3 * @brief 雑多なその他の処理1 / misc code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @param 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @param 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (p_ptr->magic_num2[2])
679 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
680 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @param プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @param プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @param プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @param プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @param プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @param プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @param プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @param 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @param プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @param プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == -1)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == -2)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @param プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
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)
1339 put_str(_("学習", "Stud"), row_study, col_study);
1343 put_str(" ", row_study, col_study);
1348 static void prt_imitation(void)
1350 int wid, hgt, row_study, col_study;
1352 Term_get_size(&wid, &hgt);
1353 col_study = wid + COL_STUDY;
1354 row_study = hgt + ROW_STUDY;
1356 if (p_ptr->pclass == CLASS_IMITATOR)
1358 if (p_ptr->mane_num)
1361 if (new_mane) attr = TERM_L_RED;
1362 else attr = TERM_WHITE;
1363 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1367 put_str(" ", row_study, col_study);
1373 static void prt_cut(void)
1379 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1383 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1387 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1391 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1395 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1399 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1403 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1407 put_str(" ", ROW_CUT, COL_CUT);
1413 static void prt_stun(void)
1415 int s = p_ptr->stun;
1419 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1423 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1427 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1431 put_str(" ", ROW_STUN, COL_STUN);
1438 * Redraw the "monster health bar" -DRS-
1439 * Rather extensive modifications by -BEN-
1441 * The "monster health bar" provides visual feedback on the "health"
1442 * of the monster currently being "tracked". There are several ways
1443 * to "track" a monster, including targetting it, attacking it, and
1444 * affecting it (and nobody else) with a ranged attack.
1446 * Display the monster health bar (affectionately known as the
1447 * "health-o-meter"). Clear health bar if nothing is being tracked.
1448 * Auto-track current target monster when bored. Note that the
1449 * health-bar stops tracking any monster that "disappears".
1451 static void health_redraw(bool riding)
1455 monster_type *m_ptr;
1459 health_who = p_ptr->riding;
1460 row = ROW_RIDING_INFO;
1461 col = COL_RIDING_INFO;
1465 health_who = p_ptr->health_who;
1470 m_ptr = &m_list[health_who];
1472 if (p_ptr->wizard && p_ptr->inside_battle)
1477 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1478 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1479 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1480 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1484 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1485 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1486 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1491 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1492 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1493 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1498 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1499 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1500 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1505 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1506 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1507 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1516 /* Erase the health bar */
1517 Term_erase(col, row, 12);
1520 /* Tracking an unseen monster */
1521 else if (!m_ptr->ml)
1523 /* Indicate that the monster health is "unknown" */
1524 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1527 /* Tracking a hallucinatory monster */
1528 else if (p_ptr->image)
1530 /* Indicate that the monster health is "unknown" */
1531 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1534 /* Tracking a dead monster (???) */
1535 else if (m_ptr->hp < 0)
1537 /* Indicate that the monster health is "unknown" */
1538 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1541 /* Tracking a visible monster */
1544 /* Extract the "percent" of health */
1545 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1546 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1548 /* Convert percent into "health" */
1549 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1551 /* Default to almost dead */
1552 byte attr = TERM_RED;
1555 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1558 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1561 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1564 else if (pct >= 100) attr = TERM_L_GREEN;
1566 /* Somewhat Wounded */
1567 else if (pct >= 60) attr = TERM_YELLOW;
1570 else if (pct >= 25) attr = TERM_ORANGE;
1573 else if (pct >= 10) attr = TERM_L_RED;
1575 /* Default to "unknown" */
1576 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1578 /* Dump the current "health" (use '*' symbols) */
1579 Term_putstr(col + 1, row, len, attr, "**********");
1587 * Display basic info (mostly left of map)
1589 static void prt_frame_basic(void)
1593 /* Race and Class */
1594 if (p_ptr->mimic_form)
1595 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1599 my_strcpy(str, rp_ptr->title, sizeof(str));
1600 prt_field(str, ROW_RACE, COL_RACE);
1602 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1603 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1609 /* Level/Experience */
1614 for (i = 0; i < 6; i++) prt_stat(i);
1632 health_redraw(FALSE);
1633 health_redraw(TRUE);
1638 * Display extra info (mostly below map)
1640 static void prt_frame_extra(void)
1665 * Hack -- display inventory in sub-windows
1667 static void fix_inven(void)
1672 for (j = 0; j < 8; j++)
1677 if (!angband_term[j]) continue;
1679 /* No relevant flags */
1680 if (!(window_flag[j] & (PW_INVEN))) continue;
1683 Term_activate(angband_term[j]);
1685 /* Display inventory */
1698 * Print monster info in line
1700 * nnn : number or unique(U) or wanted unique(W)
1701 * X : symbol of monster
1702 * LV : monster lv if known
1703 * name: name of monster
1705 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1708 int r_idx = m_ptr->ap_r_idx;
1709 monster_race* r_ptr = &r_info[r_idx];
1713 //Number of 'U'nique
1714 if(r_ptr->flags1&RF1_UNIQUE){//unique
1715 bool is_kubi = FALSE;
1716 for(i=0;i<MAX_KUBI;i++){
1717 if(kubi_r_idx[i] == r_idx){
1722 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1724 sprintf(buf, "%3d", n_same);
1725 Term_addstr(-1, TERM_WHITE, buf);
1728 Term_addstr(-1, TERM_WHITE, " ");
1729 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1730 //Term_addstr(-1, TERM_WHITE, "/");
1731 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1733 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1734 sprintf(buf, " %2d", r_ptr->level);
1738 Term_addstr(-1, TERM_WHITE, buf);
1740 sprintf(buf, " %s ", r_name+r_ptr->name);
1741 Term_addstr(-1, TERM_WHITE, buf);
1743 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1747 max_lines : 最大何行描画するか.
1749 void print_monster_list(int x, int y, int max_lines){
1751 monster_type* last_mons = NULL;
1752 monster_type* m_ptr = NULL;
1756 for(i=0;i<temp_n;i++){
1757 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1758 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1759 m_ptr = &m_list[c_ptr->m_idx];
1760 if(is_pet(m_ptr))continue;//pet
1761 if(!m_ptr->r_idx)continue;//dead?
1764 int r_idx = m_ptr->ap_r_idx;
1765 monster_race* r_ptr = &r_info[r_idx];
1766 cptr name = (r_name + r_ptr->name);
1767 cptr ename = (r_name + r_ptr->name);
1768 //ミミック類や「それ」等は、一覧に出てはいけない
1769 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1770 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1772 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1773 (strcmp(ename, "Null the Living Void")==0))continue;
1774 //"金無垢の指輪"は、一覧に出てはいけない
1775 if((strcmp(name, "金無垢の指輪")==0)||
1776 (strcmp(ename, "Plain Gold Ring")==0))continue;
1780 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1781 if(!last_mons){//先頭モンスター
1787 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1789 continue;//表示処理を次に回す
1791 //print last mons info
1792 print_monster_line(x, line++, last_mons, n_same);
1795 if(line-y-1==max_lines){//残り1行
1799 if(line-y-1==max_lines && i!=temp_n){
1800 Term_gotoxy(x, line);
1801 Term_addstr(-1, TERM_WHITE, "-- and more --");
1803 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1807 * Hack -- display monster list in sub-windows
1809 static void fix_monster_list(void)
1815 for (j = 0; j < 8; j++)
1820 if (!angband_term[j]) continue;
1822 /* No relevant flags */
1823 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1826 Term_activate(angband_term[j]);
1827 Term_get_size(&w, &h);
1831 target_set_prepare_look();//モンスター一覧を生成,ソート
1832 print_monster_list(0, 0, h);
1846 * Hack -- display equipment in sub-windows
1848 static void fix_equip(void)
1853 for (j = 0; j < 8; j++)
1858 if (!angband_term[j]) continue;
1860 /* No relevant flags */
1861 if (!(window_flag[j] & (PW_EQUIP))) continue;
1864 Term_activate(angband_term[j]);
1866 /* Display equipment */
1879 * Hack -- display equipment in sub-windows
1881 static void fix_spell(void)
1886 for (j = 0; j < 8; j++)
1891 if (!angband_term[j]) continue;
1893 /* No relevant flags */
1894 if (!(window_flag[j] & (PW_SPELL))) continue;
1897 Term_activate(angband_term[j]);
1899 /* Display spell list */
1900 display_spell_list();
1912 * Hack -- display character in sub-windows
1914 static void fix_player(void)
1919 for (j = 0; j < 8; j++)
1924 if (!angband_term[j]) continue;
1926 /* No relevant flags */
1927 if (!(window_flag[j] & (PW_PLAYER))) continue;
1930 Term_activate(angband_term[j]);
1934 /* Display player */
1948 * Hack -- display recent messages in sub-windows
1950 * XXX XXX XXX Adjust for width and split messages
1952 static void fix_message(void)
1959 for (j = 0; j < 8; j++)
1964 if (!angband_term[j]) continue;
1966 /* No relevant flags */
1967 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1970 Term_activate(angband_term[j]);
1973 Term_get_size(&w, &h);
1976 for (i = 0; i < h; i++)
1978 /* Dump the message on the appropriate line */
1979 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1982 Term_locate(&x, &y);
1984 /* Clear to end of line */
1985 Term_erase(x, y, 255);
1998 * Hack -- display overhead view in sub-windows
2000 * Note that the "player" symbol does NOT appear on the map.
2002 static void fix_overhead(void)
2009 for (j = 0; j < 8; j++)
2015 if (!angband_term[j]) continue;
2017 /* No relevant flags */
2018 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2021 Term_activate(angband_term[j]);
2023 /* Full map in too small window is useless */
2024 Term_get_size(&wid, &hgt);
2025 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2028 display_map(&cy, &cx);
2041 * Hack -- display dungeon view in sub-windows
2043 static void fix_dungeon(void)
2048 for (j = 0; j < 8; j++)
2053 if (!angband_term[j]) continue;
2055 /* No relevant flags */
2056 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2059 Term_activate(angband_term[j]);
2061 /* Redraw dungeon view */
2074 * Hack -- display monster recall in sub-windows
2076 static void fix_monster(void)
2081 for (j = 0; j < 8; j++)
2086 if (!angband_term[j]) continue;
2088 /* No relevant flags */
2089 if (!(window_flag[j] & (PW_MONSTER))) continue;
2092 Term_activate(angband_term[j]);
2094 /* Display monster race info */
2095 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2107 * Hack -- display object recall in sub-windows
2109 static void fix_object(void)
2114 for (j = 0; j < 8; j++)
2119 if (!angband_term[j]) continue;
2121 /* No relevant flags */
2122 if (!(window_flag[j] & (PW_OBJECT))) continue;
2125 Term_activate(angband_term[j]);
2127 /* Display monster race info */
2128 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2140 * Calculate number of spells player should have, and forget,
2141 * or remember, spells until that number is properly reflected.
2143 * Note that this function induces various "status" messages,
2144 * which must be bypasses until the character is created.
