4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
120 s32b len = 20L * TOWN_DAWN;
121 s32b tick = turn % len + len / 4;
123 /* Dump 13 spaces to clear */
124 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
126 /* Dump the info itself */
127 c_put_str(TERM_WHITE, format(
133 ((p_ptr->prace == RACE_VAMPIRE) ||
134 (p_ptr->prace == RACE_SKELETON) ||
135 (p_ptr->prace == RACE_ZOMBIE) ||
136 (p_ptr->prace == RACE_SPECTRE))
137 ? (turn - (15L * TOWN_DAWN)) / len + 1
138 : (turn + (5L * TOWN_DAWN))/ len + 1),
141 c_put_str(TERM_WHITE, format("%2d:%02d",
142 (24 * tick / len) % 24,
143 (1440 * tick / len) % 60),
150 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
151 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
157 else if (p_ptr->wild_mode)
163 else if (p_ptr->inside_arena)
167 return "Monster Arena";
169 else if (p_ptr->inside_battle)
175 else if (!dun_level && p_ptr->town_num)
176 return town[p_ptr->town_num].name;
178 return d_name+d_info[dungeon_type].name;
184 static void prt_dungeon(void)
189 /* Dump 13 spaces to clear */
190 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
192 dungeon_name = map_name();
194 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
195 if (col < 0) col = 0;
197 /* Dump the info itself */
198 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
206 * Print character stat in given row, column
208 static void prt_stat(int stat)
212 /* Display "injured" stat */
213 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
215 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
216 cnv_stat(p_ptr->stat_use[stat], tmp);
217 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
220 /* Display "healthy" stat */
223 put_str(stat_names[stat], ROW_STAT + stat, 0);
224 cnv_stat(p_ptr->stat_use[stat], tmp);
225 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
228 /* Indicate natural maximum */
229 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
232 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
233 put_str("!", ROW_STAT + stat, 5);
235 put_str("!", ROW_STAT + stat, 3);
242 /* Show status bar */
244 static void prt_status(void)
250 c_put_str(TERM_YELLOW, "¤Ä", ROW_STATBAR, COL_STATBAR);
252 c_put_str(TERM_YELLOW, "Ts", ROW_STATBAR, COL_STATBAR);
257 else if (p_ptr->image)
260 c_put_str(TERM_VIOLET, "¸¸", ROW_STATBAR, COL_STATBAR);
262 c_put_str(TERM_VIOLET, "Hu", ROW_STATBAR, COL_STATBAR);
267 put_str(" ", ROW_STATBAR, COL_STATBAR);
274 c_put_str(TERM_L_DARK, "ÌÕ", ROW_STATBAR, COL_STATBAR+2);
276 c_put_str(TERM_L_DARK, "Bl", ROW_STATBAR, COL_STATBAR+2);
281 put_str(" ", ROW_STATBAR, COL_STATBAR+2);
285 if (p_ptr->paralyzed)
288 c_put_str(TERM_RED, "áã", ROW_STATBAR, COL_STATBAR+4);
290 c_put_str(TERM_RED, "Pa", ROW_STATBAR, COL_STATBAR+4);
295 put_str(" ", ROW_STATBAR, COL_STATBAR+4);
302 c_put_str(TERM_VIOLET, "Íð", ROW_STATBAR, COL_STATBAR+6);
304 c_put_str(TERM_VIOLET, "Cf", ROW_STATBAR, COL_STATBAR+6);
309 put_str(" ", ROW_STATBAR, COL_STATBAR+6);
316 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+8);
318 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+8);
323 put_str(" ", ROW_STATBAR, COL_STATBAR+8);
326 /* Times see-invisible */
327 if (p_ptr->tim_invis)
330 c_put_str(TERM_L_BLUE, "ȑ", ROW_STATBAR, COL_STATBAR+10);
332 c_put_str(TERM_L_BLUE, "Se", ROW_STATBAR, COL_STATBAR+10);
337 put_str(" ", ROW_STATBAR, COL_STATBAR+10);
341 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
344 c_put_str(TERM_ORANGE, "¥Æ", ROW_STATBAR, COL_STATBAR+12);
346 c_put_str(TERM_ORANGE, "Te", ROW_STATBAR, COL_STATBAR+12);
351 put_str(" ", ROW_STATBAR, COL_STATBAR+12);
354 /* Timed regenerate */
355 if (p_ptr->tim_regen)
358 c_put_str(TERM_L_BLUE, "²ó", ROW_STATBAR, COL_STATBAR+14);
360 c_put_str(TERM_L_BLUE, "Rg", ROW_STATBAR, COL_STATBAR+14);
365 put_str(" ", ROW_STATBAR, COL_STATBAR+14);
368 /* Timed infra-vision */
369 if (p_ptr->tim_infra)
372 c_put_str(TERM_L_RED, "ÀÖ", ROW_STATBAR, COL_STATBAR+16);
374 c_put_str(TERM_L_RED, "If", ROW_STATBAR, COL_STATBAR+16);
379 put_str(" ", ROW_STATBAR, COL_STATBAR+16);
382 /* Protection from evil */
386 c_put_str(TERM_SLATE, "¼Ù", ROW_STATBAR, COL_STATBAR+18);
388 c_put_str(TERM_SLATE, "Ev", ROW_STATBAR, COL_STATBAR+18);
393 put_str(" ", ROW_STATBAR, COL_STATBAR+18);
396 /* Invulnerability */
397 if (p_ptr->invuln || music_singing(MUSIC_INVULN))
400 c_put_str(TERM_YELLOW, "̵", ROW_STATBAR, COL_STATBAR+20);
402 c_put_str(TERM_YELLOW, "Iv", ROW_STATBAR, COL_STATBAR+20);
407 put_str(" ", ROW_STATBAR, COL_STATBAR+20);
411 if (p_ptr->wraith_form)
414 c_put_str(TERM_L_DARK, "ͩ", ROW_STATBAR, COL_STATBAR+22);
416 c_put_str(TERM_L_DARK, "Gh", ROW_STATBAR, COL_STATBAR+22);
420 else if (p_ptr->kabenuke)
423 c_put_str(TERM_SLATE, "ÊÉ", ROW_STATBAR, COL_STATBAR+22);
425 c_put_str(TERM_SLATE, "Wp", ROW_STATBAR, COL_STATBAR+22);
428 else if (p_ptr->tim_reflect)
431 c_put_str(TERM_SLATE, "ȿ", ROW_STATBAR, COL_STATBAR+22);
433 c_put_str(TERM_SLATE, "Rf", ROW_STATBAR, COL_STATBAR+22);
438 put_str(" ", ROW_STATBAR, COL_STATBAR+22);
442 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
445 c_put_str(TERM_WHITE, "ͦ", ROW_STATBAR, COL_STATBAR+24);
447 c_put_str(TERM_WHITE, "He", ROW_STATBAR, COL_STATBAR+24);
452 put_str(" ", ROW_STATBAR, COL_STATBAR+24);
455 /* Super Heroism / berserk */
459 c_put_str(TERM_RED, "¶¸", ROW_STATBAR, COL_STATBAR+26);
461 c_put_str(TERM_RED, "Br", ROW_STATBAR, COL_STATBAR+26);
466 put_str(" ", ROW_STATBAR, COL_STATBAR+26);
470 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
473 c_put_str(TERM_WHITE, "½Ë", ROW_STATBAR, COL_STATBAR+28);
475 c_put_str(TERM_WHITE, "Bs", ROW_STATBAR, COL_STATBAR+28);
480 put_str(" ", ROW_STATBAR, COL_STATBAR+28);
487 c_put_str(TERM_YELLOW, "Ëâ", ROW_STATBAR, COL_STATBAR+30);
489 c_put_str(TERM_YELLOW, "Md", ROW_STATBAR, COL_STATBAR+30);
492 else if (p_ptr->tsubureru)
495 c_put_str(TERM_L_UMBER, "¿", ROW_STATBAR, COL_STATBAR+30);
497 c_put_str(TERM_L_UMBER, "Eh", ROW_STATBAR, COL_STATBAR+30);
500 else if (p_ptr->shield)
503 c_put_str(TERM_WHITE, "ÀÐ", ROW_STATBAR, COL_STATBAR+30);
505 c_put_str(TERM_WHITE, "Ss", ROW_STATBAR, COL_STATBAR+30);
508 else if (p_ptr->special_defense & NINJA_KAWARIMI)
511 c_put_str(TERM_VIOLET, "ÊÑ", ROW_STATBAR, COL_STATBAR+30);
513 c_put_str(TERM_VIOLET, "Qa", ROW_STATBAR, COL_STATBAR+30);
518 put_str(" ", ROW_STATBAR, COL_STATBAR+30);
522 if (p_ptr->special_defense & DEFENSE_ACID)
525 c_put_str(TERM_L_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
527 c_put_str(TERM_L_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
530 else if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
533 c_put_str(TERM_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
535 c_put_str(TERM_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
540 put_str(" ", ROW_STATBAR, COL_STATBAR+32);
543 /* Oppose Lightning */
544 if (p_ptr->special_defense & DEFENSE_ELEC)
547 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
549 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
552 else if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
555 c_put_str(TERM_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
557 c_put_str(TERM_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
562 put_str(" ", ROW_STATBAR, COL_STATBAR+34);
566 if (p_ptr->special_defense & DEFENSE_FIRE)
569 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
571 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
574 else if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
577 c_put_str(TERM_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
579 c_put_str(TERM_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
584 put_str(" ", ROW_STATBAR, COL_STATBAR+36);
588 if (p_ptr->special_defense & DEFENSE_COLD)
591 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+38);
593 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+38);
596 else if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
599 c_put_str(TERM_SLATE, "Îä", ROW_STATBAR, COL_STATBAR+38);
601 c_put_str(TERM_SLATE, "Co", ROW_STATBAR, COL_STATBAR+38);
606 put_str(" ", ROW_STATBAR, COL_STATBAR+38);
610 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
613 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+40);
615 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+40);
620 put_str(" ", ROW_STATBAR, COL_STATBAR+40);
624 if (p_ptr->word_recall)
627 c_put_str(TERM_WHITE, "µ¢", ROW_STATBAR, COL_STATBAR+42);
629 c_put_str(TERM_WHITE, "Wr", ROW_STATBAR, COL_STATBAR+42);
634 put_str(" ", ROW_STATBAR, COL_STATBAR+42);
641 c_put_str(TERM_BLUE, "¶²", ROW_STATBAR, COL_STATBAR+44);
643 c_put_str(TERM_BLUE, "Fe", ROW_STATBAR, COL_STATBAR+44);
648 put_str(" ", ROW_STATBAR, COL_STATBAR+44);
652 if (p_ptr->tim_res_time)
655 c_put_str(TERM_L_BLUE, "»þ", ROW_STATBAR, COL_STATBAR+46);
657 c_put_str(TERM_L_BLUE, "Ti", ROW_STATBAR, COL_STATBAR+46);
660 else if (p_ptr->multishadow)
663 c_put_str(TERM_L_BLUE, "ʬ", ROW_STATBAR, COL_STATBAR+46);
665 c_put_str(TERM_L_BLUE, "Ms", ROW_STATBAR, COL_STATBAR+46);
670 put_str(" ", ROW_STATBAR, COL_STATBAR+46);
673 /* Confusing Hands */
674 if (p_ptr->special_attack & ATTACK_CONFUSE)
677 c_put_str(TERM_RED, "Íð", ROW_STATBAR, COL_STATBAR+48);
679 c_put_str(TERM_RED, "Cf", ROW_STATBAR, COL_STATBAR+48);
684 put_str(" ", ROW_STATBAR, COL_STATBAR+48);
687 if (p_ptr->resist_magic)
690 c_put_str(TERM_SLATE, "ËÉ", ROW_STATBAR, COL_STATBAR+50);
692 c_put_str(TERM_SLATE, "Rm", ROW_STATBAR, COL_STATBAR+50);
697 put_str(" ", ROW_STATBAR, COL_STATBAR+50);
700 /* Ultimate-resistance */
704 c_put_str(TERM_YELLOW, "µæ", ROW_STATBAR, COL_STATBAR+52);
706 c_put_str(TERM_YELLOW, "Ul", ROW_STATBAR, COL_STATBAR+52);
710 else if (p_ptr->tim_ffall)
713 c_put_str(TERM_L_BLUE, "Éâ", ROW_STATBAR, COL_STATBAR+52);
715 c_put_str(TERM_L_BLUE, "Lv", ROW_STATBAR, COL_STATBAR+52);
718 else if (p_ptr->tim_res_nether)
721 c_put_str(TERM_L_DARK, "¹ö", ROW_STATBAR, COL_STATBAR+52);
723 c_put_str(TERM_L_DARK, "Nt", ROW_STATBAR, COL_STATBAR+52);
726 else if (p_ptr->dustrobe)
729 c_put_str(TERM_L_DARK, "¶À", ROW_STATBAR, COL_STATBAR+52);
731 c_put_str(TERM_L_DARK, "Am", ROW_STATBAR, COL_STATBAR+52);
736 put_str(" ", ROW_STATBAR, COL_STATBAR+52);
740 if (p_ptr->special_attack & ATTACK_FIRE)
743 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+54);
745 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+54);
748 else if (p_ptr->special_attack & ATTACK_COLD)
751 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+54);
753 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+54);
756 else if (p_ptr->special_attack & ATTACK_ELEC)
759 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+54);
761 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+54);
764 else if (p_ptr->special_attack & ATTACK_ACID)
767 c_put_str(TERM_SLATE, "»À", ROW_STATBAR, COL_STATBAR+54);
769 c_put_str(TERM_SLATE, "Ac", ROW_STATBAR, COL_STATBAR+54);
772 else if (p_ptr->special_attack & ATTACK_POIS)
775 c_put_str(TERM_L_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+54);
777 c_put_str(TERM_L_GREEN, "Po", ROW_STATBAR, COL_STATBAR+54);
780 else if (p_ptr->special_defense & NINJA_S_STEALTH)
783 c_put_str(TERM_YELLOW, "Ķ", ROW_STATBAR, COL_STATBAR+54);
785 c_put_str(TERM_YELLOW, "St", ROW_STATBAR, COL_STATBAR+54);
790 put_str(" ", ROW_STATBAR, COL_STATBAR+54);
794 if (p_ptr->tim_sh_fire)
797 c_put_str(TERM_L_RED, "¥ª", ROW_STATBAR, COL_STATBAR+56);
799 c_put_str(TERM_L_RED, "Sf", ROW_STATBAR, COL_STATBAR+56);
802 else if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
805 c_put_str(TERM_UMBER, "±£", ROW_STATBAR, COL_STATBAR+56);
807 c_put_str(TERM_UMBER, "Sl", ROW_STATBAR, COL_STATBAR+56);
810 else if (p_ptr->special_defense & NINJA_S_STEALTH)
813 c_put_str(TERM_YELLOW, "±£", ROW_STATBAR, COL_STATBAR+56);
815 c_put_str(TERM_YELLOW, "lt", ROW_STATBAR, COL_STATBAR+56);
818 else if (p_ptr->tim_sh_touki)
821 c_put_str(TERM_WHITE, "Ʈ", ROW_STATBAR, COL_STATBAR+56);
823 c_put_str(TERM_WHITE, "Ae", ROW_STATBAR, COL_STATBAR+56);
828 put_str(" ", ROW_STATBAR, COL_STATBAR+56);
835 * Prints "title", including "wizard" or "winner" as needed.
