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 * Print character stat in given row, column
232 static void prt_stat(int stat)
236 /* Display "injured" stat */
237 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
239 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
240 cnv_stat(p_ptr->stat_use[stat], tmp);
241 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244 /* Display "healthy" stat */
247 put_str(stat_names[stat], ROW_STAT + stat, 0);
248 cnv_stat(p_ptr->stat_use[stat], tmp);
249 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252 /* Indicate natural maximum */
253 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256 /* 日本語にかぶらないように表示位置を変更 */
257 put_str("!", ROW_STAT + stat, 5);
259 put_str("!", ROW_STAT + stat, 3);
267 * Data structure for status bar
269 #define BAR_TSUYOSHI 0
270 #define BAR_HALLUCINATION 1
271 #define BAR_BLINDNESS 2
272 #define BAR_PARALYZE 3
273 #define BAR_CONFUSE 4
274 #define BAR_POISONED 5
276 #define BAR_LEVITATE 7
277 #define BAR_REFLECTION 8
278 #define BAR_PASSWALL 9
279 #define BAR_WRAITH 10
280 #define BAR_PROTEVIL 11
281 #define BAR_KAWARIMI 12
282 #define BAR_MAGICDEFENSE 13
283 #define BAR_EXPAND 14
284 #define BAR_STONESKIN 15
285 #define BAR_MULTISHADOW 16
286 #define BAR_REGMAGIC 17
287 #define BAR_ULTIMATE 18
288 #define BAR_INVULN 19
289 #define BAR_IMMACID 20
290 #define BAR_RESACID 21
291 #define BAR_IMMELEC 22
292 #define BAR_RESELEC 23
293 #define BAR_IMMFIRE 24
294 #define BAR_RESFIRE 25
295 #define BAR_IMMCOLD 26
296 #define BAR_RESCOLD 27
297 #define BAR_RESPOIS 28
298 #define BAR_RESNETH 29
299 #define BAR_RESTIME 30
300 #define BAR_DUSTROBE 31
301 #define BAR_SHFIRE 32
303 #define BAR_SHHOLY 34
304 #define BAR_EYEEYE 35
305 #define BAR_BLESSED 36
306 #define BAR_HEROISM 37
307 #define BAR_BERSERK 38
308 #define BAR_ATTKFIRE 39
309 #define BAR_ATTKCOLD 40
310 #define BAR_ATTKELEC 41
311 #define BAR_ATTKACID 42
312 #define BAR_ATTKPOIS 43
313 #define BAR_ATTKCONF 44
314 #define BAR_SENSEUNSEEN 45
315 #define BAR_TELEPATHY 46
316 #define BAR_REGENERATION 47
317 #define BAR_INFRAVISION 48
318 #define BAR_STEALTH 49
319 #define BAR_SUPERSTEALTH 50
320 #define BAR_RECALL 51
322 #define BAR_SHCOLD 53
323 #define BAR_SHELEC 54
324 #define BAR_SHSHADOW 55
327 #define BAR_ANTIMULTI 58
328 #define BAR_ANTITELE 59
329 #define BAR_ANTIMAGIC 60
330 #define BAR_PATIENCE 61
331 #define BAR_REVENGE 62
332 #define BAR_RUNESWORD 63
333 #define BAR_VAMPILIC 64
335 #define BAR_ESP_EVIL 66
344 {TERM_YELLOW, "つ", "つよし"},
345 {TERM_VIOLET, "幻", "幻覚"},
346 {TERM_L_DARK, "盲", "盲目"},
347 {TERM_RED, "痺", "麻痺"},
348 {TERM_VIOLET, "乱", "混乱"},
349 {TERM_GREEN, "毒", "毒"},
350 {TERM_BLUE, "恐", "恐怖"},
351 {TERM_L_BLUE, "浮", "浮遊"},
352 {TERM_SLATE, "反", "反射"},
353 {TERM_SLATE, "壁", "壁抜け"},
354 {TERM_L_DARK, "幽", "幽体"},
355 {TERM_SLATE, "邪", "防邪"},
356 {TERM_VIOLET, "変", "変わり身"},
357 {TERM_YELLOW, "魔", "魔法鎧"},
358 {TERM_L_UMBER, "伸", "伸び"},
359 {TERM_WHITE, "石", "石肌"},
360 {TERM_L_BLUE, "分", "分身"},
361 {TERM_SLATE, "防", "魔法防御"},
362 {TERM_YELLOW, "究", "究極"},
363 {TERM_YELLOW, "無", "無敵"},
364 {TERM_L_GREEN, "酸", "酸免疫"},
365 {TERM_GREEN, "酸", "耐酸"},
366 {TERM_L_BLUE, "電", "電免疫"},
367 {TERM_BLUE, "電", "耐電"},
368 {TERM_L_RED, "火", "火免疫"},
369 {TERM_RED, "火", "耐火"},
370 {TERM_WHITE, "冷", "冷免疫"},
371 {TERM_SLATE, "冷", "耐冷"},
372 {TERM_GREEN, "毒", "耐毒"},
373 {TERM_L_DARK, "獄", "耐地獄"},
374 {TERM_L_BLUE, "時", "耐時間"},
375 {TERM_L_DARK, "鏡", "鏡オーラ"},
376 {TERM_L_RED, "オ", "火オーラ"},
377 {TERM_WHITE, "闘", "闘気"},
378 {TERM_WHITE, "聖", "聖オーラ"},
379 {TERM_VIOLET, "目", "目には目"},
380 {TERM_WHITE, "祝", "祝福"},
381 {TERM_WHITE, "勇", "勇"},
382 {TERM_RED, "狂", "狂乱"},
383 {TERM_L_RED, "火", "魔剣火"},
384 {TERM_WHITE, "冷", "魔剣冷"},
385 {TERM_L_BLUE, "電", "魔剣電"},
386 {TERM_SLATE, "酸", "魔剣酸"},
387 {TERM_L_GREEN, "毒", "魔剣毒"},
388 {TERM_RED, "乱", "混乱打撃"},
389 {TERM_L_BLUE, "視", "透明視"},
390 {TERM_ORANGE, "テ", "テレパシ"},
391 {TERM_L_BLUE, "回", "回復"},
392 {TERM_L_RED, "赤", "赤外"},
393 {TERM_UMBER, "隠", "隠密"},
394 {TERM_YELLOW, "隠", "超隠密"},
395 {TERM_WHITE, "帰", "帰還"},
396 {TERM_WHITE, "現", "現実変容"},
398 {TERM_WHITE, "オ", "氷オーラ"},
399 {TERM_BLUE, "オ", "電オーラ"},
400 {TERM_L_DARK, "オ", "影オーラ"},
401 {TERM_YELLOW, "腕", "腕力強化"},
402 {TERM_RED, "肉", "肉体強化"},
403 {TERM_L_DARK, "殖", "反増殖"},
404 {TERM_ORANGE, "テ", "反テレポ"},
405 {TERM_RED, "魔", "反魔法"},
406 {TERM_SLATE, "我", "我慢"},
407 {TERM_SLATE, "宣", "宣告"},
408 {TERM_L_DARK, "剣", "魔剣化"},
409 {TERM_RED, "吸", "吸血打撃"},
410 {TERM_WHITE, "回", "回復"},
411 {TERM_L_DARK, "感", "邪悪感知"},
416 {TERM_YELLOW, "Ts", "Tsuyoshi"},
417 {TERM_VIOLET, "Ha", "Halluc"},
418 {TERM_L_DARK, "Bl", "Blind"},
419 {TERM_RED, "Pa", "Paralyzed"},
420 {TERM_VIOLET, "Cf", "Confused"},
421 {TERM_GREEN, "Po", "Poisoned"},
422 {TERM_BLUE, "Af", "Afraid"},
423 {TERM_L_BLUE, "Lv", "Levit"},
424 {TERM_SLATE, "Rf", "Reflect"},
425 {TERM_SLATE, "Pw", "PassWall"},
426 {TERM_L_DARK, "Wr", "Wraith"},
427 {TERM_SLATE, "Ev", "PrtEvl"},
428 {TERM_VIOLET, "Kw", "Kawarimi"},
429 {TERM_YELLOW, "Md", "MgcArm"},
430 {TERM_L_UMBER, "Eh", "Expand"},
431 {TERM_WHITE, "Ss", "StnSkn"},
432 {TERM_L_BLUE, "Ms", "MltShdw"},
433 {TERM_SLATE, "Rm", "ResMag"},
434 {TERM_YELLOW, "Ul", "Ultima"},
435 {TERM_YELLOW, "Iv", "Invuln"},
436 {TERM_L_GREEN, "IAc", "ImmAcid"},
437 {TERM_GREEN, "Ac", "Acid"},
438 {TERM_L_BLUE, "IEl", "ImmElec"},
439 {TERM_BLUE, "El", "Elec"},
440 {TERM_L_RED, "IFi", "ImmFire"},
441 {TERM_RED, "Fi", "Fire"},
442 {TERM_WHITE, "ICo", "ImmCold"},
443 {TERM_SLATE, "Co", "Cold"},
444 {TERM_GREEN, "Po", "Pois"},
445 {TERM_L_DARK, "Nt", "Nthr"},
446 {TERM_L_BLUE, "Ti", "Time"},
447 {TERM_L_DARK, "Mr", "Mirr"},
448 {TERM_L_RED, "SFi", "SFire"},
449 {TERM_WHITE, "Fo", "Force"},
450 {TERM_WHITE, "Ho", "Holy"},
451 {TERM_VIOLET, "Ee", "EyeEye"},
452 {TERM_WHITE, "Bs", "Bless"},
453 {TERM_WHITE, "He", "Hero"},
454 {TERM_RED, "Br", "Berserk"},
455 {TERM_L_RED, "BFi", "BFire"},
456 {TERM_WHITE, "BCo", "BCold"},
457 {TERM_L_BLUE, "BEl", "BElec"},
458 {TERM_SLATE, "BAc", "BAcid"},
459 {TERM_L_GREEN, "BPo", "BPois"},
460 {TERM_RED, "TCf", "TchCnf"},
461 {TERM_L_BLUE, "Se", "SInv"},
462 {TERM_ORANGE, "Te", "Telepa"},
463 {TERM_L_BLUE, "Rg", "Regen"},
464 {TERM_L_RED, "If", "Infr"},
465 {TERM_UMBER, "Sl", "Stealth"},
466 {TERM_YELLOW, "Stlt", "Stealth"},
467 {TERM_WHITE, "Rc", "Recall"},
468 {TERM_WHITE, "Al", "Alter"},
470 {TERM_WHITE, "SCo", "SCold"},
471 {TERM_BLUE, "SEl", "SElec"},
472 {TERM_L_DARK, "SSh", "SShadow"},
473 {TERM_YELLOW, "EMi", "ExMight"},
474 {TERM_RED, "Bu", "BuildUp"},
475 {TERM_L_DARK, "AMl", "AntiMulti"},
476 {TERM_ORANGE, "AT", "AntiTele"},
477 {TERM_RED, "AM", "AntiMagic"},
478 {TERM_SLATE, "Pa", "Patience"},
479 {TERM_SLATE, "Rv", "Revenge"},
480 {TERM_L_DARK, "Rs", "RuneSword"},
481 {TERM_RED, "Vm", "Vampiric"},
482 {TERM_WHITE, "Cu", "Cure"},
483 {TERM_L_DARK, "ET", "EvilTele"},
488 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
489 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
495 static void prt_status(void)
498 int wid, hgt, row_statbar, max_col_statbar;
499 int i, col = 0, num = 0;
502 Term_get_size(&wid, &hgt);
503 row_statbar = hgt + ROW_STATBAR;
504 max_col_statbar = wid + MAX_COL_STATBAR;
506 Term_erase(0, row_statbar, max_col_statbar);
508 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
511 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
514 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
517 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
520 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
523 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
526 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
528 /* Times see-invisible */
529 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
532 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
534 /* Timed regenerate */
535 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
537 /* Timed infra-vision */
538 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
540 /* Protection from evil */
541 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
543 /* Invulnerability */
544 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
547 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
550 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
552 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
555 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
557 /* Super Heroism / berserk */
558 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
561 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
564 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
566 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
568 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
570 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
573 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
574 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
576 /* Oppose Lightning */
577 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
578 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
581 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
582 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
585 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
586 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
589 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
592 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
595 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
598 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
601 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
603 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
605 /* Confusing Hands */
606 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
608 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
610 /* Ultimate-resistance */
611 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
614 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
616 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
618 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
621 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
622 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
623 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
624 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
625 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
626 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
628 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
631 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
633 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
636 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
638 /* An Eye for an Eye */
639 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
642 if (p_ptr->realm1 == REALM_HEX)
644 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
645 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
646 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
647 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
648 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
649 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
650 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
651 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
652 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
653 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
654 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
655 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
656 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
657 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
658 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
659 if (hex_spelling(HEX_CURE_LIGHT) ||
660 hex_spelling(HEX_CURE_SERIOUS) ||
661 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
663 if (p_ptr->magic_num2[2])
665 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
666 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
670 /* Calcurate length */
671 for (i = 0; bar[i].sstr; i++)
675 col += strlen(bar[i].lstr) + 1;
680 /* If there are not excess spaces for long strings, use short one */
681 if (col - 1 > max_col_statbar)
686 for (i = 0; bar[i].sstr; i++)
690 col += strlen(bar[i].sstr);
694 /* If there are excess spaces for short string, use more */
695 if (col - 1 <= max_col_statbar - (num-1))
703 /* Centering display column */
704 col = (max_col_statbar - col) / 2;
706 /* Display status bar */
707 for (i = 0; bar[i].sstr; i++)
712 if (space == 2) str = bar[i].lstr;
713 else str = bar[i].sstr;
715 c_put_str(bar[i].attr, str, row_statbar, col);
717 if (space > 0) col++;
718 if (col > max_col_statbar) break;
726 * Prints "title", including "wizard" or "winner" as needed.