2146 static void calc_spells(void)
2148 int i, j, k, levels;
2150 int num_boukyaku = 0;
2152 const magic_type *s_ptr;
2159 /* Hack -- must be literate */
2160 if (!mp_ptr->spell_book) return;
2162 /* Hack -- wait for creation */
2163 if (!character_generated) return;
2165 /* Hack -- handle "xtra" mode */
2166 if (character_xtra) return;
2168 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2170 p_ptr->new_spells = 0;
2174 p = spell_category_name(mp_ptr->spell_book);
2176 /* Determine the number of spells allowed */
2177 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2179 /* Hack -- no negative spells */
2180 if (levels < 0) levels = 0;
2182 /* Extract total allowed spells */
2183 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2185 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2189 if (p_ptr->pclass == CLASS_SAMURAI)
2193 else if (p_ptr->realm2 == REALM_NONE)
2195 num_allowed = (num_allowed+1)/2;
2196 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2198 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2200 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2204 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2207 /* Count the number of spells we know */
2208 for (j = 0; j < 64; j++)
2210 /* Count known spells */
2212 (p_ptr->spell_forgotten1 & (1L << j)) :
2213 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2219 /* See how many spells we must forget or may learn */
2220 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2222 /* Forget spells which are too hard */
2223 for (i = 63; i >= 0; i--)
2225 /* Efficiency -- all done */
2226 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2228 /* Access the spell */
2229 j = p_ptr->spell_order[i];
2231 /* Skip non-spells */
2232 if (j >= 99) continue;
2236 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2239 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2241 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2244 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2246 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2248 /* Skip spells we are allowed to know */
2249 if (s_ptr->slevel <= p_ptr->lev) continue;
2253 (p_ptr->spell_learned1 & (1L << j)) :
2254 (p_ptr->spell_learned2 & (1L << (j - 32))))
2256 /* Mark as forgotten */
2259 p_ptr->spell_forgotten1 |= (1L << j);
2260 which = p_ptr->realm1;
2264 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2265 which = p_ptr->realm2;
2268 /* No longer known */
2271 p_ptr->spell_learned1 &= ~(1L << j);
2272 which = p_ptr->realm1;
2276 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2277 which = p_ptr->realm2;
2282 msg_format("%sの%sを忘れてしまった。",
2283 do_spell(which, j%32, SPELL_NAME), p );
2285 msg_format("You have forgotten the %s of %s.", p,
2286 do_spell(which, j%32, SPELL_NAME));
2290 /* One more can be learned */
2291 p_ptr->new_spells++;
2296 /* Forget spells if we know too many spells */
2297 for (i = 63; i >= 0; i--)
2299 /* Stop when possible */
2300 if (p_ptr->new_spells >= 0) break;
2302 /* Efficiency -- all done */
2303 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2305 /* Get the (i+1)th spell learned */
2306 j = p_ptr->spell_order[i];
2308 /* Skip unknown spells */
2309 if (j >= 99) continue;
2311 /* Forget it (if learned) */
2313 (p_ptr->spell_learned1 & (1L << j)) :
2314 (p_ptr->spell_learned2 & (1L << (j - 32))))
2316 /* Mark as forgotten */
2319 p_ptr->spell_forgotten1 |= (1L << j);
2320 which = p_ptr->realm1;
2324 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2325 which = p_ptr->realm2;
2328 /* No longer known */
2331 p_ptr->spell_learned1 &= ~(1L << j);
2332 which = p_ptr->realm1;
2336 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2337 which = p_ptr->realm2;
2342 msg_format("%sの%sを忘れてしまった。",
2343 do_spell(which, j%32, SPELL_NAME), p );
2345 msg_format("You have forgotten the %s of %s.", p,
2346 do_spell(which, j%32, SPELL_NAME));
2350 /* One more can be learned */
2351 p_ptr->new_spells++;
2356 /* Check for spells to remember */
2357 for (i = 0; i < 64; i++)
2359 /* None left to remember */
2360 if (p_ptr->new_spells <= 0) break;
2362 /* Efficiency -- all done */
2363 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2365 /* Get the next spell we learned */
2366 j = p_ptr->spell_order[i];
2368 /* Skip unknown spells */
2371 /* Access the spell */
2372 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2375 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2377 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2380 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2382 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2384 /* Skip spells we cannot remember */
2385 if (s_ptr->slevel > p_ptr->lev) continue;
2387 /* First set of spells */
2389 (p_ptr->spell_forgotten1 & (1L << j)) :
2390 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2392 /* No longer forgotten */
2395 p_ptr->spell_forgotten1 &= ~(1L << j);
2396 which = p_ptr->realm1;
2400 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2401 which = p_ptr->realm2;
2404 /* Known once more */
2407 p_ptr->spell_learned1 |= (1L << j);
2408 which = p_ptr->realm1;
2412 p_ptr->spell_learned2 |= (1L << (j - 32));
2413 which = p_ptr->realm2;
2418 msg_format("%sの%sを思い出した。",
2419 do_spell(which, j%32, SPELL_NAME), p );
2421 msg_format("You have remembered the %s of %s.",
2422 p, do_spell(which, j%32, SPELL_NAME));
2426 /* One less can be learned */
2427 p_ptr->new_spells--;
2433 if (p_ptr->realm2 == REALM_NONE)
2435 /* Count spells that can be learned */
2436 for (j = 0; j < 32; j++)
2438 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2439 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2441 /* Skip spells we cannot remember */
2442 if (s_ptr->slevel > p_ptr->lev) continue;
2444 /* Skip spells we already know */
2445 if (p_ptr->spell_learned1 & (1L << j))
2454 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;
2457 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2459 /* Spell count changed */
2460 if (p_ptr->old_spells != p_ptr->new_spells)
2462 /* Message if needed */
2463 if (p_ptr->new_spells)
2467 if( p_ptr->new_spells < 10 ){
2468 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2470 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2473 msg_format("You can learn %d more %s%s.",
2474 p_ptr->new_spells, p,
2475 (p_ptr->new_spells != 1) ? "s" : "");
2480 /* Save the new_spells value */
2481 p_ptr->old_spells = p_ptr->new_spells;
2483 /* Redraw Study Status */
2484 p_ptr->redraw |= (PR_STUDY);
2486 /* Redraw object recall */
2487 p_ptr->window |= (PW_OBJECT);
2493 * Calculate maximum mana. You do not need to know any spells.
2494 * Note that mana is lowered by heavy (or inappropriate) armor.
2496 * This function induces status messages.
2498 static void calc_mana(void)
2500 int msp, levels, cur_wgt, max_wgt;
2505 /* Hack -- Must be literate */
2506 if (!mp_ptr->spell_book) return;
2508 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2509 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2510 (p_ptr->pclass == CLASS_BLUE_MAGE))
2512 levels = p_ptr->lev;
2516 if(mp_ptr->spell_first > p_ptr->lev)
2521 /* Display mana later */
2522 p_ptr->redraw |= (PR_MANA);
2526 /* Extract "effective" player level */
2527 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2530 if (p_ptr->pclass == CLASS_SAMURAI)
2532 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2533 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2537 /* Extract total mana */
2538 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2540 /* Hack -- usually add one mana */
2543 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2545 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2547 /* Hack: High mages have a 25% mana bonus */
2548 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2550 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2553 /* Only mages are affected */
2554 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2556 u32b flgs[TR_FLAG_SIZE];
2558 /* Assume player is not encumbered by gloves */
2559 p_ptr->cumber_glove = FALSE;
2561 /* Get the gloves */
2562 o_ptr = &inventory[INVEN_HANDS];
2564 /* Examine the gloves */
2565 object_flags(o_ptr, flgs);
2567 /* Normal gloves hurt mage-type spells */
2569 !(have_flag(flgs, TR_FREE_ACT)) &&
2570 !(have_flag(flgs, TR_DEC_MANA)) &&
2571 !(have_flag(flgs, TR_EASY_SPELL)) &&
2572 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2573 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2576 p_ptr->cumber_glove = TRUE;
2579 msp = (3 * msp) / 4;
2584 /* Assume player not encumbered by armor */
2585 p_ptr->cumber_armor = FALSE;
2587 /* Weigh the armor */
2589 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2590 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2591 cur_wgt += inventory[INVEN_BODY].weight;
2592 cur_wgt += inventory[INVEN_HEAD].weight;
2593 cur_wgt += inventory[INVEN_OUTER].weight;
2594 cur_wgt += inventory[INVEN_HANDS].weight;
2595 cur_wgt += inventory[INVEN_FEET].weight;
2597 /* Subtract a percentage of maximum mana. */
2598 switch (p_ptr->pclass)
2600 /* For these classes, mana is halved if armour
2601 * is 30 pounds over their weight limit. */
2603 case CLASS_HIGH_MAGE:
2604 case CLASS_BLUE_MAGE:
2606 case CLASS_FORCETRAINER:
2607 case CLASS_SORCERER:
2609 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2610 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2614 /* Mana halved if armour is 40 pounds over weight limit. */
2619 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2620 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2624 case CLASS_MINDCRAFTER:
2625 case CLASS_BEASTMASTER:
2626 case CLASS_MIRROR_MASTER:
2628 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2629 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2633 /* Mana halved if armour is 50 pounds over weight limit. */
2636 case CLASS_RED_MAGE:
2637 case CLASS_WARRIOR_MAGE:
2639 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2640 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2644 /* Mana halved if armour is 60 pounds over weight limit. */
2646 case CLASS_CHAOS_WARRIOR:
2648 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2649 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2653 /* For new classes created, but not yet added to this formula. */
2660 /* Determine the weight allowance */
2661 max_wgt = mp_ptr->spell_weight;
2663 /* Heavy armor penalizes mana by a percentage. -LM- */
2664 if ((cur_wgt - max_wgt) > 0)
2667 p_ptr->cumber_armor = TRUE;
2669 /* Subtract a percentage of maximum mana. */
2670 switch (p_ptr->pclass)
2672 /* For these classes, mana is halved if armour
2673 * is 30 pounds over their weight limit. */
2675 case CLASS_HIGH_MAGE:
2676 case CLASS_BLUE_MAGE:
2678 msp -= msp * (cur_wgt - max_wgt) / 600;
2682 /* Mana halved if armour is 40 pounds over weight limit. */
2684 case CLASS_MINDCRAFTER:
2685 case CLASS_BEASTMASTER:
2687 case CLASS_FORCETRAINER:
2689 case CLASS_MIRROR_MASTER:
2691 msp -= msp * (cur_wgt - max_wgt) / 800;
2695 case CLASS_SORCERER:
2697 msp -= msp * (cur_wgt - max_wgt) / 900;
2701 /* Mana halved if armour is 50 pounds over weight limit. */
2705 case CLASS_RED_MAGE:
2707 msp -= msp * (cur_wgt - max_wgt) / 1000;
2711 /* Mana halved if armour is 60 pounds over weight limit. */
2713 case CLASS_CHAOS_WARRIOR:
2714 case CLASS_WARRIOR_MAGE:
2716 msp -= msp * (cur_wgt - max_wgt) / 1200;
2722 p_ptr->cumber_armor = FALSE;
2726 /* For new classes created, but not yet added to this formula. */
2729 msp -= msp * (cur_wgt - max_wgt) / 800;
2735 /* Mana can never be negative */
2736 if (msp < 0) msp = 0;
2739 /* Maximum mana has changed */
2740 if (p_ptr->msp != msp)
2742 /* Enforce maximum */
2743 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2746 p_ptr->csp_frac = 0;
2750 /* レベルアップの時は上昇量を表示する */
2751 if ((level_up == 1) && (msp > p_ptr->msp))
2753 msg_format("最大マジック・ポイントが %d 増加した!",
2754 (msp - p_ptr->msp));
2760 /* Display mana later */
2761 p_ptr->redraw |= (PR_MANA);
2764 p_ptr->window |= (PW_PLAYER);
2765 p_ptr->window |= (PW_SPELL);
2769 /* Hack -- handle "xtra" mode */
2770 if (character_xtra) return;
2772 /* Take note when "glove state" changes */
2773 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2776 if (p_ptr->cumber_glove)
2778 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2782 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2786 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2790 /* Take note when "armor state" changes */
2791 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2794 if (p_ptr->cumber_armor)
2796 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2800 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2804 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2811 * Calculate the players (maximal) hit points
2812 * Adjust current hitpoints if necessary
2814 static void calc_hitpoints(void)
2819 /* Un-inflate "half-hitpoint bonus per level" value */
2820 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2822 /* Calculate hitpoints */
2823 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2825 if (p_ptr->mimic_form)
2827 if (p_ptr->pclass == CLASS_SORCERER)
2828 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2830 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2831 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2834 if (p_ptr->pclass == CLASS_SORCERER)
2836 if (p_ptr->lev < 30)
2837 mhp = (mhp * (45+p_ptr->lev) / 100);
2839 mhp = (mhp * 75 / 100);
2840 bonus = (bonus * 65 / 100);
2845 if (p_ptr->pclass == CLASS_BERSERKER)
2847 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2850 /* Always have at least one hitpoint per level */
2851 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2853 /* Factor in the hero / superhero settings */
2854 if (IS_HERO()) mhp += 10;
2855 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2856 if (p_ptr->tsuyoshi) mhp += 50;
2858 /* Factor in the hex spell settings */
2859 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2860 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2862 /* New maximum hitpoints */
2863 if (p_ptr->mhp != mhp)
2865 /* Enforce maximum */
2866 if (p_ptr->chp >= mhp)
2869 p_ptr->chp_frac = 0;
2873 /* レベルアップの時は上昇量を表示する */
2874 if ((level_up == 1) && (mhp > p_ptr->mhp))
2876 msg_format("最大ヒット・ポイントが %d 増加した!",
2877 (mhp - p_ptr->mhp) );
2880 /* Save the new max-hitpoints */
2883 /* Display hitpoints (later) */
2884 p_ptr->redraw |= (PR_HP);
2887 p_ptr->window |= (PW_PLAYER);
2894 * Extract and set the current "lite radius"
2896 * SWD: Experimental modification: multiple light sources have additive effect.