837 static void prt_title(void)
845 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
854 else if (total_winner || (p_ptr->lev > PY_MAX_LEVEL))
856 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
859 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
869 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
881 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
886 prt_field(p, ROW_TITLE, COL_TITLE);
893 static void prt_level(void)
898 sprintf(tmp, "%5d", p_ptr->lev);
900 sprintf(tmp, "%6d", p_ptr->lev);
904 if (p_ptr->lev >= p_ptr->max_plv)
907 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
908 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
910 put_str("LEVEL ", ROW_LEVEL, 0);
911 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
918 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
919 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
921 put_str("Level ", ROW_LEVEL, 0);
922 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
930 * Display the experience
932 static void prt_exp(void)
936 if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
937 (void)strcpy(out_val, "*******");
940 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
942 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
946 if (p_ptr->exp >= p_ptr->max_exp)
949 put_str("·Ð¸³ ", ROW_EXP, 0);
950 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
952 put_str("EXP ", ROW_EXP, 0);
953 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
960 put_str("x·Ð¸³", ROW_EXP, 0);
961 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
963 put_str("Exp ", ROW_EXP, 0);
964 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
972 * Prints current gold
974 static void prt_gold(void)
979 put_str("¡ð ", ROW_GOLD, COL_GOLD);
981 put_str("AU ", ROW_GOLD, COL_GOLD);
984 sprintf(tmp, "%9ld", (long)p_ptr->au);
985 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
993 static void prt_ac(void)
998 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
999 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
1000 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1001 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
1003 put_str("Cur AC ", ROW_AC, COL_AC);
1004 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1005 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
1012 * Prints Cur/Max hit points
1014 static void prt_hp(void)
1016 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
1022 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
1024 put_str("HP", ROW_CURHP, COL_CURHP);
1026 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1027 sprintf(tmp, "%4d", p_ptr->chp);
1029 if (p_ptr->chp >= p_ptr->mhp)
1031 color = TERM_L_GREEN;
1033 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1035 color = TERM_YELLOW;
1042 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
1045 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
1047 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1048 sprintf(tmp, "%4d", p_ptr->mhp);
1049 color = TERM_L_GREEN;
1051 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
1056 * Prints players max/cur spell points
1058 static void prt_sp(void)
1060 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
1065 /* Do not show mana unless it matters */
1066 if (!mp_ptr->spell_book) return;
1069 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
1072 put_str("MP", ROW_CURSP, COL_CURSP);
1074 put_str("SP", ROW_CURSP, COL_CURSP);
1077 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1078 sprintf(tmp, "%4d", p_ptr->csp);
1080 if (p_ptr->csp >= p_ptr->msp)
1082 color = TERM_L_GREEN;
1084 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
1086 color = TERM_YELLOW;
1093 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1096 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1098 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1099 sprintf(tmp, "%4d", p_ptr->msp);
1100 color = TERM_L_GREEN;
1102 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1107 * Prints depth in stat area
1109 static void prt_depth(void)
1116 strcpy(depths, "ÃϾå");
1118 strcpy(depths, "Surf.");
1121 else if (p_ptr->inside_quest && !dungeon_type)
1124 strcpy(depths, "ÃϾå");
1126 strcpy(depths, "Quest");
1130 else if (depth_in_feet)
1133 (void)sprintf(depths, "%d ft", dun_level * 50);
1135 (void)sprintf(depths, "%d ft", dun_level * 50);
1142 sprintf(depths, "%d ³¬", dun_level);
1144 (void)sprintf(depths, "Lev %d", dun_level);
1149 /* Right-Adjust the "depth", and clear old values */
1150 prt(format("%7s", depths), ROW_DEPTH, COL_DEPTH);
1155 * Prints status of hunger
1157 static void prt_hunger(void)
1159 /* Fainting / Starving */
1160 if (p_ptr->food < PY_FOOD_FAINT)
1163 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1165 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1171 else if (p_ptr->food < PY_FOOD_WEAK)
1174 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1176 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1182 else if (p_ptr->food < PY_FOOD_ALERT)
1185 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1187 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1193 else if (p_ptr->food < PY_FOOD_FULL)
1195 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1199 else if (p_ptr->food < PY_FOOD_MAX)
1202 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1204 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1213 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1215 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1223 * Prints Searching, Resting, Paralysis, or 'count' status
1224 * Display is always exactly 10 characters wide (see below)
1226 * This function was a major bottleneck when resting, so a lot of
1227 * the text formatting code was optimized in place below.
1229 static void prt_state(void)
1231 byte attr = TERM_WHITE;
1238 if (command_rep > 999)
1241 sprintf(text, "%2d00", command_rep / 100);
1243 (void)sprintf(text, "%2d00", command_rep / 100);
1250 sprintf(text, " %2d", command_rep);
1252 (void)sprintf(text, " %2d", command_rep);
1261 switch(p_ptr->action)
1266 strcpy(text, "õº÷");
1268 strcpy(text, "Sear");
1276 /* Start with "Rest" */
1284 /* Extensive (timed) rest */
1285 if (resting >= 1000)
1290 text[1] = '0' + (i % 10);
1291 text[0] = '0' + (i / 10);
1294 /* Long (timed) rest */
1295 else if (resting >= 100)
1298 text[3] = '0' + (i % 10);
1300 text[2] = '0' + (i % 10);
1301 text[1] = '0' + (i / 10);
1304 /* Medium (timed) rest */
1305 else if (resting >= 10)
1308 text[3] = '0' + (i % 10);
1309 text[2] = '0' + (i / 10);
1312 /* Short (timed) rest */
1313 else if (resting > 0)
1316 text[3] = '0' + (i);
1319 /* Rest until healed */
1320 else if (resting == -1)
1322 text[0] = text[1] = text[2] = text[3] = '*';
1325 /* Rest until done */
1326 else if (resting == -2)
1328 text[0] = text[1] = text[2] = text[3] = '&';
1335 strcpy(text, "³Ø½¬");
1337 strcpy(text, "lear");
1339 if (new_mane) attr = TERM_L_RED;
1345 strcpy(text, "Äà¤ê");
1347 strcpy(text, "fish");
1354 for (i = 0; i < MAX_KAMAE; i++)
1355 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1358 case 0: attr = TERM_GREEN;break;
1359 case 1: attr = TERM_WHITE;break;
1360 case 2: attr = TERM_L_BLUE;break;
1361 case 3: attr = TERM_L_RED;break;
1363 strcpy(text, kamae_shurui[i].desc);
1369 for (i = 0; i < MAX_KATA; i++)
1370 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1371 strcpy(text, kata_shurui[i].desc);
1377 strcpy(text, "²Î ");
1379 strcpy(text, "Sing");
1383 case ACTION_HAYAGAKE:
1386 strcpy(text, "®¶î");
1388 strcpy(text, "Fast");
1400 /* Display the info (or blanks) */
1401 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1406 * Prints the speed of a character. -CJS-
1408 static void prt_speed(void)
1410 int i = p_ptr->pspeed;
1411 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1413 byte attr = TERM_WHITE;
1416 /* Hack -- Visually "undo" the Search Mode Slowdown */
1417 if (p_ptr->action == ACTION_SEARCH) i += 10;
1424 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1425 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1426 else attr = TERM_GREEN;
1428 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1429 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1430 else attr = TERM_L_GREEN;
1432 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1434 sprintf(buf, "Fast(+%d)", (i - 110));
1444 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1445 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1446 else attr = TERM_RED;
1448 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1449 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1450 else attr = TERM_L_UMBER;
1452 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1454 sprintf(buf, "Slow(-%d)", (110 - i));
1457 else if (p_ptr->riding)
1461 strcpy(buf, "¾èÇÏÃæ");
1463 strcpy(buf, "Riding");
1467 /* Display the speed */
1468 c_put_str(attr, format("%-9s", buf), ROW_SPEED, COL_SPEED);
1472 static void prt_study(void)
1474 if (p_ptr->new_spells)
1477 put_str("³Ø½¬", ROW_STUDY, COL_STUDY);
1479 put_str("Stud", ROW_STUDY, COL_STUDY);
1485 put_str(" ", ROW_STUDY, COL_STUDY);
1490 static void prt_mane(void)
1492 if (p_ptr->pclass == CLASS_IMITATOR)
1497 if (new_mane) attr = TERM_L_RED;
1498 else attr = TERM_WHITE;
1500 c_put_str(attr, "¤Þ¤Í", ROW_STUDY, COL_STUDY);
1502 c_put_str(attr, "Mane", ROW_STUDY, COL_STUDY);
1507 put_str(" ", ROW_STUDY, COL_STUDY);
1513 static void prt_cut(void)
1520 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1522 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1529 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1531 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1538 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1540 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1547 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1549 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1556 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1558 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1565 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1567 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1574 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1576 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1582 put_str(" ", ROW_CUT, COL_CUT);
1588 static void prt_stun(void)
1590 int s = p_ptr->stun;
1595 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1597 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1604 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1606 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1613 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1615 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1621 put_str(" ", ROW_STUN, COL_STUN);
1628 * Redraw the "monster health bar" -DRS-
1629 * Rather extensive modifications by -BEN-
1631 * The "monster health bar" provides visual feedback on the "health"
1632 * of the monster currently being "tracked". There are several ways
1633 * to "track" a monster, including targetting it, attacking it, and
1634 * affecting it (and nobody else) with a ranged attack.
1636 * Display the monster health bar (affectionately known as the
1637 * "health-o-meter"). Clear health bar if nothing is being tracked.
1638 * Auto-track current target monster when bored. Note that the
1639 * health-bar stops tracking any monster that "disappears".
1641 static void health_redraw(void)
1644 #ifdef DRS_SHOW_HEALTH_BAR
1647 if (!p_ptr->health_who)
1649 /* Erase the health bar */
1650 Term_erase(COL_INFO, ROW_INFO, 12);
1653 /* Tracking an unseen monster */
1654 else if (!m_list[p_ptr->health_who].ml)
1656 /* Indicate that the monster health is "unknown" */
1657 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1660 /* Tracking a hallucinatory monster */
1661 else if (p_ptr->image)
1663 /* Indicate that the monster health is "unknown" */
1664 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1667 /* Tracking a dead monster (???) */
1668 else if (!m_list[p_ptr->health_who].hp < 0)
1670 /* Indicate that the monster health is "unknown" */
1671 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1674 /* Tracking a visible monster */
1679 monster_type *m_ptr = &m_list[p_ptr->health_who];
1681 /* Default to almost dead */
1682 byte attr = TERM_RED;
1684 /* Extract the "percent" of health */
1685 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1686 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1689 if (pct >= 10) attr = TERM_L_RED;
1692 if (pct >= 25) attr = TERM_ORANGE;
1694 /* Somewhat Wounded */
1695 if (pct >= 60) attr = TERM_YELLOW;
1698 if (pct >= 100) attr = TERM_L_GREEN;
1701 if (m_ptr->monfear) attr = TERM_VIOLET;
1704 if (m_ptr->csleep) attr = TERM_BLUE;
1707 if (m_ptr->invulner) attr = TERM_WHITE;
1709 /* Convert percent into "health" */
1710 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1712 /* Default to "unknown" */
1713 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1715 /* Dump the current "health" (use '*' symbols) */
1716 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1725 static void riding_health_redraw(void)
1728 #ifdef DRS_SHOW_HEALTH_BAR
1733 /* Erase the health bar */
1734 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1737 /* Tracking a hallucinatory monster */
1738 else if (p_ptr->image)
1740 /* Indicate that the monster health is "unknown" */
1741 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1744 /* Tracking a dead monster (???) */
1745 else if (!m_list[p_ptr->health_who].hp < 0)
1747 /* Indicate that the monster health is "unknown" */
1748 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1751 /* Tracking a visible monster */
1756 monster_type *m_ptr = &m_list[p_ptr->riding];
1758 /* Default to almost dead */
1759 byte attr = TERM_RED;
1761 /* Extract the "percent" of health */
1762 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1763 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1766 if (pct >= 10) attr = TERM_L_RED;
1769 if (pct >= 25) attr = TERM_ORANGE;
1771 /* Somewhat Wounded */
1772 if (pct >= 60) attr = TERM_YELLOW;
1775 if (pct >= 100) attr = TERM_L_GREEN;
1778 if (m_ptr->monfear) attr = TERM_VIOLET;
1781 if (m_ptr->csleep) attr = TERM_BLUE;
1784 if (m_ptr->invulner) attr = TERM_WHITE;
1786 /* Convert percent into "health" */
1787 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1789 /* Default to "unknown" */
1790 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1792 /* Dump the current "health" (use '*' symbols) */
1793 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1803 * Display basic info (mostly left of map)
1805 static void prt_frame_basic(void)
1809 /* Race and Class */
1810 if (p_ptr->mimic_form)
1811 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1816 mb_strlcpy(str, rp_ptr->title, 14);
1817 prt_field(str, ROW_RACE, COL_RACE);
1819 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
1822 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1823 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1829 /* Level/Experience */
1834 for (i = 0; i < 6; i++) prt_stat(i);
1853 riding_health_redraw();
1858 * Display extra info (mostly below map)
1860 static void prt_frame_extra(void)
1885 * Hack -- display inventory in sub-windows
1887 static void fix_inven(void)
1892 for (j = 0; j < 8; j++)
1897 if (!angband_term[j]) continue;
1899 /* No relevant flags */
1900 if (!(window_flag[j] & (PW_INVEN))) continue;
1903 Term_activate(angband_term[j]);
1905 /* Display inventory */
1919 * Hack -- display equipment in sub-windows
1921 static void fix_equip(void)
1926 for (j = 0; j < 8; j++)
1931 if (!angband_term[j]) continue;
1933 /* No relevant flags */
1934 if (!(window_flag[j] & (PW_EQUIP))) continue;
1937 Term_activate(angband_term[j]);
1939 /* Display equipment */
1952 * Hack -- display equipment in sub-windows
1954 static void fix_spell(void)
1959 for (j = 0; j < 8; j++)
1964 if (!angband_term[j]) continue;
1966 /* No relevant flags */
1967 if (!(window_flag[j] & (PW_SPELL))) continue;
1970 Term_activate(angband_term[j]);
1972 /* Display spell list */
1973 display_spell_list();
1985 * Hack -- display character in sub-windows
1987 static void fix_player(void)
1992 for (j = 0; j < 8; j++)
1997 if (!angband_term[j]) continue;
1999 /* No relevant flags */
2000 if (!(window_flag[j] & (PW_PLAYER))) continue;
2003 Term_activate(angband_term[j]);
2007 /* Display player */
2021 * Hack -- display recent messages in sub-windows
2023 * XXX XXX XXX Adjust for width and split messages
2025 static void fix_message(void)
2032 for (j = 0; j < 8; j++)
2037 if (!angband_term[j]) continue;
2039 /* No relevant flags */
2040 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2043 Term_activate(angband_term[j]);
2046 Term_get_size(&w, &h);
2049 for (i = 0; i < h; i++)
2051 /* Dump the message on the appropriate line */
2052 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2055 Term_locate(&x, &y);
2057 /* Clear to end of line */
2058 Term_erase(x, y, 255);
2071 * Hack -- display overhead view in sub-windows
2073 * Note that the "player" symbol does NOT appear on the map.
