blow[0]++;
5069 if (blow_base > 31) p_ptr->num_blow[0]++;
5070 if (blow_base > 39) p_ptr->num_blow[0]++;
5071 if (blow_base > 46) p_ptr->num_blow[0]++;
5072 if (blow_base > 53) p_ptr->num_blow[0]++;
5073 if (blow_base > 59) p_ptr->num_blow[0]++;
5076 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5077 p_ptr->num_blow[0] /= 2;
5080 p_ptr->to_h[0] += (p_ptr->lev / 3);
5081 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5083 p_ptr->to_d[0] += (p_ptr->lev / 6);
5084 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5087 if (p_ptr->special_defense & KAMAE_BYAKKO)
5090 p_ptr->dis_to_a -= 40;
5093 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5096 p_ptr->dis_to_a -= 50;
5097 p_ptr->resist_acid = TRUE;
5098 p_ptr->resist_fire = TRUE;
5099 p_ptr->resist_elec = TRUE;
5100 p_ptr->resist_cold = TRUE;
5101 p_ptr->resist_pois = TRUE;
5102 p_ptr->sh_fire = TRUE;
5103 p_ptr->sh_elec = TRUE;
5104 p_ptr->sh_cold = TRUE;
5105 p_ptr->levitation = TRUE;
5107 else if (p_ptr->special_defense & KAMAE_GENBU)
5109 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5110 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5111 p_ptr->reflect = TRUE;
5112 p_ptr->num_blow[0] -= 2;
5113 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5114 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5116 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5118 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5119 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5121 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5122 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5123 p_ptr->num_blow[0] /= 2;
5124 p_ptr->levitation = TRUE;
5127 p_ptr->num_blow[0] += 1+extra_blows[0];
5130 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5132 monk_armour_aux = FALSE;
5136 monk_armour_aux = TRUE;
5139 for (i = 0; i < 2; i++)
5141 if (buki_motteruka(INVEN_RARM+i))
5143 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5144 int sval = inventory[INVEN_RARM+i].sval;
5146 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5147 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5148 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5150 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5152 p_ptr->to_h[i] -= 40;
5153 p_ptr->dis_to_h[i] -= 40;
5154 p_ptr->icky_wield[i] = TRUE;
5157 else if (p_ptr->pclass == CLASS_NINJA)
5159 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5161 p_ptr->to_h[i] -= 40;
5162 p_ptr->dis_to_h[i] -= 40;
5163 p_ptr->icky_wield[i] = TRUE;
5164 p_ptr->num_blow[i] /= 2;
5165 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5169 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5173 /* Maximum speed is (+99). (internally it's 110 + 99) */
5174 /* Temporary lightspeed forces to be maximum speed */
5175 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5180 /* Minimum speed is (-99). (internally it's 110 - 99) */
5181 if (new_speed < 11) new_speed = 11;
5183 /* Display the speed (if needed) */
5184 if (p_ptr->pspeed != (byte)new_speed)
5186 p_ptr->pspeed = (byte)new_speed;
5187 p_ptr->redraw |= (PR_SPEED);
5192 if (p_ptr->to_a > (0 - p_ptr->ac))
5193 p_ptr->to_a = 0 - p_ptr->ac;
5194 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5195 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5198 /* Redraw armor (if needed) */
5199 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5202 p_ptr->redraw |= (PR_ARMOR);
5205 p_ptr->window |= (PW_PLAYER);
5209 if (p_ptr->ryoute && !omoi)
5211 int bonus_to_h=0, bonus_to_d=0;
5212 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5213 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);
5215 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5216 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5217 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5218 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5221 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;
5223 /* Affect Skill -- stealth (bonus one) */
5224 p_ptr->skill_stl += 1;
5226 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5228 /* Affect Skill -- disarming (DEX and INT) */
5229 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5230 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5232 /* Affect Skill -- magic devices (INT) */
5233 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5235 /* Affect Skill -- saving throw (WIS) */
5236 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5238 /* Affect Skill -- digging (STR) */
5239 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5241 /* Affect Skill -- disarming (Level, by Class) */
5242 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5244 /* Affect Skill -- magic devices (Level, by Class) */
5245 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5247 /* Affect Skill -- saving throw (Level, by Class) */