2899 static void calc_torch(void)
2903 u32b flgs[TR_FLAG_SIZE];
2905 /* Assume no light */
2906 p_ptr->cur_lite = 0;
2908 /* Loop through all wielded items */
2909 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2911 o_ptr = &inventory[i];
2912 /* Skip empty slots */
2913 if (!o_ptr->k_idx) continue;
2915 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2918 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2920 if (o_ptr->tval == TV_LITE)
2922 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2923 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2927 /* Extract the flags */
2928 object_flags(o_ptr, flgs);
2930 /* calc the lite_radius */
2933 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2934 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2935 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2936 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2937 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2938 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2939 p_ptr->cur_lite += rad;
2942 /* max radius is 14 (was 5) without rewriting other code -- */
2943 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2944 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2945 p_ptr->cur_lite = 1;
2948 * check if the player doesn't have light radius,
2949 * but does weakly glow as an intrinsic.
2951 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2953 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2954 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2956 /* end experimental mods */
2958 /* Notice changes in the "lite radius" */
2959 if (p_ptr->old_lite != p_ptr->cur_lite)
2962 /* Hack -- PU_MON_LITE for monsters' darkness */
2963 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2965 /* Remember the old lite */
2966 p_ptr->old_lite = p_ptr->cur_lite;
2968 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2969 set_superstealth(FALSE);
2976 * Computes current weight limit.
2978 u32b weight_limit(void)
2982 /* Weight limit based only on strength */
2983 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2984 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2986 /* Return the result */
2991 bool buki_motteruka(int i)
2993 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2996 bool is_heavy_shoot(object_type *o_ptr)
2998 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2999 /* It is hard to carholdry a heavy bow */
3000 return (hold < o_ptr->weight / 10);
3003 int bow_tval_ammo(object_type *o_ptr)
3005 /* Analyze the launcher */
3006 switch (o_ptr->sval)
3034 /* calcurate the fire rate of target object */
3035 s16b calc_num_fire(object_type *o_ptr)
3037 int extra_shots = 0;
3040 int tval_ammo = bow_tval_ammo(o_ptr);
3042 u32b flgs[TR_FLAG_SIZE];
3044 /* Scan the usable inventory */
3045 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3047 q_ptr = &inventory[i];
3049 /* Skip non-objects */
3050 if (!q_ptr->k_idx) continue;
3052 /* Do not apply current equip */
3053 if (i == INVEN_BOW) continue;
3055 /* Extract the item flags */
3056 object_flags(q_ptr, flgs);
3059 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3062 object_flags(o_ptr, flgs);
3063 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3065 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3069 num += (extra_shots * 100);
3071 /* Hack -- Rangers love Bows */
3072 if ((p_ptr->pclass == CLASS_RANGER) &&
3073 (tval_ammo == TV_ARROW))
3075 num += (p_ptr->lev * 4);
3078 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3079 (tval_ammo == TV_ARROW))
3081 num += (p_ptr->lev * 3);
3084 if (p_ptr->pclass == CLASS_ARCHER)
3086 if (tval_ammo == TV_ARROW)
3087 num += ((p_ptr->lev * 5)+50);
3088 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3089 num += (p_ptr->lev * 4);
3093 * Addendum -- also "Reward" high level warriors,
3094 * with _any_ missile weapon -- TY
3096 if (p_ptr->pclass == CLASS_WARRIOR &&
3097 (tval_ammo <= TV_BOLT) &&
3098 (tval_ammo >= TV_SHOT))
3100 num += (p_ptr->lev * 2);
3102 if ((p_ptr->pclass == CLASS_ROGUE) &&
3103 (tval_ammo == TV_SHOT))
3105 num += (p_ptr->lev * 4);
3112 * Calculate the players current "state", taking into account
3113 * not only race/class intrinsics, but also objects being worn
3114 * and temporary spell effects.
3116 * See also calc_mana() and calc_hitpoints().
3118 * Take note of the new "speed code", in particular, a very strong
3119 * player will start slowing down as soon as he reaches 150 pounds,
3120 * but not until he reaches 450 pounds will he be half as fast as
3121 * a normal kobold. This both hurts and helps the player, hurts
3122 * because in the old days a player could just avoid 300 pounds,
3123 * and helps because now carrying 300 pounds is not very painful.
3125 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3126 * damage, since that would affect non-combat things. These values
3127 * are actually added in later, at the appropriate place.
3129 * This function induces various "status" messages.
3131 void calc_bonuses(void)
3133 int i, j, hold, neutral[2];
3135 int default_hand = 0;
3136 int empty_hands_status = empty_hands(TRUE);
3139 u32b flgs[TR_FLAG_SIZE];
3141 bool yoiyami = FALSE;
3142 bool down_saving = FALSE;
3144 bool have_dd_s = FALSE, have_dd_t = FALSE;
3146 bool have_sw = FALSE, have_kabe = FALSE;
3147 bool easy_2weapon = FALSE;
3148 bool riding_levitation = FALSE;
3149 s16b this_o_idx, next_o_idx = 0;
3150 const player_race *tmp_rp_ptr;
3152 /* Save the old vision stuff */
3153 bool old_telepathy = p_ptr->telepathy;
3154 bool old_esp_animal = p_ptr->esp_animal;
3155 bool old_esp_undead = p_ptr->esp_undead;
3156 bool old_esp_demon = p_ptr->esp_demon;
3157 bool old_esp_orc = p_ptr->esp_orc;
3158 bool old_esp_troll = p_ptr->esp_troll;
3159 bool old_esp_giant = p_ptr->esp_giant;
3160 bool old_esp_dragon = p_ptr->esp_dragon;
3161 bool old_esp_human = p_ptr->esp_human;
3162 bool old_esp_evil = p_ptr->esp_evil;
3163 bool old_esp_good = p_ptr->esp_good;
3164 bool old_esp_nonliving = p_ptr->esp_nonliving;
3165 bool old_esp_unique = p_ptr->esp_unique;
3166 bool old_see_inv = p_ptr->see_inv;
3167 bool old_mighty_throw = p_ptr->mighty_throw;
3169 /* Save the old armor class */
3170 bool old_dis_ac = p_ptr->dis_ac;
3171 bool old_dis_to_a = p_ptr->dis_to_a;
3174 /* Clear extra blows/shots */
3175 extra_blows[0] = extra_blows[1] = 0;
3177 /* Clear the stat modifiers */
3178 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3181 /* Clear the Displayed/Real armor class */
3182 p_ptr->dis_ac = p_ptr->ac = 0;
3184 /* Clear the Displayed/Real Bonuses */
3185 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3186 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3187 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3188 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3189 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3190 p_ptr->dis_to_a = p_ptr->to_a = 0;
3194 p_ptr->to_m_chance = 0;
3196 /* Clear the Extra Dice Bonuses */
3197 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3198 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3200 /* Start with "normal" speed */
3203 /* Start with a single blow per turn */
3204 p_ptr->num_blow[0] = 1;
3205 p_ptr->num_blow[1] = 1;
3207 /* Start with a single shot per turn */
3208 p_ptr->num_fire = 100;
3210 /* Reset the "xtra" tval */
3211 p_ptr->tval_xtra = 0;
3213 /* Reset the "ammo" tval */
3214 p_ptr->tval_ammo = 0;
3216 /* Clear all the flags */
3218 p_ptr->bless_blade = FALSE;
3219 p_ptr->xtra_might = FALSE;
3220 p_ptr->impact[0] = FALSE;
3221 p_ptr->impact[1] = FALSE;
3222 p_ptr->pass_wall = FALSE;
3223 p_ptr->kill_wall = FALSE;
3224 p_ptr->dec_mana = FALSE;
3225 p_ptr->easy_spell = FALSE;
3226 p_ptr->heavy_spell = FALSE;
3227 p_ptr->see_inv = FALSE;
3228 p_ptr->free_act = FALSE;
3229 p_ptr->slow_digest = FALSE;
3230 p_ptr->regenerate = FALSE;
3231 p_ptr->can_swim = FALSE;
3232 p_ptr->levitation = FALSE;
3233 p_ptr->hold_exp = FALSE;
3234 p_ptr->telepathy = FALSE;
3235 p_ptr->esp_animal = FALSE;
3236 p_ptr->esp_undead = FALSE;
3237 p_ptr->esp_demon = FALSE;
3238 p_ptr->esp_orc = FALSE;
3239 p_ptr->esp_troll = FALSE;
3240 p_ptr->esp_giant = FALSE;
3241 p_ptr->esp_dragon = FALSE;
3242 p_ptr->esp_human = FALSE;
3243 p_ptr->esp_evil = FALSE;
3244 p_ptr->esp_good = FALSE;
3245 p_ptr->esp_nonliving = FALSE;
3246 p_ptr->esp_unique = FALSE;
3247 p_ptr->lite = FALSE;
3248 p_ptr->sustain_str = FALSE;
3249 p_ptr->sustain_int = FALSE;
3250 p_ptr->sustain_wis = FALSE;
3251 p_ptr->sustain_con = FALSE;
3252 p_ptr->sustain_dex = FALSE;
3253 p_ptr->sustain_chr = FALSE;
3254 p_ptr->resist_acid = FALSE;
3255 p_ptr->resist_elec = FALSE;
3256 p_ptr->resist_fire = FALSE;
3257 p_ptr->resist_cold = FALSE;
3258 p_ptr->resist_pois = FALSE;
3259 p_ptr->resist_conf = FALSE;
3260 p_ptr->resist_sound = FALSE;
3261 p_ptr->resist_lite = FALSE;
3262 p_ptr->resist_dark = FALSE;
3263 p_ptr->resist_chaos = FALSE;
3264 p_ptr->resist_disen = FALSE;
3265 p_ptr->resist_shard = FALSE;
3266 p_ptr->resist_nexus = FALSE;
3267 p_ptr->resist_blind = FALSE;
3268 p_ptr->resist_neth = FALSE;
3269 p_ptr->resist_time = FALSE;
3270 p_ptr->resist_fear = FALSE;
3271 p_ptr->reflect = FALSE;
3272 p_ptr->sh_fire = FALSE;
3273 p_ptr->sh_elec = FALSE;
3274 p_ptr->sh_cold = FALSE;
3275 p_ptr->anti_magic = FALSE;
3276 p_ptr->anti_tele = FALSE;
3277 p_ptr->warning = FALSE;
3278 p_ptr->mighty_throw = FALSE;
3279 p_ptr->see_nocto = FALSE;
3281 p_ptr->immune_acid = FALSE;
3282 p_ptr->immune_elec = FALSE;
3283 p_ptr->immune_fire = FALSE;
3284 p_ptr->immune_cold = FALSE;
3286 p_ptr->ryoute = FALSE;
3287 p_ptr->migite = FALSE;
3288 p_ptr->hidarite = FALSE;
3289 p_ptr->no_flowed = FALSE;
3291 p_ptr->align = friend_align;
3293 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3294 else tmp_rp_ptr = &race_info[p_ptr->prace];
3296 /* Base infravision (purely racial) */
3297 p_ptr->see_infra = tmp_rp_ptr->infra;
3299 /* Base skill -- disarming */
3300 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3302 /* Base skill -- magic devices */
3303 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3305 /* Base skill -- saving throw */
3306 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3308 /* Base skill -- stealth */
3309 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3311 /* Base skill -- searching ability */
3312 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3314 /* Base skill -- searching frequency */
3315 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3317 /* Base skill -- combat (normal) */
3318 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3320 /* Base skill -- combat (shooting) */
3321 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3323 /* Base skill -- combat (throwing) */
3324 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3326 /* Base skill -- digging */
3327 p_ptr->skill_dig = 0;
3329 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3330 if (buki_motteruka(INVEN_LARM))
3332 p_ptr->hidarite = TRUE;
3333 if (!p_ptr->migite) default_hand = 1;
3336 if (CAN_TWO_HANDS_WIELDING())
3338 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3339 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3341 p_ptr->ryoute = TRUE;
3343 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3344 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3346 p_ptr->ryoute = TRUE;
3350 switch (p_ptr->pclass)
3353 case CLASS_FORCETRAINER:
3354 case CLASS_BERSERKER:
3355 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3357 p_ptr->migite = TRUE;
3358 p_ptr->ryoute = TRUE;
3365 if (!p_ptr->migite && !p_ptr->hidarite)
3367 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3368 else if (empty_hands_status == EMPTY_HAND_LARM)
3370 p_ptr->hidarite = TRUE;
3375 if (p_ptr->special_defense & KAMAE_MASK)
3377 if (!(empty_hands_status & EMPTY_HAND_RARM))
3379 set_action(ACTION_NONE);
3383 switch (p_ptr->pclass)
3386 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3387 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3390 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3392 case CLASS_CHAOS_WARRIOR:
3393 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3394 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3396 case CLASS_MINDCRAFTER:
3397 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3398 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3399 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3400 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3403 case CLASS_FORCETRAINER:
3404 /* Unencumbered Monks become faster every 10 levels */
3405 if (!(heavy_armor()))
3407 if (!(prace_is_(RACE_KLACKON) ||
3408 prace_is_(RACE_SPRITE) ||
3409 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3410 new_speed += (p_ptr->lev) / 10;
