#include "angband.h"
-#include "player-status.h"
+#include "core.h"
+#include "util.h"
+#include "bldg.h"
+#include "quest.h"
+#include "player-move.h"
+#include "player-status.h"
+#include "player-effects.h"
+#include "player-skill.h"
+#include "player-race.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "player-damage.h"
+#include "floor.h"
+#include "floor-events.h"
+#include "feature.h"
#include "artifact.h"
#include "avatar.h"
+#include "spells.h"
#include "spells-status.h"
+#include "object.h"
#include "object-hook.h"
+#include "object-ego.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monsterrace-hook.h"
+#include "mutation.h"
+#include "patron.h"
+#include "realm-hex.h"
+#include "realm-song.h"
+#include "cmd-pet.h"
+#include "cmd-spell.h"
+#include "dungeon.h"
+#include "objectkind.h"
+#include "monsterrace.h"
+#include "autopick.h"
+#include "cmd-dump.h"
+#include "melee.h"
+#include "world.h"
+#include "view-mainwindow.h"
+#include "files.h"
+#include "cmd-magiceat.h"
+
+/*!
+ * @brief 能力値テーブル / Abbreviations of healthy stats
+ */
+const concptr stat_names[6] =
+{
+#ifdef JP
+ "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
+#else
+ "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
+#endif
+
+};
+
+/*!
+ * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
+ */
+const concptr stat_names_reduced[6] =
+{
+#ifdef JP
+ "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
+#else
+ "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
+#endif
+
+};
+
+/* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
+#define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
+#define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
+#define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
+
+/*!
+ * @var horror_desc
+ * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
+ */
+static concptr horror_desc[MAX_SAN_HORROR] =
+{
+#ifdef JP
+ "忌まわしい",
+ "底知れぬ",
+ "ぞっとする",
+ "破滅的な",
+ "冒涜的な",
+
+ "いやな",
+ "恐ろしい",
+ "不潔な",
+ "容赦のない",
+ "おぞましい",
+
+ "地獄の",
+ "身の毛もよだつ",
+ "地獄の",
+ "忌まわしい",
+ "悪夢のような",
+
+ "嫌悪を感じる",
+ "罰当たりな",
+ "恐い",
+ "不浄な",
+ "言うもおぞましい",
+#else
+ "abominable",
+ "abysmal",
+ "appalling",
+ "baleful",
+ "blasphemous",
+
+ "disgusting",
+ "dreadful",
+ "filthy",
+ "grisly",
+ "hideous",
+
+ "hellish",
+ "horrible",
+ "infernal",
+ "loathsome",
+ "nightmarish",
+
+ "repulsive",
+ "sacrilegious",
+ "terrible",
+ "unclean",
+ "unspeakable",
+#endif
+
+};
+
+/*!
+ * @var funny_desc
+ * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
+ */
+static concptr funny_desc[MAX_SAN_FUNNY] =
+{
+#ifdef JP
+ "間抜けな",
+ "滑稽な",
+ "ばからしい",
+ "無味乾燥な",
+ "馬鹿げた",
+
+ "笑える",
+ "ばかばかしい",
+ "ぶっとんだ",
+ "いかした",
+ "ポストモダンな",
+
+ "ファンタスティックな",
+ "ダダイズム的な",
+ "キュビズム的な",
+ "宇宙的な",
+ "卓越した",
+
+ "理解不能な",
+ "ものすごい",
+ "驚くべき",
+ "信じられない",
+ "カオティックな",
+
+ "野性的な",
+ "非常識な",
+#else
+ "silly",
+ "hilarious",
+ "absurd",
+ "insipid",
+ "ridiculous",
+
+ "laughable",
+ "ludicrous",
+ "far-out",
+ "groovy",
+ "postmodern",
+
+ "fantastic",
+ "dadaistic",
+ "cubistic",
+ "cosmic",
+ "awesome",
+
+ "incomprehensible",
+ "fabulous",
+ "amazing",
+ "incredible",
+ "chaotic",
+
+ "wild",
+ "preposterous",
+#endif
+
+};
+
+/*!
+ * @var funny_comments
+ * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
+ */
+static concptr funny_comments[MAX_SAN_COMMENT] =
+{
+#ifdef JP
+ /* nuke me */
+ "最高だぜ!",
+ "うひょー!",
+ "いかすぜ!",
+ "すんばらしい!",
+ "ぶっとびー!"
+ #else
+ "Wow, cosmic, man!",
+ "Rad!",
+ "Groovy!",
+ "Cool!",
+ "Far out!"
+ #endif
+
+};
+
+
+/*!
+ * @brief 基本必要経験値テーブル /
+ * Base experience levels, may be adjusted up for race and/or class
+ */
+const s32b player_exp[PY_MAX_LEVEL] =
+{
+ 10,
+ 25,
+ 45,
+ 70,
+ 100,
+ 140,
+ 200,
+ 280,
+ 380,/*10*/
+ 500,
+ 650,
+ 850,
+ 1100,
+ 1400,
+ 1800,
+ 2300,
+ 2900,
+ 3600,
+ 4400,/*20*/
+ 5400,
+ 6800,
+ 8400,
+ 10200,
+ 12500,
+ 17500,
+ 25000,
+ 35000L,
+ 50000L,
+ 75000L,/*30*/
+ 100000L,
+ 150000L,
+ 200000L,
+ 275000L,
+ 350000L,
+ 450000L,
+ 550000L,
+ 700000L,
+ 850000L,
+ 1000000L,/*40*/
+ 1250000L,
+ 1500000L,
+ 1800000L,
+ 2100000L,
+ 2400000L,
+ 2700000L,
+ 3000000L,
+ 3500000L,
+ 4000000L,
+ 4500000L,/*50*/
+ 5000000L
+};
+
+
+/*!
+ * @brief 基本必要強化値テーブル(アンドロイド専用)
+ */
+const s32b player_exp_a[PY_MAX_LEVEL] =
+{
+ 20,
+ 50,
+ 100,
+ 170,
+ 280,
+ 430,
+ 650,
+ 950,
+ 1400,/*10*/
+ 1850,
+ 2300,
+ 2900,
+ 3600,
+ 4400,
+ 5400,
+ 6800,
+ 8400,
+ 10400,
+ 12500,/*20*/
+ 17500,
+ 25000,
+ 35000,
+ 50000L,
+ 75000L,
+ 100000L,
+ 150000L,
+ 200000L,
+ 275000L,
+ 350000L,/*30*/
+ 450000L,
+ 550000L,
+ 650000L,
+ 800000L,
+ 950000L,
+ 1100000L,
+ 1250000L,
+ 1400000L,
+ 1550000L,
+ 1700000L,/*40*/
+ 1900000L,
+ 2100000L,
+ 2300000L,
+ 2550000L,
+ 2800000L,
+ 3050000L,
+ 3300000L,
+ 3700000L,
+ 4100000L,
+ 4500000L,/*50*/
+ 5000000L
+};
+
+
+/*!
+ * 知力/賢さによるレベル毎の習得可能魔法数テーブル
+ * Stat Table (INT/WIS) -- Number of half-spells per level
+ */
+const byte adj_mag_study[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 1 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 2 /* 12 */,
+ 2 /* 13 */,
+ 2 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 2 /* 18/00-18/09 */,
+ 2 /* 18/10-18/19 */,
+ 2 /* 18/20-18/29 */,
+ 2 /* 18/30-18/39 */,
+ 2 /* 18/40-18/49 */,
+ 3 /* 18/50-18/59 */,
+ 3 /* 18/60-18/69 */,
+ 3 /* 18/70-18/79 */,
+ 3 /* 18/80-18/89 */,
+ 4 /* 18/90-18/99 */,
+ 4 /* 18/100-18/109 */,
+ 4 /* 18/110-18/119 */,
+ 5 /* 18/120-18/129 */,
+ 5 /* 18/130-18/139 */,
+ 5 /* 18/140-18/149 */,
+ 5 /* 18/150-18/159 */,
+ 5 /* 18/160-18/169 */,
+ 5 /* 18/170-18/179 */,
+ 5 /* 18/180-18/189 */,
+ 5 /* 18/190-18/199 */,
+ 5 /* 18/200-18/209 */,
+ 6 /* 18/210-18/219 */,
+ 6 /* 18/220+ */
+};
+
+
+/*!
+ * 知力/賢さによるMP修正テーブル
+ * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
+ */
+const byte adj_mag_mana[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 2 /* 9 */,
+ 3 /* 10 */,
+ 4 /* 11 */,
+ 5 /* 12 */,
+ 5 /* 13 */,
+ 6 /* 14 */,
+ 7 /* 15 */,
+ 8 /* 16 */,
+ 9 /* 17 */,
+ 10 /* 18/00-18/09 */,
+ 11 /* 18/10-18/19 */,
+ 11 /* 18/20-18/29 */,
+ 12 /* 18/30-18/39 */,
+ 12 /* 18/40-18/49 */,
+ 13 /* 18/50-18/59 */,
+ 14 /* 18/60-18/69 */,
+ 15 /* 18/70-18/79 */,
+ 16 /* 18/80-18/89 */,
+ 17 /* 18/90-18/99 */,
+ 18 /* 18/100-18/109 */,
+ 19 /* 18/110-18/119 */,
+ 20 /* 18/120-18/129 */,
+ 21 /* 18/130-18/139 */,
+ 22 /* 18/140-18/149 */,
+ 23 /* 18/150-18/159 */,
+ 24 /* 18/160-18/169 */,
+ 25 /* 18/170-18/179 */,
+ 26 /* 18/180-18/189 */,
+ 27 /* 18/190-18/199 */,
+ 28 /* 18/200-18/209 */,
+ 29 /* 18/210-18/219 */,
+ 30 /* 18/220+ */
+};
+
+
+/*!
+ * 知力/賢さによる最低魔法失敗率テーブル
+ * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
+ */
+const byte adj_mag_fail[] =
+{
+ 99 /* 3 */,
+ 99 /* 4 */,
+ 99 /* 5 */,
+ 99 /* 6 */,
+ 99 /* 7 */,
+ 50 /* 8 */,
+ 30 /* 9 */,
+ 20 /* 10 */,
+ 15 /* 11 */,
+ 12 /* 12 */,
+ 11 /* 13 */,
+ 10 /* 14 */,
+ 9 /* 15 */,
+ 8 /* 16 */,
+ 7 /* 17 */,
+ 6 /* 18/00-18/09 */,
+ 6 /* 18/10-18/19 */,
+ 5 /* 18/20-18/29 */,
+ 5 /* 18/30-18/39 */,
+ 5 /* 18/40-18/49 */,
+ 4 /* 18/50-18/59 */,
+ 4 /* 18/60-18/69 */,
+ 4 /* 18/70-18/79 */,
+ 4 /* 18/80-18/89 */,
+ 3 /* 18/90-18/99 */,
+ 3 /* 18/100-18/109 */,
+ 2 /* 18/110-18/119 */,
+ 2 /* 18/120-18/129 */,
+ 2 /* 18/130-18/139 */,
+ 2 /* 18/140-18/149 */,
+ 1 /* 18/150-18/159 */,
+ 1 /* 18/160-18/169 */,
+ 1 /* 18/170-18/179 */,
+ 1 /* 18/180-18/189 */,
+ 1 /* 18/190-18/199 */,
+ 0 /* 18/200-18/209 */,
+ 0 /* 18/210-18/219 */,
+ 0 /* 18/220+ */
+};
+
+
+/*!
+ * 知力/賢さによる魔法失敗率修正テーブル
+ * Stat Table (INT/WIS) -- Various things
+ */
+const byte adj_mag_stat[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 1 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 3 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 3 /* 18/20-18/29 */,
+ 3 /* 18/30-18/39 */,
+ 3 /* 18/40-18/49 */,
+ 4 /* 18/50-18/59 */,
+ 4 /* 18/60-18/69 */,
+ 5 /* 18/70-18/79 */,
+ 6 /* 18/80-18/89 */,
+ 7 /* 18/90-18/99 */,
+ 8 /* 18/100-18/109 */,
+ 9 /* 18/110-18/119 */,
+ 10 /* 18/120-18/129 */,
+ 11 /* 18/130-18/139 */,
+ 12 /* 18/140-18/149 */,
+ 13 /* 18/150-18/159 */,
+ 14 /* 18/160-18/169 */,
+ 15 /* 18/170-18/179 */,
+ 16 /* 18/180-18/189 */,
+ 17 /* 18/190-18/199 */,
+ 18 /* 18/200-18/209 */,
+ 19 /* 18/210-18/219 */,
+ 20 /* 18/220+ */
+};
+
+
+/*!
+ * 魅力による店での取引修正テーブル
+ * Stat Table (CHR) -- payment percentages
+ */
+const byte adj_chr_gold[] =
+{
+ 130 /* 3 */,
+ 125 /* 4 */,
+ 122 /* 5 */,
+ 120 /* 6 */,
+ 118 /* 7 */,
+ 116 /* 8 */,
+ 114 /* 9 */,
+ 112 /* 10 */,
+ 110 /* 11 */,
+ 108 /* 12 */,
+ 106 /* 13 */,
+ 104 /* 14 */,
+ 103 /* 15 */,
+ 102 /* 16 */,
+ 101 /* 17 */,
+ 100 /* 18/00-18/09 */,
+ 99 /* 18/10-18/19 */,
+ 98 /* 18/20-18/29 */,
+ 97 /* 18/30-18/39 */,
+ 96 /* 18/40-18/49 */,
+ 95 /* 18/50-18/59 */,
+ 94 /* 18/60-18/69 */,
+ 93 /* 18/70-18/79 */,
+ 92 /* 18/80-18/89 */,
+ 91 /* 18/90-18/99 */,
+ 90 /* 18/100-18/109 */,
+ 89 /* 18/110-18/119 */,
+ 88 /* 18/120-18/129 */,
+ 87 /* 18/130-18/139 */,
+ 86 /* 18/140-18/149 */,
+ 85 /* 18/150-18/159 */,
+ 84 /* 18/160-18/169 */,
+ 83 /* 18/170-18/179 */,
+ 82 /* 18/180-18/189 */,
+ 81 /* 18/190-18/199 */,
+ 80 /* 18/200-18/209 */,
+ 79 /* 18/210-18/219 */,
+ 78 /* 18/220+ */
+};
+
+
+/*!
+ * 知力による魔道具使用修正テーブル
+ * Stat Table (INT) -- Magic devices
+ */
+const byte adj_int_dev[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 1 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 3 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 4 /* 18/20-18/29 */,
+ 4 /* 18/30-18/39 */,
+ 5 /* 18/40-18/49 */,
+ 5 /* 18/50-18/59 */,
+ 6 /* 18/60-18/69 */,
+ 6 /* 18/70-18/79 */,
+ 7 /* 18/80-18/89 */,
+ 7 /* 18/90-18/99 */,
+ 8 /* 18/100-18/109 */,
+ 9 /* 18/110-18/119 */,
+ 10 /* 18/120-18/129 */,
+ 11 /* 18/130-18/139 */,
+ 12 /* 18/140-18/149 */,
+ 13 /* 18/150-18/159 */,
+ 14 /* 18/160-18/169 */,
+ 15 /* 18/170-18/179 */,
+ 16 /* 18/180-18/189 */,
+ 17 /* 18/190-18/199 */,
+ 18 /* 18/200-18/209 */,
+ 19 /* 18/210-18/219 */,
+ 20 /* 18/220+ */
+};
+
+
+/*!
+ * 賢さによる魔法防御修正テーブル
+ * Stat Table (WIS) -- Saving throw
+ */
+const byte adj_wis_sav[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 1 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 3 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 3 /* 18/20-18/29 */,
+ 3 /* 18/30-18/39 */,
+ 3 /* 18/40-18/49 */,
+ 4 /* 18/50-18/59 */,
+ 4 /* 18/60-18/69 */,
+ 5 /* 18/70-18/79 */,
+ 5 /* 18/80-18/89 */,
+ 6 /* 18/90-18/99 */,
+ 7 /* 18/100-18/109 */,
+ 8 /* 18/110-18/119 */,
+ 9 /* 18/120-18/129 */,
+ 10 /* 18/130-18/139 */,
+ 11 /* 18/140-18/149 */,
+ 12 /* 18/150-18/159 */,
+ 13 /* 18/160-18/169 */,
+ 14 /* 18/170-18/179 */,
+ 15 /* 18/180-18/189 */,
+ 16 /* 18/190-18/199 */,
+ 17 /* 18/200-18/209 */,
+ 18 /* 18/210-18/219 */,
+ 19 /* 18/220+ */
+};
+
+
+/*!