5248 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5250 /* Affect Skill -- stealth (Level, by Class) */
5251 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5253 /* Affect Skill -- search ability (Level, by Class) */
5254 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5256 /* Affect Skill -- search frequency (Level, by Class) */
5257 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5259 /* Affect Skill -- combat (normal) (Level, by Class) */
5260 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5262 /* Affect Skill -- combat (shooting) (Level, by Class) */
5263 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5265 /* Affect Skill -- combat (throwing) (Level, by Class) */
5266 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5269 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5271 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5272 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5275 /* Limit Skill -- stealth from 0 to 30 */
5276 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5277 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5279 /* Limit Skill -- digging from 1 up */
5280 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5282 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5284 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5286 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;
5288 if (down_saving) p_ptr->skill_sav /= 2;
5290 /* Hack -- Each elemental immunity includes resistance */
5291 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5292 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5293 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5294 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5296 /* Determine player alignment */
5297 for (i = 0, j = 0; i < 8; i++)
5299 switch (p_ptr->vir_types[i])
5302 p_ptr->align += p_ptr->virtues[i] * 2;
5312 p_ptr->align -= p_ptr->virtues[i];
5315 p_ptr->align += p_ptr->virtues[i];
5320 for (i = 0; i < j; i++)
5322 if (p_ptr->align > 0)
5324 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5325 if (p_ptr->align < 0) p_ptr->align = 0;
5327 else if (p_ptr->align < 0)
5329 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5330 if (p_ptr->align > 0) p_ptr->align = 0;
5334 /* Hack -- handle "xtra" mode */
5335 if (character_xtra) return;
5337 /* Take note when "heavy bow" changes */
5338 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5341 if (p_ptr->heavy_shoot)
5344 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5346 msg_print("You have trouble wielding such a heavy bow.");
5350 else if (inventory[INVEN_BOW].k_idx)
5353 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5355 msg_print("You have no trouble wielding your bow.");
5362 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5364 msg_print("You feel relieved to put down your heavy bow.");
5370 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5373 for (i = 0 ; i < 2 ; i++)
5375 /* Take note when "heavy weapon" changes */
5376 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5379 if (p_ptr->heavy_wield[i])
5382 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5384 msg_print("You have trouble wielding such a heavy weapon.");
5388 else if (buki_motteruka(INVEN_RARM+i))
5391 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5393 msg_print("You have no trouble wielding your weapon.");
5397 else if (p_ptr->heavy_wield[1-i])
5400 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5402 msg_print("You have still trouble wielding a heavy weapon.");
5409 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5411 msg_print("You feel relieved to put down your heavy weapon.");
5417 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5420 /* Take note when "heavy weapon" changes */
5421 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5424 if (p_ptr->riding_wield[i])
5427 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5429 msg_print("This weapon is not suitable for use while riding.");
5433 else if (!p_ptr->riding)
5436 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5438 msg_print("This weapon was not suitable for use while riding.");
5442 else if (buki_motteruka(INVEN_RARM+i))
5445 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5447 msg_print("This weapon is suitable for use while riding.");
5452 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5455 /* Take note when "illegal weapon" changes */
5456 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5459 if (p_ptr->icky_wield[i])
5462 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5464 msg_print("You do not feel comfortable with your weapon.");
5468 chg_virtue(V_FAITH, -1);
5471 else if (buki_motteruka(INVEN_RARM+i))
5474 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5476 msg_print("You feel comfortable with your weapon.");