728 static void prt_title(void)
746 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
748 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
771 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
775 prt_field(p, ROW_TITLE, COL_TITLE);
782 static void prt_level(void)
786 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
788 if (p_ptr->lev >= p_ptr->max_plv)
791 put_str("レベル ", ROW_LEVEL, 0);
792 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
794 put_str("LEVEL ", ROW_LEVEL, 0);
795 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
802 put_str("xレベル", ROW_LEVEL, 0);
803 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
805 put_str("Level ", ROW_LEVEL, 0);
806 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
814 * Display the experience
816 static void prt_exp(void)
820 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
822 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
826 if (p_ptr->lev >= PY_MAX_LEVEL)
828 (void)sprintf(out_val, "********");
833 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
835 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
840 if (p_ptr->exp >= p_ptr->max_exp)
843 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
844 else put_str("経験 ", ROW_EXP, 0);
845 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
847 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
848 else put_str("EXP ", ROW_EXP, 0);
849 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
856 put_str("x経験", ROW_EXP, 0);
857 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
859 put_str("Exp ", ROW_EXP, 0);
860 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
867 * Prints current gold
869 static void prt_gold(void)
872 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
873 sprintf(tmp, "%9ld", (long)p_ptr->au);
874 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
882 static void prt_ac(void)
887 /* AC の表示方式を変更している */
888 put_str(" AC( )", ROW_AC, COL_AC);
889 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
890 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
892 put_str("Cur AC ", ROW_AC, COL_AC);
893 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
894 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
901 * Prints Cur/Max hit points
903 static void prt_hp(void)
905 /* ヒットポイントの表示方法を変更 */
911 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
913 put_str("HP", ROW_CURHP, COL_CURHP);
916 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
918 if (p_ptr->chp >= p_ptr->mhp)
920 color = TERM_L_GREEN;
922 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
931 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
934 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
937 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
938 color = TERM_L_GREEN;
940 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
945 * Prints players max/cur spell points
947 static void prt_sp(void)
949 /* マジックポイントの表示方法を変更している */
954 /* Do not show mana unless it matters */
955 if (!mp_ptr->spell_book) return;
958 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
959 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
962 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
964 if (p_ptr->csp >= p_ptr->msp)
966 color = TERM_L_GREEN;
968 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
977 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
980 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
983 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
984 color = TERM_L_GREEN;
986 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
991 * Prints depth in stat area
993 static void prt_depth(void)
996 int wid, hgt, row_depth, col_depth;
997 byte attr = TERM_WHITE;
999 Term_get_size(&wid, &hgt);
1000 col_depth = wid + COL_DEPTH;
1001 row_depth = hgt + ROW_DEPTH;
1005 strcpy(depths, _("地上", "Surf."));
1007 else if (p_ptr->inside_quest && !dungeon_type)
1009 strcpy(depths, _("地上", "Quest"));
1013 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
1014 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1016 /* Get color of level based on feeling -JSV- */
1017 switch (p_ptr->feeling)
1019 case 0: attr = TERM_SLATE; break; /* Unknown */
1020 case 1: attr = TERM_L_BLUE; break; /* Special */
1021 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1022 case 3: attr = TERM_RED; break; /* Very dangerous */
1023 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1024 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1025 case 6: attr = TERM_YELLOW; break; /* Nervous */
1026 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1027 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1028 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1029 case 10: attr = TERM_WHITE; break; /* Boring place */
1033 /* Right-Adjust the "depth", and clear old values */
1034 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1039 * Prints status of hunger
1041 static void prt_hunger(void)
1043 if(p_ptr->wizard && p_ptr->inside_arena) return;
1045 /* Fainting / Starving */
1046 if (p_ptr->food < PY_FOOD_FAINT)
1048 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1052 else if (p_ptr->food < PY_FOOD_WEAK)
1054 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1058 else if (p_ptr->food < PY_FOOD_ALERT)
1060 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1064 else if (p_ptr->food < PY_FOOD_FULL)
1066 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1070 else if (p_ptr->food < PY_FOOD_MAX)
1072 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1078 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1084 * Prints Searching, Resting, Paralysis, or 'count' status
1085 * Display is always exactly 10 characters wide (see below)
1087 * This function was a major bottleneck when resting, so a lot of
1088 * the text formatting code was optimized in place below.
1090 static void prt_state(void)
1092 byte attr = TERM_WHITE;
1099 if (command_rep > 999)
1101 (void)sprintf(text, "%2d00", command_rep / 100);
1105 (void)sprintf(text, " %2d", command_rep);
1112 switch(p_ptr->action)
1116 strcpy(text, _("探索", "Sear"));
1123 /* Start with "Rest" */
1124 strcpy(text, _(" ", " "));
1126 /* Extensive (timed) rest */
1127 if (resting >= 1000)
1132 text[1] = '0' + (i % 10);
1133 text[0] = '0' + (i / 10);
1136 /* Long (timed) rest */
1137 else if (resting >= 100)
1140 text[3] = '0' + (i % 10);
1142 text[2] = '0' + (i % 10);
1143 text[1] = '0' + (i / 10);
1146 /* Medium (timed) rest */
1147 else if (resting >= 10)
1150 text[3] = '0' + (i % 10);
1151 text[2] = '0' + (i / 10);
1154 /* Short (timed) rest */
1155 else if (resting > 0)
1158 text[3] = '0' + (i);
1161 /* Rest until healed */
1162 else if (resting == -1)
1164 text[0] = text[1] = text[2] = text[3] = '*';
1167 /* Rest until done */
1168 else if (resting == -2)
1170 text[0] = text[1] = text[2] = text[3] = '&';
1176 strcpy(text, _("学習", "lear"));
1177 if (new_mane) attr = TERM_L_RED;
1182 strcpy(text, _("釣り", "fish"));
1188 for (i = 0; i < MAX_KAMAE; i++)
1189 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1192 case 0: attr = TERM_GREEN;break;
1193 case 1: attr = TERM_WHITE;break;
1194 case 2: attr = TERM_L_BLUE;break;
1195 case 3: attr = TERM_L_RED;break;
1197 strcpy(text, kamae_shurui[i].desc);
1203 for (i = 0; i < MAX_KATA; i++)
1204 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1205 strcpy(text, kata_shurui[i].desc);
1210 strcpy(text, _("歌 ", "Sing"));
1213 case ACTION_HAYAGAKE:
1215 strcpy(text, _("速駆", "Fast"));
1220 strcpy(text, _("詠唱", "Spel"));
1231 /* Display the info (or blanks) */
1232 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1237 * Prints the speed of a character. -CJS-
1239 static void prt_speed(void)
1241 int i = p_ptr->pspeed;
1242 bool is_fast = IS_FAST();
1244 byte attr = TERM_WHITE;
1246 int wid, hgt, row_speed, col_speed;
1248 Term_get_size(&wid, &hgt);
1249 col_speed = wid + COL_SPEED;
1250 row_speed = hgt + ROW_SPEED;
1252 /* Hack -- Visually "undo" the Search Mode Slowdown */
1253 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1260 monster_type *m_ptr = &m_list[p_ptr->riding];
1261 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1262 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1263 else attr = TERM_GREEN;
1265 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1266 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1267 else attr = TERM_L_GREEN;
1269 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1271 sprintf(buf, "Fast(+%d)", (i - 110));
1281 monster_type *m_ptr = &m_list[p_ptr->riding];
1282 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1283 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1284 else attr = TERM_RED;
1286 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1287 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288 else attr = TERM_L_UMBER;
1290 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1292 sprintf(buf, "Slow(-%d)", (110 - i));
1295 else if (p_ptr->riding)
1298 strcpy(buf, _("乗馬中", "Riding"));
1301 /* Display the speed */
1302 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1306 static void prt_study(void)
1308 int wid, hgt, row_study, col_study;
1310 Term_get_size(&wid, &hgt);
1311 col_study = wid + COL_STUDY;
1312 row_study = hgt + ROW_STUDY;
1314 if (p_ptr->new_spells)
1316 put_str(_("学習", "Stud"), row_study, col_study);
1320 put_str(" ", row_study, col_study);
1325 static void prt_imitation(void)
1327 int wid, hgt, row_study, col_study;
1329 Term_get_size(&wid, &hgt);
1330 col_study = wid + COL_STUDY;
1331 row_study = hgt + ROW_STUDY;
1333 if (p_ptr->pclass == CLASS_IMITATOR)
1335 if (p_ptr->mane_num)
1338 if (new_mane) attr = TERM_L_RED;
1339 else attr = TERM_WHITE;
1340 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1344 put_str(" ", row_study, col_study);
1350 static void prt_cut(void)
1356 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1360 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1364 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1368 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1372 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1376 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1380 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1384 put_str(" ", ROW_CUT, COL_CUT);
1390 static void prt_stun(void)
1392 int s = p_ptr->stun;
1396 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1400 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1404 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1408 put_str(" ", ROW_STUN, COL_STUN);
1415 * Redraw the "monster health bar" -DRS-
1416 * Rather extensive modifications by -BEN-
1418 * The "monster health bar" provides visual feedback on the "health"
1419 * of the monster currently being "tracked". There are several ways
1420 * to "track" a monster, including targetting it, attacking it, and
1421 * affecting it (and nobody else) with a ranged attack.
1423 * Display the monster health bar (affectionately known as the
1424 * "health-o-meter"). Clear health bar if nothing is being tracked.
1425 * Auto-track current target monster when bored. Note that the
1426 * health-bar stops tracking any monster that "disappears".
1428 static void health_redraw(bool riding)
1432 monster_type *m_ptr;
1436 health_who = p_ptr->riding;
1437 row = ROW_RIDING_INFO;
1438 col = COL_RIDING_INFO;
1442 health_who = p_ptr->health_who;
1447 m_ptr = &m_list[health_who];
1449 if (p_ptr->wizard && p_ptr->inside_battle)
1454 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1455 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1456 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1457 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1461 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));
1462 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1463 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1468 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));
1469 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1470 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1475 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));
1476 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1477 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1482 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));
1483 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1484 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1493 /* Erase the health bar */
1494 Term_erase(col, row, 12);
1497 /* Tracking an unseen monster */
1498 else if (!m_ptr->ml)
1500 /* Indicate that the monster health is "unknown" */
1501 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1504 /* Tracking a hallucinatory monster */
1505 else if (p_ptr->image)
1507 /* Indicate that the monster health is "unknown" */
1508 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1511 /* Tracking a dead monster (???) */
1512 else if (m_ptr->hp < 0)
1514 /* Indicate that the monster health is "unknown" */
1515 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1518 /* Tracking a visible monster */
1521 /* Extract the "percent" of health */
1522 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1523 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1525 /* Convert percent into "health" */
1526 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1528 /* Default to almost dead */
1529 byte attr = TERM_RED;
1532 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1535 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1538 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1541 else if (pct >= 100) attr = TERM_L_GREEN;
1543 /* Somewhat Wounded */
1544 else if (pct >= 60) attr = TERM_YELLOW;
1547 else if (pct >= 25) attr = TERM_ORANGE;
1550 else if (pct >= 10) attr = TERM_L_RED;
1552 /* Default to "unknown" */
1553 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1555 /* Dump the current "health" (use '*' symbols) */
1556 Term_putstr(col + 1, row, len, attr, "**********");
1564 * Display basic info (mostly left of map)
1566 static void prt_frame_basic(void)
1570 /* Race and Class */
1571 if (p_ptr->mimic_form)
1572 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1576 my_strcpy(str, rp_ptr->title, sizeof(str));
1577 prt_field(str, ROW_RACE, COL_RACE);
1579 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1580 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1586 /* Level/Experience */
1591 for (i = 0; i < 6; i++) prt_stat(i);
1609 health_redraw(FALSE);
1610 health_redraw(TRUE);
1615 * Display extra info (mostly below map)
1617 static void prt_frame_extra(void)
1642 * Hack -- display inventory in sub-windows
1644 static void fix_inven(void)
1649 for (j = 0; j < 8; j++)
1654 if (!angband_term[j]) continue;
1656 /* No relevant flags */
1657 if (!(window_flag[j] & (PW_INVEN))) continue;
1660 Term_activate(angband_term[j]);
1662 /* Display inventory */
1675 * Print monster info in line
1677 * nnn : number or unique(U) or wanted unique(W)
1678 * X : symbol of monster
1679 * LV : monster lv if known
1680 * name: name of monster
1682 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1685 int r_idx = m_ptr->ap_r_idx;
1686 monster_race* r_ptr = &r_info[r_idx];
1690 //Number of 'U'nique
1691 if(r_ptr->flags1&RF1_UNIQUE){//unique
1692 bool is_kubi = FALSE;
1693 for(i=0;i<MAX_KUBI;i++){
1694 if(kubi_r_idx[i] == r_idx){
1699 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1701 sprintf(buf, "%3d", n_same);
1702 Term_addstr(-1, TERM_WHITE, buf);
1705 Term_addstr(-1, TERM_WHITE, " ");
1706 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1707 //Term_addstr(-1, TERM_WHITE, "/");
1708 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1710 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1711 sprintf(buf, " %2d", r_ptr->level);
1715 Term_addstr(-1, TERM_WHITE, buf);
1717 sprintf(buf, " %s ", r_name+r_ptr->name);
1718 Term_addstr(-1, TERM_WHITE, buf);
1720 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1724 max_lines : 最大何行描画するか.
1726 void print_monster_list(int x, int y, int max_lines){
1728 monster_type* last_mons = NULL;
1729 monster_type* m_ptr = NULL;
1733 for(i=0;i<temp_n;i++){
1734 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1735 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1736 m_ptr = &m_list[c_ptr->m_idx];
1737 if(is_pet(m_ptr))continue;//pet
1738 if(!m_ptr->r_idx)continue;//dead?
1741 int r_idx = m_ptr->ap_r_idx;
1742 monster_race* r_ptr = &r_info[r_idx];
1743 cptr name = (r_name + r_ptr->name);
1744 cptr ename = (r_name + r_ptr->name);
1745 //ミミック類や「それ」等は、一覧に出てはいけない
1746 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1747 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1749 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1750 (strcmp(ename, "Null the Living Void")==0))continue;
1751 //"金無垢の指輪"は、一覧に出てはいけない
1752 if((strcmp(name, "金無垢の指輪")==0)||
1753 (strcmp(ename, "Plain Gold Ring")==0))continue;
1757 //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.
1758 if(!last_mons){//先頭モンスター
1764 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1766 continue;//表示処理を次に回す
1768 //print last mons info
1769 print_monster_line(x, line++, last_mons, n_same);
1772 if(line-y-1==max_lines){//残り1行
1776 if(line-y-1==max_lines && i!=temp_n){
1777 Term_gotoxy(x, line);
1778 Term_addstr(-1, TERM_WHITE, "-- and more --");
1780 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1784 * Hack -- display monster list in sub-windows
1786 static void fix_monster_list(void)
1792 for (j = 0; j < 8; j++)
1797 if (!angband_term[j]) continue;
1799 /* No relevant flags */
1800 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1803 Term_activate(angband_term[j]);
1804 Term_get_size(&w, &h);
1808 target_set_prepare_look();//モンスター一覧を生成,ソート
1809 print_monster_list(0, 0, h);
1823 * Hack -- display equipment in sub-windows
1825 static void fix_equip(void)
1830 for (j = 0; j < 8; j++)
1835 if (!angband_term[j]) continue;
1837 /* No relevant flags */
1838 if (!(window_flag[j] & (PW_EQUIP))) continue;
1841 Term_activate(angband_term[j]);
1843 /* Display equipment */
1856 * Hack -- display equipment in sub-windows
1858 static void fix_spell(void)
1863 for (j = 0; j < 8; j++)
1868 if (!angband_term[j]) continue;
1870 /* No relevant flags */
1871 if (!(window_flag[j] & (PW_SPELL))) continue;
1874 Term_activate(angband_term[j]);
1876 /* Display spell list */
1877 display_spell_list();
1889 * Hack -- display character in sub-windows
1891 static void fix_player(void)
1896 for (j = 0; j < 8; j++)
1901 if (!angband_term[j]) continue;
1903 /* No relevant flags */
1904 if (!(window_flag[j] & (PW_PLAYER))) continue;
1907 Term_activate(angband_term[j]);
1911 /* Display player */
1925 * Hack -- display recent messages in sub-windows
1927 * XXX XXX XXX Adjust for width and split messages
1929 static void fix_message(void)
1936 for (j = 0; j < 8; j++)
1941 if (!angband_term[j]) continue;
1943 /* No relevant flags */
1944 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1947 Term_activate(angband_term[j]);
1950 Term_get_size(&w, &h);
1953 for (i = 0; i < h; i++)
1955 /* Dump the message on the appropriate line */
1956 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1959 Term_locate(&x, &y);
1961 /* Clear to end of line */
1962 Term_erase(x, y, 255);
1975 * Hack -- display overhead view in sub-windows
1977 * Note that the "player" symbol does NOT appear on the map.