+ * 器用さによるトラップ解除修正テーブル
+ * Stat Table (DEX) -- disarming
+ */
+const byte adj_dex_dis[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 0 /* 8 */,
+ 0 /* 9 */,
+ 0 /* 10 */,
+ 0 /* 11 */,
+ 0 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 1 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 4 /* 18/00-18/09 */,
+ 4 /* 18/10-18/19 */,
+ 4 /* 18/20-18/29 */,
+ 4 /* 18/30-18/39 */,
+ 5 /* 18/40-18/49 */,
+ 5 /* 18/50-18/59 */,
+ 5 /* 18/60-18/69 */,
+ 6 /* 18/70-18/79 */,
+ 6 /* 18/80-18/89 */,
+ 7 /* 18/90-18/99 */,
+ 8 /* 18/100-18/109 */,
+ 8 /* 18/110-18/119 */,
+ 8 /* 18/120-18/129 */,
+ 8 /* 18/130-18/139 */,
+ 8 /* 18/140-18/149 */,
+ 9 /* 18/150-18/159 */,
+ 9 /* 18/160-18/169 */,
+ 9 /* 18/170-18/179 */,
+ 9 /* 18/180-18/189 */,
+ 9 /* 18/190-18/199 */,
+ 10 /* 18/200-18/209 */,
+ 10 /* 18/210-18/219 */,
+ 10 /* 18/220+ */
+};
+
+
+/*!
+ * 知力によるトラップ解除修正テーブル
+ * Stat Table (INT) -- disarming
+ */
+const byte adj_int_dis[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 1 /* 8 */,
+ 1 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 3 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 3 /* 18/20-18/29 */,
+ 4 /* 18/30-18/39 */,
+ 4 /* 18/40-18/49 */,
+ 5 /* 18/50-18/59 */,
+ 6 /* 18/60-18/69 */,
+ 7 /* 18/70-18/79 */,
+ 8 /* 18/80-18/89 */,
+ 9 /* 18/90-18/99 */,
+ 10 /* 18/100-18/109 */,
+ 10 /* 18/110-18/119 */,
+ 11 /* 18/120-18/129 */,
+ 12 /* 18/130-18/139 */,
+ 13 /* 18/140-18/149 */,
+ 14 /* 18/150-18/159 */,
+ 15 /* 18/160-18/169 */,
+ 16 /* 18/170-18/179 */,
+ 17 /* 18/180-18/189 */,
+ 18 /* 18/190-18/199 */,
+ 19 /* 18/200-18/209 */,
+ 19 /* 18/210-18/219 */,
+ 20 /* 18/220+ */
+};
+
+
+/*!
+ * 器用さによるAC修正テーブル
+ * Stat Table (DEX) -- bonus to ac (plus 128)
+ */
+const byte adj_dex_ta[] =
+{
+ 128 + -4 /* 3 */,
+ 128 + -3 /* 4 */,
+ 128 + -2 /* 5 */,
+ 128 + -1 /* 6 */,
+ 128 + 0 /* 7 */,
+ 128 + 0 /* 8 */,
+ 128 + 0 /* 9 */,
+ 128 + 0 /* 10 */,
+ 128 + 0 /* 11 */,
+ 128 + 0 /* 12 */,
+ 128 + 0 /* 13 */,
+ 128 + 0 /* 14 */,
+ 128 + 1 /* 15 */,
+ 128 + 1 /* 16 */,
+ 128 + 1 /* 17 */,
+ 128 + 2 /* 18/00-18/09 */,
+ 128 + 2 /* 18/10-18/19 */,
+ 128 + 2 /* 18/20-18/29 */,
+ 128 + 2 /* 18/30-18/39 */,
+ 128 + 2 /* 18/40-18/49 */,
+ 128 + 3 /* 18/50-18/59 */,
+ 128 + 3 /* 18/60-18/69 */,
+ 128 + 3 /* 18/70-18/79 */,
+ 128 + 4 /* 18/80-18/89 */,
+ 128 + 5 /* 18/90-18/99 */,
+ 128 + 6 /* 18/100-18/109 */,
+ 128 + 7 /* 18/110-18/119 */,
+ 128 + 8 /* 18/120-18/129 */,
+ 128 + 9 /* 18/130-18/139 */,
+ 128 + 9 /* 18/140-18/149 */,
+ 128 + 10 /* 18/150-18/159 */,
+ 128 + 11 /* 18/160-18/169 */,
+ 128 + 12 /* 18/170-18/179 */,
+ 128 + 13 /* 18/180-18/189 */,
+ 128 + 14 /* 18/190-18/199 */,
+ 128 + 15 /* 18/200-18/209 */,
+ 128 + 15 /* 18/210-18/219 */,
+ 128 + 16 /* 18/220+ */
+};
+
+
+/*!
+ * 腕力によるダメージ修正テーブル
+ * Stat Table (STR) -- bonus to dam (plus 128)
+ */
+const byte adj_str_td[] =
+{
+ 128 + -2 /* 3 */,
+ 128 + -2 /* 4 */,
+ 128 + -1 /* 5 */,
+ 128 + -1 /* 6 */,
+ 128 + 0 /* 7 */,
+ 128 + 0 /* 8 */,
+ 128 + 0 /* 9 */,
+ 128 + 0 /* 10 */,
+ 128 + 0 /* 11 */,
+ 128 + 0 /* 12 */,
+ 128 + 0 /* 13 */,
+ 128 + 0 /* 14 */,
+ 128 + 0 /* 15 */,
+ 128 + 1 /* 16 */,
+ 128 + 2 /* 17 */,
+ 128 + 2 /* 18/00-18/09 */,
+ 128 + 2 /* 18/10-18/19 */,
+ 128 + 3 /* 18/20-18/29 */,
+ 128 + 3 /* 18/30-18/39 */,
+ 128 + 3 /* 18/40-18/49 */,
+ 128 + 3 /* 18/50-18/59 */,
+ 128 + 3 /* 18/60-18/69 */,
+ 128 + 4 /* 18/70-18/79 */,
+ 128 + 5 /* 18/80-18/89 */,
+ 128 + 5 /* 18/90-18/99 */,
+ 128 + 6 /* 18/100-18/109 */,
+ 128 + 7 /* 18/110-18/119 */,
+ 128 + 8 /* 18/120-18/129 */,
+ 128 + 9 /* 18/130-18/139 */,
+ 128 + 10 /* 18/140-18/149 */,
+ 128 + 11 /* 18/150-18/159 */,
+ 128 + 12 /* 18/160-18/169 */,
+ 128 + 13 /* 18/170-18/179 */,
+ 128 + 14 /* 18/180-18/189 */,
+ 128 + 15 /* 18/190-18/199 */,
+ 128 + 16 /* 18/200-18/209 */,
+ 128 + 18 /* 18/210-18/219 */,
+ 128 + 20 /* 18/220+ */
+};
+
+
+/*!
+ * 器用度による命中修正テーブル
+ * Stat Table (DEX) -- bonus to hit (plus 128)
+ */
+const byte adj_dex_th[] =
+{
+ 128 + -3 /* 3 */,
+ 128 + -2 /* 4 */,
+ 128 + -2 /* 5 */,
+ 128 + -1 /* 6 */,
+ 128 + -1 /* 7 */,
+ 128 + 0 /* 8 */,
+ 128 + 0 /* 9 */,
+ 128 + 0 /* 10 */,
+ 128 + 0 /* 11 */,
+ 128 + 0 /* 12 */,
+ 128 + 0 /* 13 */,
+ 128 + 0 /* 14 */,
+ 128 + 0 /* 15 */,
+ 128 + 1 /* 16 */,
+ 128 + 2 /* 17 */,
+ 128 + 3 /* 18/00-18/09 */,
+ 128 + 3 /* 18/10-18/19 */,
+ 128 + 3 /* 18/20-18/29 */,
+ 128 + 3 /* 18/30-18/39 */,
+ 128 + 3 /* 18/40-18/49 */,
+ 128 + 4 /* 18/50-18/59 */,
+ 128 + 4 /* 18/60-18/69 */,
+ 128 + 4 /* 18/70-18/79 */,
+ 128 + 4 /* 18/80-18/89 */,
+ 128 + 5 /* 18/90-18/99 */,
+ 128 + 6 /* 18/100-18/109 */,
+ 128 + 7 /* 18/110-18/119 */,
+ 128 + 8 /* 18/120-18/129 */,
+ 128 + 9 /* 18/130-18/139 */,
+ 128 + 9 /* 18/140-18/149 */,
+ 128 + 10 /* 18/150-18/159 */,
+ 128 + 11 /* 18/160-18/169 */,
+ 128 + 12 /* 18/170-18/179 */,
+ 128 + 13 /* 18/180-18/189 */,
+ 128 + 14 /* 18/190-18/199 */,
+ 128 + 15 /* 18/200-18/209 */,
+ 128 + 15 /* 18/210-18/219 */,
+ 128 + 16 /* 18/220+ */
+};
+
+
+/*!
+ * 腕力による命中修正テーブル
+ * Stat Table (STR) -- bonus to hit (plus 128)
+ */
+const byte adj_str_th[] =
+{
+ 128 + -3 /* 3 */,
+ 128 + -2 /* 4 */,
+ 128 + -1 /* 5 */,
+ 128 + -1 /* 6 */,
+ 128 + 0 /* 7 */,
+ 128 + 0 /* 8 */,
+ 128 + 0 /* 9 */,
+ 128 + 0 /* 10 */,
+ 128 + 0 /* 11 */,
+ 128 + 0 /* 12 */,
+ 128 + 0 /* 13 */,
+ 128 + 0 /* 14 */,
+ 128 + 0 /* 15 */,
+ 128 + 0 /* 16 */,
+ 128 + 0 /* 17 */,
+ 128 + 1 /* 18/00-18/09 */,
+ 128 + 1 /* 18/10-18/19 */,
+ 128 + 1 /* 18/20-18/29 */,
+ 128 + 1 /* 18/30-18/39 */,
+ 128 + 1 /* 18/40-18/49 */,
+ 128 + 1 /* 18/50-18/59 */,
+ 128 + 1 /* 18/60-18/69 */,
+ 128 + 2 /* 18/70-18/79 */,
+ 128 + 3 /* 18/80-18/89 */,
+ 128 + 4 /* 18/90-18/99 */,
+ 128 + 5 /* 18/100-18/109 */,
+ 128 + 6 /* 18/110-18/119 */,
+ 128 + 7 /* 18/120-18/129 */,
+ 128 + 8 /* 18/130-18/139 */,
+ 128 + 9 /* 18/140-18/149 */,
+ 128 + 10 /* 18/150-18/159 */,
+ 128 + 11 /* 18/160-18/169 */,
+ 128 + 12 /* 18/170-18/179 */,
+ 128 + 13 /* 18/180-18/189 */,
+ 128 + 14 /* 18/190-18/199 */,
+ 128 + 15 /* 18/200-18/209 */,
+ 128 + 15 /* 18/210-18/219 */,
+ 128 + 16 /* 18/220+ */
+};
+
+
+/*!
+ * 腕力による基本所持重量値テーブル
+ * Stat Table (STR) -- weight limit in deca-pounds
+ */
+const byte adj_str_wgt[] =
+{
+ 10 /* 3 */,
+ 11 /* 4 */,
+ 12 /* 5 */,
+ 13 /* 6 */,
+ 14 /* 7 */,
+ 15 /* 8 */,
+ 16 /* 9 */,
+ 17 /* 10 */,
+ 18 /* 11 */,
+ 19 /* 12 */,
+ 20 /* 13 */,
+ 21 /* 14 */,
+ 22 /* 15 */,
+ 23 /* 16 */,
+ 24 /* 17 */,
+ 25 /* 18/00-18/09 */,
+ 26 /* 18/10-18/19 */,
+ 27 /* 18/20-18/29 */,
+ 28 /* 18/30-18/39 */,
+ 29 /* 18/40-18/49 */,
+ 30 /* 18/50-18/59 */,
+ 31 /* 18/60-18/69 */,
+ 31 /* 18/70-18/79 */,
+ 32 /* 18/80-18/89 */,
+ 32 /* 18/90-18/99 */,
+ 33 /* 18/100-18/109 */,
+ 33 /* 18/110-18/119 */,
+ 34 /* 18/120-18/129 */,
+ 34 /* 18/130-18/139 */,
+ 35 /* 18/140-18/149 */,
+ 35 /* 18/150-18/159 */,
+ 36 /* 18/160-18/169 */,
+ 36 /* 18/170-18/179 */,
+ 37 /* 18/180-18/189 */,
+ 37 /* 18/190-18/199 */,
+ 38 /* 18/200-18/209 */,
+ 38 /* 18/210-18/219 */,
+ 39 /* 18/220+ */
+};
+
+
+/*!
+ * 腕力による武器重量限界値テーブル
+ * Stat Table (STR) -- weapon weight limit in pounds
+ */
+const byte adj_str_hold[] =
+{
+ 4 /* 3 */,
+ 5 /* 4 */,
+ 6 /* 5 */,
+ 7 /* 6 */,
+ 8 /* 7 */,
+ 9 /* 8 */,
+ 10 /* 9 */,
+ 11 /* 10 */,
+ 12 /* 11 */,
+ 13 /* 12 */,
+ 14 /* 13 */,
+ 15 /* 14 */,
+ 16 /* 15 */,
+ 17 /* 16 */,
+ 18 /* 17 */,
+ 19 /* 18/00-18/09 */,
+ 20 /* 18/10-18/19 */,
+ 21 /* 18/20-18/29 */,
+ 22 /* 18/30-18/39 */,
+ 23 /* 18/40-18/49 */,
+ 24 /* 18/50-18/59 */,
+ 25 /* 18/60-18/69 */,
+ 26 /* 18/70-18/79 */,
+ 27 /* 18/80-18/89 */,
+ 28 /* 18/90-18/99 */,
+ 30 /* 18/100-18/109 */,
+ 31 /* 18/110-18/119 */,
+ 32 /* 18/120-18/129 */,
+ 33 /* 18/130-18/139 */,
+ 34 /* 18/140-18/149 */,
+ 35 /* 18/150-18/159 */,
+ 37 /* 18/160-18/169 */,
+ 40 /* 18/170-18/179 */,
+ 44 /* 18/180-18/189 */,
+ 48 /* 18/190-18/199 */,
+ 50 /* 18/200-18/209 */,
+ 50 /* 18/210-18/219 */,
+ 50 /* 18/220+ */
+};
+
+
+/*!
+ * 腕力による採掘能力修正値テーブル
+ * Stat Table (STR) -- digging value
+ */
+const byte adj_str_dig[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 1 /* 5 */,
+ 2 /* 6 */,
+ 3 /* 7 */,
+ 4 /* 8 */,
+ 4 /* 9 */,
+ 5 /* 10 */,
+ 5 /* 11 */,
+ 6 /* 12 */,
+ 6 /* 13 */,
+ 7 /* 14 */,
+ 7 /* 15 */,
+ 8 /* 16 */,
+ 8 /* 17 */,
+ 9 /* 18/00-18/09 */,
+ 10 /* 18/10-18/19 */,
+ 12 /* 18/20-18/29 */,
+ 15 /* 18/30-18/39 */,
+ 20 /* 18/40-18/49 */,
+ 25 /* 18/50-18/59 */,
+ 30 /* 18/60-18/69 */,
+ 35 /* 18/70-18/79 */,
+ 40 /* 18/80-18/89 */,
+ 45 /* 18/90-18/99 */,
+ 50 /* 18/100-18/109 */,
+ 55 /* 18/110-18/119 */,
+ 60 /* 18/120-18/129 */,
+ 65 /* 18/130-18/139 */,
+ 70 /* 18/140-18/149 */,
+ 75 /* 18/150-18/159 */,
+ 80 /* 18/160-18/169 */,
+ 85 /* 18/170-18/179 */,
+ 90 /* 18/180-18/189 */,
+ 95 /* 18/190-18/199 */,
+ 100 /* 18/200-18/209 */,
+ 100 /* 18/210-18/219 */,
+ 100 /* 18/220+ */
+};
+
+/*!