3412 /* Free action if unencumbered at level 25 */
3413 if (p_ptr->lev > 24)
3414 p_ptr->free_act = TRUE;
3417 case CLASS_SORCERER:
3419 p_ptr->dis_to_a -= 50;
3422 p_ptr->resist_sound = TRUE;
3425 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3427 case CLASS_BERSERKER:
3429 p_ptr->sustain_str = TRUE;
3430 p_ptr->sustain_dex = TRUE;
3431 p_ptr->sustain_con = TRUE;
3432 p_ptr->regenerate = TRUE;
3433 p_ptr->free_act = TRUE;
3435 if (p_ptr->lev > 29) new_speed++;
3436 if (p_ptr->lev > 39) new_speed++;
3437 if (p_ptr->lev > 44) new_speed++;
3438 if (p_ptr->lev > 49) new_speed++;
3439 p_ptr->to_a += 10+p_ptr->lev/2;
3440 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3441 p_ptr->skill_dig += (100+p_ptr->lev*8);
3442 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3443 p_ptr->redraw |= PR_STATUS;
3445 case CLASS_MIRROR_MASTER:
3446 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3449 /* Unencumbered Ninjas become faster every 10 levels */
3452 new_speed -= (p_ptr->lev) / 10;
3453 p_ptr->skill_stl -= (p_ptr->lev)/10;
3455 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3456 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3459 if (!(prace_is_(RACE_KLACKON) ||
3460 prace_is_(RACE_SPRITE) ||
3461 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3462 new_speed += (p_ptr->lev) / 10;
3463 p_ptr->skill_stl += (p_ptr->lev)/10;
3465 /* Free action if unencumbered at level 25 */
3466 if (p_ptr->lev > 24)
3467 p_ptr->free_act = TRUE;
3469 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3470 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3472 p_ptr->to_a += p_ptr->lev/2+5;
3473 p_ptr->dis_to_a += p_ptr->lev/2+5;
3475 p_ptr->slow_digest = TRUE;
3476 p_ptr->resist_fear = TRUE;
3477 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3478 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3479 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3480 if (p_ptr->lev > 44)
3482 p_ptr->oppose_pois = 1;
3483 p_ptr->redraw |= PR_STATUS;
3485 p_ptr->see_nocto = TRUE;
3490 if (p_ptr->mimic_form)
3492 switch (p_ptr->mimic_form)
3495 p_ptr->hold_exp = TRUE;
3496 p_ptr->resist_chaos = TRUE;
3497 p_ptr->resist_neth = TRUE;
3498 p_ptr->resist_fire = TRUE;
3499 p_ptr->oppose_fire = 1;
3500 p_ptr->see_inv=TRUE;
3502 p_ptr->redraw |= PR_STATUS;
3504 p_ptr->dis_to_a += 10;
3505 p_ptr->align -= 200;
3507 case MIMIC_DEMON_LORD:
3508 p_ptr->hold_exp = TRUE;
3509 p_ptr->resist_chaos = TRUE;
3510 p_ptr->resist_neth = TRUE;
3511 p_ptr->immune_fire = TRUE;
3512 p_ptr->resist_acid = TRUE;
3513 p_ptr->resist_fire = TRUE;
3514 p_ptr->resist_cold = TRUE;
3515 p_ptr->resist_elec = TRUE;
3516 p_ptr->resist_pois = TRUE;
3517 p_ptr->resist_conf = TRUE;
3518 p_ptr->resist_disen = TRUE;
3519 p_ptr->resist_nexus = TRUE;
3520 p_ptr->resist_fear = TRUE;
3521 p_ptr->sh_fire = TRUE;
3522 p_ptr->see_inv = TRUE;
3523 p_ptr->telepathy = TRUE;
3524 p_ptr->levitation = TRUE;
3525 p_ptr->kill_wall = TRUE;
3528 p_ptr->dis_to_a += 20;
3529 p_ptr->align -= 200;
3532 p_ptr->resist_dark = TRUE;
3533 p_ptr->hold_exp = TRUE;
3534 p_ptr->resist_neth = TRUE;
3535 p_ptr->resist_cold = TRUE;
3536 p_ptr->resist_pois = TRUE;
3537 p_ptr->see_inv = TRUE;
3540 p_ptr->dis_to_a += 10;
3541 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3547 switch (p_ptr->prace)
3550 p_ptr->resist_lite = TRUE;
3553 p_ptr->hold_exp = TRUE;
3556 p_ptr->free_act = TRUE;
3559 p_ptr->resist_blind = TRUE;
3562 p_ptr->resist_dark = TRUE;
3564 case RACE_HALF_TROLL:
3565 p_ptr->sustain_str = TRUE;
3567 if (p_ptr->lev > 14)
3569 /* High level trolls heal fast... */
3570 p_ptr->regenerate = TRUE;
3572 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3574 p_ptr->slow_digest = TRUE;
3575 /* Let's not make Regeneration
3576 * a disadvantage for the poor warriors who can
3577 * never learn a spell that satisfies hunger (actually
3578 * neither can rogues, but half-trolls are not
3579 * supposed to play rogues) */
3584 p_ptr->sustain_con = TRUE;
3585 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3588 p_ptr->resist_lite = TRUE;
3589 p_ptr->see_inv = TRUE;
3591 case RACE_BARBARIAN:
3592 p_ptr->resist_fear = TRUE;
3594 case RACE_HALF_OGRE:
3595 p_ptr->resist_dark = TRUE;
3596 p_ptr->sustain_str = TRUE;
3598 case RACE_HALF_GIANT:
3599 p_ptr->sustain_str = TRUE;
3600 p_ptr->resist_shard = TRUE;
3602 case RACE_HALF_TITAN:
3603 p_ptr->resist_chaos = TRUE;
3606 p_ptr->resist_sound = TRUE;
3609 p_ptr->resist_acid = TRUE;
3610 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3613 p_ptr->resist_conf = TRUE;
3614 p_ptr->resist_acid = TRUE;
3616 /* Klackons become faster */
3617 new_speed += (p_ptr->lev) / 10;
3620 p_ptr->resist_pois = TRUE;
3623 p_ptr->resist_disen = TRUE;
3624 p_ptr->resist_dark = TRUE;
3627 p_ptr->resist_dark = TRUE;
3628 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3630 case RACE_DRACONIAN:
3631 p_ptr->levitation = TRUE;
3632 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3633 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3634 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3635 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3636 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3638 case RACE_MIND_FLAYER:
3639 p_ptr->sustain_int = TRUE;
3640 p_ptr->sustain_wis = TRUE;
3641 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3642 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3645 p_ptr->resist_fire = TRUE;
3646 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3649 p_ptr->slow_digest = TRUE;
3650 p_ptr->free_act = TRUE;
3651 p_ptr->see_inv = TRUE;
3652 p_ptr->resist_pois = TRUE;
3653 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3656 p_ptr->resist_shard = TRUE;
3657 p_ptr->hold_exp = TRUE;
3658 p_ptr->see_inv = TRUE;
3659 p_ptr->resist_pois = TRUE;
3660 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3663 p_ptr->resist_neth = TRUE;
3664 p_ptr->hold_exp = TRUE;
3665 p_ptr->see_inv = TRUE;
3666 p_ptr->resist_pois = TRUE;
3667 p_ptr->slow_digest = TRUE;
3668 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3671 p_ptr->resist_dark = TRUE;
3672 p_ptr->hold_exp = TRUE;
3673 p_ptr->resist_neth = TRUE;
3674 p_ptr->resist_cold = TRUE;
3675 p_ptr->resist_pois = TRUE;
3676 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3679 p_ptr->levitation = TRUE;
3680 p_ptr->free_act = TRUE;
3681 p_ptr->resist_neth = TRUE;
3682 p_ptr->hold_exp = TRUE;
3683 p_ptr->see_inv = TRUE;
3684 p_ptr->resist_pois = TRUE;
3685 p_ptr->slow_digest = TRUE;
3686 p_ptr->resist_cold = TRUE;
3687 p_ptr->pass_wall = TRUE;
3688 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3691 p_ptr->levitation = TRUE;
3692 p_ptr->resist_lite = TRUE;
3694 /* Sprites become faster */
3695 new_speed += (p_ptr->lev) / 10;
3698 p_ptr->resist_conf = TRUE;
3699 p_ptr->resist_sound = TRUE;
3702 /* Ents dig like maniacs, but only with their hands. */
3703 if (!inventory[INVEN_RARM].k_idx)
3704 p_ptr->skill_dig += p_ptr->lev * 10;
3705 /* Ents get tougher and stronger as they age, but lose dexterity. */
3706 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3707 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3708 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3710 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3711 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3712 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3714 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3715 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3716 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3719 p_ptr->levitation = TRUE;
3720 p_ptr->see_inv = TRUE;
3721 p_ptr->align += 200;
3724 p_ptr->resist_fire = TRUE;
3725 p_ptr->resist_neth = TRUE;
3726 p_ptr->hold_exp = TRUE;
3727 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3728 if (p_ptr->lev > 44)
3730 p_ptr->oppose_fire = 1;
3731 p_ptr->redraw |= PR_STATUS;
3733 p_ptr->align -= 200;
3736 p_ptr->sustain_con = TRUE;
3739 p_ptr->levitation = TRUE;
3742 p_ptr->resist_conf = TRUE;
3745 p_ptr->slow_digest = TRUE;
3746 p_ptr->free_act = TRUE;
3747 p_ptr->resist_pois = TRUE;
3748 p_ptr->hold_exp = TRUE;
3756 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3758 p_ptr->see_inv = TRUE;
3759 p_ptr->free_act = TRUE;
3760 p_ptr->slow_digest = TRUE;
3761 p_ptr->regenerate = TRUE;
3762 p_ptr->levitation = TRUE;
3763 p_ptr->hold_exp = TRUE;
3764 p_ptr->telepathy = TRUE;
3766 p_ptr->sustain_str = TRUE;
3767 p_ptr->sustain_int = TRUE;
3768 p_ptr->sustain_wis = TRUE;
3769 p_ptr->sustain_con = TRUE;
3770 p_ptr->sustain_dex = TRUE;
3771 p_ptr->sustain_chr = TRUE;
3772 p_ptr->resist_acid = TRUE;
3773 p_ptr->resist_elec = TRUE;
3774 p_ptr->resist_fire = TRUE;
3775 p_ptr->resist_cold = TRUE;
3776 p_ptr->resist_pois = TRUE;
3777 p_ptr->resist_conf = TRUE;
3778 p_ptr->resist_sound = TRUE;
3779 p_ptr->resist_lite = TRUE;
3780 p_ptr->resist_dark = TRUE;
3781 p_ptr->resist_chaos = TRUE;
3782 p_ptr->resist_disen = TRUE;
3783 p_ptr->resist_shard = TRUE;
3784 p_ptr->resist_nexus = TRUE;
3785 p_ptr->resist_blind = TRUE;
3786 p_ptr->resist_neth = TRUE;
3787 p_ptr->resist_fear = TRUE;
3788 p_ptr->reflect = TRUE;
3789 p_ptr->sh_fire = TRUE;
3790 p_ptr->sh_elec = TRUE;
3791 p_ptr->sh_cold = TRUE;
3793 p_ptr->dis_to_a += 100;
3795 /* Temporary shield */
3796 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3799 p_ptr->dis_to_a += 50;
3802 if (p_ptr->tim_res_nether)
3804 p_ptr->resist_neth = TRUE;
3806 if (p_ptr->tim_sh_fire)
3808 p_ptr->sh_fire = TRUE;
3810 if (p_ptr->tim_res_time)
3812 p_ptr->resist_time = TRUE;
3816 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3817 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3818 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3819 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3822 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3824 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3826 p_ptr->resist_blind = TRUE;
3827 p_ptr->resist_conf = TRUE;
3828 p_ptr->hold_exp = TRUE;
3829 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3831 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3832 /* Munchkin become faster */
3833 new_speed += (p_ptr->lev) / 10 + 5;
3836 if (music_singing(MUSIC_WALL))
3838 p_ptr->kill_wall = TRUE;
3841 /* Hack -- apply racial/class stat maxes */
3842 /* Apply the racial modifiers */
3843 for (i = 0; i < 6; i++)
3845 /* Modify the stats for "race" */
3846 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3850 /* I'm adding the mutations here for the lack of a better place... */
3853 /* Hyper Strength */
3854 if (p_ptr->muta3 & MUT3_HYPER_STR)
3856 p_ptr->stat_add[A_STR] += 4;
3860 if (p_ptr->muta3 & MUT3_PUNY)
3862 p_ptr->stat_add[A_STR] -= 4;
3865 /* Living computer */
3866 if (p_ptr->muta3 & MUT3_HYPER_INT)
3868 p_ptr->stat_add[A_INT] += 4;
3869 p_ptr->stat_add[A_WIS] += 4;
3873 if (p_ptr->muta3 & MUT3_MORONIC)
3875 p_ptr->stat_add[A_INT] -= 4;
3876 p_ptr->stat_add[A_WIS] -= 4;
3879 if (p_ptr->muta3 & MUT3_RESILIENT)
3881 p_ptr->stat_add[A_CON] += 4;
3884 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3886 p_ptr->stat_add[A_CON] += 2;
3890 if (p_ptr->muta3 & MUT3_ALBINO)
3892 p_ptr->stat_add[A_CON] -= 4;
3895 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3897 p_ptr->stat_add[A_CON] -= 2;
3898 p_ptr->stat_add[A_CHR] -= 1;
3899 p_ptr->regenerate = FALSE;
3900 /* Cancel innate regeneration */
3903 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3905 p_ptr->stat_add[A_CHR] -= 4;
3908 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3910 p_ptr->stat_add[A_CHR] -= 1;
3913 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3915 p_ptr->skill_fos += 15;
3916 p_ptr->skill_srh += 15;
3919 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3921 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3924 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3926 p_ptr->skill_stl -= 3;
3929 if (p_ptr->muta3 & MUT3_INFRAVIS)
3931 p_ptr->see_infra += 3;
3934 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3939 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3944 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3946 p_ptr->sh_elec = TRUE;
3949 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3951 p_ptr->sh_fire = TRUE;
3955 if (p_ptr->muta3 & MUT3_WART_SKIN)
3957 p_ptr->stat_add[A_CHR] -= 2;
3959 p_ptr->dis_to_a += 5;
3962 if (p_ptr->muta3 & MUT3_SCALES)
3964 p_ptr->stat_add[A_CHR] -= 1;
3966 p_ptr->dis_to_a += 10;
3969 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3971 p_ptr->stat_add[A_DEX] -= 1;
3973 p_ptr->dis_to_a += 25;
3976 if (p_ptr->muta3 & MUT3_WINGS)
3978 p_ptr->levitation = TRUE;
3981 if (p_ptr->muta3 & MUT3_FEARLESS)
3983 p_ptr->resist_fear = TRUE;
3986 if (p_ptr->muta3 & MUT3_REGEN)