1979 static void fix_overhead(void)
1986 for (j = 0; j < 8; j++)
1992 if (!angband_term[j]) continue;
1994 /* No relevant flags */
1995 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1998 Term_activate(angband_term[j]);
2000 /* Full map in too small window is useless */
2001 Term_get_size(&wid, &hgt);
2002 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2005 display_map(&cy, &cx);
2018 * Hack -- display dungeon view in sub-windows
2020 static void fix_dungeon(void)
2025 for (j = 0; j < 8; j++)
2030 if (!angband_term[j]) continue;
2032 /* No relevant flags */
2033 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2036 Term_activate(angband_term[j]);
2038 /* Redraw dungeon view */
2051 * Hack -- display monster recall in sub-windows
2053 static void fix_monster(void)
2058 for (j = 0; j < 8; j++)
2063 if (!angband_term[j]) continue;
2065 /* No relevant flags */
2066 if (!(window_flag[j] & (PW_MONSTER))) continue;
2069 Term_activate(angband_term[j]);
2071 /* Display monster race info */
2072 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2084 * Hack -- display object recall in sub-windows
2086 static void fix_object(void)
2091 for (j = 0; j < 8; j++)
2096 if (!angband_term[j]) continue;
2098 /* No relevant flags */
2099 if (!(window_flag[j] & (PW_OBJECT))) continue;
2102 Term_activate(angband_term[j]);
2104 /* Display monster race info */
2105 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2117 * Calculate number of spells player should have, and forget,
2118 * or remember, spells until that number is properly reflected.
2120 * Note that this function induces various "status" messages,
2121 * which must be bypasses until the character is created.
2123 static void calc_spells(void)
2125 int i, j, k, levels;
2127 int num_boukyaku = 0;
2129 const magic_type *s_ptr;
2136 /* Hack -- must be literate */
2137 if (!mp_ptr->spell_book) return;
2139 /* Hack -- wait for creation */
2140 if (!character_generated) return;
2142 /* Hack -- handle "xtra" mode */
2143 if (character_xtra) return;
2145 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2147 p_ptr->new_spells = 0;
2151 p = spell_category_name(mp_ptr->spell_book);
2153 /* Determine the number of spells allowed */
2154 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2156 /* Hack -- no negative spells */
2157 if (levels < 0) levels = 0;
2159 /* Extract total allowed spells */
2160 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2162 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2166 if (p_ptr->pclass == CLASS_SAMURAI)
2170 else if (p_ptr->realm2 == REALM_NONE)
2172 num_allowed = (num_allowed+1)/2;
2173 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2175 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2177 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2181 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2184 /* Count the number of spells we know */
2185 for (j = 0; j < 64; j++)
2187 /* Count known spells */
2189 (p_ptr->spell_forgotten1 & (1L << j)) :
2190 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2196 /* See how many spells we must forget or may learn */
2197 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2199 /* Forget spells which are too hard */
2200 for (i = 63; i >= 0; i--)
2202 /* Efficiency -- all done */
2203 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2205 /* Access the spell */
2206 j = p_ptr->spell_order[i];
2208 /* Skip non-spells */
2209 if (j >= 99) continue;
2213 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2216 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2218 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2221 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2223 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2225 /* Skip spells we are allowed to know */
2226 if (s_ptr->slevel <= p_ptr->lev) continue;
2230 (p_ptr->spell_learned1 & (1L << j)) :
2231 (p_ptr->spell_learned2 & (1L << (j - 32))))
2233 /* Mark as forgotten */
2236 p_ptr->spell_forgotten1 |= (1L << j);
2237 which = p_ptr->realm1;
2241 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2242 which = p_ptr->realm2;
2245 /* No longer known */
2248 p_ptr->spell_learned1 &= ~(1L << j);
2249 which = p_ptr->realm1;
2253 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2254 which = p_ptr->realm2;
2259 msg_format("%sの%sを忘れてしまった。",
2260 do_spell(which, j%32, SPELL_NAME), p );
2262 msg_format("You have forgotten the %s of %s.", p,
2263 do_spell(which, j%32, SPELL_NAME));
2267 /* One more can be learned */
2268 p_ptr->new_spells++;
2273 /* Forget spells if we know too many spells */
2274 for (i = 63; i >= 0; i--)
2276 /* Stop when possible */
2277 if (p_ptr->new_spells >= 0) break;
2279 /* Efficiency -- all done */
2280 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2282 /* Get the (i+1)th spell learned */
2283 j = p_ptr->spell_order[i];
2285 /* Skip unknown spells */
2286 if (j >= 99) continue;
2288 /* Forget it (if learned) */
2290 (p_ptr->spell_learned1 & (1L << j)) :
2291 (p_ptr->spell_learned2 & (1L << (j - 32))))
2293 /* Mark as forgotten */
2296 p_ptr->spell_forgotten1 |= (1L << j);
2297 which = p_ptr->realm1;
2301 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2302 which = p_ptr->realm2;
2305 /* No longer known */
2308 p_ptr->spell_learned1 &= ~(1L << j);
2309 which = p_ptr->realm1;
2313 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2314 which = p_ptr->realm2;
2319 msg_format("%sの%sを忘れてしまった。",
2320 do_spell(which, j%32, SPELL_NAME), p );
2322 msg_format("You have forgotten the %s of %s.", p,
2323 do_spell(which, j%32, SPELL_NAME));
2327 /* One more can be learned */
2328 p_ptr->new_spells++;
2333 /* Check for spells to remember */
2334 for (i = 0; i < 64; i++)
2336 /* None left to remember */
2337 if (p_ptr->new_spells <= 0) break;
2339 /* Efficiency -- all done */
2340 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2342 /* Get the next spell we learned */
2343 j = p_ptr->spell_order[i];
2345 /* Skip unknown spells */
2348 /* Access the spell */
2349 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2352 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2354 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2357 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2359 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2361 /* Skip spells we cannot remember */
2362 if (s_ptr->slevel > p_ptr->lev) continue;
2364 /* First set of spells */
2366 (p_ptr->spell_forgotten1 & (1L << j)) :
2367 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2369 /* No longer forgotten */
2372 p_ptr->spell_forgotten1 &= ~(1L << j);
2373 which = p_ptr->realm1;
2377 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2378 which = p_ptr->realm2;
2381 /* Known once more */
2384 p_ptr->spell_learned1 |= (1L << j);
2385 which = p_ptr->realm1;
2389 p_ptr->spell_learned2 |= (1L << (j - 32));
2390 which = p_ptr->realm2;
2395 msg_format("%sの%sを思い出した。",
2396 do_spell(which, j%32, SPELL_NAME), p );
2398 msg_format("You have remembered the %s of %s.",
2399 p, do_spell(which, j%32, SPELL_NAME));
2403 /* One less can be learned */
2404 p_ptr->new_spells--;
2410 if (p_ptr->realm2 == REALM_NONE)
2412 /* Count spells that can be learned */
2413 for (j = 0; j < 32; j++)
2415 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2416 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2418 /* Skip spells we cannot remember */
2419 if (s_ptr->slevel > p_ptr->lev) continue;
2421 /* Skip spells we already know */
2422 if (p_ptr->spell_learned1 & (1L << j))
2431 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;
2434 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2436 /* Spell count changed */
2437 if (p_ptr->old_spells != p_ptr->new_spells)
2439 /* Message if needed */
2440 if (p_ptr->new_spells)
2444 if( p_ptr->new_spells < 10 ){
2445 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2447 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2450 msg_format("You can learn %d more %s%s.",
2451 p_ptr->new_spells, p,
2452 (p_ptr->new_spells != 1) ? "s" : "");
2457 /* Save the new_spells value */
2458 p_ptr->old_spells = p_ptr->new_spells;
2460 /* Redraw Study Status */
2461 p_ptr->redraw |= (PR_STUDY);
2463 /* Redraw object recall */
2464 p_ptr->window |= (PW_OBJECT);
2470 * Calculate maximum mana. You do not need to know any spells.
2471 * Note that mana is lowered by heavy (or inappropriate) armor.
2473 * This function induces status messages.
2475 static void calc_mana(void)
2477 int msp, levels, cur_wgt, max_wgt;
2482 /* Hack -- Must be literate */
2483 if (!mp_ptr->spell_book) return;
2485 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2486 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2487 (p_ptr->pclass == CLASS_BLUE_MAGE))
2489 levels = p_ptr->lev;
2493 if(mp_ptr->spell_first > p_ptr->lev)
2498 /* Display mana later */
2499 p_ptr->redraw |= (PR_MANA);
2503 /* Extract "effective" player level */
2504 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2507 if (p_ptr->pclass == CLASS_SAMURAI)
2509 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2510 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2514 /* Extract total mana */
2515 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2517 /* Hack -- usually add one mana */
2520 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2522 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2524 /* Hack: High mages have a 25% mana bonus */
2525 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2527 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2530 /* Only mages are affected */
2531 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2533 u32b flgs[TR_FLAG_SIZE];
2535 /* Assume player is not encumbered by gloves */
2536 p_ptr->cumber_glove = FALSE;
2538 /* Get the gloves */
2539 o_ptr = &inventory[INVEN_HANDS];
2541 /* Examine the gloves */
2542 object_flags(o_ptr, flgs);
2544 /* Normal gloves hurt mage-type spells */
2546 !(have_flag(flgs, TR_FREE_ACT)) &&
2547 !(have_flag(flgs, TR_DEC_MANA)) &&
2548 !(have_flag(flgs, TR_EASY_SPELL)) &&
2549 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2550 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2553 p_ptr->cumber_glove = TRUE;
2556 msp = (3 * msp) / 4;
2561 /* Assume player not encumbered by armor */
2562 p_ptr->cumber_armor = FALSE;
2564 /* Weigh the armor */
2566 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2567 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2568 cur_wgt += inventory[INVEN_BODY].weight;
2569 cur_wgt += inventory[INVEN_HEAD].weight;
2570 cur_wgt += inventory[INVEN_OUTER].weight;
2571 cur_wgt += inventory[INVEN_HANDS].weight;
2572 cur_wgt += inventory[INVEN_FEET].weight;
2574 /* Subtract a percentage of maximum mana. */
2575 switch (p_ptr->pclass)
2577 /* For these classes, mana is halved if armour
2578 * is 30 pounds over their weight limit. */
2580 case CLASS_HIGH_MAGE:
2581 case CLASS_BLUE_MAGE:
2583 case CLASS_FORCETRAINER:
2584 case CLASS_SORCERER:
2586 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2587 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2591 /* Mana halved if armour is 40 pounds over weight limit. */
2596 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2597 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2601 case CLASS_MINDCRAFTER:
2602 case CLASS_BEASTMASTER:
2603 case CLASS_MIRROR_MASTER:
2605 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2606 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2610 /* Mana halved if armour is 50 pounds over weight limit. */
2613 case CLASS_RED_MAGE:
2614 case CLASS_WARRIOR_MAGE:
2616 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2617 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2621 /* Mana halved if armour is 60 pounds over weight limit. */
2623 case CLASS_CHAOS_WARRIOR:
2625 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2626 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2630 /* For new classes created, but not yet added to this formula. */
2637 /* Determine the weight allowance */
2638 max_wgt = mp_ptr->spell_weight;
2640 /* Heavy armor penalizes mana by a percentage. -LM- */
2641 if ((cur_wgt - max_wgt) > 0)
2644 p_ptr->cumber_armor = TRUE;
2646 /* Subtract a percentage of maximum mana. */
2647 switch (p_ptr->pclass)
2649 /* For these classes, mana is halved if armour
2650 * is 30 pounds over their weight limit. */
2652 case CLASS_HIGH_MAGE:
2653 case CLASS_BLUE_MAGE:
2655 msp -= msp * (cur_wgt - max_wgt) / 600;
2659 /* Mana halved if armour is 40 pounds over weight limit. */
2661 case CLASS_MINDCRAFTER:
2662 case CLASS_BEASTMASTER:
2664 case CLASS_FORCETRAINER:
2666 case CLASS_MIRROR_MASTER:
2668 msp -= msp * (cur_wgt - max_wgt) / 800;
2672 case CLASS_SORCERER:
2674 msp -= msp * (cur_wgt - max_wgt) / 900;
2678 /* Mana halved if armour is 50 pounds over weight limit. */
2682 case CLASS_RED_MAGE:
2684 msp -= msp * (cur_wgt - max_wgt) / 1000;
2688 /* Mana halved if armour is 60 pounds over weight limit. */
2690 case CLASS_CHAOS_WARRIOR:
2691 case CLASS_WARRIOR_MAGE:
2693 msp -= msp * (cur_wgt - max_wgt) / 1200;
2699 p_ptr->cumber_armor = FALSE;
2703 /* For new classes created, but not yet added to this formula. */
2706 msp -= msp * (cur_wgt - max_wgt) / 800;
2712 /* Mana can never be negative */
2713 if (msp < 0) msp = 0;
2716 /* Maximum mana has changed */
2717 if (p_ptr->msp != msp)
2719 /* Enforce maximum */
2720 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2723 p_ptr->csp_frac = 0;
2727 /* レベルアップの時は上昇量を表示する */
2728 if ((level_up == 1) && (msp > p_ptr->msp))
2730 msg_format("最大マジック・ポイントが %d 増加した!",
2731 (msp - p_ptr->msp));
2737 /* Display mana later */
2738 p_ptr->redraw |= (PR_MANA);
2741 p_ptr->window |= (PW_PLAYER);
2742 p_ptr->window |= (PW_SPELL);
2746 /* Hack -- handle "xtra" mode */
2747 if (character_xtra) return;
2749 /* Take note when "glove state" changes */
2750 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2753 if (p_ptr->cumber_glove)
2755 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."));
2759 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."));
2763 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2767 /* Take note when "armor state" changes */
2768 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2771 if (p_ptr->cumber_armor)
2773 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."));
2777 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."));
2781 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2788 * Calculate the players (maximal) hit points
2789 * Adjust current hitpoints if necessary
2791 static void calc_hitpoints(void)
2796 /* Un-inflate "half-hitpoint bonus per level" value */
2797 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2799 /* Calculate hitpoints */
2800 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2802 if (p_ptr->mimic_form)
2804 if (p_ptr->pclass == CLASS_SORCERER)
2805 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2807 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2808 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2811 if (p_ptr->pclass == CLASS_SORCERER)
2813 if (p_ptr->lev < 30)
2814 mhp = (mhp * (45+p_ptr->lev) / 100);
2816 mhp = (mhp * 75 / 100);
2817 bonus = (bonus * 65 / 100);
2822 if (p_ptr->pclass == CLASS_BERSERKER)
2824 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2827 /* Always have at least one hitpoint per level */
2828 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2830 /* Factor in the hero / superhero settings */
2831 if (IS_HERO()) mhp += 10;
2832 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2833 if (p_ptr->tsuyoshi) mhp += 50;
2835 /* Factor in the hex spell settings */
2836 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2837 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2839 /* New maximum hitpoints */
2840 if (p_ptr->mhp != mhp)
2842 /* Enforce maximum */
2843 if (p_ptr->chp >= mhp)
2846 p_ptr->chp_frac = 0;
2850 /* レベルアップの時は上昇量を表示する */
2851 if ((level_up == 1) && (mhp > p_ptr->mhp))
2853 msg_format("最大ヒット・ポイントが %d 増加した!",
2854 (mhp - p_ptr->mhp) );
2857 /* Save the new max-hitpoints */
2860 /* Display hitpoints (later) */
2861 p_ptr->redraw |= (PR_HP);
2864 p_ptr->window |= (PW_PLAYER);
2871 * Extract and set the current "lite radius"
2873 * SWD: Experimental modification: multiple light sources have additive effect.