2075 static void fix_overhead(void)
2082 for (j = 0; j < 8; j++)
2087 if (!angband_term[j]) continue;
2089 /* No relevant flags */
2090 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2093 Term_activate(angband_term[j]);
2096 display_map(&cy, &cx);
2108 * Hack -- display dungeon view in sub-windows
2110 static void fix_dungeon(void)
2115 for (j = 0; j < 8; j++)
2120 if (!angband_term[j]) continue;
2122 /* No relevant flags */
2123 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2126 Term_activate(angband_term[j]);
2128 /* Redraw dungeon view */
2141 * Hack -- display monster recall in sub-windows
2143 static void fix_monster(void)
2148 for (j = 0; j < 8; j++)
2153 if (!angband_term[j]) continue;
2155 /* No relevant flags */
2156 if (!(window_flag[j] & (PW_MONSTER))) continue;
2159 Term_activate(angband_term[j]);
2161 /* Display monster race info */
2162 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2174 * Hack -- display object recall in sub-windows
2176 static void fix_object(void)
2181 for (j = 0; j < 8; j++)
2186 if (!angband_term[j]) continue;
2188 /* No relevant flags */
2189 if (!(window_flag[j] & (PW_OBJECT))) continue;
2192 Term_activate(angband_term[j]);
2194 /* Display monster race info */
2195 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2207 * Calculate number of spells player should have, and forget,
2208 * or remember, spells until that number is properly reflected.
2210 * Note that this function induces various "status" messages,
2211 * which must be bypasses until the character is created.
2213 static void calc_spells(void)
2215 int i, j, k, levels;
2217 int num_boukyaku = 0;
2220 int use_realm1 = p_ptr->realm1 - 1;
2221 int use_realm2 = p_ptr->realm2 - 1;
2228 /* Hack -- must be literate */
2229 if (!mp_ptr->spell_book) return;
2231 /* Hack -- wait for creation */
2232 if (!character_generated) return;
2234 /* Hack -- handle "xtra" mode */
2235 if (character_xtra) return;
2237 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2239 p_ptr->new_spells = 0;
2243 p = spell_categoly_name(mp_ptr->spell_book);
2245 /* Determine the number of spells allowed */
2246 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2248 /* Hack -- no negative spells */
2249 if (levels < 0) levels = 0;
2251 /* Extract total allowed spells */
2252 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2254 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2258 if (p_ptr->pclass == CLASS_SAMURAI)
2262 else if (p_ptr->realm2 == REALM_NONE)
2264 num_allowed = (num_allowed+1)/2;
2265 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2267 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2269 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2273 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2276 /* Count the number of spells we know */
2277 for (j = 0; j < 64; j++)
2279 /* Count known spells */
2281 (spell_forgotten1 & (1L << j)) :
2282 (spell_forgotten2 & (1L << (j - 32))))
2288 /* See how many spells we must forget or may learn */
2289 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2291 /* Forget spells which are too hard */
2292 for (i = 63; i >= 0; i--)
2294 /* Efficiency -- all done */
2295 if (!spell_learned1 && !spell_learned2) break;
2297 /* Access the spell */
2300 /* Skip non-spells */
2301 if (j >= 99) continue;
2305 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2308 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2310 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2313 s_ptr = &mp_ptr->info[use_realm1][j];
2315 s_ptr = &mp_ptr->info[use_realm2][j%32];
2317 /* Skip spells we are allowed to know */
2318 if (s_ptr->slevel <= p_ptr->lev) continue;
2322 (spell_learned1 & (1L << j)) :
2323 (spell_learned2 & (1L << (j - 32))))
2325 /* Mark as forgotten */
2328 spell_forgotten1 |= (1L << j);
2333 spell_forgotten2 |= (1L << (j - 32));
2337 /* No longer known */
2340 spell_learned1 &= ~(1L << j);
2345 spell_learned2 &= ~(1L << (j - 32));
2351 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2352 spell_names[technic2magic(which+1)-1][j%32], p );
2354 msg_format("You have forgotten the %s of %s.", p,
2355 spell_names[technic2magic(which+1)-1][j%32]);
2359 /* One more can be learned */
2360 p_ptr->new_spells++;
2365 /* Forget spells if we know too many spells */
2366 for (i = 63; i >= 0; i--)
2368 /* Stop when possible */
2369 if (p_ptr->new_spells >= 0) break;
2371 /* Efficiency -- all done */
2372 if (!spell_learned1 && !spell_learned2) break;
2374 /* Get the (i+1)th spell learned */
2377 /* Skip unknown spells */
2378 if (j >= 99) continue;
2380 /* Forget it (if learned) */
2382 (spell_learned1 & (1L << j)) :
2383 (spell_learned2 & (1L << (j - 32))))
2385 /* Mark as forgotten */
2388 spell_forgotten1 |= (1L << j);
2393 spell_forgotten2 |= (1L << (j - 32));
2397 /* No longer known */
2400 spell_learned1 &= ~(1L << j);
2405 spell_learned2 &= ~(1L << (j - 32));
2411 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2412 spell_names[technic2magic(which+1)-1][j%32], p );
2414 msg_format("You have forgotten the %s of %s.", p,
2415 spell_names[technic2magic(which+1)-1][j%32]);
2419 /* One more can be learned */
2420 p_ptr->new_spells++;
2425 /* Check for spells to remember */
2426 for (i = 0; i < 64; i++)
2428 /* None left to remember */
2429 if (p_ptr->new_spells <= 0) break;
2431 /* Efficiency -- all done */
2432 if (!spell_forgotten1 && !spell_forgotten2) break;
2434 /* Get the next spell we learned */
2437 /* Skip unknown spells */
2440 /* Access the spell */
2441 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2444 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2446 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2449 s_ptr = &mp_ptr->info[use_realm1][j];
2451 s_ptr = &mp_ptr->info[use_realm2][j%32];
2453 /* Skip spells we cannot remember */
2454 if (s_ptr->slevel > p_ptr->lev) continue;
2456 /* First set of spells */
2458 (spell_forgotten1 & (1L << j)) :
2459 (spell_forgotten2 & (1L << (j - 32))))
2461 /* No longer forgotten */
2464 spell_forgotten1 &= ~(1L << j);
2469 spell_forgotten2 &= ~(1L << (j - 32));
2473 /* Known once more */
2476 spell_learned1 |= (1L << j);
2481 spell_learned2 |= (1L << (j - 32));
2487 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2488 spell_names[technic2magic(which+1)-1][j%32], p );
2490 msg_format("You have remembered the %s of %s.",
2491 p, spell_names[technic2magic(which+1)-1][j%32]);
2495 /* One less can be learned */
2496 p_ptr->new_spells--;
2502 if (p_ptr->realm2 == REALM_NONE)
2504 /* Count spells that can be learned */
2505 for (j = 0; j < 32; j++)
2507 if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
2508 else s_ptr = &mp_ptr->info[use_realm1][j];
2510 /* Skip spells we cannot remember */
2511 if (s_ptr->slevel > p_ptr->lev) continue;
2513 /* Skip spells we already know */
2514 if (spell_learned1 & (1L << j))
2523 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;
2526 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2528 /* Spell count changed */
2529 if (p_ptr->old_spells != p_ptr->new_spells)
2531 /* Message if needed */
2532 if (p_ptr->new_spells)
2536 if( p_ptr->new_spells < 10 ){
2537 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2539 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2542 msg_format("You can learn %d more %s%s.",
2543 p_ptr->new_spells, p,
2544 (p_ptr->new_spells != 1) ? "s" : "");
2549 /* Save the new_spells value */
2550 p_ptr->old_spells = p_ptr->new_spells;
2552 /* Redraw Study Status */
2553 p_ptr->redraw |= (PR_STUDY);
2559 * Calculate maximum mana. You do not need to know any spells.
2560 * Note that mana is lowered by heavy (or inappropriate) armor.
2562 * This function induces status messages.