+ * 器用さによる盗難防止&体当たり成功判定修正テーブル
+ * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
+ */
+const byte adj_dex_safe[] =
+{
+ 0 /* 3 */,
+ 1 /* 4 */,
+ 2 /* 5 */,
+ 3 /* 6 */,
+ 4 /* 7 */,
+ 5 /* 8 */,
+ 5 /* 9 */,
+ 6 /* 10 */,
+ 6 /* 11 */,
+ 7 /* 12 */,
+ 7 /* 13 */,
+ 8 /* 14 */,
+ 8 /* 15 */,
+ 9 /* 16 */,
+ 9 /* 17 */,
+ 10 /* 18/00-18/09 */,
+ 10 /* 18/10-18/19 */,
+ 15 /* 18/20-18/29 */,
+ 15 /* 18/30-18/39 */,
+ 20 /* 18/40-18/49 */,
+ 25 /* 18/50-18/59 */,
+ 30 /* 18/60-18/69 */,
+ 35 /* 18/70-18/79 */,
+ 40 /* 18/80-18/89 */,
+ 45 /* 18/90-18/99 */,
+ 50 /* 18/100-18/109 */,
+ 60 /* 18/110-18/119 */,
+ 70 /* 18/120-18/129 */,
+ 80 /* 18/130-18/139 */,
+ 90 /* 18/140-18/149 */,
+ 100 /* 18/150-18/159 */,
+ 100 /* 18/160-18/169 */,
+ 100 /* 18/170-18/179 */,
+ 100 /* 18/180-18/189 */,
+ 100 /* 18/190-18/199 */,
+ 100 /* 18/200-18/209 */,
+ 100 /* 18/210-18/219 */,
+ 100 /* 18/220+ */
+};
+
+
+/*!
+ * 耐久による基本HP自然治癒値テーブル /
+ * Stat Table (CON) -- base regeneration rate
+ */
+const byte adj_con_fix[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 0 /* 8 */,
+ 0 /* 9 */,
+ 0 /* 10 */,
+ 0 /* 11 */,
+ 0 /* 12 */,
+ 0 /* 13 */,
+ 1 /* 14 */,
+ 1 /* 15 */,
+ 1 /* 16 */,
+ 1 /* 17 */,
+ 2 /* 18/00-18/09 */,
+ 2 /* 18/10-18/19 */,
+ 2 /* 18/20-18/29 */,
+ 2 /* 18/30-18/39 */,
+ 2 /* 18/40-18/49 */,
+ 3 /* 18/50-18/59 */,
+ 3 /* 18/60-18/69 */,
+ 3 /* 18/70-18/79 */,
+ 3 /* 18/80-18/89 */,
+ 3 /* 18/90-18/99 */,
+ 4 /* 18/100-18/109 */,
+ 4 /* 18/110-18/119 */,
+ 5 /* 18/120-18/129 */,
+ 6 /* 18/130-18/139 */,
+ 6 /* 18/140-18/149 */,
+ 7 /* 18/150-18/159 */,
+ 7 /* 18/160-18/169 */,
+ 8 /* 18/170-18/179 */,
+ 8 /* 18/180-18/189 */,
+ 8 /* 18/190-18/199 */,
+ 9 /* 18/200-18/209 */,
+ 9 /* 18/210-18/219 */,
+ 9 /* 18/220+ */
+};
+
+
+/*!
+ * 耐久による基本HP自然治癒値テーブル /
+ * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
+ */
+const byte adj_con_mhp[] =
+{
+ 128 + -8 /* 3 */,
+ 128 + -6 /* 4 */,
+ 128 + -4 /* 5 */,
+ 128 + -2 /* 6 */,
+ 128 + -1 /* 7 */,
+ 128 + 0 /* 8 */,
+ 128 + 0 /* 9 */,
+ 128 + 0 /* 10 */,
+ 128 + 0 /* 11 */,
+ 128 + 0 /* 12 */,
+ 128 + 0 /* 13 */,
+ 128 + 1 /* 14 */,
+ 128 + 1 /* 15 */,
+ 128 + 2 /* 16 */,
+ 128 + 3 /* 17 */,
+ 128 + 4 /* 18/00-18/09 */,
+ 128 + 5 /* 18/10-18/19 */,
+ 128 + 6 /* 18/20-18/29 */,
+ 128 + 7 /* 18/30-18/39 */,
+ 128 + 8 /* 18/40-18/49 */,
+ 128 + 9 /* 18/50-18/59 */,
+ 128 + 10 /* 18/60-18/69 */,
+ 128 + 11 /* 18/70-18/79 */,
+ 128 + 12 /* 18/80-18/89 */,
+ 128 + 14 /* 18/90-18/99 */,
+ 128 + 17 /* 18/100-18/109 */,
+ 128 + 20 /* 18/110-18/119 */,
+ 128 + 23 /* 18/120-18/129 */,
+ 128 + 26 /* 18/130-18/139 */,
+ 128 + 29 /* 18/140-18/149 */,
+ 128 + 32 /* 18/150-18/159 */,
+ 128 + 35 /* 18/160-18/169 */,
+ 128 + 38 /* 18/170-18/179 */,
+ 128 + 40 /* 18/180-18/189 */,
+ 128 + 42 /* 18/190-18/199 */,
+ 128 + 44 /* 18/200-18/209 */,
+ 128 + 46 /* 18/210-18/219 */,
+ 128 + 48 /* 18/220+ */
+};
-/* Hack, monk armour */
-static bool monk_armour_aux;
-static bool monk_notify_aux;
+
+/*!
+ * 魅力による魅了能力修正テーブル /
+ * Stat Table (CHR) -- charm
+ */
+const byte adj_chr_chm[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 1 /* 5 */,
+ 2 /* 6 */,
+ 3 /* 7 */,
+ 4 /* 8 */,
+ 4 /* 9 */,
+ 5 /* 10 */,
+ 5 /* 11 */,
+ 6 /* 12 */,
+ 6 /* 13 */,
+ 7 /* 14 */,
+ 7 /* 15 */,
+ 8 /* 16 */,
+ 8 /* 17 */,
+ 9 /* 18/00-18/09 */,
+ 10 /* 18/10-18/19 */,
+ 12 /* 18/20-18/29 */,
+ 15 /* 18/30-18/39 */,
+ 18 /* 18/40-18/49 */,
+ 21 /* 18/50-18/59 */,
+ 24 /* 18/60-18/69 */,
+ 28 /* 18/70-18/79 */,
+ 32 /* 18/80-18/89 */,
+ 36 /* 18/90-18/99 */,
+ 39 /* 18/100-18/109 */,
+ 42 /* 18/110-18/119 */,
+ 45 /* 18/120-18/129 */,
+ 49 /* 18/130-18/139 */,
+ 53 /* 18/140-18/149 */,
+ 57 /* 18/150-18/159 */,
+ 61 /* 18/160-18/169 */,
+ 65 /* 18/170-18/179 */,
+ 69 /* 18/180-18/189 */,
+ 73 /* 18/190-18/199 */,
+ 77 /* 18/200-18/209 */,
+ 81 /* 18/210-18/219 */,
+ 85 /* 18/220+ */
+};
+
+
+/*** Player information ***/
+
+/*
+ * Static player info record
+ */
+player_type p_body;
+
+/*
+ * Pointer to the player info
+ */
+player_type *p_ptr = &p_body;
/*
* Return alignment title
*/
-concptr your_alignment(void)
+concptr your_alignment(player_type *creature_ptr)
{
- if (p_ptr->align > 150) return _("大善", "Lawful");
- else if (p_ptr->align > 50) return _("中善", "Good");
- else if (p_ptr->align > 10) return _("小善", "Neutral Good");
- else if (p_ptr->align > -11) return _("中立", "Neutral");
- else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
- else if (p_ptr->align > -151) return _("中悪", "Evil");
+ if (creature_ptr->align > 150) return _("大善", "Lawful");
+ else if (creature_ptr->align > 50) return _("中善", "Good");
+ else if (creature_ptr->align > 10) return _("小善", "Neutral Good");
+ else if (creature_ptr->align > -11) return _("中立", "Neutral");
+ else if (creature_ptr->align > -51) return _("小悪", "Neutral Evil");
+ else if (creature_ptr->align > -151) return _("中悪", "Evil");
else return _("大悪", "Chaotic");
}
else return EXP_LEVEL_MASTER;
}
+
/*!
* @brief プレイヤーの全ステータスを更新する /
* Calculate the players current "state", taking into account
* This function induces various "status" messages.
* </pre>
*/
-void calc_bonuses(void)
+void calc_bonuses(player_type *creature_ptr)
{
- int i, j, hold, neutral[2];
+ int i, j, hold;
int new_speed;
int default_hand = 0;
- int empty_hands_status = empty_hands(TRUE);
+ int empty_hands_status = empty_hands(creature_ptr, TRUE);
int extra_blows[2];
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
bool omoi = FALSE;
bool yoiyami = FALSE;
bool down_saving = FALSE;
+
#if 0
bool have_dd_s = FALSE, have_dd_t = FALSE;
#endif
const player_race *tmp_rp_ptr;
/* Save the old vision stuff */
- bool old_telepathy = p_ptr->telepathy;
- bool old_esp_animal = p_ptr->esp_animal;
- bool old_esp_undead = p_ptr->esp_undead;
- bool old_esp_demon = p_ptr->esp_demon;
- bool old_esp_orc = p_ptr->esp_orc;
- bool old_esp_troll = p_ptr->esp_troll;
- bool old_esp_giant = p_ptr->esp_giant;
- bool old_esp_dragon = p_ptr->esp_dragon;
- bool old_esp_human = p_ptr->esp_human;
- bool old_esp_evil = p_ptr->esp_evil;
- bool old_esp_good = p_ptr->esp_good;
- bool old_esp_nonliving = p_ptr->esp_nonliving;
- bool old_esp_unique = p_ptr->esp_unique;
- bool old_see_inv = p_ptr->see_inv;
- bool old_mighty_throw = p_ptr->mighty_throw;
+ bool old_telepathy = creature_ptr->telepathy;
+ bool old_esp_animal = creature_ptr->esp_animal;
+ bool old_esp_undead = creature_ptr->esp_undead;
+ bool old_esp_demon = creature_ptr->esp_demon;
+ bool old_esp_orc = creature_ptr->esp_orc;
+ bool old_esp_troll = creature_ptr->esp_troll;
+ bool old_esp_giant = creature_ptr->esp_giant;
+ bool old_esp_dragon = creature_ptr->esp_dragon;
+ bool old_esp_human = creature_ptr->esp_human;
+ bool old_esp_evil = creature_ptr->esp_evil;
+ bool old_esp_good = creature_ptr->esp_good;
+ bool old_esp_nonliving = creature_ptr->esp_nonliving;
+ bool old_esp_unique = creature_ptr->esp_unique;
+ bool old_see_inv = creature_ptr->see_inv;
+ bool old_mighty_throw = creature_ptr->mighty_throw;
/* Current feature under player. */
- feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
+ feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
/* Save the old armor class */
- ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
- ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
+ ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
+ ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
/* Clear extra blows/shots */
extra_blows[0] = extra_blows[1] = 0;
/* Clear the stat modifiers */
- for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
+ for (i = 0; i < A_MAX; i++) creature_ptr->stat_add[i] = 0;
/* Clear the Displayed/Real armor class */
- p_ptr->dis_ac = p_ptr->ac = 0;
+ creature_ptr->dis_ac = creature_ptr->ac = 0;
/* Clear the Displayed/Real Bonuses */
- p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
- p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
- p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
- p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
- p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
- p_ptr->dis_to_a = p_ptr->to_a = 0;
- p_ptr->to_h_m = 0;
- p_ptr->to_d_m = 0;
+ creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
+ creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
+ creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
+ creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
+ creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
+ creature_ptr->dis_to_a = creature_ptr->to_a = 0;
+ creature_ptr->to_h_m = 0;
+ creature_ptr->to_d_m = 0;
- p_ptr->to_m_chance = 0;
+ creature_ptr->to_m_chance = 0;
/* Clear the Extra Dice Bonuses */
- p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
- p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
+ creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
+ creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;
/* Start with "normal" speed */
new_speed = 110;
- /* Start with a single blow per turn */
- p_ptr->num_blow[0] = 1;
- p_ptr->num_blow[1] = 1;
+ /* Start with a single blow per current_world_ptr->game_turn */
+ creature_ptr->num_blow[0] = 1;
+ creature_ptr->num_blow[1] = 1;
- /* Start with a single shot per turn */
- p_ptr->num_fire = 100;
+ /* Start with a single shot per current_world_ptr->game_turn */
+ creature_ptr->num_fire = 100;
/* Reset the "xtra" tval */
- p_ptr->tval_xtra = 0;
+ creature_ptr->tval_xtra = 0;
/* Reset the "ammo" tval */
- p_ptr->tval_ammo = 0;
+ creature_ptr->tval_ammo = 0;
/* Clear all the flags */
- p_ptr->cursed = 0L;
- p_ptr->bless_blade = FALSE;
- p_ptr->xtra_might = FALSE;
- p_ptr->impact[0] = FALSE;
- p_ptr->impact[1] = FALSE;
- p_ptr->pass_wall = FALSE;
- p_ptr->kill_wall = FALSE;
- p_ptr->dec_mana = FALSE;
- p_ptr->easy_spell = FALSE;
- p_ptr->heavy_spell = FALSE;
- p_ptr->see_inv = FALSE;
- p_ptr->free_act = FALSE;
- p_ptr->slow_digest = FALSE;
- p_ptr->regenerate = FALSE;
- p_ptr->can_swim = FALSE;
- p_ptr->levitation = FALSE;
- p_ptr->hold_exp = FALSE;
- p_ptr->telepathy = FALSE;
- p_ptr->esp_animal = FALSE;
- p_ptr->esp_undead = FALSE;
- p_ptr->esp_demon = FALSE;
- p_ptr->esp_orc = FALSE;
- p_ptr->esp_troll = FALSE;
- p_ptr->esp_giant = FALSE;
- p_ptr->esp_dragon = FALSE;
- p_ptr->esp_human = FALSE;
- p_ptr->esp_evil = FALSE;
- p_ptr->esp_good = FALSE;
- p_ptr->esp_nonliving = FALSE;
- p_ptr->esp_unique = FALSE;
- p_ptr->lite = FALSE;
- p_ptr->sustain_str = FALSE;
- p_ptr->sustain_int = FALSE;
- p_ptr->sustain_wis = FALSE;
- p_ptr->sustain_con = FALSE;
- p_ptr->sustain_dex = FALSE;
- p_ptr->sustain_chr = FALSE;
- p_ptr->resist_acid = FALSE;
- p_ptr->resist_elec = FALSE;
- p_ptr->resist_fire = FALSE;
- p_ptr->resist_cold = FALSE;
- p_ptr->resist_pois = FALSE;
- p_ptr->resist_conf = FALSE;
- p_ptr->resist_sound = FALSE;
- p_ptr->resist_lite = FALSE;
- p_ptr->resist_dark = FALSE;
- p_ptr->resist_chaos = FALSE;
- p_ptr->resist_disen = FALSE;
- p_ptr->resist_shard = FALSE;
- p_ptr->resist_nexus = FALSE;
- p_ptr->resist_blind = FALSE;
- p_ptr->resist_neth = FALSE;
- p_ptr->resist_time = FALSE;
- p_ptr->resist_water = FALSE;
- p_ptr->resist_fear = FALSE;
- p_ptr->reflect = FALSE;
- p_ptr->sh_fire = FALSE;
- p_ptr->sh_elec = FALSE;
- p_ptr->sh_cold = FALSE;
- p_ptr->anti_magic = FALSE;
- p_ptr->anti_tele = FALSE;
- p_ptr->warning = FALSE;
- p_ptr->mighty_throw = FALSE;
- p_ptr->see_nocto = FALSE;
-
- p_ptr->immune_acid = FALSE;
- p_ptr->immune_elec = FALSE;
- p_ptr->immune_fire = FALSE;
- p_ptr->immune_cold = FALSE;
-
- p_ptr->ryoute = FALSE;
- p_ptr->migite = FALSE;
- p_ptr->hidarite = FALSE;
- p_ptr->no_flowed = FALSE;
-
- p_ptr->align = friend_align;
-
- if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
- else tmp_rp_ptr = &race_info[p_ptr->prace];
+ creature_ptr->cursed = 0L;
+ creature_ptr->bless_blade = FALSE;
+ creature_ptr->xtra_might = FALSE;
+ creature_ptr->impact[0] = FALSE;
+ creature_ptr->impact[1] = FALSE;
+ creature_ptr->pass_wall = FALSE;
+ creature_ptr->kill_wall = FALSE;
+ creature_ptr->dec_mana = FALSE;
+ creature_ptr->easy_spell = FALSE;
+ creature_ptr->heavy_spell = FALSE;
+ creature_ptr->see_inv = FALSE;
+ creature_ptr->free_act = FALSE;
+ creature_ptr->slow_digest = FALSE;
+ creature_ptr->regenerate = FALSE;
+ creature_ptr->can_swim = FALSE;
+ creature_ptr->levitation = FALSE;
+ creature_ptr->hold_exp = FALSE;
+ creature_ptr->telepathy = FALSE;
+ creature_ptr->esp_animal = FALSE;
+ creature_ptr->esp_undead = FALSE;
+ creature_ptr->esp_demon = FALSE;
+ creature_ptr->esp_orc = FALSE;
+ creature_ptr->esp_troll = FALSE;
+ creature_ptr->esp_giant = FALSE;
+ creature_ptr->esp_dragon = FALSE;
+ creature_ptr->esp_human = FALSE;
+ creature_ptr->esp_evil = FALSE;
+ creature_ptr->esp_good = FALSE;
+ creature_ptr->esp_nonliving = FALSE;
+ creature_ptr->esp_unique = FALSE;
+ creature_ptr->lite = FALSE;
+ creature_ptr->sustain_str = FALSE;
+ creature_ptr->sustain_int = FALSE;
+ creature_ptr->sustain_wis = FALSE;
+ creature_ptr->sustain_con = FALSE;
+ creature_ptr->sustain_dex = FALSE;
+ creature_ptr->sustain_chr = FALSE;
+ creature_ptr->resist_acid = FALSE;
+ creature_ptr->resist_elec = FALSE;
+ creature_ptr->resist_fire = FALSE;
+ creature_ptr->resist_cold = FALSE;
+ creature_ptr->resist_pois = FALSE;
+ creature_ptr->resist_conf = FALSE;
+ creature_ptr->resist_sound = FALSE;
+ creature_ptr->resist_lite = FALSE;
+ creature_ptr->resist_dark = FALSE;
+ creature_ptr->resist_chaos = FALSE;
+ creature_ptr->resist_disen = FALSE;
+ creature_ptr->resist_shard = FALSE;
+ creature_ptr->resist_nexus = FALSE;
+ creature_ptr->resist_blind = FALSE;
+ creature_ptr->resist_neth = FALSE;
+ creature_ptr->resist_time = FALSE;
+ creature_ptr->resist_water = FALSE;
+ creature_ptr->resist_fear = FALSE;
+ creature_ptr->reflect = FALSE;
+ creature_ptr->sh_fire = FALSE;
+ creature_ptr->sh_elec = FALSE;
+ creature_ptr->sh_cold = FALSE;
+ creature_ptr->anti_magic = FALSE;
+ creature_ptr->anti_tele = FALSE;
+ creature_ptr->warning = FALSE;
+ creature_ptr->mighty_throw = FALSE;
+ creature_ptr->see_nocto = FALSE;
+
+ creature_ptr->immune_acid = FALSE;
+ creature_ptr->immune_elec = FALSE;
+ creature_ptr->immune_fire = FALSE;
+ creature_ptr->immune_cold = FALSE;
+
+ creature_ptr->ryoute = FALSE;
+ creature_ptr->migite = FALSE;
+ creature_ptr->hidarite = FALSE;
+ creature_ptr->no_flowed = FALSE;
+
+ if (creature_ptr->mimic_form) tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
+ else tmp_rp_ptr = &race_info[creature_ptr->prace];
/* Base infravision (purely racial) */
- p_ptr->see_infra = tmp_rp_ptr->infra;
+ creature_ptr->see_infra = tmp_rp_ptr->infra;
/* Base skill -- disarming */
- p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
+ creature_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
/* Base skill -- magic devices */
- p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
+ creature_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
/* Base skill -- saving throw */
- p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
+ creature_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
/* Base skill -- stealth */
- p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
+ creature_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
/* Base skill -- searching ability */
- p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
+ creature_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
/* Base skill -- searching frequency */
- p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
+ creature_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
/* Base skill -- combat (normal) */
- p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
+ creature_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
/* Base skill -- combat (shooting) */
- p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+ creature_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
/* Base skill -- combat (throwing) */
- p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+ creature_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
/* Base skill -- digging */
- p_ptr->skill_dig = 0;
+ creature_ptr->skill_dig = 0;
- if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
- if (has_melee_weapon(INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM)) creature_ptr->migite = TRUE;
+ if (has_melee_weapon(creature_ptr, INVEN_LARM))
{
- p_ptr->hidarite = TRUE;
- if (!p_ptr->migite) default_hand = 1;
+ creature_ptr->hidarite = TRUE;
+ if (!creature_ptr->migite) default_hand = 1;
}
if (CAN_TWO_HANDS_WIELDING())
{
- if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
- object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