2876 static void calc_torch(void)
2880 u32b flgs[TR_FLAG_SIZE];
2882 /* Assume no light */
2883 p_ptr->cur_lite = 0;
2885 /* Loop through all wielded items */
2886 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2888 o_ptr = &inventory[i];
2889 /* Skip empty slots */
2890 if (!o_ptr->k_idx) continue;
2892 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2895 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2897 if (o_ptr->tval == TV_LITE)
2899 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2900 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2904 /* Extract the flags */
2905 object_flags(o_ptr, flgs);
2907 /* calc the lite_radius */
2910 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2911 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2912 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2913 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2914 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2915 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2916 p_ptr->cur_lite += rad;
2919 /* max radius is 14 (was 5) without rewriting other code -- */
2920 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2921 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2922 p_ptr->cur_lite = 1;
2925 * check if the player doesn't have light radius,
2926 * but does weakly glow as an intrinsic.
2928 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2930 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2931 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2933 /* end experimental mods */
2935 /* Notice changes in the "lite radius" */
2936 if (p_ptr->old_lite != p_ptr->cur_lite)
2939 /* Hack -- PU_MON_LITE for monsters' darkness */
2940 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2942 /* Remember the old lite */
2943 p_ptr->old_lite = p_ptr->cur_lite;
2945 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2946 set_superstealth(FALSE);
2953 * Computes current weight limit.
2955 u32b weight_limit(void)
2959 /* Weight limit based only on strength */
2960 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2961 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2963 /* Return the result */
2968 bool buki_motteruka(int i)
2970 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2973 bool is_heavy_shoot(object_type *o_ptr)
2975 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2976 /* It is hard to carholdry a heavy bow */
2977 return (hold < o_ptr->weight / 10);
2980 int bow_tval_ammo(object_type *o_ptr)
2982 /* Analyze the launcher */
2983 switch (o_ptr->sval)
3011 /* calcurate the fire rate of target object */
3012 s16b calc_num_fire(object_type *o_ptr)
3014 int extra_shots = 0;
3017 int tval_ammo = bow_tval_ammo(o_ptr);
3019 u32b flgs[TR_FLAG_SIZE];
3021 /* Scan the usable inventory */
3022 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3024 q_ptr = &inventory[i];
3026 /* Skip non-objects */
3027 if (!q_ptr->k_idx) continue;
3029 /* Do not apply current equip */
3030 if (i == INVEN_BOW) continue;
3032 /* Extract the item flags */
3033 object_flags(q_ptr, flgs);
3036 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3039 object_flags(o_ptr, flgs);
3040 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3042 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3046 num += (extra_shots * 100);
3048 /* Hack -- Rangers love Bows */
3049 if ((p_ptr->pclass == CLASS_RANGER) &&
3050 (tval_ammo == TV_ARROW))
3052 num += (p_ptr->lev * 4);
3055 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3056 (tval_ammo == TV_ARROW))
3058 num += (p_ptr->lev * 3);
3061 if (p_ptr->pclass == CLASS_ARCHER)
3063 if (tval_ammo == TV_ARROW)
3064 num += ((p_ptr->lev * 5)+50);
3065 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3066 num += (p_ptr->lev * 4);
3070 * Addendum -- also "Reward" high level warriors,
3071 * with _any_ missile weapon -- TY
3073 if (p_ptr->pclass == CLASS_WARRIOR &&
3074 (tval_ammo <= TV_BOLT) &&
3075 (tval_ammo >= TV_SHOT))
3077 num += (p_ptr->lev * 2);
3079 if ((p_ptr->pclass == CLASS_ROGUE) &&
3080 (tval_ammo == TV_SHOT))
3082 num += (p_ptr->lev * 4);
3089 * Calculate the players current "state", taking into account
3090 * not only race/class intrinsics, but also objects being worn
3091 * and temporary spell effects.
3093 * See also calc_mana() and calc_hitpoints().
3095 * Take note of the new "speed code", in particular, a very strong
3096 * player will start slowing down as soon as he reaches 150 pounds,
3097 * but not until he reaches 450 pounds will he be half as fast as
3098 * a normal kobold. This both hurts and helps the player, hurts
3099 * because in the old days a player could just avoid 300 pounds,
3100 * and helps because now carrying 300 pounds is not very painful.
3102 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3103 * damage, since that would affect non-combat things. These values
3104 * are actually added in later, at the appropriate place.
3106 * This function induces various "status" messages.
3108 void calc_bonuses(void)
3110 int i, j, hold, neutral[2];
3112 int default_hand = 0;
3113 int empty_hands_status = empty_hands(TRUE);
3116 u32b flgs[TR_FLAG_SIZE];
3118 bool yoiyami = FALSE;
3119 bool down_saving = FALSE;
3121 bool have_dd_s = FALSE, have_dd_t = FALSE;
3123 bool have_sw = FALSE, have_kabe = FALSE;
3124 bool easy_2weapon = FALSE;
3125 bool riding_levitation = FALSE;
3126 s16b this_o_idx, next_o_idx = 0;
3127 const player_race *tmp_rp_ptr;
3129 /* Save the old vision stuff */
3130 bool old_telepathy = p_ptr->telepathy;
3131 bool old_esp_animal = p_ptr->esp_animal;
3132 bool old_esp_undead = p_ptr->esp_undead;
3133 bool old_esp_demon = p_ptr->esp_demon;
3134 bool old_esp_orc = p_ptr->esp_orc;
3135 bool old_esp_troll = p_ptr->esp_troll;
3136 bool old_esp_giant = p_ptr->esp_giant;
3137 bool old_esp_dragon = p_ptr->esp_dragon;
3138 bool old_esp_human = p_ptr->esp_human;
3139 bool old_esp_evil = p_ptr->esp_evil;
3140 bool old_esp_good = p_ptr->esp_good;
3141 bool old_esp_nonliving = p_ptr->esp_nonliving;
3142 bool old_esp_unique = p_ptr->esp_unique;
3143 bool old_see_inv = p_ptr->see_inv;
3144 bool old_mighty_throw = p_ptr->mighty_throw;
3146 /* Save the old armor class */
3147 bool old_dis_ac = p_ptr->dis_ac;
3148 bool old_dis_to_a = p_ptr->dis_to_a;
3151 /* Clear extra blows/shots */
3152 extra_blows[0] = extra_blows[1] = 0;
3154 /* Clear the stat modifiers */
3155 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3158 /* Clear the Displayed/Real armor class */
3159 p_ptr->dis_ac = p_ptr->ac = 0;
3161 /* Clear the Displayed/Real Bonuses */
3162 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3163 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3164 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3165 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3166 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3167 p_ptr->dis_to_a = p_ptr->to_a = 0;
3171 p_ptr->to_m_chance = 0;
3173 /* Clear the Extra Dice Bonuses */
3174 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3175 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3177 /* Start with "normal" speed */
3180 /* Start with a single blow per turn */
3181 p_ptr->num_blow[0] = 1;
3182 p_ptr->num_blow[1] = 1;
3184 /* Start with a single shot per turn */
3185 p_ptr->num_fire = 100;
3187 /* Reset the "xtra" tval */
3188 p_ptr->tval_xtra = 0;
3190 /* Reset the "ammo" tval */
3191 p_ptr->tval_ammo = 0;
3193 /* Clear all the flags */
3195 p_ptr->bless_blade = FALSE;
3196 p_ptr->xtra_might = FALSE;
3197 p_ptr->impact[0] = FALSE;
3198 p_ptr->impact[1] = FALSE;
3199 p_ptr->pass_wall = FALSE;
3200 p_ptr->kill_wall = FALSE;
3201 p_ptr->dec_mana = FALSE;
3202 p_ptr->easy_spell = FALSE;
3203 p_ptr->heavy_spell = FALSE;
3204 p_ptr->see_inv = FALSE;
3205 p_ptr->free_act = FALSE;
3206 p_ptr->slow_digest = FALSE;
3207 p_ptr->regenerate = FALSE;
3208 p_ptr->can_swim = FALSE;
3209 p_ptr->levitation = FALSE;
3210 p_ptr->hold_exp = FALSE;
3211 p_ptr->telepathy = FALSE;
3212 p_ptr->esp_animal = FALSE;
3213 p_ptr->esp_undead = FALSE;
3214 p_ptr->esp_demon = FALSE;
3215 p_ptr->esp_orc = FALSE;
3216 p_ptr->esp_troll = FALSE;
3217 p_ptr->esp_giant = FALSE;
3218 p_ptr->esp_dragon = FALSE;
3219 p_ptr->esp_human = FALSE;
3220 p_ptr->esp_evil = FALSE;
3221 p_ptr->esp_good = FALSE;
3222 p_ptr->esp_nonliving = FALSE;
3223 p_ptr->esp_unique = FALSE;
3224 p_ptr->lite = FALSE;
3225 p_ptr->sustain_str = FALSE;
3226 p_ptr->sustain_int = FALSE;
3227 p_ptr->sustain_wis = FALSE;
3228 p_ptr->sustain_con = FALSE;
3229 p_ptr->sustain_dex = FALSE;
3230 p_ptr->sustain_chr = FALSE;
3231 p_ptr->resist_acid = FALSE;
3232 p_ptr->resist_elec = FALSE;
3233 p_ptr->resist_fire = FALSE;
3234 p_ptr->resist_cold = FALSE;
3235 p_ptr->resist_pois = FALSE;
3236 p_ptr->resist_conf = FALSE;
3237 p_ptr->resist_sound = FALSE;
3238 p_ptr->resist_lite = FALSE;
3239 p_ptr->resist_dark = FALSE;
3240 p_ptr->resist_chaos = FALSE;
3241 p_ptr->resist_disen = FALSE;
3242 p_ptr->resist_shard = FALSE;
3243 p_ptr->resist_nexus = FALSE;
3244 p_ptr->resist_blind = FALSE;
3245 p_ptr->resist_neth = FALSE;
3246 p_ptr->resist_time = FALSE;
3247 p_ptr->resist_fear = FALSE;
3248 p_ptr->reflect = FALSE;
3249 p_ptr->sh_fire = FALSE;
3250 p_ptr->sh_elec = FALSE;
3251 p_ptr->sh_cold = FALSE;
3252 p_ptr->anti_magic = FALSE;
3253 p_ptr->anti_tele = FALSE;
3254 p_ptr->warning = FALSE;
3255 p_ptr->mighty_throw = FALSE;
3256 p_ptr->see_nocto = FALSE;
3258 p_ptr->immune_acid = FALSE;
3259 p_ptr->immune_elec = FALSE;
3260 p_ptr->immune_fire = FALSE;
3261 p_ptr->immune_cold = FALSE;
3263 p_ptr->ryoute = FALSE;
3264 p_ptr->migite = FALSE;
3265 p_ptr->hidarite = FALSE;
3266 p_ptr->no_flowed = FALSE;
3268 p_ptr->align = friend_align;
3270 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3271 else tmp_rp_ptr = &race_info[p_ptr->prace];
3273 /* Base infravision (purely racial) */
3274 p_ptr->see_infra = tmp_rp_ptr->infra;
3276 /* Base skill -- disarming */
3277 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3279 /* Base skill -- magic devices */
3280 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3282 /* Base skill -- saving throw */
3283 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3285 /* Base skill -- stealth */
3286 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3288 /* Base skill -- searching ability */
3289 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3291 /* Base skill -- searching frequency */
3292 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3294 /* Base skill -- combat (normal) */
3295 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3297 /* Base skill -- combat (shooting) */
3298 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3300 /* Base skill -- combat (throwing) */
3301 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3303 /* Base skill -- digging */
3304 p_ptr->skill_dig = 0;
3306 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3307 if (buki_motteruka(INVEN_LARM))
3309 p_ptr->hidarite = TRUE;
3310 if (!p_ptr->migite) default_hand = 1;
3313 if (CAN_TWO_HANDS_WIELDING())
3315 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3316 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3318 p_ptr->ryoute = TRUE;
3320 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3321 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3323 p_ptr->ryoute = TRUE;
3327 switch (p_ptr->pclass)
3330 case CLASS_FORCETRAINER:
3331 case CLASS_BERSERKER:
3332 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3334 p_ptr->migite = TRUE;
3335 p_ptr->ryoute = TRUE;
3342 if (!p_ptr->migite && !p_ptr->hidarite)
3344 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3345 else if (empty_hands_status == EMPTY_HAND_LARM)
3347 p_ptr->hidarite = TRUE;
3352 if (p_ptr->special_defense & KAMAE_MASK)
3354 if (!(empty_hands_status & EMPTY_HAND_RARM))
3356 set_action(ACTION_NONE);
3360 switch (p_ptr->pclass)
3363 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3364 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3367 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3369 case CLASS_CHAOS_WARRIOR:
3370 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3371 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3373 case CLASS_MINDCRAFTER:
3374 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3375 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3376 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3377 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3380 case CLASS_FORCETRAINER:
3381 /* Unencumbered Monks become faster every 10 levels */
3382 if (!(heavy_armor()))
3384 if (!(prace_is_(RACE_KLACKON) ||
3385 prace_is_(RACE_SPRITE) ||
3386 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3387 new_speed += (p_ptr->lev) / 10;
3389 /* Free action if unencumbered at level 25 */
3390 if (p_ptr->lev > 24)
3391 p_ptr->free_act = TRUE;
3394 case CLASS_SORCERER:
3396 p_ptr->dis_to_a -= 50;
3399 p_ptr->resist_sound = TRUE;
3402 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3404 case CLASS_BERSERKER:
3406 p_ptr->sustain_str = TRUE;
3407 p_ptr->sustain_dex = TRUE;
3408 p_ptr->sustain_con = TRUE;
3409 p_ptr->regenerate = TRUE;
3410 p_ptr->free_act = TRUE;
3412 if (p_ptr->lev > 29) new_speed++;
3413 if (p_ptr->lev > 39) new_speed++;
3414 if (p_ptr->lev > 44) new_speed++;
3415 if (p_ptr->lev > 49) new_speed++;
3416 p_ptr->to_a += 10+p_ptr->lev/2;
3417 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3418 p_ptr->skill_dig += (100+p_ptr->lev*8);
3419 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3420 p_ptr->redraw |= PR_STATUS;
3422 case CLASS_MIRROR_MASTER:
3423 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3426 /* Unencumbered Ninjas become faster every 10 levels */
3429 new_speed -= (p_ptr->lev) / 10;
3430 p_ptr->skill_stl -= (p_ptr->lev)/10;
3432 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3433 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3436 if (!(prace_is_(RACE_KLACKON) ||
3437 prace_is_(RACE_SPRITE) ||
3438 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3439 new_speed += (p_ptr->lev) / 10;
3440 p_ptr->skill_stl += (p_ptr->lev)/10;
3442 /* Free action if unencumbered at level 25 */
3443 if (p_ptr->lev > 24)
3444 p_ptr->free_act = TRUE;
3446 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3447 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3449 p_ptr->to_a += p_ptr->lev/2+5;
3450 p_ptr->dis_to_a += p_ptr->lev/2+5;
3452 p_ptr->slow_digest = TRUE;
3453 p_ptr->resist_fear = TRUE;
3454 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3455 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3456 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3457 if (p_ptr->lev > 44)
3459 p_ptr->oppose_pois = 1;
3460 p_ptr->redraw |= PR_STATUS;
3462 p_ptr->see_nocto = TRUE;
3467 if (p_ptr->mimic_form)
3469 switch (p_ptr->mimic_form)
3472 p_ptr->hold_exp = TRUE;
3473 p_ptr->resist_chaos = TRUE;
3474 p_ptr->resist_neth = TRUE;
3475 p_ptr->resist_fire = TRUE;
3476 p_ptr->oppose_fire = 1;
3477 p_ptr->see_inv=TRUE;
3479 p_ptr->redraw |= PR_STATUS;
3481 p_ptr->dis_to_a += 10;
3482 p_ptr->align -= 200;