2564 static void calc_mana(void)
2566 int msp, levels, cur_wgt, max_wgt;
2571 /* Hack -- Must be literate */
2572 if (!mp_ptr->spell_book) return;
2574 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2575 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2576 (p_ptr->pclass == CLASS_BLUE_MAGE))
2578 levels = p_ptr->lev;
2582 if(mp_ptr->spell_first > p_ptr->lev)
2587 /* Display mana later */
2588 p_ptr->redraw |= (PR_MANA);
2592 /* Extract "effective" player level */
2593 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2596 if (p_ptr->pclass == CLASS_SAMURAI)
2598 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2599 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2603 /* Extract total mana */
2604 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2606 /* Hack -- usually add one mana */
2609 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2611 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2613 /* Hack: High mages have a 25% mana bonus */
2614 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2616 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2619 /* Only mages are affected */
2620 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2624 /* Assume player is not encumbered by gloves */
2625 p_ptr->cumber_glove = FALSE;
2627 /* Get the gloves */
2628 o_ptr = &inventory[INVEN_HANDS];
2630 /* Examine the gloves */
2631 object_flags(o_ptr, &f1, &f2, &f3);
2633 /* Normal gloves hurt mage-type spells */
2635 !(f2 & (TR2_FREE_ACT)) &&
2636 !(f1 & (TR1_MAGIC_MASTERY)) &&
2637 !((f1 & (TR1_DEX)) && (o_ptr->pval > 0)))
2640 p_ptr->cumber_glove = TRUE;
2643 msp = (3 * msp) / 4;
2648 /* Assume player not encumbered by armor */
2649 p_ptr->cumber_armor = FALSE;
2651 /* Weigh the armor */
2653 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2654 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2655 cur_wgt += inventory[INVEN_BODY].weight;
2656 cur_wgt += inventory[INVEN_HEAD].weight;
2657 cur_wgt += inventory[INVEN_OUTER].weight;
2658 cur_wgt += inventory[INVEN_HANDS].weight;
2659 cur_wgt += inventory[INVEN_FEET].weight;
2661 /* Subtract a percentage of maximum mana. */
2662 switch (p_ptr->pclass)
2664 /* For these classes, mana is halved if armour
2665 * is 30 pounds over their weight limit. */
2667 case CLASS_HIGH_MAGE:
2668 case CLASS_BLUE_MAGE:
2670 case CLASS_FORCETRAINER:
2671 case CLASS_SORCERER:
2673 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2674 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2678 /* Mana halved if armour is 40 pounds over weight limit. */
2683 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2684 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2688 case CLASS_MINDCRAFTER:
2689 case CLASS_BEASTMASTER:
2690 case CLASS_MIRROR_MASTER:
2692 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2693 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2697 /* Mana halved if armour is 50 pounds over weight limit. */
2700 case CLASS_RED_MAGE:
2701 case CLASS_WARRIOR_MAGE:
2703 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2704 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2708 /* Mana halved if armour is 60 pounds over weight limit. */
2710 case CLASS_CHAOS_WARRIOR:
2712 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2713 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2717 /* For new classes created, but not yet added to this formula. */
2724 /* Determine the weight allowance */
2725 max_wgt = mp_ptr->spell_weight;
2727 /* Heavy armor penalizes mana by a percentage. -LM- */
2728 if ((cur_wgt - max_wgt) > 0)
2731 p_ptr->cumber_armor = TRUE;
2733 /* Subtract a percentage of maximum mana. */
2734 switch (p_ptr->pclass)
2736 /* For these classes, mana is halved if armour
2737 * is 30 pounds over their weight limit. */
2739 case CLASS_HIGH_MAGE:
2740 case CLASS_BLUE_MAGE:
2742 msp -= msp * (cur_wgt - max_wgt) / 600;
2746 /* Mana halved if armour is 40 pounds over weight limit. */
2748 case CLASS_MINDCRAFTER:
2749 case CLASS_BEASTMASTER:
2751 case CLASS_FORCETRAINER:
2753 case CLASS_MIRROR_MASTER:
2755 msp -= msp * (cur_wgt - max_wgt) / 800;
2759 case CLASS_SORCERER:
2761 msp -= msp * (cur_wgt - max_wgt) / 900;
2765 /* Mana halved if armour is 50 pounds over weight limit. */
2769 case CLASS_RED_MAGE:
2771 msp -= msp * (cur_wgt - max_wgt) / 1000;
2775 /* Mana halved if armour is 60 pounds over weight limit. */
2777 case CLASS_CHAOS_WARRIOR:
2778 case CLASS_WARRIOR_MAGE:
2780 msp -= msp * (cur_wgt - max_wgt) / 1200;
2786 p_ptr->cumber_armor = FALSE;
2790 /* For new classes created, but not yet added to this formula. */
2793 msp -= msp * (cur_wgt - max_wgt) / 800;
2799 /* Mana can never be negative */
2800 if (msp < 0) msp = 0;
2803 /* Maximum mana has changed */
2804 if (p_ptr->msp != msp)
2806 /* Enforce maximum */
2807 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2810 p_ptr->csp_frac = 0;
2814 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2815 if ((level_up == 1) && (msp > p_ptr->msp))
2817 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2818 (msp - p_ptr->msp));
2824 /* Display mana later */
2825 p_ptr->redraw |= (PR_MANA);
2828 p_ptr->window |= (PW_PLAYER);
2829 p_ptr->window |= (PW_SPELL);
2833 /* Hack -- handle "xtra" mode */
2834 if (character_xtra) return;
2836 /* Take note when "glove state" changes */
2837 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2840 if (p_ptr->cumber_glove)
2843 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2845 msg_print("Your covered hands feel unsuitable for spellcasting.");
2852 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2854 msg_print("Your hands feel more suitable for spellcasting.");
2860 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2864 /* Take note when "armor state" changes */
2865 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2868 if (p_ptr->cumber_armor)
2871 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2873 msg_print("The weight of your equipment encumbers your movement.");
2880 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2882 msg_print("You feel able to move more freely.");
2888 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2895 * Calculate the players (maximal) hit points
2896 * Adjust current hitpoints if necessary
2898 static void calc_hitpoints(void)
2903 /* Un-inflate "half-hitpoint bonus per level" value */
2904 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2906 /* Calculate hitpoints */
2907 mhp = player_hp[p_ptr->lev - 1];
2909 if (p_ptr->mimic_form)
2911 if (p_ptr->pclass == CLASS_SORCERER)
2912 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2914 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2915 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2918 if (p_ptr->pclass == CLASS_SORCERER)
2920 if (p_ptr->lev < 30)
2921 mhp = (mhp * (45+p_ptr->lev) / 100);
2923 mhp = (mhp * 75 / 100);
2924 bonus = (bonus * 65 / 100);
2929 if (p_ptr->pclass == CLASS_BERSERKER)
2931 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2934 /* Always have at least one hitpoint per level */
2935 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2937 /* Factor in the hero / superhero settings */
2938 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
2939 if (p_ptr->shero) mhp += 30;
2940 if (p_ptr->tsuyoshi) mhp += 50;
2942 /* New maximum hitpoints */
2943 if (p_ptr->mhp != mhp)
2945 /* Enforce maximum */
2946 if (p_ptr->chp >= mhp)
2949 p_ptr->chp_frac = 0;
2953 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2954 if ((level_up == 1) && (mhp > p_ptr->mhp))
2956 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2957 (mhp - p_ptr->mhp) );
2960 /* Save the new max-hitpoints */
2963 /* Display hitpoints (later) */
2964 p_ptr->redraw |= (PR_HP);
2967 p_ptr->window |= (PW_PLAYER);
2974 * Extract and set the current "lite radius"
2976 * SWD: Experimental modification: multiple light sources have additive effect.
2979 static void calc_torch(void)
2985 /* Assume no light */
2986 p_ptr->cur_lite = 0;
2988 /* Loop through all wielded items */
2989 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2991 o_ptr = &inventory[i];
2993 /* Examine actual lites */
2994 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2996 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2998 if (o_ptr->sval == SV_LITE_TORCH)
3000 p_ptr->cur_lite -= 1;
3003 /* Lanterns (with fuel) provide more lite */
3004 else if (o_ptr->sval == SV_LITE_LANTERN)
3006 p_ptr->cur_lite -= 2;
3009 else if (o_ptr->sval == SV_LITE_FEANOR)
3011 p_ptr->cur_lite -= 3;
3014 /* Torches (with fuel) provide some lite */
3015 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
3017 p_ptr->cur_lite += 1;
3020 /* Lanterns (with fuel) provide more lite */
3021 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
3023 p_ptr->cur_lite += 2;
3026 else if (o_ptr->sval == SV_LITE_FEANOR)
3028 p_ptr->cur_lite += 2;
3031 /* Artifact Lites provide permanent, bright, lite */
3032 else if (artifact_p(o_ptr))
3034 p_ptr->cur_lite += 3;
3037 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3041 /* Skip empty slots */
3042 if (!o_ptr->k_idx) continue;
3044 /* Extract the flags */
3045 object_flags(o_ptr, &f1, &f2, &f3);
3047 /* does this item glow? */
3050 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
3051 else p_ptr->cur_lite++;
3057 /* max radius is 5 without rewriting other code -- */
3058 /* see cave.c:update_lite() and defines.h:LITE_MAX */
3059 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3060 p_ptr->cur_lite = 1;
3061 if (p_ptr->cur_lite > 5) p_ptr->cur_lite = 5;
3062 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3064 /* check if the player doesn't have a lite source, */
3065 /* but does glow as an intrinsic. */
3066 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
3068 /* end experimental mods */
3070 /* Reduce lite when running if requested */
3071 if (running && view_reduce_lite)
3073 /* Reduce the lite radius if needed */
3074 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
3077 /* Notice changes in the "lite radius" */
3078 if (p_ptr->old_lite != p_ptr->cur_lite)
3080 /* Update the lite */
3081 p_ptr->update |= (PU_LITE);
3083 /* Update the monsters */
3084 p_ptr->update |= (PU_MONSTERS);
3086 /* Remember the old lite */
3087 p_ptr->old_lite = p_ptr->cur_lite;
3089 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3090 set_superstealth(FALSE);
3097 * Computes current weight limit.
3099 static int weight_limit(void)
3103 /* Weight limit based only on strength */
3104 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
3105 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
3107 /* Return the result */
3112 bool buki_motteruka(int i)
3114 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
3118 * Calculate the players current "state", taking into account
3119 * not only race/class intrinsics, but also objects being worn
3120 * and temporary spell effects.
3122 * See also calc_mana() and calc_hitpoints().
3124 * Take note of the new "speed code", in particular, a very strong
3125 * player will start slowing down as soon as he reaches 150 pounds,
3126 * but not until he reaches 450 pounds will he be half as fast as
3127 * a normal kobold. This both hurts and helps the player, hurts
3128 * because in the old days a player could just avoid 300 pounds,
3129 * and helps because now carrying 300 pounds is not very painful.
3131 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3132 * damage, since that would affect non-combat things. These values
3133 * are actually added in later, at the appropriate place.
3135 * This function induces various "status" messages.
3137 void calc_bonuses(void)
3139 int i, j, hold, neutral[2];
3150 bool yoiyami = FALSE;
3151 bool down_saving = FALSE;
3152 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3153 bool easy_2weapon = FALSE;
3154 s16b this_o_idx, next_o_idx = 0;
3155 player_race *tmp_rp_ptr;
3158 /* Save the old speed */
3159 old_speed = p_ptr->pspeed;
3161 /* Save the old vision stuff */
3162 old_telepathy = p_ptr->telepathy;
3163 old_see_inv = p_ptr->see_inv;
3165 /* Save the old armor class */
3166 old_dis_ac = p_ptr->dis_ac;
3167 old_dis_to_a = p_ptr->dis_to_a;
3170 /* Clear extra blows/shots */
3171 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3173 /* Clear the stat modifiers */
3174 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3177 /* Clear the Displayed/Real armor class */
3178 p_ptr->dis_ac = p_ptr->ac = 0;
3180 /* Clear the Displayed/Real Bonuses */
3181 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3182 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3183 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3184 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3185 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3186 p_ptr->dis_to_a = p_ptr->to_a = 0;
3190 /* Start with "normal" speed */
3191 p_ptr->pspeed = 110;
3193 /* Start with a single blow per turn */
3194 p_ptr->num_blow[0] = 1;
3195 p_ptr->num_blow[1] = 1;
3197 /* Start with a single shot per turn */
3198 p_ptr->num_fire = 100;
3200 /* Reset the "xtra" tval */
3201 p_ptr->tval_xtra = 0;
3203 /* Reset the "ammo" tval */
3204 p_ptr->tval_ammo = 0;
3206 /* Clear all the flags */
3207 p_ptr->aggravate = FALSE;
3208 p_ptr->teleport = FALSE;
3209 p_ptr->exp_drain = FALSE;
3210 p_ptr->bless_blade = FALSE;
3211 p_ptr->xtra_might = FALSE;
3212 p_ptr->impact[0] = FALSE;
3213 p_ptr->impact[1] = FALSE;
3214 p_ptr->pass_wall = FALSE;
3215 p_ptr->kill_wall = FALSE;
3216 p_ptr->dec_mana = FALSE;
3217 p_ptr->easy_spell = FALSE;
3218 p_ptr->heavy_spell = FALSE;
3219 p_ptr->see_inv = FALSE;
3220 p_ptr->free_act = FALSE;
3221 p_ptr->slow_digest = FALSE;
3222 p_ptr->regenerate = FALSE;
3223 p_ptr->can_swim = FALSE;
3224 p_ptr->ffall = FALSE;
3225 p_ptr->hold_life = FALSE;
3226 p_ptr->telepathy = FALSE;
3227 p_ptr->lite = FALSE;
3228 p_ptr->sustain_str = FALSE;
3229 p_ptr->sustain_int = FALSE;
3230 p_ptr->sustain_wis = FALSE;
3231 p_ptr->sustain_con = FALSE;
3232 p_ptr->sustain_dex = FALSE;
3233 p_ptr->sustain_chr = FALSE;
3234 p_ptr->resist_acid = FALSE;
3235 p_ptr->resist_elec = FALSE;
3236 p_ptr->resist_fire = FALSE;
3237 p_ptr->resist_cold = FALSE;
3238 p_ptr->resist_pois = FALSE;
3239 p_ptr->resist_conf = FALSE;
3240 p_ptr->resist_sound = FALSE;
3241 p_ptr->resist_lite = FALSE;
3242 p_ptr->resist_dark = FALSE;
3243 p_ptr->resist_chaos = FALSE;
3244 p_ptr->resist_disen = FALSE;
3245 p_ptr->resist_shard = FALSE;
3246 p_ptr->resist_nexus = FALSE;
3247 p_ptr->resist_blind = FALSE;
3248 p_ptr->resist_neth = FALSE;
3249 p_ptr->resist_time = FALSE;
3250 p_ptr->resist_fear = FALSE;
3251 p_ptr->reflect = FALSE;
3252 p_ptr->sh_fire = FALSE;
3253 p_ptr->sh_elec = FALSE;
3254 p_ptr->sh_cold = FALSE;
3255 p_ptr->anti_magic = FALSE;
3256 p_ptr->anti_tele = FALSE;
3257 p_ptr->warning = FALSE;
3258 p_ptr->mighty_throw = FALSE;
3260 p_ptr->immune_acid = FALSE;
3261 p_ptr->immune_elec = FALSE;
3262 p_ptr->immune_fire = FALSE;
3263 p_ptr->immune_cold = FALSE;
3265 p_ptr->ryoute = FALSE;
3266 p_ptr->migite = FALSE;
3267 p_ptr->hidarite = FALSE;
3268 p_ptr->no_flowed = FALSE;
3272 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3273 else tmp_rp_ptr = &race_info[p_ptr->prace];