5483 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5485 msg_print("You feel more comfortable after removing your weapon.");
5491 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5495 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5498 if (p_ptr->riding_ryoute)
5501 msg_format("%sÇϤòÁà¤ì¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤Æ" : "");
5503 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5509 msg_format("%sÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "¼ê¤¬¶õ¤¤¤Æ" : "");
5511 msg_print("You began to control riding pet with one hand.");
5515 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5518 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5523 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5525 msg_print("The weight of your armor disrupts your balance.");
5530 chg_virtue(V_HARMONY, -1);
5535 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5537 msg_print("You regain your balance.");
5540 monk_notify_aux = monk_armour_aux;
5543 for (i = 0; i < INVEN_PACK; i++)
5546 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5547 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5549 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5550 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5552 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5556 /* Acquire object */
5557 o_ptr = &o_list[this_o_idx];
5559 /* Acquire next object */
5560 next_o_idx = o_ptr->next_o_idx;
5563 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5564 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5566 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5567 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5570 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5572 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5574 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5575 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5578 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)))
5580 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5581 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5584 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5586 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5587 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5590 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5592 magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5593 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5600 * Handle "p_ptr->notice"
5602 void notice_stuff(void)
5605 if (!p_ptr->notice) return;
5608 /* Actually do auto-destroy */
5609 if (p_ptr->notice & (PN_AUTODESTROY))
5611 p_ptr->notice &= ~(PN_AUTODESTROY);
5612 autopick_delayed_alter();
5615 /* Combine the pack */
5616 if (p_ptr->notice & (PN_COMBINE))
5618 p_ptr->notice &= ~(PN_COMBINE);
5622 /* Reorder the pack */
5623 if (p_ptr->notice & (PN_REORDER))
5625 p_ptr->notice &= ~(PN_REORDER);
5632 * Handle "p_ptr->update"
5634 void update_stuff(void)
5637 if (!p_ptr->update) return;
5640 if (p_ptr->update & (PU_BONUS))
5642 p_ptr->update &= ~(PU_BONUS);
5646 if (p_ptr->update & (PU_TORCH))
5648 p_ptr->update &= ~(PU_TORCH);
5652 if (p_ptr->update & (PU_HP))
5654 p_ptr->update &= ~(PU_HP);
5658 if (p_ptr->update & (PU_MANA))
5660 p_ptr->update &= ~(PU_MANA);
5664 if (p_ptr->update & (PU_SPELLS))
5666 p_ptr->update &= ~(PU_SPELLS);
5671 /* Character is not ready yet, no screen updates */
5672 if (!character_generated) return;
5675 /* Character is in "icky" mode, no screen updates */
5676 if (character_icky) return;
5679 if (p_ptr->update & (PU_UN_LITE))
5681 p_ptr->update &= ~(PU_UN_LITE);
5685 if (p_ptr->update & (PU_UN_VIEW))
5687 p_ptr->update &= ~(PU_UN_VIEW);
5691 if (p_ptr->update & (PU_VIEW))
5693 p_ptr->update &= ~(PU_VIEW);
5697 if (p_ptr->update & (PU_LITE))
5699 p_ptr->update &= ~(PU_LITE);
5704 if (p_ptr->update & (PU_FLOW))
5706 p_ptr->update &= ~(PU_FLOW);
5710 if (p_ptr->update & (PU_DISTANCE))
5712 p_ptr->update &= ~(PU_DISTANCE);
5714 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5715 /* p_ptr->update &= ~(PU_MONSTERS); */
5717 update_monsters(TRUE);
5720 if (p_ptr->update & (PU_MON_LITE))
5722 p_ptr->update &= ~(PU_MON_LITE);
5727 * Mega-Hack -- Delayed visual update
5728 * Only used if update_view(), update_lite() or update_mon_lite() was called
5730 if (p_ptr->update & (PU_DELAY_VIS))
5732 p_ptr->update &= ~(PU_DELAY_VIS);
5733 delayed_visual_update();
5736 if (p_ptr->update & (PU_MONSTERS))
5738 p_ptr->update &= ~(PU_MONSTERS);
5739 update_monsters(FALSE);
5745 * Handle "p_ptr->redraw"
5747 void redraw_stuff(void)
5750 if (!p_ptr->redraw) return;
5753 /* Character is not ready yet, no screen updates */
5754 if (!character_generated) return;
5757 /* Character is in "icky" mode, no screen updates */
5758 if (character_icky) return;
5762 /* Hack -- clear the screen */