3484 case MIMIC_DEMON_LORD:
3485 p_ptr->hold_exp = TRUE;
3486 p_ptr->resist_chaos = TRUE;
3487 p_ptr->resist_neth = TRUE;
3488 p_ptr->immune_fire = TRUE;
3489 p_ptr->resist_acid = TRUE;
3490 p_ptr->resist_fire = TRUE;
3491 p_ptr->resist_cold = TRUE;
3492 p_ptr->resist_elec = TRUE;
3493 p_ptr->resist_pois = TRUE;
3494 p_ptr->resist_conf = TRUE;
3495 p_ptr->resist_disen = TRUE;
3496 p_ptr->resist_nexus = TRUE;
3497 p_ptr->resist_fear = TRUE;
3498 p_ptr->sh_fire = TRUE;
3499 p_ptr->see_inv = TRUE;
3500 p_ptr->telepathy = TRUE;
3501 p_ptr->levitation = TRUE;
3502 p_ptr->kill_wall = TRUE;
3505 p_ptr->dis_to_a += 20;
3506 p_ptr->align -= 200;
3509 p_ptr->resist_dark = TRUE;
3510 p_ptr->hold_exp = TRUE;
3511 p_ptr->resist_neth = TRUE;
3512 p_ptr->resist_cold = TRUE;
3513 p_ptr->resist_pois = TRUE;
3514 p_ptr->see_inv = TRUE;
3517 p_ptr->dis_to_a += 10;
3518 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3524 switch (p_ptr->prace)
3527 p_ptr->resist_lite = TRUE;
3530 p_ptr->hold_exp = TRUE;
3533 p_ptr->free_act = TRUE;
3536 p_ptr->resist_blind = TRUE;
3539 p_ptr->resist_dark = TRUE;
3541 case RACE_HALF_TROLL:
3542 p_ptr->sustain_str = TRUE;
3544 if (p_ptr->lev > 14)
3546 /* High level trolls heal fast... */
3547 p_ptr->regenerate = TRUE;
3549 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3551 p_ptr->slow_digest = TRUE;
3552 /* Let's not make Regeneration
3553 * a disadvantage for the poor warriors who can
3554 * never learn a spell that satisfies hunger (actually
3555 * neither can rogues, but half-trolls are not
3556 * supposed to play rogues) */
3561 p_ptr->sustain_con = TRUE;
3562 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3565 p_ptr->resist_lite = TRUE;
3566 p_ptr->see_inv = TRUE;
3568 case RACE_BARBARIAN:
3569 p_ptr->resist_fear = TRUE;
3571 case RACE_HALF_OGRE:
3572 p_ptr->resist_dark = TRUE;
3573 p_ptr->sustain_str = TRUE;
3575 case RACE_HALF_GIANT:
3576 p_ptr->sustain_str = TRUE;
3577 p_ptr->resist_shard = TRUE;
3579 case RACE_HALF_TITAN:
3580 p_ptr->resist_chaos = TRUE;
3583 p_ptr->resist_sound = TRUE;
3586 p_ptr->resist_acid = TRUE;
3587 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3590 p_ptr->resist_conf = TRUE;
3591 p_ptr->resist_acid = TRUE;
3593 /* Klackons become faster */
3594 new_speed += (p_ptr->lev) / 10;
3597 p_ptr->resist_pois = TRUE;
3600 p_ptr->resist_disen = TRUE;
3601 p_ptr->resist_dark = TRUE;
3604 p_ptr->resist_dark = TRUE;
3605 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3607 case RACE_DRACONIAN:
3608 p_ptr->levitation = TRUE;
3609 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3610 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3611 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3612 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3613 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3615 case RACE_MIND_FLAYER:
3616 p_ptr->sustain_int = TRUE;
3617 p_ptr->sustain_wis = TRUE;
3618 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3619 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3622 p_ptr->resist_fire = TRUE;
3623 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3626 p_ptr->slow_digest = TRUE;
3627 p_ptr->free_act = TRUE;
3628 p_ptr->see_inv = TRUE;
3629 p_ptr->resist_pois = TRUE;
3630 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3633 p_ptr->resist_shard = TRUE;
3634 p_ptr->hold_exp = TRUE;
3635 p_ptr->see_inv = TRUE;
3636 p_ptr->resist_pois = TRUE;
3637 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3640 p_ptr->resist_neth = TRUE;
3641 p_ptr->hold_exp = TRUE;
3642 p_ptr->see_inv = TRUE;
3643 p_ptr->resist_pois = TRUE;
3644 p_ptr->slow_digest = TRUE;
3645 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3648 p_ptr->resist_dark = TRUE;
3649 p_ptr->hold_exp = TRUE;
3650 p_ptr->resist_neth = TRUE;
3651 p_ptr->resist_cold = TRUE;
3652 p_ptr->resist_pois = TRUE;
3653 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3656 p_ptr->levitation = TRUE;
3657 p_ptr->free_act = TRUE;
3658 p_ptr->resist_neth = TRUE;
3659 p_ptr->hold_exp = TRUE;
3660 p_ptr->see_inv = TRUE;
3661 p_ptr->resist_pois = TRUE;
3662 p_ptr->slow_digest = TRUE;
3663 p_ptr->resist_cold = TRUE;
3664 p_ptr->pass_wall = TRUE;
3665 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3668 p_ptr->levitation = TRUE;
3669 p_ptr->resist_lite = TRUE;
3671 /* Sprites become faster */
3672 new_speed += (p_ptr->lev) / 10;
3675 p_ptr->resist_conf = TRUE;
3676 p_ptr->resist_sound = TRUE;
3679 /* Ents dig like maniacs, but only with their hands. */
3680 if (!inventory[INVEN_RARM].k_idx)
3681 p_ptr->skill_dig += p_ptr->lev * 10;
3682 /* Ents get tougher and stronger as they age, but lose dexterity. */
3683 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3684 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3685 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3687 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3688 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3689 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3691 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3692 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3693 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3696 p_ptr->levitation = TRUE;
3697 p_ptr->see_inv = TRUE;
3698 p_ptr->align += 200;
3701 p_ptr->resist_fire = TRUE;
3702 p_ptr->resist_neth = TRUE;
3703 p_ptr->hold_exp = TRUE;
3704 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3705 if (p_ptr->lev > 44)
3707 p_ptr->oppose_fire = 1;
3708 p_ptr->redraw |= PR_STATUS;
3710 p_ptr->align -= 200;
3713 p_ptr->sustain_con = TRUE;
3716 p_ptr->levitation = TRUE;
3719 p_ptr->resist_conf = TRUE;
3722 p_ptr->slow_digest = TRUE;
3723 p_ptr->free_act = TRUE;
3724 p_ptr->resist_pois = TRUE;
3725 p_ptr->hold_exp = TRUE;
3733 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3735 p_ptr->see_inv = TRUE;
3736 p_ptr->free_act = TRUE;
3737 p_ptr->slow_digest = TRUE;
3738 p_ptr->regenerate = TRUE;
3739 p_ptr->levitation = TRUE;
3740 p_ptr->hold_exp = TRUE;
3741 p_ptr->telepathy = TRUE;
3743 p_ptr->sustain_str = TRUE;
3744 p_ptr->sustain_int = TRUE;
3745 p_ptr->sustain_wis = TRUE;
3746 p_ptr->sustain_con = TRUE;
3747 p_ptr->sustain_dex = TRUE;
3748 p_ptr->sustain_chr = TRUE;
3749 p_ptr->resist_acid = TRUE;
3750 p_ptr->resist_elec = TRUE;
3751 p_ptr->resist_fire = TRUE;
3752 p_ptr->resist_cold = TRUE;
3753 p_ptr->resist_pois = TRUE;
3754 p_ptr->resist_conf = TRUE;
3755 p_ptr->resist_sound = TRUE;
3756 p_ptr->resist_lite = TRUE;
3757 p_ptr->resist_dark = TRUE;
3758 p_ptr->resist_chaos = TRUE;
3759 p_ptr->resist_disen = TRUE;
3760 p_ptr->resist_shard = TRUE;
3761 p_ptr->resist_nexus = TRUE;
3762 p_ptr->resist_blind = TRUE;
3763 p_ptr->resist_neth = TRUE;
3764 p_ptr->resist_fear = TRUE;
3765 p_ptr->reflect = TRUE;
3766 p_ptr->sh_fire = TRUE;
3767 p_ptr->sh_elec = TRUE;
3768 p_ptr->sh_cold = TRUE;
3770 p_ptr->dis_to_a += 100;
3772 /* Temporary shield */
3773 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3776 p_ptr->dis_to_a += 50;
3779 if (p_ptr->tim_res_nether)
3781 p_ptr->resist_neth = TRUE;
3783 if (p_ptr->tim_sh_fire)
3785 p_ptr->sh_fire = TRUE;
3787 if (p_ptr->tim_res_time)
3789 p_ptr->resist_time = TRUE;
3793 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3794 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3795 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3796 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3799 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3801 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3803 p_ptr->resist_blind = TRUE;
3804 p_ptr->resist_conf = TRUE;
3805 p_ptr->hold_exp = TRUE;
3806 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3808 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3809 /* Munchkin become faster */
3810 new_speed += (p_ptr->lev) / 10 + 5;
3813 if (music_singing(MUSIC_WALL))
3815 p_ptr->kill_wall = TRUE;
3818 /* Hack -- apply racial/class stat maxes */
3819 /* Apply the racial modifiers */
3820 for (i = 0; i < 6; i++)
3822 /* Modify the stats for "race" */
3823 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3827 /* I'm adding the mutations here for the lack of a better place... */
3830 /* Hyper Strength */
3831 if (p_ptr->muta3 & MUT3_HYPER_STR)
3833 p_ptr->stat_add[A_STR] += 4;
3837 if (p_ptr->muta3 & MUT3_PUNY)
3839 p_ptr->stat_add[A_STR] -= 4;
3842 /* Living computer */
3843 if (p_ptr->muta3 & MUT3_HYPER_INT)
3845 p_ptr->stat_add[A_INT] += 4;
3846 p_ptr->stat_add[A_WIS] += 4;
3850 if (p_ptr->muta3 & MUT3_MORONIC)
3852 p_ptr->stat_add[A_INT] -= 4;
3853 p_ptr->stat_add[A_WIS] -= 4;
3856 if (p_ptr->muta3 & MUT3_RESILIENT)
3858 p_ptr->stat_add[A_CON] += 4;
3861 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3863 p_ptr->stat_add[A_CON] += 2;
3867 if (p_ptr->muta3 & MUT3_ALBINO)
3869 p_ptr->stat_add[A_CON] -= 4;
3872 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3874 p_ptr->stat_add[A_CON] -= 2;
3875 p_ptr->stat_add[A_CHR] -= 1;
3876 p_ptr->regenerate = FALSE;
3877 /* Cancel innate regeneration */
3880 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3882 p_ptr->stat_add[A_CHR] -= 4;
3885 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3887 p_ptr->stat_add[A_CHR] -= 1;
3890 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3892 p_ptr->skill_fos += 15;
3893 p_ptr->skill_srh += 15;
3896 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3898 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3901 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3903 p_ptr->skill_stl -= 3;
3906 if (p_ptr->muta3 & MUT3_INFRAVIS)
3908 p_ptr->see_infra += 3;
3911 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3916 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3921 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3923 p_ptr->sh_elec = TRUE;
3926 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3928 p_ptr->sh_fire = TRUE;
3932 if (p_ptr->muta3 & MUT3_WART_SKIN)
3934 p_ptr->stat_add[A_CHR] -= 2;
3936 p_ptr->dis_to_a += 5;
3939 if (p_ptr->muta3 & MUT3_SCALES)
3941 p_ptr->stat_add[A_CHR] -= 1;
3943 p_ptr->dis_to_a += 10;
3946 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3948 p_ptr->stat_add[A_DEX] -= 1;
3950 p_ptr->dis_to_a += 25;
3953 if (p_ptr->muta3 & MUT3_WINGS)
3955 p_ptr->levitation = TRUE;
3958 if (p_ptr->muta3 & MUT3_FEARLESS)
3960 p_ptr->resist_fear = TRUE;
3963 if (p_ptr->muta3 & MUT3_REGEN)
3965 p_ptr->regenerate = TRUE;
3968 if (p_ptr->muta3 & MUT3_ESP)
3970 p_ptr->telepathy = TRUE;
3973 if (p_ptr->muta3 & MUT3_LIMBER)
3975 p_ptr->stat_add[A_DEX] += 3;
3978 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3980 p_ptr->stat_add[A_DEX] -= 3;
3983 if (p_ptr->muta3 & MUT3_MOTION)
3985 p_ptr->free_act = TRUE;
3986 p_ptr->skill_stl += 1;
3989 if (p_ptr->muta3 & MUT3_ILL_NORM)
3991 p_ptr->stat_add[A_CHR] = 0;
3995 if (p_ptr->tsuyoshi)
3997 p_ptr->stat_add[A_STR] += 4;
3998 p_ptr->stat_add[A_CON] += 4;
4001 /* Scan the usable inventory */
4002 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4004 int bonus_to_h, bonus_to_d;
4005 o_ptr = &inventory[i];
4007 /* Skip non-objects */
4008 if (!o_ptr->k_idx) continue;
4010 /* Extract the item flags */
4011 object_flags(o_ptr, flgs);
4013 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4014 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4017 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4018 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4019 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4020 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4021 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4022 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4024 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4026 /* Affect stealth */
4027 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4029 /* Affect searching ability (factor of five) */
4030 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4032 /* Affect searching frequency (factor of five) */
4033 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4035 /* Affect infravision */
4036 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4038 /* Affect digging (factor of 20) */
4039 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4042 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4045 if (have_flag(flgs, TR_BLOWS))
4047 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4048 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4049 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4052 /* Hack -- cause earthquakes */
4053 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4056 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4057 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4058 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4059 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4060 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4061 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4062 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4063 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4064 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4065 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4066 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4067 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4068 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4069 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4070 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4071 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4072 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4073 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4074 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4075 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4076 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4077 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4078 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4079 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4080 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4081 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4082 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4083 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4084 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4085 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4086 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4087 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4088 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4089 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4090 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4092 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4093 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4094 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4095 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4096 if (have_flag(flgs, TR_WARNING)){
4097 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4098 p_ptr->warning = TRUE;
4101 if (have_flag(flgs, TR_TELEPORT))
4103 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4106 cptr insc = quark_str(o_ptr->inscription);
4108 if (o_ptr->inscription && my_strchr(insc, '.'))