3275 /* Base infravision (purely racial) */
3276 p_ptr->see_infra = tmp_rp_ptr->infra;
3278 /* Base skill -- disarming */
3279 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3281 /* Base skill -- magic devices */
3282 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3284 /* Base skill -- saving throw */
3285 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3287 /* Base skill -- stealth */
3288 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3290 /* Base skill -- searching ability */
3291 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3293 /* Base skill -- searching frequency */
3294 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3296 /* Base skill -- combat (normal) */
3297 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3299 /* Base skill -- combat (shooting) */
3300 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3302 /* Base skill -- combat (throwing) */
3303 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3305 /* Base skill -- digging */
3306 p_ptr->skill_dig = 0;
3308 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3309 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3310 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3311 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3313 if (p_ptr->special_defense & KAMAE_MASK)
3315 if (empty_hands(TRUE) < 2)
3317 set_action(ACTION_NONE);
3321 switch (p_ptr->pclass)
3324 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3325 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3328 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3330 case CLASS_CHAOS_WARRIOR:
3331 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3332 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3334 case CLASS_MINDCRAFTER:
3335 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3336 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3337 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3338 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3341 case CLASS_FORCETRAINER:
3342 /* Unencumbered Monks become faster every 10 levels */
3343 if (!(heavy_armor()))
3345 if (!((p_ptr->prace == RACE_KLACKON) ||
3346 (p_ptr->prace == RACE_SPRITE) ||
3347 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3348 p_ptr->pspeed += (p_ptr->lev) / 10;
3350 /* Free action if unencumbered at level 25 */
3351 if (p_ptr->lev > 24)
3352 p_ptr->free_act = TRUE;
3355 case CLASS_SORCERER:
3357 p_ptr->dis_to_a -= 50;
3360 p_ptr->resist_sound = TRUE;
3363 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3365 case CLASS_BERSERKER:
3367 p_ptr->sustain_str = TRUE;
3368 p_ptr->sustain_dex = TRUE;
3369 p_ptr->sustain_con = TRUE;
3370 p_ptr->regenerate = TRUE;
3371 p_ptr->free_act = TRUE;
3373 if (p_ptr->lev > 29) p_ptr->pspeed++;
3374 if (p_ptr->lev > 39) p_ptr->pspeed++;
3375 if (p_ptr->lev > 44) p_ptr->pspeed++;
3376 if (p_ptr->lev > 49) p_ptr->pspeed++;
3377 p_ptr->to_a += 10+p_ptr->lev/2;
3378 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3379 p_ptr->skill_dig += (100+p_ptr->lev*8);
3380 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3381 p_ptr->redraw |= PR_STATUS;
3383 case CLASS_MIRROR_MASTER:
3384 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3387 /* Unencumbered Monks become faster every 10 levels */
3390 p_ptr->pspeed -= (p_ptr->lev) / 10;
3391 p_ptr->skill_stl -= (p_ptr->lev)/10;
3393 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3396 if (!((p_ptr->prace == RACE_KLACKON) ||
3397 (p_ptr->prace == RACE_SPRITE) ||
3398 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3399 p_ptr->pspeed += (p_ptr->lev) / 10;
3400 p_ptr->skill_stl += (p_ptr->lev)/10;
3402 /* Free action if unencumbered at level 25 */
3403 if (p_ptr->lev > 24)
3404 p_ptr->free_act = TRUE;
3406 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3408 p_ptr->to_a += p_ptr->lev/2+5;
3409 p_ptr->dis_to_a += p_ptr->lev/2+5;
3411 p_ptr->slow_digest = TRUE;
3412 p_ptr->resist_fear = TRUE;
3413 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3414 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3415 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3416 if (p_ptr->lev > 44)
3418 p_ptr->oppose_pois = 1;
3419 p_ptr->redraw |= PR_STATUS;
3425 if (p_ptr->mimic_form)
3427 switch(p_ptr->mimic_form)
3430 p_ptr->hold_life=TRUE;
3431 p_ptr->resist_chaos=TRUE;
3432 p_ptr->resist_neth=TRUE;
3433 p_ptr->resist_fire=TRUE;
3434 p_ptr->oppose_fire = 1;
3435 p_ptr->see_inv=TRUE;
3437 p_ptr->redraw |= PR_STATUS;
3439 p_ptr->dis_to_a += 10;
3441 case MIMIC_DEMON_LORD:
3442 p_ptr->hold_life=TRUE;
3443 p_ptr->resist_chaos=TRUE;
3444 p_ptr->resist_neth=TRUE;
3445 p_ptr->immune_fire=TRUE;
3446 p_ptr->resist_acid = TRUE;
3447 p_ptr->resist_fire=TRUE;
3448 p_ptr->resist_cold = TRUE;
3449 p_ptr->resist_elec = TRUE;
3450 p_ptr->resist_pois = TRUE;
3451 p_ptr->resist_conf = TRUE;
3452 p_ptr->resist_disen = TRUE;
3453 p_ptr->resist_nexus = TRUE;
3454 p_ptr->resist_fear = TRUE;
3455 p_ptr->sh_fire = TRUE;
3456 p_ptr->see_inv = TRUE;
3457 p_ptr->telepathy = TRUE;
3458 p_ptr->ffall = TRUE;
3459 p_ptr->kill_wall = TRUE;
3462 p_ptr->dis_to_a += 20;
3465 p_ptr->resist_dark = TRUE;
3466 p_ptr->hold_life = TRUE;
3467 p_ptr->resist_neth = TRUE;
3468 p_ptr->resist_cold = TRUE;
3469 p_ptr->resist_pois = TRUE;
3470 p_ptr->see_inv = TRUE;
3473 p_ptr->dis_to_a += 10;
3474 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3480 switch (p_ptr->prace)
3483 p_ptr->resist_lite = TRUE;
3486 p_ptr->sustain_dex = TRUE;
3489 p_ptr->free_act = TRUE;
3492 p_ptr->resist_blind = TRUE;
3495 p_ptr->resist_dark = TRUE;
3497 case RACE_HALF_TROLL:
3498 p_ptr->sustain_str = TRUE;
3500 if (p_ptr->lev > 14)
3502 /* High level trolls heal fast... */
3503 p_ptr->regenerate = TRUE;
3505 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3507 p_ptr->slow_digest = TRUE;
3508 /* Let's not make Regeneration
3509 * a disadvantage for the poor warriors who can
3510 * never learn a spell that satisfies hunger (actually
3511 * neither can rogues, but half-trolls are not
3512 * supposed to play rogues) */
3517 p_ptr->sustain_con = TRUE;
3518 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3521 p_ptr->resist_lite = TRUE;
3522 p_ptr->see_inv = TRUE;
3524 case RACE_BARBARIAN:
3525 p_ptr->resist_fear = TRUE;
3527 case RACE_HALF_OGRE:
3528 p_ptr->resist_dark = TRUE;
3529 p_ptr->sustain_str = TRUE;
3531 case RACE_HALF_GIANT:
3532 p_ptr->sustain_str = TRUE;
3533 p_ptr->resist_shard = TRUE;
3535 case RACE_HALF_TITAN:
3536 p_ptr->resist_chaos = TRUE;
3539 p_ptr->resist_sound = TRUE;
3542 p_ptr->resist_acid = TRUE;
3543 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3546 p_ptr->resist_conf = TRUE;
3547 p_ptr->resist_acid = TRUE;
3549 /* Klackons become faster */
3550 p_ptr->pspeed += (p_ptr->lev) / 10;
3553 p_ptr->resist_pois = TRUE;
3556 p_ptr->resist_disen = TRUE;
3557 p_ptr->resist_dark = TRUE;
3560 p_ptr->resist_dark = TRUE;
3561 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3563 case RACE_DRACONIAN:
3564 p_ptr->ffall = TRUE;
3565 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3566 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3567 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3568 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3569 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3571 case RACE_MIND_FLAYER:
3572 p_ptr->sustain_int = TRUE;
3573 p_ptr->sustain_wis = TRUE;
3574 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3575 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3578 p_ptr->resist_fire = TRUE;
3579 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3582 p_ptr->slow_digest = TRUE;
3583 p_ptr->free_act = TRUE;
3584 p_ptr->see_inv = TRUE;
3585 p_ptr->resist_pois = TRUE;
3586 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3589 p_ptr->resist_shard = TRUE;
3590 p_ptr->hold_life = TRUE;
3591 p_ptr->see_inv = TRUE;
3592 p_ptr->resist_pois = TRUE;
3593 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3596 p_ptr->resist_neth = TRUE;
3597 p_ptr->hold_life = TRUE;
3598 p_ptr->see_inv = TRUE;
3599 p_ptr->resist_pois = TRUE;
3600 p_ptr->slow_digest = TRUE;
3601 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3604 p_ptr->resist_dark = TRUE;
3605 p_ptr->hold_life = TRUE;
3606 p_ptr->resist_neth = TRUE;
3607 p_ptr->resist_cold = TRUE;
3608 p_ptr->resist_pois = TRUE;
3609 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3612 p_ptr->ffall = TRUE;
3613 p_ptr->free_act = TRUE;
3614 p_ptr->resist_neth = TRUE;
3615 p_ptr->hold_life = TRUE;
3616 p_ptr->see_inv = TRUE;
3617 p_ptr->resist_pois = TRUE;
3618 p_ptr->slow_digest = TRUE;
3619 p_ptr->resist_cold = TRUE;
3620 p_ptr->pass_wall = TRUE;
3621 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3624 p_ptr->ffall = TRUE;
3625 p_ptr->resist_lite = TRUE;
3627 /* Sprites become faster */
3628 p_ptr->pspeed += (p_ptr->lev) / 10;
3631 p_ptr->resist_conf = TRUE;
3632 p_ptr->resist_sound = TRUE;
3635 /* Ents dig like maniacs, but only with their hands. */
3636 if (!inventory[INVEN_RARM].k_idx)
3637 p_ptr->skill_dig += p_ptr->lev * 10;
3638 /* Ents get tougher and stronger as they age, but lose dexterity. */
3639 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3640 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3641 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3643 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3644 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3645 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3647 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3648 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3649 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3652 p_ptr->ffall = TRUE;
3653 p_ptr->see_inv = TRUE;
3656 p_ptr->resist_fire = TRUE;
3657 p_ptr->resist_neth = TRUE;
3658 p_ptr->hold_life = TRUE;
3660 p_ptr->see_inv = TRUE;
3661 if (p_ptr->lev > 44)
3663 p_ptr->oppose_fire = 1;
3664 p_ptr->redraw |= PR_STATUS;
3668 p_ptr->sustain_con = TRUE;
3671 p_ptr->ffall = TRUE;
3674 p_ptr->resist_conf = TRUE;
3677 p_ptr->slow_digest = TRUE;
3678 p_ptr->free_act = TRUE;
3679 p_ptr->resist_pois = TRUE;
3680 p_ptr->hold_life = TRUE;
3688 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3690 p_ptr->see_inv = TRUE;
3691 p_ptr->free_act = TRUE;
3692 p_ptr->slow_digest = TRUE;
3693 p_ptr->regenerate = TRUE;
3694 p_ptr->ffall = TRUE;
3695 p_ptr->hold_life = TRUE;
3696 p_ptr->telepathy = TRUE;
3698 p_ptr->sustain_str = TRUE;
3699 p_ptr->sustain_int = TRUE;
3700 p_ptr->sustain_wis = TRUE;
3701 p_ptr->sustain_con = TRUE;
3702 p_ptr->sustain_dex = TRUE;
3703 p_ptr->sustain_chr = TRUE;
3704 p_ptr->resist_acid = TRUE;
3705 p_ptr->resist_elec = TRUE;
3706 p_ptr->resist_fire = TRUE;
3707 p_ptr->resist_cold = TRUE;
3708 p_ptr->resist_pois = TRUE;
3709 p_ptr->resist_conf = TRUE;
3710 p_ptr->resist_sound = TRUE;
3711 p_ptr->resist_lite = TRUE;
3712 p_ptr->resist_dark = TRUE;
3713 p_ptr->resist_chaos = TRUE;
3714 p_ptr->resist_disen = TRUE;
3715 p_ptr->resist_shard = TRUE;
3716 p_ptr->resist_nexus = TRUE;
3717 p_ptr->resist_blind = TRUE;
3718 p_ptr->resist_neth = TRUE;
3719 p_ptr->resist_fear = TRUE;
3720 p_ptr->reflect = TRUE;
3721 p_ptr->sh_fire = TRUE;
3722 p_ptr->sh_elec = TRUE;
3723 p_ptr->sh_cold = TRUE;
3725 p_ptr->dis_to_a += 100;
3727 if (p_ptr->tim_res_nether)
3729 p_ptr->resist_neth = TRUE;
3731 if (p_ptr->tim_sh_fire)
3733 p_ptr->sh_fire = TRUE;
3735 if (p_ptr->tim_res_time)
3737 p_ptr->resist_time = TRUE;
3741 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->aggravate = TRUE;
3744 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3746 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3748 p_ptr->resist_blind = TRUE;
3749 p_ptr->resist_conf = TRUE;
3750 p_ptr->hold_life = TRUE;
3751 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3753 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3754 /* Munchkin become faster */
3755 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3760 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3761 p_ptr->pass_wall = FALSE;
3762 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3763 p_ptr->pass_wall = TRUE;
3765 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3767 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3769 /* Hack -- apply racial/class stat maxes */
3770 /* Apply the racial modifiers */
3771 for (i = 0; i < 6; i++)
3773 /* Modify the stats for "race" */
3774 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3778 /* I'm adding the mutations here for the lack of a better place... */
3781 /* Hyper Strength */
3782 if (p_ptr->muta3 & MUT3_HYPER_STR)
3784 p_ptr->stat_add[A_STR] += 4;
3788 if (p_ptr->muta3 & MUT3_PUNY)
3790 p_ptr->stat_add[A_STR] -= 4;
3793 /* Living computer */
3794 if (p_ptr->muta3 & MUT3_HYPER_INT)
3796 p_ptr->stat_add[A_INT] += 4;
3797 p_ptr->stat_add[A_WIS] += 4;
3801 if (p_ptr->muta3 & MUT3_MORONIC)
3803 p_ptr->stat_add[A_INT] -= 4;
3804 p_ptr->stat_add[A_WIS] -= 4;
3807 if (p_ptr->muta3 & MUT3_RESILIENT)
3809 p_ptr->stat_add[A_CON] += 4;
3812 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3814 p_ptr->stat_add[A_CON] += 2;
3818 if (p_ptr->muta3 & MUT3_ALBINO)
3820 p_ptr->stat_add[A_CON] -= 4;
3823 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3825 p_ptr->stat_add[A_CON] -= 2;
3826 p_ptr->stat_add[A_CHR] -= 1;
3827 p_ptr->regenerate = FALSE;
3828 /* Cancel innate regeneration */
3831 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3833 p_ptr->stat_add[A_CHR] -= 4;
3836 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3838 p_ptr->stat_add[A_CHR] -= 1;
3841 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3843 p_ptr->skill_fos += 15;
3844 p_ptr->skill_srh += 15;
3847 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3849 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3852 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3854 p_ptr->skill_stl -= 3;
3857 if (p_ptr->muta3 & MUT3_INFRAVIS)
3859 p_ptr->see_infra += 3;
3862 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3867 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3872 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3874 p_ptr->sh_elec = TRUE;
3877 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3879 p_ptr->sh_fire = TRUE;
3883 if (p_ptr->muta3 & MUT3_WART_SKIN)
3885 p_ptr->stat_add[A_CHR] -= 2;
3887 p_ptr->dis_to_a += 5;
3890 if (p_ptr->muta3 & MUT3_SCALES)
3892 p_ptr->stat_add[A_CHR] -= 1;
3894 p_ptr->dis_to_a += 10;
3897 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3899 p_ptr->stat_add[A_DEX] -= 1;
3901 p_ptr->dis_to_a += 25;
3904 if (p_ptr->muta3 & MUT3_WINGS)
3906 p_ptr->ffall = TRUE;
3909 if (p_ptr->muta3 & MUT3_FEARLESS)
3911 p_ptr->resist_fear = TRUE;
3914 if (p_ptr->muta3 & MUT3_REGEN)
3916 p_ptr->regenerate = TRUE;
3919 if (p_ptr->muta3 & MUT3_ESP)
3921 p_ptr->telepathy = TRUE;
3924 if (p_ptr->muta3 & MUT3_LIMBER)
3926 p_ptr->stat_add[A_DEX] += 3;
3929 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3931 p_ptr->stat_add[A_DEX] -= 3;
3934 if (p_ptr->muta3 & MUT3_MOTION)
3936 p_ptr->free_act = TRUE;
3937 p_ptr->skill_stl += 1;
3940 if (p_ptr->muta3 & MUT3_ILL_NORM)
3942 p_ptr->stat_add[A_CHR] = 0;
3946 if (p_ptr->tsuyoshi)
3948 p_ptr->stat_add[A_STR] += 4;