5763 if (p_ptr->redraw & (PR_WIPE))
5765 p_ptr->redraw &= ~(PR_WIPE);
5771 if (p_ptr->redraw & (PR_MAP))
5773 p_ptr->redraw &= ~(PR_MAP);
5778 if (p_ptr->redraw & (PR_BASIC))
5780 p_ptr->redraw &= ~(PR_BASIC);
5781 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5782 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5783 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5784 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5790 if (p_ptr->redraw & (PR_EQUIPPY))
5792 p_ptr->redraw &= ~(PR_EQUIPPY);
5793 print_equippy(); /* To draw / delete equippy chars */
5796 if (p_ptr->redraw & (PR_MISC))
5798 p_ptr->redraw &= ~(PR_MISC);
5799 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5800 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5804 if (p_ptr->redraw & (PR_TITLE))
5806 p_ptr->redraw &= ~(PR_TITLE);
5810 if (p_ptr->redraw & (PR_LEV))
5812 p_ptr->redraw &= ~(PR_LEV);
5816 if (p_ptr->redraw & (PR_EXP))
5818 p_ptr->redraw &= ~(PR_EXP);
5822 if (p_ptr->redraw & (PR_STATS))
5824 p_ptr->redraw &= ~(PR_STATS);
5833 if (p_ptr->redraw & (PR_STATUS))
5835 p_ptr->redraw &= ~(PR_STATUS);
5839 if (p_ptr->redraw & (PR_ARMOR))
5841 p_ptr->redraw &= ~(PR_ARMOR);
5845 if (p_ptr->redraw & (PR_HP))
5847 p_ptr->redraw &= ~(PR_HP);
5851 if (p_ptr->redraw & (PR_MANA))
5853 p_ptr->redraw &= ~(PR_MANA);
5857 if (p_ptr->redraw & (PR_GOLD))
5859 p_ptr->redraw &= ~(PR_GOLD);
5863 if (p_ptr->redraw & (PR_DEPTH))
5865 p_ptr->redraw &= ~(PR_DEPTH);
5869 if (p_ptr->redraw & (PR_HEALTH))
5871 p_ptr->redraw &= ~(PR_HEALTH);
5872 health_redraw(FALSE);
5875 if (p_ptr->redraw & (PR_UHEALTH))
5877 p_ptr->redraw &= ~(PR_UHEALTH);
5878 health_redraw(TRUE);
5882 if (p_ptr->redraw & (PR_EXTRA))
5884 p_ptr->redraw &= ~(PR_EXTRA);
5885 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5886 p_ptr->redraw &= ~(PR_HUNGER);
5887 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5891 if (p_ptr->redraw & (PR_CUT))
5893 p_ptr->redraw &= ~(PR_CUT);
5897 if (p_ptr->redraw & (PR_STUN))
5899 p_ptr->redraw &= ~(PR_STUN);
5903 if (p_ptr->redraw & (PR_HUNGER))
5905 p_ptr->redraw &= ~(PR_HUNGER);
5909 if (p_ptr->redraw & (PR_STATE))
5911 p_ptr->redraw &= ~(PR_STATE);
5915 if (p_ptr->redraw & (PR_SPEED))
5917 p_ptr->redraw &= ~(PR_SPEED);
5921 if (p_ptr->pclass == CLASS_IMITATOR)
5923 if (p_ptr->redraw & (PR_MANE))
5925 p_ptr->redraw &= ~(PR_MANE);
5929 else if (p_ptr->redraw & (PR_STUDY))
5931 p_ptr->redraw &= ~(PR_STUDY);
5938 * Handle "p_ptr->window"
5940 void window_stuff(void)
5948 if (!p_ptr->window) return;
5951 for (j = 0; j < 8; j++)
5953 /* Save usable flags */
5954 if (angband_term[j]) mask |= window_flag[j];
5957 /* Apply usable flags */
5958 p_ptr->window &= mask;
5961 if (!p_ptr->window) return;
5964 /* Display inventory */
5965 if (p_ptr->window & (PW_INVEN))
5967 p_ptr->window &= ~(PW_INVEN);
5971 /* Display equipment */
5972 if (p_ptr->window & (PW_EQUIP))
5974 p_ptr->window &= ~(PW_EQUIP);
5978 /* Display spell list */
5979 if (p_ptr->window & (PW_SPELL))
5981 p_ptr->window &= ~(PW_SPELL);
5985 /* Display player */
5986 if (p_ptr->window & (PW_PLAYER))
5988 p_ptr->window &= ~(PW_PLAYER);
5992 /* Display overhead view */
5993 if (p_ptr->window & (PW_MESSAGE))
5995 p_ptr->window &= ~(PW_MESSAGE);
5999 /* Display overhead view */
6000 if (p_ptr->window & (PW_OVERHEAD))
6002 p_ptr->window &= ~(PW_OVERHEAD);
6006 /* Display overhead view */
6007 if (p_ptr->window & (PW_DUNGEON))
6009 p_ptr->window &= ~(PW_DUNGEON);
6013 /* Display monster recall */
6014 if (p_ptr->window & (PW_MONSTER))
6016 p_ptr->window &= ~(PW_MONSTER);
6020 /* Display object recall */
6021 if (p_ptr->window & (PW_OBJECT))
6023 p_ptr->window &= ~(PW_OBJECT);
6030 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6032 void handle_stuff(void)
6035 if (p_ptr->update) update_stuff();
6038 if (p_ptr->redraw) redraw_stuff();
6041 if (p_ptr->window) window_stuff();
6045 s16b empty_hands(bool riding_control)
6047 s16b status = EMPTY_HAND_NONE;
6049 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6050 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6052 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6054 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6055 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6062 bool heavy_armor(void)
6064 u16b monk_arm_wgt = 0;
6066 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6068 /* Weight the armor */
6069 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6070 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6071 monk_arm_wgt += inventory[INVEN_BODY].weight;
6072 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6073 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6074 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6075 monk_arm_wgt += inventory[INVEN_FEET].weight;
6077 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));