4111 * {.} will stop random teleportation.
4116 /* Controlled random teleportation */
4117 p_ptr->cursed |= TRC_TELEPORT_SELF;
4122 /* Immunity flags */
4123 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4124 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4125 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4126 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4128 /* Resistance flags */
4129 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4130 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4131 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4132 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4133 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4134 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4135 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4136 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4137 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4138 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4139 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4140 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4141 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4142 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4143 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4144 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4146 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4147 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4148 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4149 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4150 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4151 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4154 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4155 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4156 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4157 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4158 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4159 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4161 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4162 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4163 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4164 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4165 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4166 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4167 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4169 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4171 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4173 p_ptr->to_m_chance += 10;
4177 p_ptr->to_m_chance += 3;
4181 if (o_ptr->tval == TV_CAPTURE) continue;
4183 /* Modify the base armor class */
4184 p_ptr->ac += o_ptr->ac;
4186 /* The base armor class is always known */
4187 p_ptr->dis_ac += o_ptr->ac;
4189 /* Apply the bonuses to armor class */
4190 p_ptr->to_a += o_ptr->to_a;
4192 /* Apply the mental bonuses to armor class, if known */
4193 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4195 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4197 int slot = i - INVEN_RARM;
4200 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4202 p_ptr->to_h[slot] -= 15;
4203 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4207 p_ptr->to_h[slot] -= 5;
4208 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4213 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4215 p_ptr->to_h_b -= 15;
4216 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4221 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4226 if (o_ptr->curse_flags & TRC_LOW_AC)
4228 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4231 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4236 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4240 /* Hack -- do not apply "weapon" bonuses */
4241 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4242 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4244 /* Hack -- do not apply "bow" bonuses */
4245 if (i == INVEN_BOW) continue;
4247 bonus_to_h = o_ptr->to_h;
4248 bonus_to_d = o_ptr->to_d;
4250 if (p_ptr->pclass == CLASS_NINJA)
4252 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4253 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4256 /* To Bow and Natural attack */
4258 /* Apply the bonuses to hit/damage */
4259 p_ptr->to_h_b += bonus_to_h;
4260 p_ptr->to_h_m += bonus_to_h;
4261 p_ptr->to_d_m += bonus_to_d;
4263 /* Apply the mental bonuses tp hit/damage, if known */
4264 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4267 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4269 /* Apply the bonuses to hit/damage */
4270 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4271 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4273 /* Apply the mental bonuses tp hit/damage, if known */
4274 if (object_is_known(o_ptr))
4276 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4277 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4280 else if (p_ptr->migite && p_ptr->hidarite)
4282 /* Apply the bonuses to hit/damage */
4283 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4284 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4285 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4286 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4288 /* Apply the mental bonuses tp hit/damage, if known */
4289 if (object_is_known(o_ptr))
4291 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4292 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4293 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4294 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4299 /* Apply the bonuses to hit/damage */
4300 p_ptr->to_h[default_hand] += bonus_to_h;
4301 p_ptr->to_d[default_hand] += bonus_to_d;
4303 /* Apply the mental bonuses to hit/damage, if known */
4304 if (object_is_known(o_ptr))
4306 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4307 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4312 if (old_mighty_throw != p_ptr->mighty_throw)
4314 /* Redraw average damege display of Shuriken */
4315 p_ptr->window |= PW_INVEN;
4318 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4320 /* Monks get extra ac for armour _not worn_ */
4321 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4323 if (!(inventory[INVEN_BODY].k_idx))
4325 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4326 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4328 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4330 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4331 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4333 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4335 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4336 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4338 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4340 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4341 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4343 if (!(inventory[INVEN_HANDS].k_idx))
4345 p_ptr->to_a += (p_ptr->lev / 2);
4346 p_ptr->dis_to_a += (p_ptr->lev / 2);
4348 if (!(inventory[INVEN_FEET].k_idx))
4350 p_ptr->to_a += (p_ptr->lev / 3);
4351 p_ptr->dis_to_a += (p_ptr->lev / 3);
4353 if (p_ptr->special_defense & KAMAE_BYAKKO)
4355 p_ptr->stat_add[A_STR] += 2;
4356 p_ptr->stat_add[A_DEX] += 2;
4357 p_ptr->stat_add[A_CON] -= 3;
4359 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4362 else if (p_ptr->special_defense & KAMAE_GENBU)
4364 p_ptr->stat_add[A_INT] -= 1;
4365 p_ptr->stat_add[A_WIS] -= 1;
4366 p_ptr->stat_add[A_DEX] -= 2;
4367 p_ptr->stat_add[A_CON] += 3;
4369 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4371 p_ptr->stat_add[A_STR] -= 2;
4372 p_ptr->stat_add[A_INT] += 1;
4373 p_ptr->stat_add[A_WIS] += 1;
4374 p_ptr->stat_add[A_DEX] += 2;
4375 p_ptr->stat_add[A_CON] -= 2;
4379 if (p_ptr->special_defense & KATA_KOUKIJIN)
4381 for (i = 0; i < 6; i++)
4382 p_ptr->stat_add[i] += 5;
4384 p_ptr->dis_to_a -= 50;
4387 /* Hack -- aura of fire also provides light */
4388 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4390 /* Golems also get an intrinsic AC bonus */
4391 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4393 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4394 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4398 if (p_ptr->realm1 == REALM_HEX)
4400 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4401 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4402 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4403 if (hex_spelling(HEX_BUILDING))
4405 p_ptr->stat_add[A_STR] += 4;
4406 p_ptr->stat_add[A_DEX] += 4;
4407 p_ptr->stat_add[A_CON] += 4;
4409 if (hex_spelling(HEX_DEMON_AURA))
4411 p_ptr->sh_fire = TRUE;
4412 p_ptr->regenerate = TRUE;
4414 if (hex_spelling(HEX_ICE_ARMOR))
4416 p_ptr->sh_cold = TRUE;
4418 p_ptr->dis_to_a += 30;
4420 if (hex_spelling(HEX_SHOCK_CLOAK))
4422 p_ptr->sh_elec = TRUE;
4425 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4428 o_ptr = &inventory[i];
4429 if (!o_ptr->k_idx) continue;
4430 if (!object_is_armour(o_ptr)) continue;
4431 if (!object_is_cursed(o_ptr)) continue;
4433 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4434 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4436 p_ptr->dis_to_a += ac;
4440 /* Calculate stats */
4441 for (i = 0; i < 6; i++)
4445 /* Extract the new "stat_use" value for the stat */
4446 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4448 /* Notice changes */
4449 if (p_ptr->stat_top[i] != top)
4451 /* Save the new value */
4452 p_ptr->stat_top[i] = top;
4454 /* Redisplay the stats later */
4455 p_ptr->redraw |= (PR_STATS);
4458 p_ptr->window |= (PW_PLAYER);
4462 /* Extract the new "stat_use" value for the stat */
4463 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4465 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4467 /* 10 to 18/90 charisma, guaranteed, based on level */
4468 if (use < 8 + 2 * p_ptr->lev)
4470 use = 8 + 2 * p_ptr->lev;
4474 /* Notice changes */
4475 if (p_ptr->stat_use[i] != use)
4477 /* Save the new value */
4478 p_ptr->stat_use[i] = use;
4480 /* Redisplay the stats later */
4481 p_ptr->redraw |= (PR_STATS);
4484 p_ptr->window |= (PW_PLAYER);
4488 /* Values: 3, 4, ..., 17 */
4489 if (use <= 18) ind = (use - 3);
4491 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4492 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4494 /* Range: 18/220+ */
4497 /* Notice changes */
4498 if (p_ptr->stat_ind[i] != ind)
4500 /* Save the new index */
4501 p_ptr->stat_ind[i] = ind;
4503 /* Change in CON affects Hitpoints */
4506 p_ptr->update |= (PU_HP);
4509 /* Change in INT may affect Mana/Spells */
4510 else if (i == A_INT)
4512 if (mp_ptr->spell_stat == A_INT)
4514 p_ptr->update |= (PU_MANA | PU_SPELLS);
4518 /* Change in WIS may affect Mana/Spells */
4519 else if (i == A_WIS)
4521 if (mp_ptr->spell_stat == A_WIS)
4523 p_ptr->update |= (PU_MANA | PU_SPELLS);
4527 /* Change in WIS may affect Mana/Spells */
4528 else if (i == A_CHR)
4530 if (mp_ptr->spell_stat == A_CHR)
4532 p_ptr->update |= (PU_MANA | PU_SPELLS);
4537 p_ptr->window |= (PW_PLAYER);
4542 /* Apply temporary "stun" */
4543 if (p_ptr->stun > 50)
4545 p_ptr->to_h[0] -= 20;
4546 p_ptr->to_h[1] -= 20;
4547 p_ptr->to_h_b -= 20;
4548 p_ptr->to_h_m -= 20;
4549 p_ptr->dis_to_h[0] -= 20;
4550 p_ptr->dis_to_h[1] -= 20;
4551 p_ptr->dis_to_h_b -= 20;
4552 p_ptr->to_d[0] -= 20;
4553 p_ptr->to_d[1] -= 20;
4554 p_ptr->to_d_m -= 20;
4555 p_ptr->dis_to_d[0] -= 20;
4556 p_ptr->dis_to_d[1] -= 20;
4558 else if (p_ptr->stun)
4560 p_ptr->to_h[0] -= 5;
4561 p_ptr->to_h[1] -= 5;
4564 p_ptr->dis_to_h[0] -= 5;
4565 p_ptr->dis_to_h[1] -= 5;
4566 p_ptr->dis_to_h_b -= 5;
4567 p_ptr->to_d[0] -= 5;
4568 p_ptr->to_d[1] -= 5;
4570 p_ptr->dis_to_d[0] -= 5;
4571 p_ptr->dis_to_d[1] -= 5;
4575 if (p_ptr->wraith_form)
4577 p_ptr->reflect = TRUE;
4578 p_ptr->pass_wall = TRUE;
4581 if (p_ptr->kabenuke)
4583 p_ptr->pass_wall = TRUE;
4586 /* Temporary blessing */
4590 p_ptr->dis_to_a += 5;
4591 p_ptr->to_h[0] += 10;
4592 p_ptr->to_h[1] += 10;
4593 p_ptr->to_h_b += 10;
4594 p_ptr->to_h_m += 10;
4595 p_ptr->dis_to_h[0] += 10;
4596 p_ptr->dis_to_h[1] += 10;
4597 p_ptr->dis_to_h_b += 10;
4600 if (p_ptr->magicdef)
4602 p_ptr->resist_blind = TRUE;
4603 p_ptr->resist_conf = TRUE;
4604 p_ptr->reflect = TRUE;
4605 p_ptr->free_act = TRUE;
4606 p_ptr->levitation = TRUE;
4609 /* Temporary "Hero" */
4612 p_ptr->to_h[0] += 12;
4613 p_ptr->to_h[1] += 12;
4614 p_ptr->to_h_b += 12;
4615 p_ptr->to_h_m += 12;
4616 p_ptr->dis_to_h[0] += 12;
4617 p_ptr->dis_to_h[1] += 12;
4618 p_ptr->dis_to_h_b += 12;
4621 /* Temporary "Beserk" */
4624 p_ptr->to_h[0] += 12;
4625 p_ptr->to_h[1] += 12;
4626 p_ptr->to_h_b -= 12;
4627 p_ptr->to_h_m += 12;
4628 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4629 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4630 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4631 p_ptr->dis_to_h[0] += 12;
4632 p_ptr->dis_to_h[1] += 12;
4633 p_ptr->dis_to_h_b -= 12;
4634 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4635 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4637 p_ptr->dis_to_a -= 10;
4638 p_ptr->skill_stl -= 7;
4639 p_ptr->skill_dev -= 20;
4640 p_ptr->skill_sav -= 30;
4641 p_ptr->skill_srh -= 15;
4642 p_ptr->skill_fos -= 15;
4643 p_ptr->skill_tht -= 20;
4644 p_ptr->skill_dig += 30;
4647 /* Temporary "fast" */
4653 /* Temporary "slow" */
4659 /* Temporary "telepathy" */
4662 p_ptr->telepathy = TRUE;
4665 if (p_ptr->ele_immune)
4667 if (p_ptr->special_defense & DEFENSE_ACID)
4668 p_ptr->immune_acid = TRUE;
4669 else if (p_ptr->special_defense & DEFENSE_ELEC)
4670 p_ptr->immune_elec = TRUE;
4671 else if (p_ptr->special_defense & DEFENSE_FIRE)
4672 p_ptr->immune_fire = TRUE;
4673 else if (p_ptr->special_defense & DEFENSE_COLD)
4674 p_ptr->immune_cold = TRUE;
4677 /* Temporary see invisible */
4678 if (p_ptr->tim_invis)
4680 p_ptr->see_inv = TRUE;
4683 /* Temporary infravision boost */
4684 if (p_ptr->tim_infra)
4686 p_ptr->see_infra+=3;
4689 /* Temporary regeneration boost */
4690 if (p_ptr->tim_regen)
4692 p_ptr->regenerate = TRUE;
4695 /* Temporary levitation */
4696 if (p_ptr->tim_levitation)
4698 p_ptr->levitation = TRUE;
4701 /* Temporary reflection */
4702 if (p_ptr->tim_reflect)
4704 p_ptr->reflect = TRUE;
4707 /* Hack -- Hero/Shero -> Res fear */
4708 if (IS_HERO() || p_ptr->shero)
4710 p_ptr->resist_fear = TRUE;
4714 /* Hack -- Telepathy Change */
4715 if (p_ptr->telepathy != old_telepathy)
4717 p_ptr->update |= (PU_MONSTERS);
4720 if ((p_ptr->esp_animal != old_esp_animal) ||
4721 (p_ptr->esp_undead != old_esp_undead) ||
4722 (p_ptr->esp_demon != old_esp_demon) ||
4723 (p_ptr->esp_orc != old_esp_orc) ||
4724 (p_ptr->esp_troll != old_esp_troll) ||
4725 (p_ptr->esp_giant != old_esp_giant) ||
4726 (p_ptr->esp_dragon != old_esp_dragon) ||
4727 (p_ptr->esp_human != old_esp_human) ||
4728 (p_ptr->esp_evil != old_esp_evil) ||
4729 (p_ptr->esp_good != old_esp_good) ||
4730 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4731 (p_ptr->esp_unique != old_esp_unique))
4733 p_ptr->update |= (PU_MONSTERS);
4736 /* Hack -- See Invis Change */
4737 if (p_ptr->see_inv != old_see_inv)
4739 p_ptr->update |= (PU_MONSTERS);
4742 /* Bloating slows the player down (a little) */