+ if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) &&
+ object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM]))
{
- p_ptr->ryoute = TRUE;
+ creature_ptr->ryoute = TRUE;
}
- else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
- object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
+ else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) &&
+ object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM]))
{
- p_ptr->ryoute = TRUE;
+ creature_ptr->ryoute = TRUE;
}
else
{
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_MONK:
case CLASS_FORCETRAINER:
case CLASS_BERSERKER:
- if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
+ if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
{
- p_ptr->migite = TRUE;
- p_ptr->ryoute = TRUE;
+ creature_ptr->migite = TRUE;
+ creature_ptr->ryoute = TRUE;
}
break;
}
}
}
- if (!p_ptr->migite && !p_ptr->hidarite)
+ if (!creature_ptr->migite && !creature_ptr->hidarite)
{
- if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
+ if (empty_hands_status & EMPTY_HAND_RARM) creature_ptr->migite = TRUE;
else if (empty_hands_status == EMPTY_HAND_LARM)
{
- p_ptr->hidarite = TRUE;
+ creature_ptr->hidarite = TRUE;
default_hand = 1;
}
}
- if (p_ptr->special_defense & KAMAE_MASK)
+ if (creature_ptr->special_defense & KAMAE_MASK)
{
if (!(empty_hands_status & EMPTY_HAND_RARM))
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
}
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
- if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 44) creature_ptr->regenerate = TRUE;
break;
case CLASS_PALADIN:
- if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
break;
case CLASS_CHAOS_WARRIOR:
- if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
- if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_chaos = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
break;
case CLASS_MINDCRAFTER:
- if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
- if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
- if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->sustain_wis = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_conf = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->telepathy = TRUE;
break;
case CLASS_MONK:
case CLASS_FORCETRAINER:
/* Unencumbered Monks become faster every 10 levels */
- if (!(heavy_armor()))
+ if (!(heavy_armor(creature_ptr)))
{
- if (!(prace_is_(RACE_KLACKON) ||
- prace_is_(RACE_SPRITE) ||
- (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
- new_speed += (p_ptr->lev) / 10;
+ if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+ PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+ (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ new_speed += (creature_ptr->lev) / 10;
/* Free action if unencumbered at level 25 */
- if (p_ptr->lev > 24)
- p_ptr->free_act = TRUE;
+ if (creature_ptr->lev > 24)
+ creature_ptr->free_act = TRUE;
}
break;
case CLASS_SORCERER:
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
break;
case CLASS_BARD:
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case CLASS_SAMURAI:
- if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
break;
case CLASS_BERSERKER:
- p_ptr->shero = 1;
- p_ptr->sustain_str = TRUE;
- p_ptr->sustain_dex = TRUE;
- p_ptr->sustain_con = TRUE;
- p_ptr->regenerate = TRUE;
- p_ptr->free_act = TRUE;
+ creature_ptr->shero = 1;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_dex = TRUE;
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->regenerate = TRUE;
+ creature_ptr->free_act = TRUE;
new_speed += 2;
- if (p_ptr->lev > 29) new_speed++;
- if (p_ptr->lev > 39) new_speed++;
- if (p_ptr->lev > 44) new_speed++;
- if (p_ptr->lev > 49) new_speed++;
- p_ptr->to_a += 10 + p_ptr->lev / 2;
- p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
- p_ptr->skill_dig += (100 + p_ptr->lev * 8);
- if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
- p_ptr->redraw |= PR_STATUS;
+ if (creature_ptr->lev > 29) new_speed++;
+ if (creature_ptr->lev > 39) new_speed++;
+ if (creature_ptr->lev > 44) new_speed++;
+ if (creature_ptr->lev > 49) new_speed++;
+ creature_ptr->to_a += 10 + creature_ptr->lev / 2;
+ creature_ptr->dis_to_a += 10 + creature_ptr->lev / 2;
+ creature_ptr->skill_dig += (100 + creature_ptr->lev * 8);
+ if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
+ creature_ptr->redraw |= PR_STATUS;
break;
case CLASS_MIRROR_MASTER:
- if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
break;
case CLASS_NINJA:
/* Unencumbered Ninjas become faster every 10 levels */
- if (heavy_armor())
+ if (heavy_armor(creature_ptr))
{
- new_speed -= (p_ptr->lev) / 10;
- p_ptr->skill_stl -= (p_ptr->lev) / 10;
+ new_speed -= (creature_ptr->lev) / 10;
+ creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
}
- else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
- (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
+ else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+ (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
{
new_speed += 3;
- if (!(prace_is_(RACE_KLACKON) ||
- prace_is_(RACE_SPRITE) ||
- (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
- new_speed += (p_ptr->lev) / 10;
- p_ptr->skill_stl += (p_ptr->lev) / 10;
+ if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+ PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+ (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ new_speed += (creature_ptr->lev) / 10;
+ creature_ptr->skill_stl += (creature_ptr->lev) / 10;
/* Free action if unencumbered at level 25 */
- if (p_ptr->lev > 24)
- p_ptr->free_act = TRUE;
+ if (creature_ptr->lev > 24)
+ creature_ptr->free_act = TRUE;
}
- if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
- (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
+ if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+ (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
{
- p_ptr->to_a += p_ptr->lev / 2 + 5;
- p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
+ creature_ptr->to_a += creature_ptr->lev / 2 + 5;
+ creature_ptr->dis_to_a += creature_ptr->lev / 2 + 5;
}
- p_ptr->slow_digest = TRUE;
- p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
- if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 44)
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 24) creature_ptr->sustain_dex = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 44)
{
- p_ptr->oppose_pois = 1;
- p_ptr->redraw |= PR_STATUS;
+ creature_ptr->oppose_pois = 1;
+ creature_ptr->redraw |= PR_STATUS;
}
- p_ptr->see_nocto = TRUE;
+ creature_ptr->see_nocto = TRUE;
break;
}
/***** Races ****/
- if (p_ptr->mimic_form)
+ if (creature_ptr->mimic_form)
{
- switch (p_ptr->mimic_form)
+ switch (creature_ptr->mimic_form)
{
case MIMIC_DEMON:
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->oppose_fire = 1;
- p_ptr->see_inv = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->oppose_fire = 1;
+ creature_ptr->see_inv = TRUE;
new_speed += 3;
- p_ptr->redraw |= PR_STATUS;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
- p_ptr->align -= 200;
+ creature_ptr->redraw |= PR_STATUS;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
break;
case MIMIC_DEMON_LORD:
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->immune_fire = TRUE;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_nexus = TRUE;
- p_ptr->resist_fear = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->telepathy = TRUE;
- p_ptr->levitation = TRUE;
- p_ptr->kill_wall = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->immune_fire = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_nexus = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->telepathy = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->kill_wall = TRUE;
new_speed += 5;
- p_ptr->to_a += 20;
- p_ptr->dis_to_a += 20;
- p_ptr->align -= 200;
+ creature_ptr->to_a += 20;
+ creature_ptr->dis_to_a += 20;
break;
case MIMIC_VAMPIRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->see_inv = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->see_inv = TRUE;
new_speed += 3;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
break;
}
}
else
{
- switch (p_ptr->prace)
+ switch (creature_ptr->prace)
{
case RACE_ELF:
- p_ptr->resist_lite = TRUE;
+ creature_ptr->resist_lite = TRUE;
break;
case RACE_HOBBIT:
- p_ptr->hold_exp = TRUE;
+ creature_ptr->hold_exp = TRUE;
break;
case RACE_GNOME:
- p_ptr->free_act = TRUE;
+ creature_ptr->free_act = TRUE;
break;
case RACE_DWARF:
- p_ptr->resist_blind = TRUE;
+ creature_ptr->resist_blind = TRUE;
break;
case RACE_HALF_ORC:
- p_ptr->resist_dark = TRUE;
+ creature_ptr->resist_dark = TRUE;
break;
case RACE_HALF_TROLL:
- p_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_str = TRUE;
- if (p_ptr->lev > 14)
+ if (creature_ptr->lev > 14)
{
/* High level trolls heal fast... */
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
- if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
+ if (creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->slow_digest = TRUE;
+ creature_ptr->slow_digest = TRUE;
/* Let's not make Regeneration
* a disadvantage for the poor warriors who can
* never learn a spell that satisfies hunger (actually
}
break;
case RACE_AMBERITE:
- p_ptr->sustain_con = TRUE;
- p_ptr->regenerate = TRUE; /* Amberites heal fast... */
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->regenerate = TRUE; /* Amberites heal fast... */
break;
case RACE_HIGH_ELF:
- p_ptr->resist_lite = TRUE;
- p_ptr->see_inv = TRUE;
+ creature_ptr->resist_lite = TRUE;
+ creature_ptr->see_inv = TRUE;
break;
case RACE_BARBARIAN:
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
break;
case RACE_HALF_OGRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->sustain_str = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->sustain_str = TRUE;
break;
case RACE_HALF_GIANT:
- p_ptr->sustain_str = TRUE;
- p_ptr->resist_shard = TRUE;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->resist_shard = TRUE;
break;
case RACE_HALF_TITAN:
- p_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_chaos = TRUE;
break;
case RACE_CYCLOPS:
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case RACE_YEEK:
- p_ptr->resist_acid = TRUE;
- if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->immune_acid = TRUE;
break;
case RACE_KLACKON:
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_acid = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_acid = TRUE;
/* Klackons become faster */
- new_speed += (p_ptr->lev) / 10;
+ new_speed += (creature_ptr->lev) / 10;
break;
case RACE_KOBOLD:
- p_ptr->resist_pois = TRUE;
+ creature_ptr->resist_pois = TRUE;
break;
case RACE_NIBELUNG:
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_dark = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_dark = TRUE;
break;
case RACE_DARK_ELF:
- p_ptr->resist_dark = TRUE;
- if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->see_inv = TRUE;
break;
case RACE_DRACONIAN:
- p_ptr->levitation = TRUE;
- if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
- if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
- if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
- if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
- if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
+ creature_ptr->levitation = TRUE;
+ if (creature_ptr->lev > 4) creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
+ if (creature_ptr->lev > 14) creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->resist_elec = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->resist_pois = TRUE;
break;
case RACE_MIND_FLAYER:
- p_ptr->sustain_int = TRUE;
- p_ptr->sustain_wis = TRUE;
- if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
+ creature_ptr->sustain_int = TRUE;
+ creature_ptr->sustain_wis = TRUE;
+ if (creature_ptr->lev > 14) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->telepathy = TRUE;
break;
case RACE_IMP:
- p_ptr->resist_fire = TRUE;
- if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
break;
case RACE_GOLEM:
- p_ptr->slow_digest = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->hold_exp = TRUE;
break;
case RACE_SKELETON:
- p_ptr->resist_shard = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
+ creature_ptr->resist_shard = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
break;
case RACE_ZOMBIE:
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->slow_digest = TRUE;
- if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ if (creature_ptr->lev > 4) creature_ptr->resist_cold = TRUE;
break;
case RACE_VAMPIRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
break;
case RACE_SPECTRE:
- p_ptr->levitation = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->slow_digest = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->pass_wall = TRUE;
- if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->pass_wall = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->telepathy = TRUE;
break;
case RACE_SPRITE:
- p_ptr->levitation = TRUE;
- p_ptr->resist_lite = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->resist_lite = TRUE;
/* Sprites become faster */
- new_speed += (p_ptr->lev) / 10;
+ new_speed += (creature_ptr->lev) / 10;
break;
case RACE_BEASTMAN:
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case RACE_ENT:
/* Ents dig like maniacs, but only with their hands. */
- if (!inventory[INVEN_RARM].k_idx)
- p_ptr->skill_dig += p_ptr->lev * 10;
+ if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
+ creature_ptr->skill_dig += creature_ptr->lev * 10;
/* Ents get tougher and stronger as they age, but lose dexterity. */
- if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_CON]++;
break;
case RACE_ANGEL:
- p_ptr->levitation = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->align += 200;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->see_inv = TRUE;
break;
case RACE_DEMON:
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 44)
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 44)
{
- p_ptr->oppose_fire = 1;
- p_ptr->redraw |= PR_STATUS;
+ creature_ptr->oppose_fire = 1;
+ creature_ptr->redraw |= PR_STATUS;
}
- p_ptr->align -= 200;
break;
case RACE_DUNADAN:
- p_ptr->sustain_con = TRUE;
+ creature_ptr->sustain_con = TRUE;
break;
case RACE_S_FAIRY:
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
break;
case RACE_KUTAR:
- p_ptr->resist_conf = TRUE;
+ creature_ptr->resist_conf = TRUE;
break;
case RACE_ANDROID:
- p_ptr->slow_digest = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->hold_exp = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->hold_exp = TRUE;
break;
case RACE_MERFOLK:
- p_ptr->resist_water = TRUE;
+ creature_ptr->resist_water = TRUE;
break;
default:
/* Do nothing */
}
}
- if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
- {
- p_ptr->see_inv = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->slow_digest = TRUE;
- p_ptr->regenerate = TRUE;
- p_ptr->levitation = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->telepathy = TRUE;
- p_ptr->lite = TRUE;
- p_ptr->sustain_str = TRUE;
- p_ptr->sustain_int = TRUE;
- p_ptr->sustain_wis = TRUE;
- p_ptr->sustain_con = TRUE;
- p_ptr->sustain_dex = TRUE;
- p_ptr->sustain_chr = TRUE;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_sound = TRUE;
- p_ptr->resist_lite = TRUE;
- p_ptr->resist_dark = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_shard = TRUE;
- p_ptr->resist_nexus = TRUE;
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_fear = TRUE;
- p_ptr->reflect = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->sh_elec = TRUE;
- p_ptr->sh_cold = TRUE;
- p_ptr->to_a += 100;
- p_ptr->dis_to_a += 100;
+ if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU))
+ {
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->regenerate = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->telepathy = TRUE;
+ creature_ptr->lite = TRUE;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_int = TRUE;
+ creature_ptr->sustain_wis = TRUE;
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->sustain_dex = TRUE;
+ creature_ptr->sustain_chr = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_sound = TRUE;
+ creature_ptr->resist_lite = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_shard = TRUE;
+ creature_ptr->resist_nexus = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->sh_elec = TRUE;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->to_a += 100;
+ creature_ptr->dis_to_a += 100;
}
/* Temporary shield */
- else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
+ else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef)
{
- p_ptr->to_a += 50;
- p_ptr->dis_to_a += 50;