3988 p_ptr->regenerate = TRUE;
3991 if (p_ptr->muta3 & MUT3_ESP)
3993 p_ptr->telepathy = TRUE;
3996 if (p_ptr->muta3 & MUT3_LIMBER)
3998 p_ptr->stat_add[A_DEX] += 3;
4001 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4003 p_ptr->stat_add[A_DEX] -= 3;
4006 if (p_ptr->muta3 & MUT3_MOTION)
4008 p_ptr->free_act = TRUE;
4009 p_ptr->skill_stl += 1;
4012 if (p_ptr->muta3 & MUT3_ILL_NORM)
4014 p_ptr->stat_add[A_CHR] = 0;
4018 if (p_ptr->tsuyoshi)
4020 p_ptr->stat_add[A_STR] += 4;
4021 p_ptr->stat_add[A_CON] += 4;
4024 /* Scan the usable inventory */
4025 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4027 int bonus_to_h, bonus_to_d;
4028 o_ptr = &inventory[i];
4030 /* Skip non-objects */
4031 if (!o_ptr->k_idx) continue;
4033 /* Extract the item flags */
4034 object_flags(o_ptr, flgs);
4036 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4037 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4040 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4041 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4042 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4043 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4044 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4045 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4047 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4049 /* Affect stealth */
4050 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4052 /* Affect searching ability (factor of five) */
4053 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4055 /* Affect searching frequency (factor of five) */
4056 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4058 /* Affect infravision */
4059 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4061 /* Affect digging (factor of 20) */
4062 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4065 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4068 if (have_flag(flgs, TR_BLOWS))
4070 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4071 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4072 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4075 /* Hack -- cause earthquakes */
4076 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4079 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4080 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4081 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4082 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4083 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4084 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4085 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4086 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4087 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4088 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4089 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4090 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4091 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4092 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4093 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4094 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4095 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4096 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4097 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4098 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4099 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4100 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4101 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4102 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4103 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4104 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4105 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4106 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4107 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4108 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4109 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4110 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4111 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4112 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4113 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4115 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4116 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4117 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4118 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4119 if (have_flag(flgs, TR_WARNING)){
4120 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4121 p_ptr->warning = TRUE;
4124 if (have_flag(flgs, TR_TELEPORT))
4126 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4129 cptr insc = quark_str(o_ptr->inscription);
4131 if (o_ptr->inscription && my_strchr(insc, '.'))
4134 * {.} will stop random teleportation.
4139 /* Controlled random teleportation */
4140 p_ptr->cursed |= TRC_TELEPORT_SELF;
4145 /* Immunity flags */
4146 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4147 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4148 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4149 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4151 /* Resistance flags */
4152 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4153 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4154 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4155 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4156 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4157 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4158 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4159 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4160 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4161 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4162 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4163 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4164 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4165 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4166 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4167 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4169 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4170 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4171 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4172 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4173 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4174 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4177 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4178 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4179 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4180 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4181 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4182 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4184 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4185 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4186 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4187 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4188 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4189 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4190 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4192 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4194 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4196 p_ptr->to_m_chance += 10;
4200 p_ptr->to_m_chance += 3;
4204 if (o_ptr->tval == TV_CAPTURE) continue;
4206 /* Modify the base armor class */
4207 p_ptr->ac += o_ptr->ac;
4209 /* The base armor class is always known */
4210 p_ptr->dis_ac += o_ptr->ac;
4212 /* Apply the bonuses to armor class */
4213 p_ptr->to_a += o_ptr->to_a;
4215 /* Apply the mental bonuses to armor class, if known */
4216 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4218 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4220 int slot = i - INVEN_RARM;
4223 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4225 p_ptr->to_h[slot] -= 15;
4226 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4230 p_ptr->to_h[slot] -= 5;
4231 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4236 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4238 p_ptr->to_h_b -= 15;
4239 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4244 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4249 if (o_ptr->curse_flags & TRC_LOW_AC)
4251 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4254 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4259 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4263 /* Hack -- do not apply "weapon" bonuses */
4264 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4265 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4267 /* Hack -- do not apply "bow" bonuses */
4268 if (i == INVEN_BOW) continue;
4270 bonus_to_h = o_ptr->to_h;
4271 bonus_to_d = o_ptr->to_d;
4273 if (p_ptr->pclass == CLASS_NINJA)
4275 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4276 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4279 /* To Bow and Natural attack */
4281 /* Apply the bonuses to hit/damage */
4282 p_ptr->to_h_b += bonus_to_h;
4283 p_ptr->to_h_m += bonus_to_h;
4284 p_ptr->to_d_m += bonus_to_d;
4286 /* Apply the mental bonuses tp hit/damage, if known */
4287 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4290 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4292 /* Apply the bonuses to hit/damage */
4293 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4294 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4296 /* Apply the mental bonuses tp hit/damage, if known */
4297 if (object_is_known(o_ptr))
4299 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4300 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4303 else if (p_ptr->migite && p_ptr->hidarite)
4305 /* Apply the bonuses to hit/damage */
4306 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4307 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4308 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4309 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4311 /* Apply the mental bonuses tp hit/damage, if known */
4312 if (object_is_known(o_ptr))
4314 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4315 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4316 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4317 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4322 /* Apply the bonuses to hit/damage */
4323 p_ptr->to_h[default_hand] += bonus_to_h;
4324 p_ptr->to_d[default_hand] += bonus_to_d;
4326 /* Apply the mental bonuses to hit/damage, if known */
4327 if (object_is_known(o_ptr))
4329 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4330 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4335 if (old_mighty_throw != p_ptr->mighty_throw)
4337 /* Redraw average damege display of Shuriken */
4338 p_ptr->window |= PW_INVEN;
4341 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4343 /* Monks get extra ac for armour _not worn_ */
4344 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4346 if (!(inventory[INVEN_BODY].k_idx))
4348 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4349 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4351 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4353 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4354 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4356 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4358 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4359 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4361 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4363 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4364 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4366 if (!(inventory[INVEN_HANDS].k_idx))
4368 p_ptr->to_a += (p_ptr->lev / 2);
4369 p_ptr->dis_to_a += (p_ptr->lev / 2);
4371 if (!(inventory[INVEN_FEET].k_idx))
4373 p_ptr->to_a += (p_ptr->lev / 3);
4374 p_ptr->dis_to_a += (p_ptr->lev / 3);
4376 if (p_ptr->special_defense & KAMAE_BYAKKO)
4378 p_ptr->stat_add[A_STR] += 2;
4379 p_ptr->stat_add[A_DEX] += 2;
4380 p_ptr->stat_add[A_CON] -= 3;
4382 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4385 else if (p_ptr->special_defense & KAMAE_GENBU)
4387 p_ptr->stat_add[A_INT] -= 1;
4388 p_ptr->stat_add[A_WIS] -= 1;
4389 p_ptr->stat_add[A_DEX] -= 2;
4390 p_ptr->stat_add[A_CON] += 3;
4392 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4394 p_ptr->stat_add[A_STR] -= 2;
4395 p_ptr->stat_add[A_INT] += 1;
4396 p_ptr->stat_add[A_WIS] += 1;
4397 p_ptr->stat_add[A_DEX] += 2;
4398 p_ptr->stat_add[A_CON] -= 2;
4402 if (p_ptr->special_defense & KATA_KOUKIJIN)
4404 for (i = 0; i < 6; i++)
4405 p_ptr->stat_add[i] += 5;
4407 p_ptr->dis_to_a -= 50;
4410 /* Hack -- aura of fire also provides light */