3949 p_ptr->stat_add[A_CON] += 4;
3952 /* Scan the usable inventory */
3953 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3955 int bonus_to_h, bonus_to_d;
3956 o_ptr = &inventory[i];
3958 /* Skip non-objects */
3959 if (!o_ptr->k_idx) continue;
3960 if (o_ptr->tval == TV_CAPTURE) continue;
3962 /* Extract the item flags */
3963 object_flags(o_ptr, &f1, &f2, &f3);
3966 if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3967 if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3968 if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3969 if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3970 if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3971 if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3973 if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3975 /* Affect stealth */
3976 if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3978 /* Affect searching ability (factor of five) */
3979 if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3981 /* Affect searching frequency (factor of five) */
3982 if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3984 /* Affect infravision */
3985 if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
3987 /* Affect digging (factor of 20) */
3988 if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3991 if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
3994 if (f1 & (TR1_BLOWS))
3996 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3997 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3998 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4001 /* Hack -- cause earthquakes */
4002 if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4005 if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
4008 if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
4009 if (f3 & (TR3_AGGRAVATE)) p_ptr->aggravate = TRUE;
4010 if (f3 & (TR3_TELEPORT)) p_ptr->teleport = TRUE;
4011 if (f3 & (TR3_DRAIN_EXP)) p_ptr->exp_drain = TRUE;
4012 if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
4013 if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4014 if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4015 if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
4016 if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
4017 if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
4018 if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
4019 if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
4020 if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
4021 if (f3 & (TR3_WARNING)) p_ptr->warning = TRUE;
4023 /* Immunity flags */
4024 if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
4025 if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
4026 if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
4027 if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
4029 /* Resistance flags */
4030 if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
4031 if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
4032 if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
4033 if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
4034 if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
4035 if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
4036 if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
4037 if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
4038 if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
4039 if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
4040 if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4041 if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
4042 if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4043 if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4044 if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
4045 if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
4047 if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
4048 if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
4049 if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
4050 if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
4051 if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4052 if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
4055 if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
4056 if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
4057 if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4058 if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4059 if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
4060 if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4062 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4063 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4064 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4065 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4066 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
4067 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4068 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4070 /* Modify the base armor class */
4071 p_ptr->ac += o_ptr->ac;
4073 /* The base armor class is always known */
4074 p_ptr->dis_ac += o_ptr->ac;
4076 /* Apply the bonuses to armor class */
4077 p_ptr->to_a += o_ptr->to_a;
4079 /* Apply the mental bonuses to armor class, if known */
4080 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4082 /* Hack -- do not apply "weapon" bonuses */
4083 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4084 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4086 /* Hack -- do not apply "bow" bonuses */
4087 if (i == INVEN_BOW) continue;
4089 bonus_to_h = o_ptr->to_h;
4090 bonus_to_d = o_ptr->to_d;
4092 if (p_ptr->pclass == CLASS_NINJA)
4094 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4095 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4098 /* To Bow and Natural attack */
4100 /* Apply the bonuses to hit/damage */
4101 p_ptr->to_h_b += bonus_to_h;
4102 p_ptr->to_h_m += bonus_to_h;
4103 p_ptr->to_d_m += bonus_to_d;
4105 /* Apply the mental bonuses tp hit/damage, if known */
4106 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4109 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4111 /* Apply the bonuses to hit/damage */
4112 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4113 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4115 /* Apply the mental bonuses tp hit/damage, if known */
4116 if (object_known_p(o_ptr))
4118 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4119 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4122 else if (p_ptr->migite && p_ptr->hidarite)
4124 /* Apply the bonuses to hit/damage */
4125 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4126 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4127 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4128 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4130 /* Apply the mental bonuses tp hit/damage, if known */
4131 if (object_known_p(o_ptr))
4133 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4134 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4135 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4136 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4141 /* Apply the bonuses to hit/damage */
4142 p_ptr->to_h[0] += bonus_to_h;
4143 p_ptr->to_d[0] += bonus_to_d;
4145 /* Apply the mental bonuses tp hit/damage, if known */
4146 if (object_known_p(o_ptr))
4148 p_ptr->dis_to_h[0] += bonus_to_h;
4149 p_ptr->dis_to_d[0] += bonus_to_d;
4154 /* Monks get extra ac for armour _not worn_ */
4155 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4157 if (!(inventory[INVEN_BODY].k_idx))
4159 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4160 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4162 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4164 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4165 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4167 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4169 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4170 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4172 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4174 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4175 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4177 if (!(inventory[INVEN_HANDS].k_idx))
4179 p_ptr->to_a += (p_ptr->lev / 2);
4180 p_ptr->dis_to_a += (p_ptr->lev / 2);
4182 if (!(inventory[INVEN_FEET].k_idx))
4184 p_ptr->to_a += (p_ptr->lev / 3);
4185 p_ptr->dis_to_a += (p_ptr->lev / 3);
4187 if (p_ptr->special_defense & KAMAE_BYAKKO)
4189 p_ptr->stat_add[A_STR] += 2;
4190 p_ptr->stat_add[A_DEX] += 2;
4191 p_ptr->stat_add[A_CON] -= 3;
4193 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4196 else if (p_ptr->special_defense & KAMAE_GENBU)
4198 p_ptr->stat_add[A_INT] -= 1;
4199 p_ptr->stat_add[A_WIS] -= 1;
4200 p_ptr->stat_add[A_DEX] -= 2;
4201 p_ptr->stat_add[A_CON] += 3;
4203 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4205 p_ptr->stat_add[A_STR] -= 2;
4206 p_ptr->stat_add[A_INT] += 1;
4207 p_ptr->stat_add[A_WIS] += 1;
4208 p_ptr->stat_add[A_DEX] += 2;
4209 p_ptr->stat_add[A_CON] -= 2;
4213 if (p_ptr->special_defense & KATA_KOUKIJIN)
4215 for (i = 0; i < 6; i++)
4216 p_ptr->stat_add[i] += 5;
4220 /* Hack -- aura of fire also provides light */
4221 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4223 /* Golems also get an intrinsic AC bonus */
4224 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4226 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4227 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4230 /* Calculate stats */
4231 for (i = 0; i < 6; i++)
4235 /* Extract the new "stat_use" value for the stat */
4236 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4238 /* Notice changes */
4239 if (p_ptr->stat_top[i] != top)
4241 /* Save the new value */
4242 p_ptr->stat_top[i] = top;
4244 /* Redisplay the stats later */
4245 p_ptr->redraw |= (PR_STATS);
4248 p_ptr->window |= (PW_PLAYER);
4252 /* Extract the new "stat_use" value for the stat */
4253 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4255 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4257 /* 10 to 18/90 charisma, guaranteed, based on level */
4258 if (use < 8 + 2 * p_ptr->lev)
4260 use = 8 + 2 * p_ptr->lev;
4264 /* Notice changes */
4265 if (p_ptr->stat_use[i] != use)
4267 /* Save the new value */
4268 p_ptr->stat_use[i] = use;
4270 /* Redisplay the stats later */
4271 p_ptr->redraw |= (PR_STATS);
4274 p_ptr->window |= (PW_PLAYER);
4278 /* Values: 3, 4, ..., 17 */
4279 if (use <= 18) ind = (use - 3);
4281 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4282 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4284 /* Range: 18/220+ */
4287 /* Notice changes */
4288 if (p_ptr->stat_ind[i] != ind)
4290 /* Save the new index */
4291 p_ptr->stat_ind[i] = ind;
4293 /* Change in CON affects Hitpoints */
4296 p_ptr->update |= (PU_HP);
4299 /* Change in INT may affect Mana/Spells */
4300 else if (i == A_INT)
4302 if (mp_ptr->spell_stat == A_INT)
4304 p_ptr->update |= (PU_MANA | PU_SPELLS);
4308 /* Change in WIS may affect Mana/Spells */
4309 else if (i == A_WIS)
4311 if (mp_ptr->spell_stat == A_WIS)
4313 p_ptr->update |= (PU_MANA | PU_SPELLS);
4317 /* Change in WIS may affect Mana/Spells */
4318 else if (i == A_CHR)
4320 if (mp_ptr->spell_stat == A_CHR)
4322 p_ptr->update |= (PU_MANA | PU_SPELLS);
4327 p_ptr->window |= (PW_PLAYER);
4332 /* Apply temporary "stun" */
4333 if (p_ptr->stun > 50)
4335 p_ptr->to_h[0] -= 20;
4336 p_ptr->to_h[1] -= 20;
4337 p_ptr->to_h_b -= 20;
4338 p_ptr->to_h_m -= 20;
4339 p_ptr->dis_to_h[0] -= 20;
4340 p_ptr->dis_to_h[1] -= 20;
4341 p_ptr->dis_to_h_b -= 20;
4342 p_ptr->to_d[0] -= 20;
4343 p_ptr->to_d[1] -= 20;
4344 p_ptr->to_d_m -= 20;
4345 p_ptr->dis_to_d[0] -= 20;
4346 p_ptr->dis_to_d[1] -= 20;
4348 else if (p_ptr->stun)
4350 p_ptr->to_h[0] -= 5;
4351 p_ptr->to_h[1] -= 5;
4354 p_ptr->dis_to_h[0] -= 5;
4355 p_ptr->dis_to_h[1] -= 5;
4356 p_ptr->dis_to_h_b -= 5;
4357 p_ptr->to_d[0] -= 5;
4358 p_ptr->to_d[1] -= 5;
4360 p_ptr->dis_to_d[0] -= 5;
4361 p_ptr->dis_to_d[1] -= 5;
4365 if (p_ptr->wraith_form)
4367 p_ptr->reflect = TRUE;
4370 /* Temporary blessing */
4371 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4374 p_ptr->dis_to_a += 5;
4375 p_ptr->to_h[0] += 10;
4376 p_ptr->to_h[1] += 10;
4377 p_ptr->to_h_b += 10;
4378 p_ptr->to_h_m += 10;
4379 p_ptr->dis_to_h[0] += 10;
4380 p_ptr->dis_to_h[1] += 10;
4381 p_ptr->dis_to_h_b += 10;
4384 /* Temporary shield */
4385 if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
4388 p_ptr->dis_to_a += 50;
4390 if (p_ptr->magicdef)
4392 p_ptr->resist_blind = TRUE;
4393 p_ptr->resist_conf = TRUE;
4394 p_ptr->reflect = TRUE;
4395 p_ptr->free_act = TRUE;
4396 p_ptr->ffall = TRUE;
4399 /* Temporary "Hero" */
4400 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4402 p_ptr->to_h[0] += 12;
4403 p_ptr->to_h[1] += 12;
4404 p_ptr->to_h_b += 12;
4405 p_ptr->to_h_m += 12;
4406 p_ptr->dis_to_h[0] += 12;
4407 p_ptr->dis_to_h[1] += 12;
4408 p_ptr->dis_to_h_b += 12;
4411 /* Temporary "Beserk" */
4414 p_ptr->to_h[0] += 12;
4415 p_ptr->to_h[1] += 12;
4416 p_ptr->to_h_b -= 12;
4417 p_ptr->to_h_m += 12;
4418 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4419 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4420 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4421 p_ptr->dis_to_h[0] += 12;
4422 p_ptr->dis_to_h[1] += 12;
4423 p_ptr->dis_to_h_b -= 12;
4424 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4425 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4427 p_ptr->dis_to_a -= 10;
4428 p_ptr->skill_stl -= 7;
4429 p_ptr->skill_dev -= 20;
4430 p_ptr->skill_sav -= 30;
4431 p_ptr->skill_srh -= 15;
4432 p_ptr->skill_fos -= 15;
4433 p_ptr->skill_tht -= 20;
4434 p_ptr->skill_dig += 30;
4437 /* Temporary "fast" */
4438 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4440 p_ptr->pspeed += 10;
4443 /* Temporary "slow" */
4446 p_ptr->pspeed -= 10;
4449 /* Temporary "telepathy" */
4450 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4452 p_ptr->telepathy = TRUE;
4455 if (p_ptr->ele_immune)
4457 if (p_ptr->special_defense & DEFENSE_ACID)
4458 p_ptr->immune_acid = TRUE;
4459 else if (p_ptr->special_defense & DEFENSE_ELEC)
4460 p_ptr->immune_elec = TRUE;
4461 else if (p_ptr->special_defense & DEFENSE_FIRE)
4462 p_ptr->immune_fire = TRUE;
4463 else if (p_ptr->special_defense & DEFENSE_COLD)
4464 p_ptr->immune_cold = TRUE;
4467 /* Temporary see invisible */
4468 if (p_ptr->tim_invis)
4470 p_ptr->see_inv = TRUE;
4473 /* Temporary infravision boost */
4474 if (p_ptr->tim_infra)
4476 p_ptr->see_infra+=3;
4479 /* Temporary regeneration boost */
4480 if (p_ptr->tim_regen)
4482 p_ptr->regenerate = TRUE;
4485 /* Temporary levitation */
4486 if (p_ptr->tim_ffall)
4488 p_ptr->ffall = TRUE;
4491 /* Hack -- Hero/Shero -> Res fear */
4492 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4494 p_ptr->resist_fear = TRUE;
4498 /* Hack -- Telepathy Change */
4499 if (p_ptr->telepathy != old_telepathy)
4501 p_ptr->update |= (PU_MONSTERS);
4504 /* Hack -- See Invis Change */
4505 if (p_ptr->see_inv != old_see_inv)
4507 p_ptr->update |= (PU_MONSTERS);
4510 /* Bloating slows the player down (a little) */