4743 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4745 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4747 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4748 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4750 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4751 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4754 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4756 int penalty1, penalty2;
4757 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4758 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4759 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4761 penalty1 = penalty1 / 2 - 5;
4762 penalty2 = penalty2 / 2 - 5;
4765 p_ptr->dis_to_a += 10;
4769 if (penalty1 > 0) penalty1 /= 2;
4770 if (penalty2 > 0) penalty2 /= 2;
4772 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4774 penalty1 = MAX(0, penalty1 - 10);
4775 penalty2 = MAX(0, penalty2 - 10);
4777 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4779 penalty1 = MIN(0, penalty1);
4780 penalty2 = MIN(0, penalty2);
4782 p_ptr->dis_to_a += 10;
4786 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4788 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4791 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4792 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4793 p_ptr->to_h[0] -= penalty1;
4794 p_ptr->to_h[1] -= penalty2;
4795 p_ptr->dis_to_h[0] -= penalty1;
4796 p_ptr->dis_to_h[1] -= penalty2;
4799 /* Extract the current weight (in tenth pounds) */
4800 j = p_ptr->total_weight;
4804 /* Extract the "weight limit" (in tenth pounds) */
4805 i = (int)weight_limit();
4809 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4810 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4811 int speed = riding_m_ptr->mspeed;
4813 if (riding_m_ptr->mspeed > 110)
4815 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4816 if (new_speed < 110) new_speed = 110;
4822 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4823 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4824 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4825 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4826 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4828 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4829 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4831 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;
4833 /* Extract the "weight limit" */
4834 i = 1500 + riding_r_ptr->level * 25;
4837 /* XXX XXX XXX Apply "encumbrance" from weight */
4838 if (j > i) new_speed -= ((j - i) / (i / 5));
4840 /* Searching slows the player down */
4841 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4843 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4844 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4845 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4846 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4847 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4848 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4849 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4850 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4851 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4852 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4853 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4854 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4855 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4857 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4858 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4859 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4860 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4861 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4862 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4863 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4864 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4865 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4866 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4869 /* Obtain the "hold" value */
4870 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4873 /* Examine the "current bow" */
4874 o_ptr = &inventory[INVEN_BOW];
4876 /* It is hard to carholdry a heavy bow */
4877 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4878 if (p_ptr->heavy_shoot)
4880 /* Hard to wield a heavy bow */
4881 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4882 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4885 /* Compute "extra shots" if needed */
4888 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4890 /* Apply special flags */
4891 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4894 p_ptr->num_fire = calc_num_fire(o_ptr);
4896 /* Snipers love Cross bows */
4897 if ((p_ptr->pclass == CLASS_SNIPER) &&
4898 (p_ptr->tval_ammo == TV_BOLT))
4900 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4901 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4909 for(i = 0 ; i < 2 ; i++)
4911 /* Examine the "main weapon" */
4912 o_ptr = &inventory[INVEN_RARM+i];
4914 object_flags(o_ptr, flgs);
4916 /* Assume not heavy */
4917 p_ptr->heavy_wield[i] = FALSE;
4918 p_ptr->icky_wield[i] = FALSE;
4919 p_ptr->riding_wield[i] = FALSE;
4921 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4922 /* It is hard to hold a heavy weapon */
4923 if (hold < o_ptr->weight / 10)
4925 /* Hard to wield a heavy weapon */
4926 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4927 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4930 p_ptr->heavy_wield[i] = TRUE;
4932 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4934 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4937 p_ptr->dis_to_a += 5;
4940 /* Normal weapons */
4941 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4943 int str_index, dex_index;
4945 int num = 0, wgt = 0, mul = 0, div = 0;
4947 /* Analyze the class */
4948 switch (p_ptr->pclass)
4952 num = 6; wgt = 70; mul = 5; break;
4955 case CLASS_BERSERKER:
4956 num = 6; wgt = 70; mul = 7; break;
4960 case CLASS_HIGH_MAGE:
4961 case CLASS_BLUE_MAGE:
4962 num = 3; wgt = 100; mul = 2; break;
4964 /* Priest, Mindcrafter, Magic-Eater */
4966 case CLASS_MAGIC_EATER:
4967 case CLASS_MINDCRAFTER:
4968 num = 5; wgt = 100; mul = 3; break;
4972 num = 5; wgt = 40; mul = 3; break;
4976 num = 5; wgt = 70; mul = 4; break;
4981 num = 5; wgt = 70; mul = 4; break;
4985 num = 5; wgt = 150; mul = 5; break;
4988 case CLASS_WARRIOR_MAGE:
4989 case CLASS_RED_MAGE:
4990 num = 5; wgt = 70; mul = 3; break;
4993 case CLASS_CHAOS_WARRIOR:
4994 num = 5; wgt = 70; mul = 4; break;
4998 num = 5; wgt = 60; mul = 3; break;
5002 num = 4; wgt = 100; mul = 3; break;
5005 case CLASS_IMITATOR:
5006 num = 5; wgt = 70; mul = 4; break;
5009 case CLASS_BEASTMASTER:
5010 num = 5; wgt = 70; mul = 3; break;
5014 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5015 else {num = 5; wgt = 100; mul = 3;}
5019 case CLASS_SORCERER:
5020 num = 1; wgt = 1; mul = 1; break;
5022 /* Archer, Bard, Sniper */
5026 num = 4; wgt = 70; mul = 2; break;
5029 case CLASS_FORCETRAINER:
5030 num = 4; wgt = 60; mul = 2; break;
5033 case CLASS_MIRROR_MASTER:
5034 num = 3; wgt = 100; mul = 3; break;
5038 num = 4; wgt = 20; mul = 1; break;
5041 /* Hex - extra mights gives +1 bonus to max blows */
5042 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5044 /* Enforce a minimum "weight" (tenth pounds) */
5045 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5047 /* Access the strength vs weight */
5048 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5050 if (p_ptr->ryoute && !omoi) str_index++;
5051 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5054 if (str_index > 11) str_index = 11;
5056 /* Index by dexterity */
5057 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5060 if (dex_index > 11) dex_index = 11;
5062 /* Use the blows table */
5063 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5066 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5068 /* Add in the "bonus blows" */
5069 p_ptr->num_blow[i] += extra_blows[i];
5072 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5073 else if (p_ptr->pclass == CLASS_BERSERKER)
5075 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5077 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5079 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5081 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5084 /* Require at least one blow */
5085 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5087 /* Boost digging skill by weapon weight */
5088 p_ptr->skill_dig += (o_ptr->weight / 10);
5092 /* Priest weapon penalty for non-blessed edged weapons */
5093 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5094 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5096 /* Reduce the real bonuses */
5097 p_ptr->to_h[i] -= 2;
5098 p_ptr->to_d[i] -= 2;
5100 /* Reduce the mental bonuses */
5101 p_ptr->dis_to_h[i] -= 2;
5102 p_ptr->dis_to_d[i] -= 2;
5105 p_ptr->icky_wield[i] = TRUE;
5107 else if (p_ptr->pclass == CLASS_BERSERKER)
5109 p_ptr->to_h[i] += p_ptr->lev/5;
5110 p_ptr->to_d[i] += p_ptr->lev/6;
5111 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5112 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5113 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5115 p_ptr->to_h[i] += p_ptr->lev/5;
5116 p_ptr->to_d[i] += p_ptr->lev/6;
5117 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5118 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5121 else if (p_ptr->pclass == CLASS_SORCERER)
5123 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5125 /* Reduce the real bonuses */
5126 p_ptr->to_h[i] -= 200;
5127 p_ptr->to_d[i] -= 200;
5129 /* Reduce the mental bonuses */
5130 p_ptr->dis_to_h[i] -= 200;
5131 p_ptr->dis_to_d[i] -= 200;
5134 p_ptr->icky_wield[i] = TRUE;
5138 /* Reduce the real bonuses */
5139 p_ptr->to_h[i] -= 30;
5140 p_ptr->to_d[i] -= 10;
5142 /* Reduce the mental bonuses */
5143 p_ptr->dis_to_h[i] -= 30;
5144 p_ptr->dis_to_d[i] -= 10;
5148 if (p_ptr->realm1 == REALM_HEX)
5150 if (object_is_cursed(o_ptr))
5152 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5153 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5154 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5155 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5156 if (hex_spelling(HEX_RUNESWORD))
5158 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5159 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5160 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5166 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5168 p_ptr->to_h[i] +=15;
5169 p_ptr->dis_to_h[i] +=15;
5170 p_ptr->to_dd[i] += 2;
5172 else if (!(have_flag(flgs, TR_RIDING)))
5175 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5181 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5183 if (penalty < 30) penalty = 30;
5185 p_ptr->to_h[i] -= penalty;
5186 p_ptr->dis_to_h[i] -= penalty;
5189 p_ptr->riding_wield[i] = TRUE;
5198 p_ptr->riding_ryoute = FALSE;
5200 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5201 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5203 switch (p_ptr->pclass)
5206 case CLASS_FORCETRAINER:
5207 case CLASS_BERSERKER:
5208 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5209 p_ptr->riding_ryoute = TRUE;
5214 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5216 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5220 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5222 if (penalty < 30) penalty = 30;
5224 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5225 p_ptr->to_h_b -= penalty;
5226 p_ptr->dis_to_h_b -= penalty;
5229 /* Different calculation for monks with empty hands */
5230 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5231 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5233 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5234 p_ptr->num_blow[0] = 0;
5236 if (p_ptr->pclass == CLASS_FORCETRAINER)
5238 if (blow_base > 18) p_ptr->num_blow[0]++;
5239 if (blow_base > 31) p_ptr->num_blow[0]++;
5240 if (blow_base > 44) p_ptr->num_blow[0]++;
5241 if (blow_base > 58) p_ptr->num_blow[0]++;
5242 if (p_ptr->magic_num1[0])
5244 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5245 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5250 if (blow_base > 12) p_ptr->num_blow[0]++;
5251 if (blow_base > 22) p_ptr->num_blow[0]++;
5252 if (blow_base > 31) p_ptr->num_blow[0]++;
5253 if (blow_base > 39) p_ptr->num_blow[0]++;
5254 if (blow_base > 46) p_ptr->num_blow[0]++;
5255 if (blow_base > 53) p_ptr->num_blow[0]++;
5256 if (blow_base > 59) p_ptr->num_blow[0]++;
5259 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5260 p_ptr->num_blow[0] /= 2;
5263 p_ptr->to_h[0] += (p_ptr->lev / 3);
5264 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5266 p_ptr->to_d[0] += (p_ptr->lev / 6);
5267 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5270 if (p_ptr->special_defense & KAMAE_BYAKKO)
5273 p_ptr->dis_to_a -= 40;
5276 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5279 p_ptr->dis_to_a -= 50;
5280 p_ptr->resist_acid = TRUE;
5281 p_ptr->resist_fire = TRUE;
5282 p_ptr->resist_elec = TRUE;
5283 p_ptr->resist_cold = TRUE;
5284 p_ptr->resist_pois = TRUE;
5285 p_ptr->sh_fire = TRUE;
5286 p_ptr->sh_elec = TRUE;
5287 p_ptr->sh_cold = TRUE;
5288 p_ptr->levitation = TRUE;
5290 else if (p_ptr->special_defense & KAMAE_GENBU)
5292 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5293 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5294 p_ptr->reflect = TRUE;
5295 p_ptr->num_blow[0] -= 2;
5296 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5297 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5299 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5301 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5302 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5304 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5305 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5306 p_ptr->num_blow[0] /= 2;
5307 p_ptr->levitation = TRUE;
5310 p_ptr->num_blow[0] += 1+extra_blows[0];
5313 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5315 monk_armour_aux = FALSE;
5319 monk_armour_aux = TRUE;
5322 for (i = 0; i < 2; i++)
5324 if (buki_motteruka(INVEN_RARM+i))
5326 int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5327 int sval = inventory[INVEN_RARM+i].sval;
5329 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5330 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5331 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5333 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5335 p_ptr->to_h[i] -= 40;
5336 p_ptr->dis_to_h[i] -= 40;
5337 p_ptr->icky_wield[i] = TRUE;
5340 else if (p_ptr->pclass == CLASS_NINJA)
5342 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5344 p_ptr->to_h[i] -= 40;
5345 p_ptr->dis_to_h[i] -= 40;
5346 p_ptr->icky_wield[i] = TRUE;
5347 p_ptr->num_blow[i] /= 2;
5348 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5352 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5356 /* Maximum speed is (+99). (internally it's 110 + 99) */
5357 /* Temporary lightspeed forces to be maximum speed */
5358 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5363 /* Minimum speed is (-99). (internally it's 110 - 99) */
5364 if (new_speed < 11) new_speed = 11;
5366 /* Display the speed (if needed) */
5367 if (p_ptr->pspeed != (byte)new_speed)
5369 p_ptr->pspeed = (byte)new_speed;
5370 p_ptr->redraw |= (PR_SPEED);
5375 if (p_ptr->to_a > (0 - p_ptr->ac))
5376 p_ptr->to_a = 0 - p_ptr->ac;
5377 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5378 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5381 /* Redraw armor (if needed) */