+ creature_ptr->to_a += 50;
+ creature_ptr->dis_to_a += 50;
}
- if (p_ptr->tim_res_nether)
+ if (creature_ptr->tim_res_nether)
{
- p_ptr->resist_neth = TRUE;
+ creature_ptr->resist_neth = TRUE;
}
- if (p_ptr->tim_sh_fire)
+ if (creature_ptr->tim_sh_fire)
{
- p_ptr->sh_fire = TRUE;
+ creature_ptr->sh_fire = TRUE;
}
- if (p_ptr->tim_res_time)
+ if (creature_ptr->tim_res_time)
{
- p_ptr->resist_time = TRUE;
+ creature_ptr->resist_time = TRUE;
}
/* Sexy Gal */
- if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
+ if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
- if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
- if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
+ if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
+ if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
+ if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
- if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
{
- p_ptr->to_m_chance += 5;
- p_ptr->resist_conf = TRUE;
+ creature_ptr->to_m_chance += 5;
+ creature_ptr->resist_conf = TRUE;
}
/* Lucky man */
- if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
+ if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->hold_exp = TRUE;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
- if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
+ if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
/* Munchkin become faster */
- new_speed += (p_ptr->lev) / 10 + 5;
+ new_speed += (creature_ptr->lev) / 10 + 5;
}
if (music_singing(MUSIC_WALL))
{
- p_ptr->kill_wall = TRUE;
+ creature_ptr->kill_wall = TRUE;
}
/* Hack -- apply racial/class stat maxes */
for (i = 0; i < A_MAX; i++)
{
/* Modify the stats for "race" */
- p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
+ creature_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
}
/* I'm adding the mutations here for the lack of a better place... */
- if (p_ptr->muta3)
+ if (creature_ptr->muta3)
{
/* Hyper Strength */
- if (p_ptr->muta3 & MUT3_HYPER_STR)
+ if (creature_ptr->muta3 & MUT3_HYPER_STR)
{
- p_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
}
/* Puny */
- if (p_ptr->muta3 & MUT3_PUNY)
+ if (creature_ptr->muta3 & MUT3_PUNY)
{
- p_ptr->stat_add[A_STR] -= 4;
+ creature_ptr->stat_add[A_STR] -= 4;
}
/* Living computer */
- if (p_ptr->muta3 & MUT3_HYPER_INT)
+ if (creature_ptr->muta3 & MUT3_HYPER_INT)
{
- p_ptr->stat_add[A_INT] += 4;
- p_ptr->stat_add[A_WIS] += 4;
+ creature_ptr->stat_add[A_INT] += 4;
+ creature_ptr->stat_add[A_WIS] += 4;
}
/* Moronic */
- if (p_ptr->muta3 & MUT3_MORONIC)
+ if (creature_ptr->muta3 & MUT3_MORONIC)
{
- p_ptr->stat_add[A_INT] -= 4;
- p_ptr->stat_add[A_WIS] -= 4;
+ creature_ptr->stat_add[A_INT] -= 4;
+ creature_ptr->stat_add[A_WIS] -= 4;
}
- if (p_ptr->muta3 & MUT3_RESILIENT)
+ if (creature_ptr->muta3 & MUT3_RESILIENT)
{
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
- if (p_ptr->muta3 & MUT3_XTRA_FAT)
+ if (creature_ptr->muta3 & MUT3_XTRA_FAT)
{
- p_ptr->stat_add[A_CON] += 2;
+ creature_ptr->stat_add[A_CON] += 2;
new_speed -= 2;
}
- if (p_ptr->muta3 & MUT3_ALBINO)
+ if (creature_ptr->muta3 & MUT3_ALBINO)
{
- p_ptr->stat_add[A_CON] -= 4;
+ creature_ptr->stat_add[A_CON] -= 4;
}
- if (p_ptr->muta3 & MUT3_FLESH_ROT)
+ if (creature_ptr->muta3 & MUT3_FLESH_ROT)
{
- p_ptr->stat_add[A_CON] -= 2;
- p_ptr->stat_add[A_CHR] -= 1;
- p_ptr->regenerate = FALSE;
+ creature_ptr->stat_add[A_CON] -= 2;
+ creature_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->regenerate = FALSE;
/* Cancel innate regeneration */
}
- if (p_ptr->muta3 & MUT3_SILLY_VOI)
+ if (creature_ptr->muta3 & MUT3_SILLY_VOI)
{
- p_ptr->stat_add[A_CHR] -= 4;
+ creature_ptr->stat_add[A_CHR] -= 4;
}
- if (p_ptr->muta3 & MUT3_BLANK_FAC)
+ if (creature_ptr->muta3 & MUT3_BLANK_FAC)
{
- p_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->stat_add[A_CHR] -= 1;
}
- if (p_ptr->muta3 & MUT3_XTRA_EYES)
+ if (creature_ptr->muta3 & MUT3_XTRA_EYES)
{
- p_ptr->skill_fos += 15;
- p_ptr->skill_srh += 15;
+ creature_ptr->skill_fos += 15;
+ creature_ptr->skill_srh += 15;
}
- if (p_ptr->muta3 & MUT3_MAGIC_RES)
+ if (creature_ptr->muta3 & MUT3_MAGIC_RES)
{
- p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
+ creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
}
- if (p_ptr->muta3 & MUT3_XTRA_NOIS)
+ if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
{
- p_ptr->skill_stl -= 3;
+ creature_ptr->skill_stl -= 3;
}
- if (p_ptr->muta3 & MUT3_INFRAVIS)
+ if (creature_ptr->muta3 & MUT3_INFRAVIS)
{
- p_ptr->see_infra += 3;
+ creature_ptr->see_infra += 3;
}
- if (p_ptr->muta3 & MUT3_XTRA_LEGS)
+ if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
{
new_speed += 3;
}
- if (p_ptr->muta3 & MUT3_SHORT_LEG)
+ if (creature_ptr->muta3 & MUT3_SHORT_LEG)
{
new_speed -= 3;
}
- if (p_ptr->muta3 & MUT3_ELEC_TOUC)
+ if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
{
- p_ptr->sh_elec = TRUE;
+ creature_ptr->sh_elec = TRUE;
}
- if (p_ptr->muta3 & MUT3_FIRE_BODY)
+ if (creature_ptr->muta3 & MUT3_FIRE_BODY)
{
- p_ptr->sh_fire = TRUE;
- p_ptr->lite = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->lite = TRUE;
}
- if (p_ptr->muta3 & MUT3_WART_SKIN)
+ if (creature_ptr->muta3 & MUT3_WART_SKIN)
{
- p_ptr->stat_add[A_CHR] -= 2;
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
+ creature_ptr->stat_add[A_CHR] -= 2;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
}
- if (p_ptr->muta3 & MUT3_SCALES)
+ if (creature_ptr->muta3 & MUT3_SCALES)
{
- p_ptr->stat_add[A_CHR] -= 1;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
- if (p_ptr->muta3 & MUT3_IRON_SKIN)
+ if (creature_ptr->muta3 & MUT3_IRON_SKIN)
{
- p_ptr->stat_add[A_DEX] -= 1;
- p_ptr->to_a += 25;
- p_ptr->dis_to_a += 25;
+ creature_ptr->stat_add[A_DEX] -= 1;
+ creature_ptr->to_a += 25;
+ creature_ptr->dis_to_a += 25;
}
- if (p_ptr->muta3 & MUT3_WINGS)
+ if (creature_ptr->muta3 & MUT3_WINGS)
{
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
}
- if (p_ptr->muta3 & MUT3_FEARLESS)
+ if (creature_ptr->muta3 & MUT3_FEARLESS)
{
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
}
- if (p_ptr->muta3 & MUT3_REGEN)
+ if (creature_ptr->muta3 & MUT3_REGEN)
{
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
}
- if (p_ptr->muta3 & MUT3_ESP)
+ if (creature_ptr->muta3 & MUT3_ESP)
{
- p_ptr->telepathy = TRUE;
+ creature_ptr->telepathy = TRUE;
}
- if (p_ptr->muta3 & MUT3_LIMBER)
+ if (creature_ptr->muta3 & MUT3_LIMBER)
{
- p_ptr->stat_add[A_DEX] += 3;
+ creature_ptr->stat_add[A_DEX] += 3;
}
- if (p_ptr->muta3 & MUT3_ARTHRITIS)
+ if (creature_ptr->muta3 & MUT3_ARTHRITIS)
{
- p_ptr->stat_add[A_DEX] -= 3;
+ creature_ptr->stat_add[A_DEX] -= 3;
}
- if (p_ptr->muta3 & MUT3_MOTION)
+ if (creature_ptr->muta3 & MUT3_MOTION)
{
- p_ptr->free_act = TRUE;
- p_ptr->skill_stl += 1;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->skill_stl += 1;
}
- if (p_ptr->muta3 & MUT3_ILL_NORM)
+ if (creature_ptr->muta3 & MUT3_ILL_NORM)
{
- p_ptr->stat_add[A_CHR] = 0;
+ creature_ptr->stat_add[A_CHR] = 0;
}
}
- if (p_ptr->tsuyoshi)
+ if (creature_ptr->tsuyoshi)
{
- p_ptr->stat_add[A_STR] += 4;
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
- /* Scan the usable inventory */
+ /* Scan the usable creature_ptr->inventory_list */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
int bonus_to_h, bonus_to_d;
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
- /* Extract the item flags */
object_flags(o_ptr, flgs);
- p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
- if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
+ creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
+ if (o_ptr->name1 == ART_CHAINSWORD) creature_ptr->cursed |= TRC_CHAINSWORD;
/* Affect stats */
- if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
- if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
- if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
- if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
- if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
- if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
+ if (have_flag(flgs, TR_STR)) creature_ptr->stat_add[A_STR] += o_ptr->pval;
+ if (have_flag(flgs, TR_INT)) creature_ptr->stat_add[A_INT] += o_ptr->pval;
+ if (have_flag(flgs, TR_WIS)) creature_ptr->stat_add[A_WIS] += o_ptr->pval;
+ if (have_flag(flgs, TR_DEX)) creature_ptr->stat_add[A_DEX] += o_ptr->pval;
+ if (have_flag(flgs, TR_CON)) creature_ptr->stat_add[A_CON] += o_ptr->pval;
+ if (have_flag(flgs, TR_CHR)) creature_ptr->stat_add[A_CHR] += o_ptr->pval;
- if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
+ if (have_flag(flgs, TR_MAGIC_MASTERY)) creature_ptr->skill_dev += 8 * o_ptr->pval;
/* Affect stealth */
- if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
+ if (have_flag(flgs, TR_STEALTH)) creature_ptr->skill_stl += o_ptr->pval;
/* Affect searching ability (factor of five) */
- if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_srh += (o_ptr->pval * 5);
/* Affect searching frequency (factor of five) */
- if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_fos += (o_ptr->pval * 5);
/* Affect infravision */
- if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
+ if (have_flag(flgs, TR_INFRA)) creature_ptr->see_infra += o_ptr->pval;
/* Affect digging (factor of 20) */
- if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
+ if (have_flag(flgs, TR_TUNNEL)) creature_ptr->skill_dig += (o_ptr->pval * 20);
/* Affect speed */
if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
/* Affect blows */
if (have_flag(flgs, TR_BLOWS))
{
- if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
- else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
+ if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute) extra_blows[0] += o_ptr->pval;
+ else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute) extra_blows[1] += o_ptr->pval;
else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
}
/* Hack -- cause earthquakes */
- if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
+ if (have_flag(flgs, TR_IMPACT)) creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
/* Various flags */
- if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
- if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
- if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
- if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
- if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
- if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
- if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
- if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
- if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
- if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
- if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
- if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
- if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
- if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
- if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
- if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
- if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
- if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
- if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
- if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
- if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
- if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
- if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
- if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
- if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
- if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
- if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
- if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
- if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
- if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
- if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
- if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
- if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
- if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
- if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
-
- if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
- if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
- if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
- if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
+ if (have_flag(flgs, TR_AGGRAVATE)) creature_ptr->cursed |= TRC_AGGRAVATE;
+ if (have_flag(flgs, TR_DRAIN_EXP)) creature_ptr->cursed |= TRC_DRAIN_EXP;
+ if (have_flag(flgs, TR_TY_CURSE)) creature_ptr->cursed |= TRC_TY_CURSE;
+ if (have_flag(flgs, TR_ADD_L_CURSE)) creature_ptr->cursed |= TRC_ADD_L_CURSE;
+ if (have_flag(flgs, TR_ADD_H_CURSE)) creature_ptr->cursed |= TRC_ADD_H_CURSE;
+ if (have_flag(flgs, TR_DRAIN_HP)) creature_ptr->cursed |= TRC_DRAIN_HP;
+ if (have_flag(flgs, TR_DRAIN_MANA)) creature_ptr->cursed |= TRC_DRAIN_MANA;
+ if (have_flag(flgs, TR_CALL_ANIMAL)) creature_ptr->cursed |= TRC_CALL_ANIMAL;
+ if (have_flag(flgs, TR_CALL_DEMON)) creature_ptr->cursed |= TRC_CALL_DEMON;
+ if (have_flag(flgs, TR_CALL_DRAGON)) creature_ptr->cursed |= TRC_CALL_DRAGON;
+ if (have_flag(flgs, TR_CALL_UNDEAD)) creature_ptr->cursed |= TRC_CALL_UNDEAD;
+ if (have_flag(flgs, TR_COWARDICE)) creature_ptr->cursed |= TRC_COWARDICE;
+ if (have_flag(flgs, TR_LOW_MELEE)) creature_ptr->cursed |= TRC_LOW_MELEE;
+ if (have_flag(flgs, TR_LOW_AC)) creature_ptr->cursed |= TRC_LOW_AC;
+ if (have_flag(flgs, TR_LOW_MAGIC)) creature_ptr->cursed |= TRC_LOW_MAGIC;
+ if (have_flag(flgs, TR_FAST_DIGEST)) creature_ptr->cursed |= TRC_FAST_DIGEST;
+ if (have_flag(flgs, TR_SLOW_REGEN)) creature_ptr->cursed |= TRC_SLOW_REGEN;
+ if (have_flag(flgs, TR_DEC_MANA)) creature_ptr->dec_mana = TRUE;
+ if (have_flag(flgs, TR_BLESSED)) creature_ptr->bless_blade = TRUE;
+ if (have_flag(flgs, TR_XTRA_MIGHT)) creature_ptr->xtra_might = TRUE;
+ if (have_flag(flgs, TR_SLOW_DIGEST)) creature_ptr->slow_digest = TRUE;
+ if (have_flag(flgs, TR_REGEN)) creature_ptr->regenerate = TRUE;
+ if (have_flag(flgs, TR_TELEPATHY)) creature_ptr->telepathy = TRUE;
+ if (have_flag(flgs, TR_ESP_ANIMAL)) creature_ptr->esp_animal = TRUE;
+ if (have_flag(flgs, TR_ESP_UNDEAD)) creature_ptr->esp_undead = TRUE;
+ if (have_flag(flgs, TR_ESP_DEMON)) creature_ptr->esp_demon = TRUE;
+ if (have_flag(flgs, TR_ESP_ORC)) creature_ptr->esp_orc = TRUE;
+ if (have_flag(flgs, TR_ESP_TROLL)) creature_ptr->esp_troll = TRUE;
+ if (have_flag(flgs, TR_ESP_GIANT)) creature_ptr->esp_giant = TRUE;
+ if (have_flag(flgs, TR_ESP_DRAGON)) creature_ptr->esp_dragon = TRUE;
+ if (have_flag(flgs, TR_ESP_HUMAN)) creature_ptr->esp_human = TRUE;
+ if (have_flag(flgs, TR_ESP_EVIL)) creature_ptr->esp_evil = TRUE;
+ if (have_flag(flgs, TR_ESP_GOOD)) creature_ptr->esp_good = TRUE;
+ if (have_flag(flgs, TR_ESP_NONLIVING)) creature_ptr->esp_nonliving = TRUE;
+ if (have_flag(flgs, TR_ESP_UNIQUE)) creature_ptr->esp_unique = TRUE;
+
+ if (have_flag(flgs, TR_SEE_INVIS)) creature_ptr->see_inv = TRUE;
+ if (have_flag(flgs, TR_LEVITATION)) creature_ptr->levitation = TRUE;
+ if (have_flag(flgs, TR_FREE_ACT)) creature_ptr->free_act = TRUE;
+ if (have_flag(flgs, TR_HOLD_EXP)) creature_ptr->hold_exp = TRUE;
if (have_flag(flgs, TR_WARNING)) {
if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
- p_ptr->warning = TRUE;
+ creature_ptr->warning = TRUE;
}
if (have_flag(flgs, TR_TELEPORT))
{
- if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
+ if (object_is_cursed(o_ptr)) creature_ptr->cursed |= TRC_TELEPORT;
else
{
concptr insc = quark_str(o_ptr->inscription);
else
{
/* Controlled random teleportation */
- p_ptr->cursed |= TRC_TELEPORT_SELF;
+ creature_ptr->cursed |= TRC_TELEPORT_SELF;
}
}
}
/* Immunity flags */
- if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
- if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
- if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
- if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
+ if (have_flag(flgs, TR_IM_FIRE)) creature_ptr->immune_fire = TRUE;
+ if (have_flag(flgs, TR_IM_ACID)) creature_ptr->immune_acid = TRUE;
+ if (have_flag(flgs, TR_IM_COLD)) creature_ptr->immune_cold = TRUE;
+ if (have_flag(flgs, TR_IM_ELEC)) creature_ptr->immune_elec = TRUE;
/* Resistance flags */
- if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
- if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
- if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
- if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
- if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
- if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