4511 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4513 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4515 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4517 p_ptr->to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4518 p_ptr->dis_to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4521 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4523 int penalty1, penalty2;
4524 penalty1 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4525 penalty2 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4526 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4528 penalty1 = penalty1 / 2 - 5;
4529 penalty2 = penalty2 / 2 - 5;
4532 p_ptr->dis_to_a += 10;
4536 if (penalty1 > 0) penalty1 /= 2;
4537 if (penalty2 > 0) penalty2 /= 2;
4539 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4541 penalty1 = MAX(0, penalty1 - 10);
4542 penalty2 = MAX(0, penalty2 - 10);
4544 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4546 penalty1 = MIN(0, penalty1);
4547 penalty2 = MIN(0, penalty2);
4549 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4550 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4551 p_ptr->to_h[0] -= penalty1;
4552 p_ptr->to_h[1] -= penalty2;
4553 p_ptr->dis_to_h[0] -= penalty1;
4554 p_ptr->dis_to_h[1] -= penalty2;
4557 /* Extract the current weight (in tenth pounds) */
4558 j = p_ptr->total_weight;
4560 /* Extract the "weight limit" (in tenth pounds) */
4565 int speed = m_list[p_ptr->riding].mspeed;
4566 if (m_list[p_ptr->riding].mspeed > 110)
4568 p_ptr->pspeed = 110 + (s16b)((speed-110)*(skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4569 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4573 p_ptr->pspeed = speed;
4575 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4576 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4577 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4578 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4580 if (skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - skill_exp[GINOU_RIDING]))/2000;
4582 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4585 /* XXX XXX XXX Apply "encumbrance" from weight */
4586 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4588 /* Searching slows the player down */
4589 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4591 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4592 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4593 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4594 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4595 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4596 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4597 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4598 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4599 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4600 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4601 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4602 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4603 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4605 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4606 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4607 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4608 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4609 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4610 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4611 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4612 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4613 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4614 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4617 /* Obtain the "hold" value */
4618 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4621 /* Examine the "current bow" */
4622 o_ptr = &inventory[INVEN_BOW];
4625 /* Assume not heavy */
4626 p_ptr->heavy_shoot = FALSE;
4628 /* It is hard to carholdry a heavy bow */
4629 if (hold < o_ptr->weight / 10)
4631 /* Hard to wield a heavy bow */
4632 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4633 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4636 p_ptr->heavy_shoot = TRUE;
4640 /* Compute "extra shots" if needed */
4643 /* Analyze the launcher */
4644 switch (o_ptr->sval)
4648 p_ptr->tval_ammo = TV_SHOT;
4656 p_ptr->tval_ammo = TV_ARROW;
4663 p_ptr->tval_ammo = TV_BOLT;
4668 p_ptr->tval_ammo = TV_NO_AMMO;
4673 /* Apply special flags */
4674 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4677 p_ptr->num_fire += (extra_shots * 100);
4679 /* Hack -- Rangers love Bows */
4680 if ((p_ptr->pclass == CLASS_RANGER) &&
4681 (p_ptr->tval_ammo == TV_ARROW))
4683 p_ptr->num_fire += (p_ptr->lev * 4);
4686 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4687 (p_ptr->tval_ammo == TV_ARROW))
4689 p_ptr->num_fire += (p_ptr->lev * 3);
4692 if (p_ptr->pclass == CLASS_ARCHER)
4694 if (p_ptr->tval_ammo == TV_ARROW)
4695 p_ptr->num_fire += (p_ptr->lev * 6);
4696 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4697 p_ptr->num_fire += (p_ptr->lev * 4);
4701 * Addendum -- also "Reward" high level warriors,
4702 * with _any_ missile weapon -- TY
4704 if (p_ptr->pclass == CLASS_WARRIOR &&
4705 (p_ptr->tval_ammo <= TV_BOLT) &&
4706 (p_ptr->tval_ammo >= TV_SHOT))
4708 p_ptr->num_fire += (p_ptr->lev * 2);
4710 if ((p_ptr->pclass == CLASS_ROGUE) &&
4711 (p_ptr->tval_ammo == TV_SHOT))
4713 p_ptr->num_fire += (p_ptr->lev * 4);
4721 for(i = 0 ; i < 2 ; i++)
4723 /* Examine the "main weapon" */
4724 o_ptr = &inventory[INVEN_RARM+i];
4726 object_flags(o_ptr, &f1, &f2, &f3);
4728 /* Assume not heavy */
4729 p_ptr->heavy_wield[i] = FALSE;
4730 p_ptr->icky_wield[i] = FALSE;
4731 p_ptr->riding_wield[i] = FALSE;
4733 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4734 /* It is hard to hold a heavy weapon */
4735 if (hold < o_ptr->weight / 10)
4737 /* Hard to wield a heavy weapon */
4738 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4739 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4742 p_ptr->heavy_wield[i] = TRUE;
4744 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4746 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4749 p_ptr->dis_to_a += 5;
4752 /* Normal weapons */
4753 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4755 int str_index, dex_index;
4757 int num = 0, wgt = 0, mul = 0, div = 0;
4759 /* Analyze the class */
4760 switch (p_ptr->pclass)
4764 num = 6; wgt = 70; mul = 5; break;
4767 case CLASS_BERSERKER:
4768 num = 6; wgt = 70; mul = 7; break;
4772 case CLASS_HIGH_MAGE:
4773 case CLASS_BLUE_MAGE:
4774 num = 3; wgt = 100; mul = 2; break;
4776 /* Priest, Mindcrafter */
4778 case CLASS_MAGIC_EATER:
4779 case CLASS_MINDCRAFTER:
4780 num = 5; wgt = 100; mul = 3; break;
4784 num = 5; wgt = 40; mul = 3; break;
4788 num = 5; wgt = 70; mul = 4; break;
4793 num = 5; wgt = 70; mul = 4; break;
4797 num = 5; wgt = 150; mul = 5; break;
4800 case CLASS_WARRIOR_MAGE:
4801 case CLASS_RED_MAGE:
4802 num = 5; wgt = 70; mul = 3; break;
4805 case CLASS_CHAOS_WARRIOR:
4806 num = 5; wgt = 70; mul = 4; break;
4810 num = 5; wgt = 60; mul = 3; break;
4814 num = 4; wgt = 100; mul = 3; break;
4817 case CLASS_IMITATOR:
4818 num = 5; wgt = 70; mul = 4; break;
4821 case CLASS_BEASTMASTER:
4822 num = 5; wgt = 70; mul = 3; break;
4825 if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
4826 else {num = 5; wgt = 100; mul = 3;}
4830 case CLASS_SORCERER:
4831 num = 1; wgt = 1; mul = 1; break;
4833 /* Archer, Magic eater */
4836 num = 4; wgt = 70; mul = 2; break;
4839 case CLASS_FORCETRAINER:
4840 num = 4; wgt = 60; mul = 2; break;
4843 case CLASS_MIRROR_MASTER:
4844 num = 3; wgt = 100; mul = 3; break;
4848 num = 4; wgt = 20; mul = 1; break;
4851 /* Enforce a minimum "weight" (tenth pounds) */
4852 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4854 /* Access the strength vs weight */
4855 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4857 if (p_ptr->ryoute && !omoi) str_index++;
4858 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4861 if (str_index > 11) str_index = 11;
4863 /* Index by dexterity */
4864 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4867 if (dex_index > 11) dex_index = 11;
4869 /* Use the blows table */
4870 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4873 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4875 /* Add in the "bonus blows" */
4876 p_ptr->num_blow[i] += extra_blows[i];
4879 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4880 else if (p_ptr->pclass == CLASS_BERSERKER)
4882 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4884 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4886 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4888 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4891 /* Require at least one blow */
4892 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4894 /* Boost digging skill by weapon weight */
4895 p_ptr->skill_dig += (o_ptr->weight / 10);
4899 /* Priest weapon penalty for non-blessed edged weapons */
4900 if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
4901 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4903 /* Reduce the real bonuses */
4904 p_ptr->to_h[i] -= 2;
4905 p_ptr->to_d[i] -= 2;
4907 /* Reduce the mental bonuses */
4908 p_ptr->dis_to_h[i] -= 2;
4909 p_ptr->dis_to_d[i] -= 2;
4912 p_ptr->icky_wield[i] = TRUE;
4914 else if (p_ptr->pclass == CLASS_BERSERKER)
4916 p_ptr->to_h[i] += p_ptr->lev/5;
4917 p_ptr->to_d[i] += p_ptr->lev/6;
4918 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4919 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4920 if (!p_ptr->hidarite || p_ptr->ryoute)
4922 p_ptr->to_h[i] += p_ptr->lev/5;
4923 p_ptr->to_d[i] += p_ptr->lev/6;
4924 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4925 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4928 else if (p_ptr->pclass == CLASS_SORCERER)
4930 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4932 /* Reduce the real bonuses */
4933 p_ptr->to_h[i] -= 200;
4934 p_ptr->to_d[i] -= 200;
4936 /* Reduce the mental bonuses */
4937 p_ptr->dis_to_h[i] -= 200;
4938 p_ptr->dis_to_d[i] -= 200;
4941 p_ptr->icky_wield[i] = TRUE;
4945 /* Reduce the real bonuses */
4946 p_ptr->to_h[i] -= 30;
4947 p_ptr->to_d[i] -= 10;
4949 /* Reduce the mental bonuses */
4950 p_ptr->dis_to_h[i] -= 30;
4951 p_ptr->dis_to_d[i] -= 10;
4956 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4958 p_ptr->to_h[i] +=15;
4959 p_ptr->dis_to_h[i] +=15;
4961 else if (!(f2 & TR2_RIDING))
4964 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4970 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4972 if (penalty < 30) penalty = 30;
4974 p_ptr->to_h[i] -= penalty;
4975 p_ptr->dis_to_h[i] -= penalty;
4978 p_ptr->riding_wield[i] = TRUE;
4987 p_ptr->riding_ryoute = FALSE;
4988 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
4990 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4992 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4996 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4998 if (penalty < 30) penalty = 30;
5000 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5001 p_ptr->to_h_b -= penalty;
5002 p_ptr->dis_to_h_b -= penalty;
5005 /* Different calculation for monks with empty hands */
5006 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5008 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5009 p_ptr->num_blow[0] = 0;
5011 if (p_ptr->pclass == CLASS_FORCETRAINER)
5013 if (blow_base > 18) p_ptr->num_blow[0]++;
5014 if (blow_base > 31) p_ptr->num_blow[0]++;
5015 if (blow_base > 44) p_ptr->num_blow[0]++;
5016 if (blow_base > 58) p_ptr->num_blow[0]++;
5020 if (blow_base > 12) p_ptr->num_blow[0]++;
5021 if (blow_base > 22) p_ptr->num_blow[0]++;
5022 if (blow_base > 31) p_ptr->num_blow[0]++;
5023 if (blow_base > 39) p_ptr->num_blow[0]++;
5024 if (blow_base > 46) p_ptr->num_blow[0]++;
5025 if (blow_base > 53) p_ptr->num_blow[0]++;
5026 if (blow_base > 59) p_ptr->num_blow[0]++;
5029 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5030 p_ptr->num_blow[0] /= 2;
5033 p_ptr->to_h[0] += (p_ptr->lev / 3);
5034 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5036 p_ptr->to_d[0] += (p_ptr->lev / 6);
5037 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5040 if (p_ptr->special_defense & KAMAE_BYAKKO)
5043 p_ptr->dis_to_a -= 40;
5046 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5049 p_ptr->dis_to_a -= 50;
5050 p_ptr->resist_acid = TRUE;
5051 p_ptr->resist_fire = TRUE;
5052 p_ptr->resist_elec = TRUE;
5053 p_ptr->resist_cold = TRUE;
5054 p_ptr->resist_pois = TRUE;
5055 p_ptr->sh_fire = TRUE;
5056 p_ptr->sh_elec = TRUE;
5057 p_ptr->sh_cold = TRUE;
5058 p_ptr->ffall = TRUE;
5060 else if (p_ptr->special_defense & KAMAE_GENBU)
5062 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5063 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5064 p_ptr->reflect = TRUE;
5065 p_ptr->num_blow[0] -= 2;
5066 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5067 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5069 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5071 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5072 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5074 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5075 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5076 p_ptr->num_blow[0] /= 2;
5077 p_ptr->ffall = TRUE;
5080 p_ptr->num_blow[0] += 1+extra_blows[0];
5083 monk_armour_aux = FALSE;
5087 monk_armour_aux = TRUE;
5090 for (i = 0 ; i < 2 ; i++)
5092 if(buki_motteruka(INVEN_RARM+i))
5094 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5095 int sval = inventory[INVEN_RARM+i].sval;
5097 p_ptr->to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5098 p_ptr->dis_to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5099 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5101 p_ptr->to_h[i] -= 40;
5102 p_ptr->dis_to_h[i] -= 40;
5103 p_ptr->icky_wield[i] = TRUE;
5105 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5107 p_ptr->to_h[i] -= 40;
5108 p_ptr->dis_to_h[i] -= 40;
5109 p_ptr->icky_wield[i] = TRUE;
5111 else if (p_ptr->pclass == CLASS_NINJA)
5113 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5115 p_ptr->to_h[i] -= 40;
5116 p_ptr->dis_to_h[i] -= 40;
5117 p_ptr->icky_wield[i] = TRUE;
5118 p_ptr->num_blow[i] /= 2;
5119 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5125 /* Temporary lightspeed */
5126 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5128 p_ptr->pspeed = 209;
5130 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5132 /* Display the speed (if needed) */
5133 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5137 if (p_ptr->to_a > (0 - p_ptr->ac))
5138 p_ptr->to_a = 0 - p_ptr->ac;
5139 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5140 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5143 /* Redraw armor (if needed) */
5144 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5147 p_ptr->redraw |= (PR_ARMOR);
5150 p_ptr->window |= (PW_PLAYER);
5154 if (p_ptr->ryoute && !omoi)
5156 int bonus_to_h=0, bonus_to_d=0;
5157 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5158 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);