4411 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4413 /* Golems also get an intrinsic AC bonus */
4414 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4416 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4417 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4421 if (p_ptr->realm1 == REALM_HEX)
4423 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4424 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4425 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4426 if (hex_spelling(HEX_BUILDING))
4428 p_ptr->stat_add[A_STR] += 4;
4429 p_ptr->stat_add[A_DEX] += 4;
4430 p_ptr->stat_add[A_CON] += 4;
4432 if (hex_spelling(HEX_DEMON_AURA))
4434 p_ptr->sh_fire = TRUE;
4435 p_ptr->regenerate = TRUE;
4437 if (hex_spelling(HEX_ICE_ARMOR))
4439 p_ptr->sh_cold = TRUE;
4441 p_ptr->dis_to_a += 30;
4443 if (hex_spelling(HEX_SHOCK_CLOAK))
4445 p_ptr->sh_elec = TRUE;
4448 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4451 o_ptr = &inventory[i];
4452 if (!o_ptr->k_idx) continue;
4453 if (!object_is_armour(o_ptr)) continue;
4454 if (!object_is_cursed(o_ptr)) continue;
4456 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4457 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4459 p_ptr->dis_to_a += ac;
4463 /* Calculate stats */
4464 for (i = 0; i < 6; i++)
4468 /* Extract the new "stat_use" value for the stat */
4469 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4471 /* Notice changes */
4472 if (p_ptr->stat_top[i] != top)
4474 /* Save the new value */
4475 p_ptr->stat_top[i] = top;
4477 /* Redisplay the stats later */
4478 p_ptr->redraw |= (PR_STATS);
4481 p_ptr->window |= (PW_PLAYER);
4485 /* Extract the new "stat_use" value for the stat */
4486 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4488 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4490 /* 10 to 18/90 charisma, guaranteed, based on level */
4491 if (use < 8 + 2 * p_ptr->lev)
4493 use = 8 + 2 * p_ptr->lev;
4497 /* Notice changes */
4498 if (p_ptr->stat_use[i] != use)
4500 /* Save the new value */
4501 p_ptr->stat_use[i] = use;
4503 /* Redisplay the stats later */
4504 p_ptr->redraw |= (PR_STATS);
4507 p_ptr->window |= (PW_PLAYER);
4511 /* Values: 3, 4, ..., 17 */
4512 if (use <= 18) ind = (use - 3);
4514 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4515 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4517 /* Range: 18/220+ */
4520 /* Notice changes */
4521 if (p_ptr->stat_ind[i] != ind)
4523 /* Save the new index */
4524 p_ptr->stat_ind[i] = ind;
4526 /* Change in CON affects Hitpoints */
4529 p_ptr->update |= (PU_HP);
4532 /* Change in INT may affect Mana/Spells */
4533 else if (i == A_INT)
4535 if (mp_ptr->spell_stat == A_INT)
4537 p_ptr->update |= (PU_MANA | PU_SPELLS);
4541 /* Change in WIS may affect Mana/Spells */
4542 else if (i == A_WIS)
4544 if (mp_ptr->spell_stat == A_WIS)
4546 p_ptr->update |= (PU_MANA | PU_SPELLS);
4550 /* Change in WIS may affect Mana/Spells */
4551 else if (i == A_CHR)
4553 if (mp_ptr->spell_stat == A_CHR)
4555 p_ptr->update |= (PU_MANA | PU_SPELLS);
4560 p_ptr->window |= (PW_PLAYER);
4565 /* Apply temporary "stun" */
4566 if (p_ptr->stun > 50)
4568 p_ptr->to_h[0] -= 20;
4569 p_ptr->to_h[1] -= 20;
4570 p_ptr->to_h_b -= 20;
4571 p_ptr->to_h_m -= 20;
4572 p_ptr->dis_to_h[0] -= 20;
4573 p_ptr->dis_to_h[1] -= 20;
4574 p_ptr->dis_to_h_b -= 20;
4575 p_ptr->to_d[0] -= 20;
4576 p_ptr->to_d[1] -= 20;
4577 p_ptr->to_d_m -= 20;
4578 p_ptr->dis_to_d[0] -= 20;
4579 p_ptr->dis_to_d[1] -= 20;
4581 else if (p_ptr->stun)
4583 p_ptr->to_h[0] -= 5;
4584 p_ptr->to_h[1] -= 5;
4587 p_ptr->dis_to_h[0] -= 5;
4588 p_ptr->dis_to_h[1] -= 5;
4589 p_ptr->dis_to_h_b -= 5;
4590 p_ptr->to_d[0] -= 5;
4591 p_ptr->to_d[1] -= 5;
4593 p_ptr->dis_to_d[0] -= 5;
4594 p_ptr->dis_to_d[1] -= 5;
4598 if (p_ptr->wraith_form)
4600 p_ptr->reflect = TRUE;
4601 p_ptr->pass_wall = TRUE;
4604 if (p_ptr->kabenuke)
4606 p_ptr->pass_wall = TRUE;
4609 /* Temporary blessing */
4613 p_ptr->dis_to_a += 5;
4614 p_ptr->to_h[0] += 10;
4615 p_ptr->to_h[1] += 10;
4616 p_ptr->to_h_b += 10;
4617 p_ptr->to_h_m += 10;
4618 p_ptr->dis_to_h[0] += 10;
4619 p_ptr->dis_to_h[1] += 10;
4620 p_ptr->dis_to_h_b += 10;
4623 if (p_ptr->magicdef)
4625 p_ptr->resist_blind = TRUE;
4626 p_ptr->resist_conf = TRUE;
4627 p_ptr->reflect = TRUE;
4628 p_ptr->free_act = TRUE;
4629 p_ptr->levitation = TRUE;
4632 /* Temporary "Hero" */
4635 p_ptr->to_h[0] += 12;
4636 p_ptr->to_h[1] += 12;
4637 p_ptr->to_h_b += 12;
4638 p_ptr->to_h_m += 12;
4639 p_ptr->dis_to_h[0] += 12;
4640 p_ptr->dis_to_h[1] += 12;
4641 p_ptr->dis_to_h_b += 12;
4644 /* Temporary "Beserk" */
4647 p_ptr->to_h[0] += 12;
4648 p_ptr->to_h[1] += 12;
4649 p_ptr->to_h_b -= 12;
4650 p_ptr->to_h_m += 12;
4651 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4652 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4653 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4654 p_ptr->dis_to_h[0] += 12;
4655 p_ptr->dis_to_h[1] += 12;
4656 p_ptr->dis_to_h_b -= 12;
4657 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4658 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4660 p_ptr->dis_to_a -= 10;
4661 p_ptr->skill_stl -= 7;
4662 p_ptr->skill_dev -= 20;
4663 p_ptr->skill_sav -= 30;
4664 p_ptr->skill_srh -= 15;
4665 p_ptr->skill_fos -= 15;
4666 p_ptr->skill_tht -= 20;
4667 p_ptr->skill_dig += 30;
4670 /* Temporary "fast" */
4676 /* Temporary "slow" */
4682 /* Temporary "telepathy" */
4685 p_ptr->telepathy = TRUE;
4688 if (p_ptr->ele_immune)
4690 if (p_ptr->special_defense & DEFENSE_ACID)
4691 p_ptr->immune_acid = TRUE;
4692 else if (p_ptr->special_defense & DEFENSE_ELEC)
4693 p_ptr->immune_elec = TRUE;
4694 else if (p_ptr->special_defense & DEFENSE_FIRE)
4695 p_ptr->immune_fire = TRUE;
4696 else if (p_ptr->special_defense & DEFENSE_COLD)
4697 p_ptr->immune_cold = TRUE;
4700 /* Temporary see invisible */
4701 if (p_ptr->tim_invis)
4703 p_ptr->see_inv = TRUE;
4706 /* Temporary infravision boost */
4707 if (p_ptr->tim_infra)
4709 p_ptr->see_infra+=3;
4712 /* Temporary regeneration boost */
4713 if (p_ptr->tim_regen)
4715 p_ptr->regenerate = TRUE;
4718 /* Temporary levitation */
4719 if (p_ptr->tim_levitation)
4721 p_ptr->levitation = TRUE;
4724 /* Temporary reflection */
4725 if (p_ptr->tim_reflect)
4727 p_ptr->reflect = TRUE;
4730 /* Hack -- Hero/Shero -> Res fear */
4731 if (IS_HERO() || p_ptr->shero)
4733 p_ptr->resist_fear = TRUE;
4737 /* Hack -- Telepathy Change */
4738 if (p_ptr->telepathy != old_telepathy)
4740 p_ptr->update |= (PU_MONSTERS);
4743 if ((p_ptr->esp_animal != old_esp_animal) ||
4744 (p_ptr->esp_undead != old_esp_undead) ||
4745 (p_ptr->esp_demon != old_esp_demon) ||
4746 (p_ptr->esp_orc != old_esp_orc) ||
4747 (p_ptr->esp_troll != old_esp_troll) ||
4748 (p_ptr->esp_giant != old_esp_giant) ||
4749 (p_ptr->esp_dragon != old_esp_dragon) ||
4750 (p_ptr->esp_human != old_esp_human) ||
4751 (p_ptr->esp_evil != old_esp_evil) ||
4752 (p_ptr->esp_good != old_esp_good) ||
4753 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4754 (p_ptr->esp_unique != old_esp_unique))
4756 p_ptr->update |= (PU_MONSTERS);
4759 /* Hack -- See Invis Change */
4760 if (p_ptr->see_inv != old_see_inv)
4762 p_ptr->update |= (PU_MONSTERS);
4765 /* Bloating slows the player down (a little) */
4766 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4768 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4770 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4771 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4773 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4774 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4777 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4779 int penalty1, penalty2;
4780 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4781 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4782 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4784 penalty1 = penalty1 / 2 - 5;
4785 penalty2 = penalty2 / 2 - 5;
4788 p_ptr->dis_to_a += 10;
4792 if (penalty1 > 0) penalty1 /= 2;
4793 if (penalty2 > 0) penalty2 /= 2;
4795 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4797 penalty1 = MAX(0, penalty1 - 10);
4798 penalty2 = MAX(0, penalty2 - 10);
4800 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4802 penalty1 = MIN(0, penalty1);
4803 penalty2 = MIN(0, penalty2);
4805 p_ptr->dis_to_a += 10;
4809 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4811 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4814 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4815 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4816 p_ptr->to_h[0] -= penalty1;
4817 p_ptr->to_h[1] -= penalty2;
4818 p_ptr->dis_to_h[0] -= penalty1;
4819 p_ptr->dis_to_h[1] -= penalty2;
4822 /* Extract the current weight (in tenth pounds) */
4823 j = p_ptr->total_weight;
4827 /* Extract the "weight limit" (in tenth pounds) */
4828 i = (int)weight_limit();
4832 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4833 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4834 int speed = riding_m_ptr->mspeed;
4836 if (riding_m_ptr->mspeed > 110)
4838 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4839 if (new_speed < 110) new_speed = 110;
4845 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4846 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4847 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4848 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4849 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4851 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4852 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4854 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;
4856 /* Extract the "weight limit" */
4857 i = 1500 + riding_r_ptr->level * 25;
4860 /* XXX XXX XXX Apply "encumbrance" from weight */
4861 if (j > i) new_speed -= ((j - i) / (i / 5));
4863 /* Searching slows the player down */
4864 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4866 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4867 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4868 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4869 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4870 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4871 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4872 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4873 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4874 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4875 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4876 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4877 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4878 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4880 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4881 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4882 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4883 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4884 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4885 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4886 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4887 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4888 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4889 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4892 /* Obtain the "hold" value */
4893 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4896 /* Examine the "current bow" */
4897 o_ptr = &inventory[INVEN_BOW];
4899 /* It is hard to carholdry a heavy bow */
4900 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4901 if (p_ptr->heavy_shoot)
4903 /* Hard to wield a heavy bow */
4904 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4905 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4908 /* Compute "extra shots" if needed */
4911 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4913 /* Apply special flags */
4914 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4917 p_ptr->num_fire = calc_num_fire(o_ptr);
4919 /* Snipers love Cross bows */
4920 if ((p_ptr->pclass == CLASS_SNIPER) &&
4921 (p_ptr->tval_ammo == TV_BOLT))
4923 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4924 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4932 for(i = 0 ; i < 2 ; i++)
4934 /* Examine the "main weapon" */
4935 o_ptr = &inventory[INVEN_RARM+i];
4937 object_flags(o_ptr, flgs);
4939 /* Assume not heavy */
4940 p_ptr->heavy_wield[i] = FALSE;
4941 p_ptr->icky_wield[i] = FALSE;
4942 p_ptr->riding_wield[i] = FALSE;
4944 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4945 /* It is hard to hold a heavy weapon */
4946 if (hold < o_ptr->weight / 10)
4948 /* Hard to wield a heavy weapon */
4949 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4950 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4953 p_ptr->heavy_wield[i] = TRUE;