- if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
- if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
- if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
- if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
- if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
- if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
- if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
- if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
- if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
- if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
-
- if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
- if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
- if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
- if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
- if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
- if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
+ if (have_flag(flgs, TR_RES_ACID)) creature_ptr->resist_acid = TRUE;
+ if (have_flag(flgs, TR_RES_ELEC)) creature_ptr->resist_elec = TRUE;
+ if (have_flag(flgs, TR_RES_FIRE)) creature_ptr->resist_fire = TRUE;
+ if (have_flag(flgs, TR_RES_COLD)) creature_ptr->resist_cold = TRUE;
+ if (have_flag(flgs, TR_RES_POIS)) creature_ptr->resist_pois = TRUE;
+ if (have_flag(flgs, TR_RES_FEAR)) creature_ptr->resist_fear = TRUE;
+ if (have_flag(flgs, TR_RES_CONF)) creature_ptr->resist_conf = TRUE;
+ if (have_flag(flgs, TR_RES_SOUND)) creature_ptr->resist_sound = TRUE;
+ if (have_flag(flgs, TR_RES_LITE)) creature_ptr->resist_lite = TRUE;
+ if (have_flag(flgs, TR_RES_DARK)) creature_ptr->resist_dark = TRUE;
+ if (have_flag(flgs, TR_RES_CHAOS)) creature_ptr->resist_chaos = TRUE;
+ if (have_flag(flgs, TR_RES_DISEN)) creature_ptr->resist_disen = TRUE;
+ if (have_flag(flgs, TR_RES_SHARDS)) creature_ptr->resist_shard = TRUE;
+ if (have_flag(flgs, TR_RES_NEXUS)) creature_ptr->resist_nexus = TRUE;
+ if (have_flag(flgs, TR_RES_BLIND)) creature_ptr->resist_blind = TRUE;
+ if (have_flag(flgs, TR_RES_NETHER)) creature_ptr->resist_neth = TRUE;
+
+ if (have_flag(flgs, TR_REFLECT)) creature_ptr->reflect = TRUE;
+ if (have_flag(flgs, TR_SH_FIRE)) creature_ptr->sh_fire = TRUE;
+ if (have_flag(flgs, TR_SH_ELEC)) creature_ptr->sh_elec = TRUE;
+ if (have_flag(flgs, TR_SH_COLD)) creature_ptr->sh_cold = TRUE;
+ if (have_flag(flgs, TR_NO_MAGIC)) creature_ptr->anti_magic = TRUE;
+ if (have_flag(flgs, TR_NO_TELE)) creature_ptr->anti_tele = TRUE;
/* Sustain flags */
- if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
- if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
- if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
- if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
- if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
- if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
+ if (have_flag(flgs, TR_SUST_STR)) creature_ptr->sustain_str = TRUE;
+ if (have_flag(flgs, TR_SUST_INT)) creature_ptr->sustain_int = TRUE;
+ if (have_flag(flgs, TR_SUST_WIS)) creature_ptr->sustain_wis = TRUE;
+ if (have_flag(flgs, TR_SUST_DEX)) creature_ptr->sustain_dex = TRUE;
+ if (have_flag(flgs, TR_SUST_CON)) creature_ptr->sustain_con = TRUE;
+ if (have_flag(flgs, TR_SUST_CHR)) creature_ptr->sustain_chr = TRUE;
if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
- if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
- if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
- if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
- if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
+ if (o_ptr->name2 == EGO_RING_RES_TIME) creature_ptr->resist_time = TRUE;
+ if (o_ptr->name2 == EGO_RING_THROW) creature_ptr->mighty_throw = TRUE;
+ if (have_flag(flgs, TR_EASY_SPELL)) creature_ptr->easy_spell = TRUE;
+ if (o_ptr->name2 == EGO_AMU_FOOL) creature_ptr->heavy_spell = TRUE;
if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
if (o_ptr->curse_flags & TRC_LOW_MAGIC)
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_m_chance += 10;
+ creature_ptr->to_m_chance += 10;
}
else
{
- p_ptr->to_m_chance += 3;
+ creature_ptr->to_m_chance += 3;
}
}
if (o_ptr->tval == TV_CAPTURE) continue;
/* Modify the base armor class */
- p_ptr->ac += o_ptr->ac;
+ creature_ptr->ac += o_ptr->ac;
/* The base armor class is always known */
- p_ptr->dis_ac += o_ptr->ac;
+ creature_ptr->dis_ac += o_ptr->ac;
/* Apply the bonuses to armor class */
- p_ptr->to_a += o_ptr->to_a;
+ creature_ptr->to_a += o_ptr->to_a;
/* Apply the mental bonuses to armor class, if known */
- if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
+ if (object_is_known(o_ptr)) creature_ptr->dis_to_a += o_ptr->to_a;
if (o_ptr->curse_flags & TRC_LOW_MELEE)
{
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_h[slot] -= 15;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
+ creature_ptr->to_h[slot] -= 15;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 15;
}
else
{
- p_ptr->to_h[slot] -= 5;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
+ creature_ptr->to_h[slot] -= 5;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 5;
}
}
else
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_h_b -= 15;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
+ creature_ptr->to_h_b -= 15;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 15;
}
else
{
- p_ptr->to_h_b -= 5;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
+ creature_ptr->to_h_b -= 5;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 5;
}
}
}
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_a -= 30;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
+ creature_ptr->to_a -= 30;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 30;
}
else
{
- p_ptr->to_a -= 10;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
+ creature_ptr->to_a -= 10;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 10;
}
}
/* Hack -- do not apply "weapon" bonuses */
- if (i == INVEN_RARM && has_melee_weapon(i)) continue;
- if (i == INVEN_LARM && has_melee_weapon(i)) continue;
+ if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i)) continue;
+ if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) continue;
/* Hack -- do not apply "bow" bonuses */
if (i == INVEN_BOW) continue;
bonus_to_h = o_ptr->to_h;
bonus_to_d = o_ptr->to_d;
- if (p_ptr->pclass == CLASS_NINJA)
+ if (creature_ptr->pclass == CLASS_NINJA)
{
if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
/* To Bow and Natural attack */
/* Apply the bonuses to hit/damage */
- p_ptr->to_h_b += (s16b)bonus_to_h;
- p_ptr->to_h_m += (s16b)bonus_to_h;
- p_ptr->to_d_m += (s16b)bonus_to_d;
+ creature_ptr->to_h_b += (s16b)bonus_to_h;
+ creature_ptr->to_h_m += (s16b)bonus_to_h;
+ creature_ptr->to_d_m += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
- if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
+ if (object_is_known(o_ptr)) creature_ptr->dis_to_h_b += (s16b)bonus_to_h;
/* To Melee */
- if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
+ if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute)
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
- p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+ creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+ creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
- p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+ creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+ creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
}
}
- else if (p_ptr->migite && p_ptr->hidarite)
+ else if (creature_ptr->migite && creature_ptr->hidarite)
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
- p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
- p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
- p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+ creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+ creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+ creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+ creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
- p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
- p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
- p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+ creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+ creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+ creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+ creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
}
}
else
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
- p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
+ creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
+ creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
/* Apply the mental bonuses to hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
- p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
+ creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
+ creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
}
}
}
/* Shield skill bonus */
- if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
+ if (object_is_armour(&creature_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&creature_ptr->inventory_list[INVEN_LARM]))
{
- p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
- p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
+ creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
+ creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
}
- if (old_mighty_throw != p_ptr->mighty_throw)
+ if (old_mighty_throw != creature_ptr->mighty_throw)
{
/* Redraw average damege display of Shuriken */
- p_ptr->window |= PW_INVEN;
+ creature_ptr->window |= PW_INVEN;
}
- if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
+ if (creature_ptr->cursed & TRC_TELEPORT) creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
/* Monks get extra ac for armour _not worn_ */
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr))
{
- if (!(inventory[INVEN_BODY].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx))
{
- p_ptr->to_a += (p_ptr->lev * 3) / 2;
- p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
+ creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
+ creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
}
- if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
+ if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15))
{
- p_ptr->to_a += ((p_ptr->lev - 13) / 3);
- p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
+ creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
+ creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
}
- if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
+ if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10))
{
- p_ptr->to_a += ((p_ptr->lev - 8) / 3);
- p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
+ creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
+ creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
}
- if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
+ if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4))
{
- p_ptr->to_a += (p_ptr->lev - 2) / 3;
- p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
+ creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
+ creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
}
- if (!(inventory[INVEN_HANDS].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx))
{
- p_ptr->to_a += (p_ptr->lev / 2);
- p_ptr->dis_to_a += (p_ptr->lev / 2);
+ creature_ptr->to_a += (creature_ptr->lev / 2);
+ creature_ptr->dis_to_a += (creature_ptr->lev / 2);
}
- if (!(inventory[INVEN_FEET].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx))
{
- p_ptr->to_a += (p_ptr->lev / 3);
- p_ptr->dis_to_a += (p_ptr->lev / 3);
+ creature_ptr->to_a += (creature_ptr->lev / 3);
+ creature_ptr->dis_to_a += (creature_ptr->lev / 3);
}
- if (p_ptr->special_defense & KAMAE_BYAKKO)
+ if (creature_ptr->special_defense & KAMAE_BYAKKO)
{
- p_ptr->stat_add[A_STR] += 2;
- p_ptr->stat_add[A_DEX] += 2;
- p_ptr->stat_add[A_CON] -= 3;
+ creature_ptr->stat_add[A_STR] += 2;
+ creature_ptr->stat_add[A_DEX] += 2;
+ creature_ptr->stat_add[A_CON] -= 3;
}
- else if (p_ptr->special_defense & KAMAE_SEIRYU)
+ else if (creature_ptr->special_defense & KAMAE_SEIRYU)
{
}
- else if (p_ptr->special_defense & KAMAE_GENBU)
+ else if (creature_ptr->special_defense & KAMAE_GENBU)
{
- p_ptr->stat_add[A_INT] -= 1;
- p_ptr->stat_add[A_WIS] -= 1;
- p_ptr->stat_add[A_DEX] -= 2;
- p_ptr->stat_add[A_CON] += 3;
+ creature_ptr->stat_add[A_INT] -= 1;
+ creature_ptr->stat_add[A_WIS] -= 1;
+ creature_ptr->stat_add[A_DEX] -= 2;
+ creature_ptr->stat_add[A_CON] += 3;
}
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
+ else if (creature_ptr->special_defense & KAMAE_SUZAKU)
{
- p_ptr->stat_add[A_STR] -= 2;
- p_ptr->stat_add[A_INT] += 1;
- p_ptr->stat_add[A_WIS] += 1;
- p_ptr->stat_add[A_DEX] += 2;
- p_ptr->stat_add[A_CON] -= 2;
+ creature_ptr->stat_add[A_STR] -= 2;
+ creature_ptr->stat_add[A_INT] += 1;
+ creature_ptr->stat_add[A_WIS] += 1;
+ creature_ptr->stat_add[A_DEX] += 2;
+ creature_ptr->stat_add[A_CON] -= 2;
}
}
- if (p_ptr->special_defense & KATA_KOUKIJIN)
+ if (creature_ptr->special_defense & KATA_KOUKIJIN)
{
for (i = 0; i < A_MAX; i++)
- p_ptr->stat_add[i] += 5;
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
+ creature_ptr->stat_add[i] += 5;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
}
/* Hack -- aura of fire also provides light */
- if (p_ptr->sh_fire) p_ptr->lite = TRUE;
+ if (creature_ptr->sh_fire) creature_ptr->lite = TRUE;
/* Golems also get an intrinsic AC bonus */
- if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
+ if (PRACE_IS_(creature_ptr, RACE_GOLEM) || PRACE_IS_(creature_ptr, RACE_ANDROID))
{
- p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
- p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
+ creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
+ creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
}
/* Hex bonuses */
- if (p_ptr->realm1 == REALM_HEX)
+ if (creature_ptr->realm1 == REALM_HEX)
{
- if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
- if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
- if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
+ if (hex_spelling_any()) creature_ptr->skill_stl -= (1 + CASTING_HEX_NUM(creature_ptr));
+ if (hex_spelling(HEX_DETECT_EVIL)) creature_ptr->esp_evil = TRUE;
+ if (hex_spelling(HEX_XTRA_MIGHT)) creature_ptr->stat_add[A_STR] += 4;
if (hex_spelling(HEX_BUILDING))
{
- p_ptr->stat_add[A_STR] += 4;
- p_ptr->stat_add[A_DEX] += 4;
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_DEX] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
if (hex_spelling(HEX_DEMON_AURA))
{
- p_ptr->sh_fire = TRUE;
- p_ptr->regenerate = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->regenerate = TRUE;
}
if (hex_spelling(HEX_ICE_ARMOR))
{
- p_ptr->sh_cold = TRUE;
- p_ptr->to_a += 30;
- p_ptr->dis_to_a += 30;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->to_a += 30;
+ creature_ptr->dis_to_a += 30;
}
if (hex_spelling(HEX_SHOCK_CLOAK))
{
- p_ptr->sh_elec = TRUE;
+ creature_ptr->sh_elec = TRUE;
new_speed += 3;
}
for (i = INVEN_RARM; i <= INVEN_FEET; i++)
{
ARMOUR_CLASS ac = 0;
- o_ptr = &inventory[i];
+ o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
if (!object_is_armour(o_ptr)) continue;
if (!object_is_cursed(o_ptr)) continue;
ac += 5;
if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
- p_ptr->to_a += (s16b)ac;
- p_ptr->dis_to_a += (s16b)ac;
+ creature_ptr->to_a += (s16b)ac;
+ creature_ptr->dis_to_a += (s16b)ac;
}
}
int top, use, ind;
/* Extract the new "stat_use" value for the stat */
- top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
+ top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);
/* Notice changes */
- if (p_ptr->stat_top[i] != top)
+ if (creature_ptr->stat_top[i] != top)
{
/* Save the new value */
- p_ptr->stat_top[i] = (s16b)top;
- p_ptr->redraw |= (PR_STATS);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->stat_top[i] = (s16b)top;
+ creature_ptr->redraw |= (PR_STATS);
+ creature_ptr->window |= (PW_PLAYER);
}
/* Extract the new "stat_use" value for the stat */
- use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
+ use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);
- if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
+ if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM))
{
/* 10 to 18/90 charisma, guaranteed, based on level */
- if (use < 8 + 2 * p_ptr->lev)
+ if (use < 8 + 2 * creature_ptr->lev)
{
- use = 8 + 2 * p_ptr->lev;
+ use = 8 + 2 * creature_ptr->lev;
}
}
/* Notice changes */
- if (p_ptr->stat_use[i] != use)
+ if (creature_ptr->stat_use[i] != use)
{
/* Save the new value */