5160 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5161 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5162 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5163 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5166 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5168 /* Affect Skill -- stealth (bonus one) */
5169 p_ptr->skill_stl += 1;
5171 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5172 p_ptr->skill_stl += 99;
5174 /* Affect Skill -- disarming (DEX and INT) */
5175 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5176 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5178 /* Affect Skill -- magic devices (INT) */
5179 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5181 /* Affect Skill -- saving throw (WIS) */
5182 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5184 /* Affect Skill -- digging (STR) */
5185 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5187 /* Affect Skill -- disarming (Level, by Class) */
5188 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5190 /* Affect Skill -- magic devices (Level, by Class) */
5191 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5193 /* Affect Skill -- saving throw (Level, by Class) */
5194 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5196 /* Affect Skill -- stealth (Level, by Class) */
5197 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5199 /* Affect Skill -- search ability (Level, by Class) */
5200 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5202 /* Affect Skill -- search frequency (Level, by Class) */
5203 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5205 /* Affect Skill -- combat (normal) (Level, by Class) */
5206 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5208 /* Affect Skill -- combat (shooting) (Level, by Class) */
5209 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5211 /* Affect Skill -- combat (throwing) (Level, by Class) */
5212 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5215 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && p_ptr->aggravate)
5217 p_ptr->aggravate = FALSE;
5218 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5221 /* Limit Skill -- stealth from 0 to 30 */
5222 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5223 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5225 /* Limit Skill -- digging from 1 up */
5226 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5228 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5230 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5232 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;
5234 if (down_saving) p_ptr->skill_sav /= 2;
5236 /* Hack -- handle "xtra" mode */
5237 if (character_xtra) return;
5239 /* Take note when "heavy bow" changes */
5240 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5243 if (p_ptr->heavy_shoot)
5246 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5248 msg_print("You have trouble wielding such a heavy bow.");
5252 else if (inventory[INVEN_BOW].k_idx)
5255 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5257 msg_print("You have no trouble wielding your bow.");
5264 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5266 msg_print("You feel relieved to put down your heavy bow.");
5272 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5275 for(i = 0 ; i < 2 ; i++)
5277 /* Take note when "heavy weapon" changes */
5278 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5281 if (p_ptr->heavy_wield[i])
5284 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5286 msg_print("You have trouble wielding such a heavy weapon.");
5290 else if (buki_motteruka(INVEN_RARM+i))
5293 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5295 msg_print("You have no trouble wielding your weapon.");
5299 else if (p_ptr->heavy_wield[1-i])
5302 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5304 msg_print("You have still trouble wielding a heavy weapon.");
5311 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5313 msg_print("You feel relieved to put down your heavy weapon.");
5319 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5322 /* Take note when "heavy weapon" changes */
5323 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5326 if (p_ptr->riding_wield[i])
5329 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5331 msg_print("This weapon is not suitable for riding.");
5335 else if (!p_ptr->riding)
5338 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5340 msg_print("This weapon was not suitable for riding.");
5344 else if (buki_motteruka(INVEN_RARM+i))
5347 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5349 msg_print("This weapon is suitable for riding.");
5354 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5357 /* Take note when "illegal weapon" changes */
5358 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5361 if (p_ptr->icky_wield[i])
5364 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5366 msg_print("You do not feel comfortable with your weapon.");
5370 chg_virtue(V_FAITH, -1);
5373 else if (buki_motteruka(INVEN_RARM+i))
5376 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5378 msg_print("You feel comfortable with your weapon.");
5385 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5387 msg_print("You feel more comfortable after removing your weapon.");
5393 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5397 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5400 if (p_ptr->riding_ryoute)
5403 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5405 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5411 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5413 msg_print("You began to control riding pet with one hand.");
5417 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5420 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5425 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5427 msg_print("The weight of your armor disrupts your balance.");
5432 chg_virtue(V_HARMONY, -1);
5437 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5439 msg_print("You regain your balance.");
5442 monk_notify_aux = monk_armour_aux;
5446 p_ptr->align = friend_align;
5448 /* Determine player alignment */
5449 for (i = 0; i < 8; i++)
5451 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5456 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5457 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5458 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5462 if (p_ptr->align > 0)
5464 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5465 if (p_ptr->align < 0) p_ptr->align = 0;
5467 else if (p_ptr->align < 0)
5469 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5470 if (p_ptr->align > 0) p_ptr->align = 0;
5474 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5475 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5476 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5482 for (i = 0; i < INVEN_PACK; i++)
5484 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5485 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5486 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5487 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5489 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5493 /* Acquire object */
5494 o_ptr = &o_list[this_o_idx];
5496 /* Acquire next object */
5497 next_o_idx = o_ptr->next_o_idx;
5499 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5500 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5501 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5502 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5505 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5507 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5509 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5510 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5513 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)))
5515 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5516 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5519 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5521 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5522 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5525 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5527 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5528 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5535 * Handle "p_ptr->notice"
5537 void notice_stuff(void)
5540 if (!p_ptr->notice) return;
5543 /* Combine the pack */
5544 if (p_ptr->notice & (PN_COMBINE))
5546 p_ptr->notice &= ~(PN_COMBINE);
5550 /* Reorder the pack */
5551 if (p_ptr->notice & (PN_REORDER))
5553 p_ptr->notice &= ~(PN_REORDER);
5560 * Handle "p_ptr->update"
5562 void update_stuff(void)
5565 if (!p_ptr->update) return;
5568 if (p_ptr->update & (PU_BONUS))
5570 p_ptr->update &= ~(PU_BONUS);
5574 if (p_ptr->update & (PU_TORCH))
5576 p_ptr->update &= ~(PU_TORCH);
5580 if (p_ptr->update & (PU_HP))
5582 p_ptr->update &= ~(PU_HP);
5586 if (p_ptr->update & (PU_MANA))
5588 p_ptr->update &= ~(PU_MANA);
5592 if (p_ptr->update & (PU_SPELLS))
5594 p_ptr->update &= ~(PU_SPELLS);
5599 /* Character is not ready yet, no screen updates */
5600 if (!character_generated) return;
5603 /* Character is in "icky" mode, no screen updates */
5604 if (character_icky) return;
5607 if (p_ptr->update & (PU_UN_LITE))
5609 p_ptr->update &= ~(PU_UN_LITE);
5613 if (p_ptr->update & (PU_UN_VIEW))
5615 p_ptr->update &= ~(PU_UN_VIEW);
5619 if (p_ptr->update & (PU_VIEW))
5621 p_ptr->update &= ~(PU_VIEW);
5625 if (p_ptr->update & (PU_LITE))
5627 p_ptr->update &= ~(PU_LITE);
5632 if (p_ptr->update & (PU_FLOW))
5634 p_ptr->update &= ~(PU_FLOW);
5638 if (p_ptr->update & (PU_MON_LITE))
5640 p_ptr->update &= ~(PU_MON_LITE);
5644 if (p_ptr->update & (PU_DISTANCE))
5646 p_ptr->update &= ~(PU_DISTANCE);
5647 p_ptr->update &= ~(PU_MONSTERS);
5648 update_monsters(TRUE);
5651 if (p_ptr->update & (PU_MONSTERS))
5653 p_ptr->update &= ~(PU_MONSTERS);
5654 update_monsters(FALSE);
5660 * Handle "p_ptr->redraw"
5662 void redraw_stuff(void)
5665 if (!p_ptr->redraw) return;
5668 /* Character is not ready yet, no screen updates */
5669 if (!character_generated) return;
5672 /* Character is in "icky" mode, no screen updates */
5673 if (character_icky) return;
5677 /* Hack -- clear the screen */
5678 if (p_ptr->redraw & (PR_WIPE))
5680 p_ptr->redraw &= ~(PR_WIPE);
5686 if (p_ptr->redraw & (PR_MAP))
5688 p_ptr->redraw &= ~(PR_MAP);
5693 if (p_ptr->redraw & (PR_BASIC))
5695 p_ptr->redraw &= ~(PR_BASIC);
5696 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5697 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5698 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5699 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5705 if (p_ptr->redraw & (PR_DUNGEON))
5707 p_ptr->redraw &= ~(PR_DUNGEON);
5710 if (p_ptr->redraw & (PR_EQUIPPY))
5712 p_ptr->redraw &= ~(PR_EQUIPPY);
5713 print_equippy(); /* To draw / delete equippy chars */
5716 if (p_ptr->redraw & (PR_MISC))
5718 p_ptr->redraw &= ~(PR_MISC);
5719 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5720 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5724 if (p_ptr->redraw & (PR_TITLE))
5726 p_ptr->redraw &= ~(PR_TITLE);
5730 if (p_ptr->redraw & (PR_LEV))
5732 p_ptr->redraw &= ~(PR_LEV);
5736 if (p_ptr->redraw & (PR_EXP))
5738 p_ptr->redraw &= ~(PR_EXP);
5742 if (p_ptr->redraw & (PR_STATS))
5744 p_ptr->redraw &= ~(PR_STATS);
5753 if (p_ptr->redraw & (PR_STATUS))
5755 p_ptr->redraw &= ~(PR_STATUS);
5759 if (p_ptr->redraw & (PR_ARMOR))
5761 p_ptr->redraw &= ~(PR_ARMOR);
5765 if (p_ptr->redraw & (PR_HP))
5767 p_ptr->redraw &= ~(PR_HP);
5771 if (p_ptr->redraw & (PR_MANA))
5773 p_ptr->redraw &= ~(PR_MANA);
5777 if (p_ptr->redraw & (PR_GOLD))
5779 p_ptr->redraw &= ~(PR_GOLD);
5783 if (p_ptr->redraw & (PR_DEPTH))
5785 p_ptr->redraw &= ~(PR_DEPTH);
5789 if (p_ptr->redraw & (PR_HEALTH))
5791 p_ptr->redraw &= ~(PR_HEALTH);
5795 if (p_ptr->redraw & (PR_UHEALTH))
5797 p_ptr->redraw &= ~(PR_UHEALTH);
5798 riding_health_redraw();
5802 if (p_ptr->redraw & (PR_EXTRA))
5804 p_ptr->redraw &= ~(PR_EXTRA);
5805 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5806 p_ptr->redraw &= ~(PR_HUNGER);
5807 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5811 if (p_ptr->redraw & (PR_CUT))
5813 p_ptr->redraw &= ~(PR_CUT);
5817 if (p_ptr->redraw & (PR_STUN))
5819 p_ptr->redraw &= ~(PR_STUN);
5823 if (p_ptr->redraw & (PR_HUNGER))
5825 p_ptr->redraw &= ~(PR_HUNGER);
5829 if (p_ptr->redraw & (PR_STATE))
5831 p_ptr->redraw &= ~(PR_STATE);
5835 if (p_ptr->redraw & (PR_SPEED))
5837 p_ptr->redraw &= ~(PR_SPEED);
5841 if (p_ptr->pclass == CLASS_IMITATOR)
5843 if (p_ptr->redraw & (PR_MANE))
5845 p_ptr->redraw &= ~(PR_MANE);
5849 else if (p_ptr->redraw & (PR_STUDY))
5851 p_ptr->redraw &= ~(PR_STUDY);
5858 * Handle "p_ptr->window"
5860 void window_stuff(void)
5868 if (!p_ptr->window) return;
5871 for (j = 0; j < 8; j++)
5873 /* Save usable flags */
5874 if (angband_term[j]) mask |= window_flag[j];
5877 /* Apply usable flags */
5878 p_ptr->window &= mask;
5881 if (!p_ptr->window) return;
5884 /* Display inventory */
5885 if (p_ptr->window & (PW_INVEN))
5887 p_ptr->window &= ~(PW_INVEN);
5891 /* Display equipment */
5892 if (p_ptr->window & (PW_EQUIP))
5894 p_ptr->window &= ~(PW_EQUIP);
5898 /* Display spell list */
5899 if (p_ptr->window & (PW_SPELL))
5901 p_ptr->window &= ~(PW_SPELL);
5905 /* Display player */
5906 if (p_ptr->window & (PW_PLAYER))
5908 p_ptr->window &= ~(PW_PLAYER);
5912 /* Display overhead view */
5913 if (p_ptr->window & (PW_MESSAGE))
5915 p_ptr->window &= ~(PW_MESSAGE);
5919 /* Display overhead view */
5920 if (p_ptr->window & (PW_OVERHEAD))
5922 p_ptr->window &= ~(PW_OVERHEAD);
5926 /* Display overhead view */
5927 if (p_ptr->window & (PW_DUNGEON))
5929 p_ptr->window &= ~(PW_DUNGEON);
5933 /* Display monster recall */
5934 if (p_ptr->window & (PW_MONSTER))
5936 p_ptr->window &= ~(PW_MONSTER);
5940 /* Display object recall */
5941 if (p_ptr->window & (PW_OBJECT))
5943 p_ptr->window &= ~(PW_OBJECT);
5950 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5952 void handle_stuff(void)
5955 if (p_ptr->update) update_stuff();
5958 if (p_ptr->redraw) redraw_stuff();
5961 if (p_ptr->window) window_stuff();
5965 s16b empty_hands(bool is_monk)
5968 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5970 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
5971 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
5976 bool heavy_armor(void)
5978 u16b monk_arm_wgt = 0;
5980 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5982 /* Weight the armor */
5983 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5984 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5985 monk_arm_wgt += inventory[INVEN_BODY].weight;
5986 monk_arm_wgt += inventory[INVEN_HEAD].weight;
5987 monk_arm_wgt += inventory[INVEN_OUTER].weight;
5988 monk_arm_wgt += inventory[INVEN_HANDS].weight;
5989 monk_arm_wgt += inventory[INVEN_FEET].weight;
5991 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5994 int number_of_quests(void)
5998 /* Clear the counter */
6001 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6003 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6005 /* Increment count of quests taken. */
6010 /* Return the number of quests taken */