4955 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4957 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4960 p_ptr->dis_to_a += 5;
4963 /* Normal weapons */
4964 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4966 int str_index, dex_index;
4968 int num = 0, wgt = 0, mul = 0, div = 0;
4970 /* Analyze the class */
4971 switch (p_ptr->pclass)
4975 num = 6; wgt = 70; mul = 5; break;
4978 case CLASS_BERSERKER:
4979 num = 6; wgt = 70; mul = 7; break;
4983 case CLASS_HIGH_MAGE:
4984 case CLASS_BLUE_MAGE:
4985 num = 3; wgt = 100; mul = 2; break;
4987 /* Priest, Mindcrafter, Magic-Eater */
4989 case CLASS_MAGIC_EATER:
4990 case CLASS_MINDCRAFTER:
4991 num = 5; wgt = 100; mul = 3; break;
4995 num = 5; wgt = 40; mul = 3; break;
4999 num = 5; wgt = 70; mul = 4; break;
5004 num = 5; wgt = 70; mul = 4; break;
5008 num = 5; wgt = 150; mul = 5; break;
5011 case CLASS_WARRIOR_MAGE:
5012 case CLASS_RED_MAGE:
5013 num = 5; wgt = 70; mul = 3; break;
5016 case CLASS_CHAOS_WARRIOR:
5017 num = 5; wgt = 70; mul = 4; break;
5021 num = 5; wgt = 60; mul = 3; break;
5025 num = 4; wgt = 100; mul = 3; break;
5028 case CLASS_IMITATOR:
5029 num = 5; wgt = 70; mul = 4; break;
5032 case CLASS_BEASTMASTER:
5033 num = 5; wgt = 70; mul = 3; break;
5037 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5038 else {num = 5; wgt = 100; mul = 3;}
5042 case CLASS_SORCERER:
5043 num = 1; wgt = 1; mul = 1; break;
5045 /* Archer, Bard, Sniper */
5049 num = 4; wgt = 70; mul = 2; break;
5052 case CLASS_FORCETRAINER:
5053 num = 4; wgt = 60; mul = 2; break;
5056 case CLASS_MIRROR_MASTER:
5057 num = 3; wgt = 100; mul = 3; break;
5061 num = 4; wgt = 20; mul = 1; break;
5064 /* Hex - extra mights gives +1 bonus to max blows */
5065 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5067 /* Enforce a minimum "weight" (tenth pounds) */
5068 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5070 /* Access the strength vs weight */
5071 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5073 if (p_ptr->ryoute && !omoi) str_index++;
5074 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5077 if (str_index > 11) str_index = 11;
5079 /* Index by dexterity */
5080 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5083 if (dex_index > 11) dex_index = 11;
5085 /* Use the blows table */
5086 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5089 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5091 /* Add in the "bonus blows" */
5092 p_ptr->num_blow[i] += extra_blows[i];
5095 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5096 else if (p_ptr->pclass == CLASS_BERSERKER)
5098 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5100 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5102 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5104 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5107 /* Require at least one blow */
5108 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5110 /* Boost digging skill by weapon weight */
5111 p_ptr->skill_dig += (o_ptr->weight / 10);
5115 /* Priest weapon penalty for non-blessed edged weapons */
5116 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5117 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5119 /* Reduce the real bonuses */
5120 p_ptr->to_h[i] -= 2;
5121 p_ptr->to_d[i] -= 2;
5123 /* Reduce the mental bonuses */
5124 p_ptr->dis_to_h[i] -= 2;
5125 p_ptr->dis_to_d[i] -= 2;
5128 p_ptr->icky_wield[i] = TRUE;
5130 else if (p_ptr->pclass == CLASS_BERSERKER)
5132 p_ptr->to_h[i] += p_ptr->lev/5;
5133 p_ptr->to_d[i] += p_ptr->lev/6;
5134 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5135 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5136 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5138 p_ptr->to_h[i] += p_ptr->lev/5;
5139 p_ptr->to_d[i] += p_ptr->lev/6;
5140 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5141 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5144 else if (p_ptr->pclass == CLASS_SORCERER)
5146 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5148 /* Reduce the real bonuses */
5149 p_ptr->to_h[i] -= 200;
5150 p_ptr->to_d[i] -= 200;
5152 /* Reduce the mental bonuses */
5153 p_ptr->dis_to_h[i] -= 200;
5154 p_ptr->dis_to_d[i] -= 200;
5157 p_ptr->icky_wield[i] = TRUE;
5161 /* Reduce the real bonuses */
5162 p_ptr->to_h[i] -= 30;
5163 p_ptr->to_d[i] -= 10;
5165 /* Reduce the mental bonuses */
5166 p_ptr->dis_to_h[i] -= 30;
5167 p_ptr->dis_to_d[i] -= 10;
5171 if (p_ptr->realm1 == REALM_HEX)
5173 if (object_is_cursed(o_ptr))
5175 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5176 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5177 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5178 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5179 if (hex_spelling(HEX_RUNESWORD))
5181 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5182 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5183 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5189 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5191 p_ptr->to_h[i] +=15;
5192 p_ptr->dis_to_h[i] +=15;
5193 p_ptr->to_dd[i] += 2;
5195 else if (!(have_flag(flgs, TR_RIDING)))
5198 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5204 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5206 if (penalty < 30) penalty = 30;
5208 p_ptr->to_h[i] -= penalty;
5209 p_ptr->dis_to_h[i] -= penalty;
5212 p_ptr->riding_wield[i] = TRUE;
5221 p_ptr->riding_ryoute = FALSE;
5223 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5224 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5226 switch (p_ptr->pclass)
5229 case CLASS_FORCETRAINER:
5230 case CLASS_BERSERKER:
5231 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5232 p_ptr->riding_ryoute = TRUE;
5237 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5239 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5243 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5245 if (penalty < 30) penalty = 30;
5247 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5248 p_ptr->to_h_b -= penalty;
5249 p_ptr->dis_to_h_b -= penalty;
5252 /* Different calculation for monks with empty hands */
5253 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5254 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5256 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5257 p_ptr->num_blow[0] = 0;
5259 if (p_ptr->pclass == CLASS_FORCETRAINER)
5261 if (blow_base > 18) p_ptr->num_blow[0]++;
5262 if (blow_base > 31) p_ptr->num_blow[0]++;
5263 if (blow_base > 44) p_ptr->num_blow[0]++;
5264 if (blow_base > 58) p_ptr->num_blow[0]++;
5265 if (p_ptr->magic_num1[0])
5267 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5268 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5273 if (blow_base > 12) p_ptr->num_blow[0]++;
5274 if (blow_base > 22) p_ptr->num_blow[0]++;
5275 if (blow_base > 31) p_ptr->num_blow[0]++;
5276 if (blow_base > 39) p_ptr->num_blow[0]++;
5277 if (blow_base > 46) p_ptr->num_blow[0]++;
5278 if (blow_base > 53) p_ptr->num_blow[0]++;
5279 if (blow_base > 59) p_ptr->num_blow[0]++;
5282 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5283 p_ptr->num_blow[0] /= 2;
5286 p_ptr->to_h[0] += (p_ptr->lev / 3);
5287 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5289 p_ptr->to_d[0] += (p_ptr->lev / 6);
5290 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5293 if (p_ptr->special_defense & KAMAE_BYAKKO)
5296 p_ptr->dis_to_a -= 40;
5299 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5302 p_ptr->dis_to_a -= 50;
5303 p_ptr->resist_acid = TRUE;
5304 p_ptr->resist_fire = TRUE;
5305 p_ptr->resist_elec = TRUE;
5306 p_ptr->resist_cold = TRUE;
5307 p_ptr->resist_pois = TRUE;
5308 p_ptr->sh_fire = TRUE;
5309 p_ptr->sh_elec = TRUE;
5310 p_ptr->sh_cold = TRUE;
5311 p_ptr->levitation = TRUE;
5313 else if (p_ptr->special_defense & KAMAE_GENBU)
5315 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5316 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5317 p_ptr->reflect = TRUE;
5318 p_ptr->num_blow[0] -= 2;
5319 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5320 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5322 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5324 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5325 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5327 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5328 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5329 p_ptr->num_blow[0] /= 2;
5330 p_ptr->levitation = TRUE;
5333 p_ptr->num_blow[0] += 1+extra_blows[0];
5336 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5338 monk_armour_aux = FALSE;
5342 monk_armour_aux = TRUE;
5345 for (i = 0; i < 2; i++)
5347 if (buki_motteruka(INVEN_RARM+i))
5349 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5350 int sval = inventory[INVEN_RARM+i].sval;
5352 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5353 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5354 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5356 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5358 p_ptr->to_h[i] -= 40;
5359 p_ptr->dis_to_h[i] -= 40;
5360 p_ptr->icky_wield[i] = TRUE;
5363 else if (p_ptr->pclass == CLASS_NINJA)
5365 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5367 p_ptr->to_h[i] -= 40;
5368 p_ptr->dis_to_h[i] -= 40;
5369 p_ptr->icky_wield[i] = TRUE;
5370 p_ptr->num_blow[i] /= 2;
5371 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5375 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5379 /* Maximum speed is (+99). (internally it's 110 + 99) */
5380 /* Temporary lightspeed forces to be maximum speed */
5381 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5386 /* Minimum speed is (-99). (internally it's 110 - 99) */
5387 if (new_speed < 11) new_speed = 11;
5389 /* Display the speed (if needed) */
5390 if (p_ptr->pspeed != (byte)new_speed)
5392 p_ptr->pspeed = (byte)new_speed;
5393 p_ptr->redraw |= (PR_SPEED);
5398 if (p_ptr->to_a > (0 - p_ptr->ac))
5399 p_ptr->to_a = 0 - p_ptr->ac;
5400 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5401 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5404 /* Redraw armor (if needed) */
5405 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5408 p_ptr->redraw |= (PR_ARMOR);
5411 p_ptr->window |= (PW_PLAYER);
5415 if (p_ptr->ryoute && !omoi)
5417 int bonus_to_h=0, bonus_to_d=0;
5418 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5419 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);
5421 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5422 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5423 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5424 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5427 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;
5429 /* Affect Skill -- stealth (bonus one) */
5430 p_ptr->skill_stl += 1;
5432 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5434 /* Affect Skill -- disarming (DEX and INT) */
5435 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5436 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5438 /* Affect Skill -- magic devices (INT) */
5439 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5441 /* Affect Skill -- saving throw (WIS) */
5442 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5444 /* Affect Skill -- digging (STR) */
5445 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5447 /* Affect Skill -- disarming (Level, by Class) */
5448 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5450 /* Affect Skill -- magic devices (Level, by Class) */
5451 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5453 /* Affect Skill -- saving throw (Level, by Class) */
5454 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5456 /* Affect Skill -- stealth (Level, by Class) */
5457 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5459 /* Affect Skill -- search ability (Level, by Class) */
5460 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5462 /* Affect Skill -- search frequency (Level, by Class) */
5463 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5465 /* Affect Skill -- combat (normal) (Level, by Class) */
5466 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5468 /* Affect Skill -- combat (shooting) (Level, by Class) */
5469 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5471 /* Affect Skill -- combat (throwing) (Level, by Class) */
5472 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5475 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5477 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5478 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5481 /* Limit Skill -- stealth from 0 to 30 */