- p_ptr->stat_use[i] = (s16b)use;
- p_ptr->redraw |= (PR_STATS);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->stat_use[i] = (s16b)use;
+ creature_ptr->redraw |= (PR_STATS);
+ creature_ptr->window |= (PW_PLAYER);
}
else ind = (37);
/* Notice changes */
- if (p_ptr->stat_ind[i] != ind)
+ if (creature_ptr->stat_ind[i] != ind)
{
/* Save the new index */
- p_ptr->stat_ind[i] = (s16b)ind;
+ creature_ptr->stat_ind[i] = (s16b)ind;
/* Change in CON affects Hitpoints */
if (i == A_CON)
{
- p_ptr->update |= (PU_HP);
+ creature_ptr->update |= (PU_HP);
}
/* Change in INT may affect Mana/Spells */
{
if (mp_ptr->spell_stat == A_INT)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
{
if (mp_ptr->spell_stat == A_WIS)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
{
if (mp_ptr->spell_stat == A_CHR)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_PLAYER);
}
}
/* Apply temporary "stun" */
- if (p_ptr->stun > 50)
- {
- p_ptr->to_h[0] -= 20;
- p_ptr->to_h[1] -= 20;
- p_ptr->to_h_b -= 20;
- p_ptr->to_h_m -= 20;
- p_ptr->dis_to_h[0] -= 20;
- p_ptr->dis_to_h[1] -= 20;
- p_ptr->dis_to_h_b -= 20;
- p_ptr->to_d[0] -= 20;
- p_ptr->to_d[1] -= 20;
- p_ptr->to_d_m -= 20;
- p_ptr->dis_to_d[0] -= 20;
- p_ptr->dis_to_d[1] -= 20;
- }
- else if (p_ptr->stun)
- {
- p_ptr->to_h[0] -= 5;
- p_ptr->to_h[1] -= 5;
- p_ptr->to_h_b -= 5;
- p_ptr->to_h_m -= 5;
- p_ptr->dis_to_h[0] -= 5;
- p_ptr->dis_to_h[1] -= 5;
- p_ptr->dis_to_h_b -= 5;
- p_ptr->to_d[0] -= 5;
- p_ptr->to_d[1] -= 5;
- p_ptr->to_d_m -= 5;
- p_ptr->dis_to_d[0] -= 5;
- p_ptr->dis_to_d[1] -= 5;
+ if (creature_ptr->stun > 50)
+ {
+ creature_ptr->to_h[0] -= 20;
+ creature_ptr->to_h[1] -= 20;
+ creature_ptr->to_h_b -= 20;
+ creature_ptr->to_h_m -= 20;
+ creature_ptr->dis_to_h[0] -= 20;
+ creature_ptr->dis_to_h[1] -= 20;
+ creature_ptr->dis_to_h_b -= 20;
+ creature_ptr->to_d[0] -= 20;
+ creature_ptr->to_d[1] -= 20;
+ creature_ptr->to_d_m -= 20;
+ creature_ptr->dis_to_d[0] -= 20;
+ creature_ptr->dis_to_d[1] -= 20;
+ }
+ else if (creature_ptr->stun)
+ {
+ creature_ptr->to_h[0] -= 5;
+ creature_ptr->to_h[1] -= 5;
+ creature_ptr->to_h_b -= 5;
+ creature_ptr->to_h_m -= 5;
+ creature_ptr->dis_to_h[0] -= 5;
+ creature_ptr->dis_to_h[1] -= 5;
+ creature_ptr->dis_to_h_b -= 5;
+ creature_ptr->to_d[0] -= 5;
+ creature_ptr->to_d[1] -= 5;
+ creature_ptr->to_d_m -= 5;
+ creature_ptr->dis_to_d[0] -= 5;
+ creature_ptr->dis_to_d[1] -= 5;
}
/* Wraith form */
- if (p_ptr->wraith_form)
+ if (creature_ptr->wraith_form)
{
- p_ptr->reflect = TRUE;
- p_ptr->pass_wall = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->pass_wall = TRUE;
}
- if (p_ptr->kabenuke)
+ if (creature_ptr->kabenuke)
{
- p_ptr->pass_wall = TRUE;
+ creature_ptr->pass_wall = TRUE;
}
/* Temporary blessing */
if (IS_BLESSED())
{
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
- p_ptr->to_h[0] += 10;
- p_ptr->to_h[1] += 10;
- p_ptr->to_h_b += 10;
- p_ptr->to_h_m += 10;
- p_ptr->dis_to_h[0] += 10;
- p_ptr->dis_to_h[1] += 10;
- p_ptr->dis_to_h_b += 10;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
+ creature_ptr->to_h[0] += 10;
+ creature_ptr->to_h[1] += 10;
+ creature_ptr->to_h_b += 10;
+ creature_ptr->to_h_m += 10;
+ creature_ptr->dis_to_h[0] += 10;
+ creature_ptr->dis_to_h[1] += 10;
+ creature_ptr->dis_to_h_b += 10;
}
- if (p_ptr->magicdef)
+ if (creature_ptr->magicdef)
{
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->reflect = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->levitation = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->levitation = TRUE;
}
/* Temporary "Hero" */
if (IS_HERO())
{
- p_ptr->to_h[0] += 12;
- p_ptr->to_h[1] += 12;
- p_ptr->to_h_b += 12;
- p_ptr->to_h_m += 12;
- p_ptr->dis_to_h[0] += 12;
- p_ptr->dis_to_h[1] += 12;
- p_ptr->dis_to_h_b += 12;
+ creature_ptr->to_h[0] += 12;
+ creature_ptr->to_h[1] += 12;
+ creature_ptr->to_h_b += 12;
+ creature_ptr->to_h_m += 12;
+ creature_ptr->dis_to_h[0] += 12;
+ creature_ptr->dis_to_h[1] += 12;
+ creature_ptr->dis_to_h_b += 12;
}
/* Temporary "Beserk" */
- if (p_ptr->shero)
- {
- p_ptr->to_h[0] += 12;
- p_ptr->to_h[1] += 12;
- p_ptr->to_h_b -= 12;
- p_ptr->to_h_m += 12;
- p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
- p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
- p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
- p_ptr->dis_to_h[0] += 12;
- p_ptr->dis_to_h[1] += 12;
- p_ptr->dis_to_h_b -= 12;
- p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
- p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
- p_ptr->to_a -= 10;
- p_ptr->dis_to_a -= 10;
- p_ptr->skill_stl -= 7;
- p_ptr->skill_dev -= 20;
- p_ptr->skill_sav -= 30;
- p_ptr->skill_srh -= 15;
- p_ptr->skill_fos -= 15;
- p_ptr->skill_tht -= 20;
- p_ptr->skill_dig += 30;
+ if (creature_ptr->shero)
+ {
+ creature_ptr->to_h[0] += 12;
+ creature_ptr->to_h[1] += 12;
+ creature_ptr->to_h_b -= 12;
+ creature_ptr->to_h_m += 12;
+ creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
+ creature_ptr->dis_to_h[0] += 12;
+ creature_ptr->dis_to_h[1] += 12;
+ creature_ptr->dis_to_h_b -= 12;
+ creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_a -= 10;
+ creature_ptr->dis_to_a -= 10;
+ creature_ptr->skill_stl -= 7;
+ creature_ptr->skill_dev -= 20;
+ creature_ptr->skill_sav -= 30;
+ creature_ptr->skill_srh -= 15;
+ creature_ptr->skill_fos -= 15;
+ creature_ptr->skill_tht -= 20;
+ creature_ptr->skill_dig += 30;
}
/* Temporary "fast" */
}
/* Temporary "slow" */
- if (p_ptr->slow)
+ if (creature_ptr->slow)
{
new_speed -= 10;
}
/* Temporary "telepathy" */
if (IS_TIM_ESP())
{
- p_ptr->telepathy = TRUE;
+ creature_ptr->telepathy = TRUE;
}
- if (p_ptr->ele_immune)
+ if (creature_ptr->ele_immune)
{
- if (p_ptr->special_defense & DEFENSE_ACID)
- p_ptr->immune_acid = TRUE;
- else if (p_ptr->special_defense & DEFENSE_ELEC)
- p_ptr->immune_elec = TRUE;
- else if (p_ptr->special_defense & DEFENSE_FIRE)
- p_ptr->immune_fire = TRUE;
- else if (p_ptr->special_defense & DEFENSE_COLD)
- p_ptr->immune_cold = TRUE;
+ if (creature_ptr->special_defense & DEFENSE_ACID)
+ creature_ptr->immune_acid = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_ELEC)
+ creature_ptr->immune_elec = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_FIRE)
+ creature_ptr->immune_fire = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_COLD)
+ creature_ptr->immune_cold = TRUE;
}
/* Temporary see invisible */
- if (p_ptr->tim_invis)
+ if (creature_ptr->tim_invis)
{
- p_ptr->see_inv = TRUE;
+ creature_ptr->see_inv = TRUE;
}
/* Temporary infravision boost */
- if (p_ptr->tim_infra)
+ if (creature_ptr->tim_infra)
{
- p_ptr->see_infra += 3;
+ creature_ptr->see_infra += 3;
}
/* Temporary regeneration boost */
- if (p_ptr->tim_regen)
+ if (creature_ptr->tim_regen)
{
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
}
/* Temporary levitation */
- if (p_ptr->tim_levitation)
+ if (creature_ptr->tim_levitation)
{
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
}
/* Temporary reflection */
- if (p_ptr->tim_reflect)
+ if (creature_ptr->tim_reflect)
{
- p_ptr->reflect = TRUE;
+ creature_ptr->reflect = TRUE;
}
/* Hack -- Hero/Shero -> Res fear */
- if (IS_HERO() || p_ptr->shero)
+ if (IS_HERO() || creature_ptr->shero)
{
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
}
/* Hack -- Telepathy Change */
- if (p_ptr->telepathy != old_telepathy)
+ if (creature_ptr->telepathy != old_telepathy)
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
- if ((p_ptr->esp_animal != old_esp_animal) ||
- (p_ptr->esp_undead != old_esp_undead) ||
- (p_ptr->esp_demon != old_esp_demon) ||
- (p_ptr->esp_orc != old_esp_orc) ||
- (p_ptr->esp_troll != old_esp_troll) ||
- (p_ptr->esp_giant != old_esp_giant) ||
- (p_ptr->esp_dragon != old_esp_dragon) ||
- (p_ptr->esp_human != old_esp_human) ||
- (p_ptr->esp_evil != old_esp_evil) ||
- (p_ptr->esp_good != old_esp_good) ||
- (p_ptr->esp_nonliving != old_esp_nonliving) ||
- (p_ptr->esp_unique != old_esp_unique))
+ if ((creature_ptr->esp_animal != old_esp_animal) ||
+ (creature_ptr->esp_undead != old_esp_undead) ||
+ (creature_ptr->esp_demon != old_esp_demon) ||
+ (creature_ptr->esp_orc != old_esp_orc) ||
+ (creature_ptr->esp_troll != old_esp_troll) ||
+ (creature_ptr->esp_giant != old_esp_giant) ||
+ (creature_ptr->esp_dragon != old_esp_dragon) ||
+ (creature_ptr->esp_human != old_esp_human) ||
+ (creature_ptr->esp_evil != old_esp_evil) ||
+ (creature_ptr->esp_good != old_esp_good) ||
+ (creature_ptr->esp_nonliving != old_esp_nonliving) ||
+ (creature_ptr->esp_unique != old_esp_unique))
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
/* Hack -- See Invis Change */
- if (p_ptr->see_inv != old_see_inv)
+ if (creature_ptr->see_inv != old_see_inv)
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
/* Bloating slows the player down (a little) */
- if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
+ if (creature_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
- if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
+ if (creature_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
- if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
- (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
+ if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
+ (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
{
- p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
- p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
}
- if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
{
int penalty1, penalty2;
- penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
- penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
- if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
+ penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
+ penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
{
penalty1 = penalty1 / 2 - 5;
penalty2 = penalty2 / 2 - 5;
new_speed += 7;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
if (easy_2weapon)
{
if (penalty1 > 0) penalty1 /= 2;
if (penalty2 > 0) penalty2 /= 2;
}
- else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
+ else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
{
penalty1 = MAX(0, penalty1 - 10);
penalty2 = MAX(0, penalty2 - 10);
}
- if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
{
penalty1 = MIN(0, penalty1);
penalty2 = MIN(0, penalty2);
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
else
{
- if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
penalty1 /= 2;
- if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
+ if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
penalty2 /= 2;
}
- if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
- if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
- p_ptr->to_h[0] -= (s16b)penalty1;
- p_ptr->to_h[1] -= (s16b)penalty2;
- p_ptr->dis_to_h[0] -= (s16b)penalty1;
- p_ptr->dis_to_h[1] -= (s16b)penalty2;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
+ creature_ptr->to_h[0] -= (s16b)penalty1;
+ creature_ptr->to_h[1] -= (s16b)penalty2;
+ creature_ptr->dis_to_h[0] -= (s16b)penalty1;
+ creature_ptr->dis_to_h[1] -= (s16b)penalty2;
}
/* Extract the current weight (in tenth pounds) */
- j = p_ptr->total_weight;
+ j = creature_ptr->total_weight;
- if (!p_ptr->riding)
+ if (!creature_ptr->riding)
{
/* Extract the "weight limit" (in tenth pounds) */
- i = (int)weight_limit();
+ i = (int)weight_limit(creature_ptr);
}
else
{
- monster_type *riding_m_ptr = &m_list[p_ptr->riding];
+ monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
SPEED speed = riding_m_ptr->mspeed;
if (riding_m_ptr->mspeed > 110)
{
- new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
+ new_speed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
if (new_speed < 110) new_speed = 110;
}
else
{
new_speed = speed;
}
- new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
+ new_speed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
if (MON_FAST(riding_m_ptr)) new_speed += 10;
if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
- if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
+ if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) creature_ptr->can_swim = TRUE;
- if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
- if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
+ if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) creature_ptr->pass_wall = FALSE;
+ if (riding_r_ptr->flags2 & RF2_KILL_WALL) creature_ptr->kill_wall = TRUE;
- if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
+ if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
/* Extract the "weight limit" */
i = 1500 + riding_r_ptr->level * 25;
if (j > i) new_speed -= ((j - i) / (i / 5));
/* Searching slows the player down */
- if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
+ if (creature_ptr->action == ACTION_SEARCH) new_speed -= 10;
/* Feature bonus */
- if (p_ptr->prace == RACE_MERFOLK)
+ if (creature_ptr->prace == RACE_MERFOLK)
{
if (have_flag(f_ptr->flags, FF_WATER))
{
- new_speed += (2 + p_ptr->lev / 10);
+ new_speed += (2 + creature_ptr->lev / 10);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
new_speed -= 2;
}
/* Actual Modifier Bonuses (Un-inflate stat bonuses) */
- p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
/* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
- p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
/* Obtain the "hold" value */
- hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
+ hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
/* Examine the "current bow" */
- o_ptr = &inventory[INVEN_BOW];
+ o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
/* It is hard to carholdry a heavy bow */
- p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
- if (p_ptr->heavy_shoot)
+ creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
+ if (creature_ptr->heavy_shoot)
{
/* Hard to wield a heavy bow */
- p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
- p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
}
/* Compute "extra shots" if needed */
if (o_ptr->k_idx)
{
- p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
+ creature_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
/* Apply special flags */
- if (o_ptr->k_idx && !p_ptr->heavy_shoot)
+ if (o_ptr->k_idx && !creature_ptr->heavy_shoot)
{
/* Extra shots */
- p_ptr->num_fire = calc_num_fire(o_ptr);
+ creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
/* Snipers love Cross bows */
- if ((p_ptr->pclass == CLASS_SNIPER) &&
- (p_ptr->tval_ammo == TV_BOLT))
+ if ((creature_ptr->pclass == CLASS_SNIPER) &&
+ (creature_ptr->tval_ammo == TV_BOLT))
{
- p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
- p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
+ creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
+ creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
}
}
}
- if (p_ptr->ryoute) hold *= 2;
+ if (creature_ptr->ryoute) hold *= 2;
for (i = 0; i < 2; i++)
{
/* Examine the "main weapon" */
- o_ptr = &inventory[INVEN_RARM + i];
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
object_flags(o_ptr, flgs);
/* Assume not heavy */
- p_ptr->heavy_wield[i] = FALSE;
- p_ptr->icky_wield[i] = FALSE;
- p_ptr->riding_wield[i] = FALSE;
+ creature_ptr->heavy_wield[i] = FALSE;
+ creature_ptr->icky_wield[i] = FALSE;
+ creature_ptr->riding_wield[i] = FALSE;
- if (!has_melee_weapon(INVEN_RARM + i))
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
- p_ptr->num_blow[i] = 1;
+ creature_ptr->num_blow[i] = 1;
continue;
}
/* It is hard to hold a heavy weapon */
if (hold < o_ptr->weight / 10)
{
/* Hard to wield a heavy weapon */
- p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
- p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
/* Heavy weapon */
- p_ptr->heavy_wield[i] = TRUE;
+ creature_ptr->heavy_wield[i] = TRUE;
}
- else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
+ else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
{
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
}
/* Normal weapons */
- if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
+ if (o_ptr->k_idx && !creature_ptr->heavy_wield[i])
{
int str_index, dex_index;
int num = 0, wgt = 0, mul = 0, div = 0;
/* Analyze the class */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
num = 6; wgt = 70; mul = 5; break;
num = 5; wgt = 70; mul = 3; break;
case CLASS_CAVALRY:
- if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
+ if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
else { num = 5; wgt = 100; mul = 3; }
break;
div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
/* Access the strength vs weight */
- str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