5382 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5385 p_ptr->redraw |= (PR_ARMOR);
5388 p_ptr->window |= (PW_PLAYER);
5392 if (p_ptr->ryoute && !omoi)
5394 int bonus_to_h=0, bonus_to_d=0;
5395 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5396 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);
5398 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5399 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5400 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5401 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5404 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;
5406 /* Affect Skill -- stealth (bonus one) */
5407 p_ptr->skill_stl += 1;
5409 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5411 /* Affect Skill -- disarming (DEX and INT) */
5412 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5413 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5415 /* Affect Skill -- magic devices (INT) */
5416 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5418 /* Affect Skill -- saving throw (WIS) */
5419 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5421 /* Affect Skill -- digging (STR) */
5422 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5424 /* Affect Skill -- disarming (Level, by Class) */
5425 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5427 /* Affect Skill -- magic devices (Level, by Class) */
5428 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5430 /* Affect Skill -- saving throw (Level, by Class) */
5431 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5433 /* Affect Skill -- stealth (Level, by Class) */
5434 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5436 /* Affect Skill -- search ability (Level, by Class) */
5437 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5439 /* Affect Skill -- search frequency (Level, by Class) */
5440 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5442 /* Affect Skill -- combat (normal) (Level, by Class) */
5443 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5445 /* Affect Skill -- combat (shooting) (Level, by Class) */
5446 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5448 /* Affect Skill -- combat (throwing) (Level, by Class) */
5449 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5452 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5454 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5455 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5458 /* Limit Skill -- stealth from 0 to 30 */
5459 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5460 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5462 /* Limit Skill -- digging from 1 up */
5463 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5465 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5467 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5469 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;
5471 if (down_saving) p_ptr->skill_sav /= 2;
5473 /* Hack -- Each elemental immunity includes resistance */
5474 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5475 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5476 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5477 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5479 /* Determine player alignment */
5480 for (i = 0, j = 0; i < 8; i++)
5482 switch (p_ptr->vir_types[i])
5485 p_ptr->align += p_ptr->virtues[i] * 2;
5495 p_ptr->align -= p_ptr->virtues[i];
5498 p_ptr->align += p_ptr->virtues[i];
5503 for (i = 0; i < j; i++)
5505 if (p_ptr->align > 0)
5507 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5508 if (p_ptr->align < 0) p_ptr->align = 0;
5510 else if (p_ptr->align < 0)
5512 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5513 if (p_ptr->align > 0) p_ptr->align = 0;
5517 /* Hack -- handle "xtra" mode */
5518 if (character_xtra) return;
5520 /* Take note when "heavy bow" changes */
5521 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5524 if (p_ptr->heavy_shoot)
5526 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."));
5528 else if (inventory[INVEN_BOW].k_idx)
5530 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."));
5534 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."));
5538 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5541 for (i = 0 ; i < 2 ; i++)
5543 /* Take note when "heavy weapon" changes */
5544 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5547 if (p_ptr->heavy_wield[i])
5549 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."));
5551 else if (buki_motteruka(INVEN_RARM+i))
5553 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5555 else if (p_ptr->heavy_wield[1-i])
5557 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5561 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."));
5565 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5568 /* Take note when "heavy weapon" changes */
5569 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5572 if (p_ptr->riding_wield[i])
5574 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."));
5576 else if (!p_ptr->riding)
5578 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5580 else if (buki_motteruka(INVEN_RARM+i))
5582 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5585 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5588 /* Take note when "illegal weapon" changes */
5589 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5592 if (p_ptr->icky_wield[i])
5594 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."));
5597 chg_virtue(V_FAITH, -1);
5600 else if (buki_motteruka(INVEN_RARM+i))
5602 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."));
5606 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."));
5610 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5614 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5617 if (p_ptr->riding_ryoute)
5620 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" : "");
5622 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5628 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" : "");
5630 msg_print("You began to control riding pet with one hand.");
5634 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5637 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5641 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."));
5644 chg_virtue(V_HARMONY, -1);
5649 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5652 monk_notify_aux = monk_armour_aux;
5655 for (i = 0; i < INVEN_PACK; i++)
5658 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5659 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5661 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5662 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5664 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5668 /* Acquire object */
5669 o_ptr = &o_list[this_o_idx];
5671 /* Acquire next object */
5672 next_o_idx = o_ptr->next_o_idx;
5675 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5676 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5678 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5679 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5682 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5684 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5686 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5687 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5690 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)))
5692 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5693 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5696 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5698 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5699 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5702 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5704 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5705 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5712 * Handle "p_ptr->notice"
5714 void notice_stuff(void)
5717 if (!p_ptr->notice) return;
5720 /* Actually do auto-destroy */
5721 if (p_ptr->notice & (PN_AUTODESTROY))
5723 p_ptr->notice &= ~(PN_AUTODESTROY);
5724 autopick_delayed_alter();
5727 /* Combine the pack */
5728 if (p_ptr->notice & (PN_COMBINE))
5730 p_ptr->notice &= ~(PN_COMBINE);
5734 /* Reorder the pack */
5735 if (p_ptr->notice & (PN_REORDER))
5737 p_ptr->notice &= ~(PN_REORDER);
5744 * Handle "p_ptr->update"
5746 void update_stuff(void)
5749 if (!p_ptr->update) return;
5752 if (p_ptr->update & (PU_BONUS))
5754 p_ptr->update &= ~(PU_BONUS);
5758 if (p_ptr->update & (PU_TORCH))
5760 p_ptr->update &= ~(PU_TORCH);
5764 if (p_ptr->update & (PU_HP))
5766 p_ptr->update &= ~(PU_HP);
5770 if (p_ptr->update & (PU_MANA))
5772 p_ptr->update &= ~(PU_MANA);
5776 if (p_ptr->update & (PU_SPELLS))
5778 p_ptr->update &= ~(PU_SPELLS);
5783 /* Character is not ready yet, no screen updates */
5784 if (!character_generated) return;
5787 /* Character is in "icky" mode, no screen updates */
5788 if (character_icky) return;
5791 if (p_ptr->update & (PU_UN_LITE))
5793 p_ptr->update &= ~(PU_UN_LITE);
5797 if (p_ptr->update & (PU_UN_VIEW))
5799 p_ptr->update &= ~(PU_UN_VIEW);
5803 if (p_ptr->update & (PU_VIEW))
5805 p_ptr->update &= ~(PU_VIEW);
5809 if (p_ptr->update & (PU_LITE))
5811 p_ptr->update &= ~(PU_LITE);
5816 if (p_ptr->update & (PU_FLOW))
5818 p_ptr->update &= ~(PU_FLOW);
5822 if (p_ptr->update & (PU_DISTANCE))
5824 p_ptr->update &= ~(PU_DISTANCE);
5826 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5827 /* p_ptr->update &= ~(PU_MONSTERS); */
5829 update_monsters(TRUE);
5832 if (p_ptr->update & (PU_MON_LITE))
5834 p_ptr->update &= ~(PU_MON_LITE);
5839 * Mega-Hack -- Delayed visual update
5840 * Only used if update_view(), update_lite() or update_mon_lite() was called
5842 if (p_ptr->update & (PU_DELAY_VIS))
5844 p_ptr->update &= ~(PU_DELAY_VIS);
5845 delayed_visual_update();
5848 if (p_ptr->update & (PU_MONSTERS))
5850 p_ptr->update &= ~(PU_MONSTERS);
5851 update_monsters(FALSE);
5857 * Handle "p_ptr->redraw"
5859 void redraw_stuff(void)
5862 if (!p_ptr->redraw) return;
5865 /* Character is not ready yet, no screen updates */
5866 if (!character_generated) return;
5869 /* Character is in "icky" mode, no screen updates */
5870 if (character_icky) return;
5874 /* Hack -- clear the screen */
5875 if (p_ptr->redraw & (PR_WIPE))
5877 p_ptr->redraw &= ~(PR_WIPE);
5883 if (p_ptr->redraw & (PR_MAP))
5885 p_ptr->redraw &= ~(PR_MAP);
5890 if (p_ptr->redraw & (PR_BASIC))
5892 p_ptr->redraw &= ~(PR_BASIC);
5893 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5894 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5895 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5896 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5902 if (p_ptr->redraw & (PR_EQUIPPY))
5904 p_ptr->redraw &= ~(PR_EQUIPPY);
5905 print_equippy(); /* To draw / delete equippy chars */
5908 if (p_ptr->redraw & (PR_MISC))
5910 p_ptr->redraw &= ~(PR_MISC);
5911 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5912 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5916 if (p_ptr->redraw & (PR_TITLE))
5918 p_ptr->redraw &= ~(PR_TITLE);
5922 if (p_ptr->redraw & (PR_LEV))
5924 p_ptr->redraw &= ~(PR_LEV);
5928 if (p_ptr->redraw & (PR_EXP))
5930 p_ptr->redraw &= ~(PR_EXP);
5934 if (p_ptr->redraw & (PR_STATS))
5936 p_ptr->redraw &= ~(PR_STATS);
5945 if (p_ptr->redraw & (PR_STATUS))
5947 p_ptr->redraw &= ~(PR_STATUS);
5951 if (p_ptr->redraw & (PR_ARMOR))
5953 p_ptr->redraw &= ~(PR_ARMOR);
5957 if (p_ptr->redraw & (PR_HP))
5959 p_ptr->redraw &= ~(PR_HP);
5963 if (p_ptr->redraw & (PR_MANA))
5965 p_ptr->redraw &= ~(PR_MANA);
5969 if (p_ptr->redraw & (PR_GOLD))
5971 p_ptr->redraw &= ~(PR_GOLD);
5975 if (p_ptr->redraw & (PR_DEPTH))
5977 p_ptr->redraw &= ~(PR_DEPTH);
5981 if (p_ptr->redraw & (PR_HEALTH))
5983 p_ptr->redraw &= ~(PR_HEALTH);
5984 health_redraw(FALSE);
5987 if (p_ptr->redraw & (PR_UHEALTH))
5989 p_ptr->redraw &= ~(PR_UHEALTH);
5990 health_redraw(TRUE);
5994 if (p_ptr->redraw & (PR_EXTRA))
5996 p_ptr->redraw &= ~(PR_EXTRA);
5997 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5998 p_ptr->redraw &= ~(PR_HUNGER);
5999 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6003 if (p_ptr->redraw & (PR_CUT))
6005 p_ptr->redraw &= ~(PR_CUT);
6009 if (p_ptr->redraw & (PR_STUN))
6011 p_ptr->redraw &= ~(PR_STUN);
6015 if (p_ptr->redraw & (PR_HUNGER))
6017 p_ptr->redraw &= ~(PR_HUNGER);
6021 if (p_ptr->redraw & (PR_STATE))
6023 p_ptr->redraw &= ~(PR_STATE);
6027 if (p_ptr->redraw & (PR_SPEED))
6029 p_ptr->redraw &= ~(PR_SPEED);
6033 if (p_ptr->pclass == CLASS_IMITATOR)
6035 if (p_ptr->redraw & (PR_IMITATION))
6037 p_ptr->redraw &= ~(PR_IMITATION);
6041 else if (p_ptr->redraw & (PR_STUDY))
6043 p_ptr->redraw &= ~(PR_STUDY);
6050 * Handle "p_ptr->window"
6052 void window_stuff(void)
6060 if (!p_ptr->window) return;
6063 for (j = 0; j < 8; j++)
6065 /* Save usable flags */
6066 if (angband_term[j]) mask |= window_flag[j];
6069 /* Apply usable flags */
6070 p_ptr->window &= mask;
6073 if (!p_ptr->window) return;
6076 /* Display inventory */
6077 if (p_ptr->window & (PW_INVEN))
6079 p_ptr->window &= ~(PW_INVEN);
6083 /* Display equipment */
6084 if (p_ptr->window & (PW_EQUIP))
6086 p_ptr->window &= ~(PW_EQUIP);
6090 /* Display spell list */
6091 if (p_ptr->window & (PW_SPELL))
6093 p_ptr->window &= ~(PW_SPELL);
6097 /* Display player */
6098 if (p_ptr->window & (PW_PLAYER))
6100 p_ptr->window &= ~(PW_PLAYER);
6104 /* Display monster list */
6105 if (p_ptr->window & (PW_MONSTER_LIST))
6107 p_ptr->window &= ~(PW_MONSTER_LIST);
6111 /* Display overhead view */
6112 if (p_ptr->window & (PW_MESSAGE))
6114 p_ptr->window &= ~(PW_MESSAGE);
6118 /* Display overhead view */
6119 if (p_ptr->window & (PW_OVERHEAD))
6121 p_ptr->window &= ~(PW_OVERHEAD);
6125 /* Display overhead view */
6126 if (p_ptr->window & (PW_DUNGEON))
6128 p_ptr->window &= ~(PW_DUNGEON);
6132 /* Display monster recall */
6133 if (p_ptr->window & (PW_MONSTER))
6135 p_ptr->window &= ~(PW_MONSTER);
6139 /* Display object recall */
6140 if (p_ptr->window & (PW_OBJECT))
6142 p_ptr->window &= ~(PW_OBJECT);
6149 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6151 void handle_stuff(void)
6154 if (p_ptr->update) update_stuff();
6157 if (p_ptr->redraw) redraw_stuff();
6160 if (p_ptr->window) window_stuff();
6164 s16b empty_hands(bool riding_control)
6166 s16b status = EMPTY_HAND_NONE;
6168 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6169 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6171 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6173 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6174 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6181 bool heavy_armor(void)
6183 u16b monk_arm_wgt = 0;
6185 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6187 /* Weight the armor */
6188 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6189 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6190 monk_arm_wgt += inventory[INVEN_BODY].weight;
6191 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6192 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6193 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6194 monk_arm_wgt += inventory[INVEN_FEET].weight;
6196 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6199 void update_playtime(void)
6201 /* Check if the game has started */
6202 if (start_time != 0)
6204 u32b tmp = time(NULL);
6205 playtime += (tmp - start_time);