5482 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5483 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5485 /* Limit Skill -- digging from 1 up */
5486 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5488 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5490 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5492 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;
5494 if (down_saving) p_ptr->skill_sav /= 2;
5496 /* Hack -- Each elemental immunity includes resistance */
5497 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5498 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5499 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5500 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5502 /* Determine player alignment */
5503 for (i = 0, j = 0; i < 8; i++)
5505 switch (p_ptr->vir_types[i])
5508 p_ptr->align += p_ptr->virtues[i] * 2;
5518 p_ptr->align -= p_ptr->virtues[i];
5521 p_ptr->align += p_ptr->virtues[i];
5526 for (i = 0; i < j; i++)
5528 if (p_ptr->align > 0)
5530 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5531 if (p_ptr->align < 0) p_ptr->align = 0;
5533 else if (p_ptr->align < 0)
5535 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5536 if (p_ptr->align > 0) p_ptr->align = 0;
5540 /* Hack -- handle "xtra" mode */
5541 if (character_xtra) return;
5543 /* Take note when "heavy bow" changes */
5544 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5547 if (p_ptr->heavy_shoot)
5549 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5551 else if (inventory[INVEN_BOW].k_idx)
5553 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5557 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5561 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5564 for (i = 0 ; i < 2 ; i++)
5566 /* Take note when "heavy weapon" changes */
5567 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5570 if (p_ptr->heavy_wield[i])
5572 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5574 else if (buki_motteruka(INVEN_RARM+i))
5576 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5578 else if (p_ptr->heavy_wield[1-i])
5580 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5584 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5588 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5591 /* Take note when "heavy weapon" changes */
5592 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5595 if (p_ptr->riding_wield[i])
5597 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5599 else if (!p_ptr->riding)
5601 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5603 else if (buki_motteruka(INVEN_RARM+i))
5605 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5608 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5611 /* Take note when "illegal weapon" changes */
5612 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5615 if (p_ptr->icky_wield[i])
5617 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5620 chg_virtue(V_FAITH, -1);
5623 else if (buki_motteruka(INVEN_RARM+i))
5625 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5629 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5633 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5637 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5640 if (p_ptr->riding_ryoute)
5643 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5645 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5651 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5653 msg_print("You began to control riding pet with one hand.");
5657 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5660 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5664 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5667 chg_virtue(V_HARMONY, -1);
5672 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5675 monk_notify_aux = monk_armour_aux;
5678 for (i = 0; i < INVEN_PACK; i++)
5681 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5682 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5684 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5685 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5687 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5691 /* Acquire object */
5692 o_ptr = &o_list[this_o_idx];
5694 /* Acquire next object */
5695 next_o_idx = o_ptr->next_o_idx;
5698 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5699 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5701 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5702 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5705 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5707 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5709 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5710 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5713 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)))
5715 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5716 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5719 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5721 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5722 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5725 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5727 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5728 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5735 * Handle "p_ptr->notice"
5737 void notice_stuff(void)
5740 if (!p_ptr->notice) return;
5743 /* Actually do auto-destroy */
5744 if (p_ptr->notice & (PN_AUTODESTROY))
5746 p_ptr->notice &= ~(PN_AUTODESTROY);
5747 autopick_delayed_alter();
5750 /* Combine the pack */
5751 if (p_ptr->notice & (PN_COMBINE))
5753 p_ptr->notice &= ~(PN_COMBINE);
5757 /* Reorder the pack */
5758 if (p_ptr->notice & (PN_REORDER))
5760 p_ptr->notice &= ~(PN_REORDER);
5767 * Handle "p_ptr->update"
5769 void update_stuff(void)
5772 if (!p_ptr->update) return;
5775 if (p_ptr->update & (PU_BONUS))
5777 p_ptr->update &= ~(PU_BONUS);
5781 if (p_ptr->update & (PU_TORCH))
5783 p_ptr->update &= ~(PU_TORCH);
5787 if (p_ptr->update & (PU_HP))
5789 p_ptr->update &= ~(PU_HP);
5793 if (p_ptr->update & (PU_MANA))
5795 p_ptr->update &= ~(PU_MANA);
5799 if (p_ptr->update & (PU_SPELLS))
5801 p_ptr->update &= ~(PU_SPELLS);
5806 /* Character is not ready yet, no screen updates */
5807 if (!character_generated) return;
5810 /* Character is in "icky" mode, no screen updates */
5811 if (character_icky) return;
5814 if (p_ptr->update & (PU_UN_LITE))
5816 p_ptr->update &= ~(PU_UN_LITE);
5820 if (p_ptr->update & (PU_UN_VIEW))
5822 p_ptr->update &= ~(PU_UN_VIEW);
5826 if (p_ptr->update & (PU_VIEW))
5828 p_ptr->update &= ~(PU_VIEW);
5832 if (p_ptr->update & (PU_LITE))
5834 p_ptr->update &= ~(PU_LITE);
5839 if (p_ptr->update & (PU_FLOW))
5841 p_ptr->update &= ~(PU_FLOW);
5845 if (p_ptr->update & (PU_DISTANCE))
5847 p_ptr->update &= ~(PU_DISTANCE);
5849 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5850 /* p_ptr->update &= ~(PU_MONSTERS); */
5852 update_monsters(TRUE);
5855 if (p_ptr->update & (PU_MON_LITE))
5857 p_ptr->update &= ~(PU_MON_LITE);
5862 * Mega-Hack -- Delayed visual update
5863 * Only used if update_view(), update_lite() or update_mon_lite() was called
5865 if (p_ptr->update & (PU_DELAY_VIS))
5867 p_ptr->update &= ~(PU_DELAY_VIS);
5868 delayed_visual_update();
5871 if (p_ptr->update & (PU_MONSTERS))
5873 p_ptr->update &= ~(PU_MONSTERS);
5874 update_monsters(FALSE);
5880 * Handle "p_ptr->redraw"
5882 void redraw_stuff(void)
5885 if (!p_ptr->redraw) return;
5888 /* Character is not ready yet, no screen updates */
5889 if (!character_generated) return;
5892 /* Character is in "icky" mode, no screen updates */
5893 if (character_icky) return;
5897 /* Hack -- clear the screen */
5898 if (p_ptr->redraw & (PR_WIPE))
5900 p_ptr->redraw &= ~(PR_WIPE);
5906 if (p_ptr->redraw & (PR_MAP))
5908 p_ptr->redraw &= ~(PR_MAP);
5913 if (p_ptr->redraw & (PR_BASIC))
5915 p_ptr->redraw &= ~(PR_BASIC);
5916 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5917 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5918 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5919 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5925 if (p_ptr->redraw & (PR_EQUIPPY))
5927 p_ptr->redraw &= ~(PR_EQUIPPY);
5928 print_equippy(); /* To draw / delete equippy chars */
5931 if (p_ptr->redraw & (PR_MISC))
5933 p_ptr->redraw &= ~(PR_MISC);
5934 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5935 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5939 if (p_ptr->redraw & (PR_TITLE))
5941 p_ptr->redraw &= ~(PR_TITLE);
5945 if (p_ptr->redraw & (PR_LEV))
5947 p_ptr->redraw &= ~(PR_LEV);
5951 if (p_ptr->redraw & (PR_EXP))
5953 p_ptr->redraw &= ~(PR_EXP);
5957 if (p_ptr->redraw & (PR_STATS))
5959 p_ptr->redraw &= ~(PR_STATS);
5968 if (p_ptr->redraw & (PR_STATUS))
5970 p_ptr->redraw &= ~(PR_STATUS);
5974 if (p_ptr->redraw & (PR_ARMOR))
5976 p_ptr->redraw &= ~(PR_ARMOR);
5980 if (p_ptr->redraw & (PR_HP))
5982 p_ptr->redraw &= ~(PR_HP);
5986 if (p_ptr->redraw & (PR_MANA))
5988 p_ptr->redraw &= ~(PR_MANA);
5992 if (p_ptr->redraw & (PR_GOLD))
5994 p_ptr->redraw &= ~(PR_GOLD);
5998 if (p_ptr->redraw & (PR_DEPTH))
6000 p_ptr->redraw &= ~(PR_DEPTH);
6004 if (p_ptr->redraw & (PR_HEALTH))
6006 p_ptr->redraw &= ~(PR_HEALTH);
6007 health_redraw(FALSE);
6010 if (p_ptr->redraw & (PR_UHEALTH))
6012 p_ptr->redraw &= ~(PR_UHEALTH);
6013 health_redraw(TRUE);
6017 if (p_ptr->redraw & (PR_EXTRA))
6019 p_ptr->redraw &= ~(PR_EXTRA);
6020 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6021 p_ptr->redraw &= ~(PR_HUNGER);
6022 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6026 if (p_ptr->redraw & (PR_CUT))
6028 p_ptr->redraw &= ~(PR_CUT);
6032 if (p_ptr->redraw & (PR_STUN))
6034 p_ptr->redraw &= ~(PR_STUN);
6038 if (p_ptr->redraw & (PR_HUNGER))
6040 p_ptr->redraw &= ~(PR_HUNGER);
6044 if (p_ptr->redraw & (PR_STATE))
6046 p_ptr->redraw &= ~(PR_STATE);
6050 if (p_ptr->redraw & (PR_SPEED))
6052 p_ptr->redraw &= ~(PR_SPEED);
6056 if (p_ptr->pclass == CLASS_IMITATOR)
6058 if (p_ptr->redraw & (PR_IMITATION))
6060 p_ptr->redraw &= ~(PR_IMITATION);
6064 else if (p_ptr->redraw & (PR_STUDY))
6066 p_ptr->redraw &= ~(PR_STUDY);
6073 * Handle "p_ptr->window"
6075 void window_stuff(void)
6083 if (!p_ptr->window) return;
6086 for (j = 0; j < 8; j++)
6088 /* Save usable flags */
6089 if (angband_term[j]) mask |= window_flag[j];
6092 /* Apply usable flags */
6093 p_ptr->window &= mask;
6096 if (!p_ptr->window) return;
6099 /* Display inventory */
6100 if (p_ptr->window & (PW_INVEN))
6102 p_ptr->window &= ~(PW_INVEN);
6106 /* Display equipment */
6107 if (p_ptr->window & (PW_EQUIP))
6109 p_ptr->window &= ~(PW_EQUIP);
6113 /* Display spell list */
6114 if (p_ptr->window & (PW_SPELL))
6116 p_ptr->window &= ~(PW_SPELL);
6120 /* Display player */
6121 if (p_ptr->window & (PW_PLAYER))
6123 p_ptr->window &= ~(PW_PLAYER);
6127 /* Display monster list */
6128 if (p_ptr->window & (PW_MONSTER_LIST))
6130 p_ptr->window &= ~(PW_MONSTER_LIST);
6134 /* Display overhead view */
6135 if (p_ptr->window & (PW_MESSAGE))
6137 p_ptr->window &= ~(PW_MESSAGE);
6141 /* Display overhead view */
6142 if (p_ptr->window & (PW_OVERHEAD))
6144 p_ptr->window &= ~(PW_OVERHEAD);
6148 /* Display overhead view */
6149 if (p_ptr->window & (PW_DUNGEON))
6151 p_ptr->window &= ~(PW_DUNGEON);
6155 /* Display monster recall */
6156 if (p_ptr->window & (PW_MONSTER))
6158 p_ptr->window &= ~(PW_MONSTER);
6162 /* Display object recall */
6163 if (p_ptr->window & (PW_OBJECT))
6165 p_ptr->window &= ~(PW_OBJECT);
6172 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6174 void handle_stuff(void)
6177 if (p_ptr->update) update_stuff();
6180 if (p_ptr->redraw) redraw_stuff();
6183 if (p_ptr->window) window_stuff();
6187 s16b empty_hands(bool riding_control)
6189 s16b status = EMPTY_HAND_NONE;
6191 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6192 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6194 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6196 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6197 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6204 bool heavy_armor(void)
6206 u16b monk_arm_wgt = 0;
6208 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6210 /* Weight the armor */
6211 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6212 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6213 monk_arm_wgt += inventory[INVEN_BODY].weight;
6214 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6215 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6216 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6217 monk_arm_wgt += inventory[INVEN_FEET].weight;
6219 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6222 void update_playtime(void)
6224 /* Check if the game has started */
6225 if (start_time != 0)
6227 u32b tmp = time(NULL);
6228 playtime += (tmp - start_time);