+ str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
- if (p_ptr->ryoute && !omoi) str_index++;
- if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
+ if (creature_ptr->ryoute && !omoi) str_index++;
+ if (creature_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
/* Maximal value */
if (str_index > 11) str_index = 11;
/* Index by dexterity */
- dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
+ dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
/* Maximal value */
if (dex_index > 11) dex_index = 11;
/* Use the blows table */
- p_ptr->num_blow[i] = blows_table[str_index][dex_index];
+ creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
/* Maximal value */
- if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
+ if (creature_ptr->num_blow[i] > num) creature_ptr->num_blow[i] = (s16b)num;
/* Add in the "bonus blows" */
- p_ptr->num_blow[i] += (s16b)extra_blows[i];
+ creature_ptr->num_blow[i] += (s16b)extra_blows[i];
- if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
- else if (p_ptr->pclass == CLASS_BERSERKER)
+ if (creature_ptr->pclass == CLASS_WARRIOR) creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
+ else if (creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->num_blow[i] += (p_ptr->lev / 23);
+ creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
}
- else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
+ else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30)) creature_ptr->num_blow[i] ++;
- if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
+ if (creature_ptr->special_defense & KATA_FUUJIN) creature_ptr->num_blow[i] -= 1;
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) creature_ptr->num_blow[i] = 1;
/* Require at least one blow */
- if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
+ if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
/* Boost digging skill by weapon weight */
- p_ptr->skill_dig += (o_ptr->weight / 10);
+ creature_ptr->skill_dig += (o_ptr->weight / 10);
}
/* Assume okay */
/* Priest weapon penalty for non-blessed edged weapons */
- if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
+ if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 2;
- p_ptr->to_d[i] -= 2;
+ creature_ptr->to_h[i] -= 2;
+ creature_ptr->to_d[i] -= 2;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 2;
- p_ptr->dis_to_d[i] -= 2;
+ creature_ptr->dis_to_h[i] -= 2;
+ creature_ptr->dis_to_d[i] -= 2;
/* Icky weapon */
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->icky_wield[i] = TRUE;
}
- else if (p_ptr->pclass == CLASS_BERSERKER)
+ else if (creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->to_h[i] += p_ptr->lev / 5;
- p_ptr->to_d[i] += p_ptr->lev / 6;
- p_ptr->dis_to_h[i] += p_ptr->lev / 5;
- p_ptr->dis_to_d[i] += p_ptr->lev / 6;
- if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
+ creature_ptr->to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->to_d[i] += creature_ptr->lev / 6;
+ creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
+ if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute)
{
- p_ptr->to_h[i] += p_ptr->lev / 5;
- p_ptr->to_d[i] += p_ptr->lev / 6;
- p_ptr->dis_to_h[i] += p_ptr->lev / 5;
- p_ptr->dis_to_d[i] += p_ptr->lev / 6;
+ creature_ptr->to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->to_d[i] += creature_ptr->lev / 6;
+ creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
}
}
- else if (p_ptr->pclass == CLASS_SORCERER)
+ else if (creature_ptr->pclass == CLASS_SORCERER)
{
if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 200;
- p_ptr->to_d[i] -= 200;
+ creature_ptr->to_h[i] -= 200;
+ creature_ptr->to_d[i] -= 200;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 200;
- p_ptr->dis_to_d[i] -= 200;
+ creature_ptr->dis_to_h[i] -= 200;
+ creature_ptr->dis_to_d[i] -= 200;
/* Icky weapon */
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->icky_wield[i] = TRUE;
}
else
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 30;
- p_ptr->to_d[i] -= 10;
+ creature_ptr->to_h[i] -= 30;
+ creature_ptr->to_d[i] -= 10;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 30;
- p_ptr->dis_to_d[i] -= 10;
+ creature_ptr->dis_to_h[i] -= 30;
+ creature_ptr->dis_to_d[i] -= 10;
}
}
/* Hex bonuses */
- if (p_ptr->realm1 == REALM_HEX)
+ if (creature_ptr->realm1 == REALM_HEX)
{
if (object_is_cursed(o_ptr))
{
- if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
- if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
- if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
- if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_h[i] += 7; creature_ptr->dis_to_h[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_h[i] += 13; creature_ptr->dis_to_h[i] += 13; }
+ if (o_ptr->curse_flags & (TRC_TY_CURSE)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
if (hex_spelling(HEX_RUNESWORD))
{
- if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
- if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
- if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
+ if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_d[i] += 5; creature_ptr->dis_to_d[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_d[i] += 7; creature_ptr->dis_to_d[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_d[i] += 13; creature_ptr->dis_to_d[i] += 13; }
}
}
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
{
- p_ptr->to_h[i] += 15;
- p_ptr->dis_to_h[i] += 15;
- p_ptr->to_dd[i] += 2;
+ creature_ptr->to_h[i] += 15;
+ creature_ptr->dis_to_h[i] += 15;
+ creature_ptr->to_dd[i] += 2;
}
else if (!(have_flag(flgs, TR_RIDING)))
{
int penalty;
- if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
+ if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
{
penalty = 5;
}
else
{
- penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
+ penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
penalty += 30;
if (penalty < 30) penalty = 30;
}
- p_ptr->to_h[i] -= (s16b)penalty;
- p_ptr->dis_to_h[i] -= (s16b)penalty;
+ creature_ptr->to_h[i] -= (s16b)penalty;
+ creature_ptr->dis_to_h[i] -= (s16b)penalty;
/* Riding weapon */
- p_ptr->riding_wield[i] = TRUE;
+ creature_ptr->riding_wield[i] = TRUE;
}
}
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
int penalty = 0;
- p_ptr->riding_ryoute = FALSE;
+ creature_ptr->riding_ryoute = FALSE;
- if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
- else if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE)) creature_ptr->riding_ryoute = TRUE;
+ else if (creature_ptr->pet_extra_flags & PF_RYOUTE)
{
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_MONK:
case CLASS_FORCETRAINER:
case CLASS_BERSERKER:
- if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
- p_ptr->riding_ryoute = TRUE;
+ if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
+ creature_ptr->riding_ryoute = TRUE;
break;
}
}
- if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
+ if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
{
- if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
+ if (creature_ptr->tval_ammo != TV_ARROW) penalty = 5;
}
else
{
- penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
+ penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
penalty += 30;
if (penalty < 30) penalty = 30;
}
- if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
- p_ptr->to_h_b -= (s16b)penalty;
- p_ptr->dis_to_h_b -= (s16b)penalty;
+ if (creature_ptr->tval_ammo == TV_BOLT) penalty *= 2;
+ creature_ptr->to_h_b -= (s16b)penalty;
+ creature_ptr->dis_to_h_b -= (s16b)penalty;
}
/* Different calculation for monks with empty hands */
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
- (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) &&
+ (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite)
{
- int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
- p_ptr->num_blow[0] = 0;
+ int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
+ creature_ptr->num_blow[0] = 0;
- if (p_ptr->pclass == CLASS_FORCETRAINER)
+ if (creature_ptr->pclass == CLASS_FORCETRAINER)
{
- if (blow_base > 18) p_ptr->num_blow[0]++;
- if (blow_base > 31) p_ptr->num_blow[0]++;
- if (blow_base > 44) p_ptr->num_blow[0]++;
- if (blow_base > 58) p_ptr->num_blow[0]++;
+ if (blow_base > 18) creature_ptr->num_blow[0]++;
+ if (blow_base > 31) creature_ptr->num_blow[0]++;
+ if (blow_base > 44) creature_ptr->num_blow[0]++;
+ if (blow_base > 58) creature_ptr->num_blow[0]++;
if (P_PTR_KI)
{
- p_ptr->to_d[0] += P_PTR_KI / 5;
- p_ptr->dis_to_d[0] += P_PTR_KI / 5;
+ creature_ptr->to_d[0] += P_PTR_KI / 5;
+ creature_ptr->dis_to_d[0] += P_PTR_KI / 5;
}
}
else
{
- if (blow_base > 12) p_ptr->num_blow[0]++;
- if (blow_base > 22) p_ptr->num_blow[0]++;
- if (blow_base > 31) p_ptr->num_blow[0]++;
- if (blow_base > 39) p_ptr->num_blow[0]++;
- if (blow_base > 46) p_ptr->num_blow[0]++;
- if (blow_base > 53) p_ptr->num_blow[0]++;
- if (blow_base > 59) p_ptr->num_blow[0]++;
+ if (blow_base > 12) creature_ptr->num_blow[0]++;
+ if (blow_base > 22) creature_ptr->num_blow[0]++;
+ if (blow_base > 31) creature_ptr->num_blow[0]++;
+ if (blow_base > 39) creature_ptr->num_blow[0]++;
+ if (blow_base > 46) creature_ptr->num_blow[0]++;
+ if (blow_base > 53) creature_ptr->num_blow[0]++;
+ if (blow_base > 59) creature_ptr->num_blow[0]++;
}
- if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
- p_ptr->num_blow[0] /= 2;
+ if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
+ creature_ptr->num_blow[0] /= 2;
else
{
- p_ptr->to_h[0] += (p_ptr->lev / 3);
- p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
+ creature_ptr->to_h[0] += (creature_ptr->lev / 3);
+ creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);
- p_ptr->to_d[0] += (p_ptr->lev / 6);
- p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
+ creature_ptr->to_d[0] += (creature_ptr->lev / 6);
+ creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
}
- if (p_ptr->special_defense & KAMAE_BYAKKO)
+ if (creature_ptr->special_defense & KAMAE_BYAKKO)
{
- p_ptr->to_a -= 40;
- p_ptr->dis_to_a -= 40;
+ creature_ptr->to_a -= 40;
+ creature_ptr->dis_to_a -= 40;
}
- else if (p_ptr->special_defense & KAMAE_SEIRYU)
+ else if (creature_ptr->special_defense & KAMAE_SEIRYU)
{
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->sh_elec = TRUE;
- p_ptr->sh_cold = TRUE;
- p_ptr->levitation = TRUE;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->sh_elec = TRUE;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->levitation = TRUE;
}
- else if (p_ptr->special_defense & KAMAE_GENBU)
+ else if (creature_ptr->special_defense & KAMAE_GENBU)
{
- p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
- p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
- p_ptr->reflect = TRUE;
- p_ptr->num_blow[0] -= 2;
- if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
- if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
+ creature_ptr->to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+ creature_ptr->dis_to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->num_blow[0] -= 2;
+ if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42)) creature_ptr->num_blow[0]--;
+ if (creature_ptr->num_blow[0] < 0) creature_ptr->num_blow[0] = 0;
}
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
+ else if (creature_ptr->special_defense & KAMAE_SUZAKU)
{
- p_ptr->to_h[0] -= (p_ptr->lev / 3);
- p_ptr->to_d[0] -= (p_ptr->lev / 6);
+ creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
+ creature_ptr->to_d[0] -= (creature_ptr->lev / 6);
- p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
- p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
- p_ptr->num_blow[0] /= 2;
- p_ptr->levitation = TRUE;
+ creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
+ creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
+ creature_ptr->num_blow[0] /= 2;
+ creature_ptr->levitation = TRUE;
}
- p_ptr->num_blow[0] += 1 + extra_blows[0];
+ creature_ptr->num_blow[0] += 1 + extra_blows[0];
}
- if (p_ptr->riding) p_ptr->levitation = riding_levitation;
+ if (creature_ptr->riding) creature_ptr->levitation = riding_levitation;
- monk_armour_aux = FALSE;
+ creature_ptr->monk_armour_aux = FALSE;
- if (heavy_armor())
+ if (heavy_armor(creature_ptr))
{
- monk_armour_aux = TRUE;
+ creature_ptr->monk_armour_aux = TRUE;
}
for (i = 0; i < 2; i++)
{
- if (has_melee_weapon(INVEN_RARM + i))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
- OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
- OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
+ OBJECT_TYPE_VALUE tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
- p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
- p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
- if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
+ creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+ if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER))
{
- if (!s_info[p_ptr->pclass].w_max[tval][sval])
+ if (!s_info[creature_ptr->pclass].w_max[tval][sval])
{
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->to_h[i] -= 40;
+ creature_ptr->dis_to_h[i] -= 40;
+ creature_ptr->icky_wield[i] = TRUE;
}
}
- else if (p_ptr->pclass == CLASS_NINJA)
+ else if (creature_ptr->pclass == CLASS_NINJA)
{
- if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
+ if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (creature_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
{
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
- p_ptr->num_blow[i] /= 2;
- if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
+ creature_ptr->to_h[i] -= 40;
+ creature_ptr->dis_to_h[i] -= 40;
+ creature_ptr->icky_wield[i] = TRUE;
+ creature_ptr->num_blow[i] /= 2;
+ if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
}
}
-
- if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
}
}
/* Maximum speed is (+99). (internally it's 110 + 99) */
/* Temporary lightspeed forces to be maximum speed */
- if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
+ if ((creature_ptr->lightspeed && !creature_ptr->riding) || (new_speed > 209))
{
new_speed = 209;
}
if (new_speed < 11) new_speed = 11;
/* Display the speed (if needed) */
- if (p_ptr->pspeed != (byte)new_speed)
+ if (creature_ptr->pspeed != (byte)new_speed)
{
- p_ptr->pspeed = (byte)new_speed;
- p_ptr->redraw |= (PR_SPEED);
+ creature_ptr->pspeed = (byte)new_speed;
+ creature_ptr->redraw |= (PR_SPEED);
}
if (yoiyami)
{
- if (p_ptr->to_a > (0 - p_ptr->ac))
- p_ptr->to_a = 0 - p_ptr->ac;
- if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
- p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
+ if (creature_ptr->to_a > (0 - creature_ptr->ac))
+ creature_ptr->to_a = 0 - creature_ptr->ac;
+ if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
+ creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
}
/* Redraw armor (if needed) */
- if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
+ if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a))
{
- p_ptr->redraw |= (PR_ARMOR);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->redraw |= (PR_ARMOR);
+ creature_ptr->window |= (PW_PLAYER);
}
- if (p_ptr->ryoute && !omoi)
+ if (creature_ptr->ryoute && !omoi)
{
int bonus_to_h = 0, bonus_to_d = 0;
- bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
- 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);
+ bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
+ bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
- p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
- p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
- p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
+ creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
+ creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
+ creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
+ creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
}
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) creature_ptr->ryoute = FALSE;
/* Affect Skill -- stealth (bonus one) */
- p_ptr->skill_stl += 1;
+ creature_ptr->skill_stl += 1;
- if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
+ if (IS_TIM_STEALTH()) creature_ptr->skill_stl += 99;
/* Affect Skill -- disarming (DEX and INT) */
- p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
- p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
+ creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
+ creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
/* Affect Skill -- magic devices (INT) */
- p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
+ creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
/* Affect Skill -- saving throw (WIS) */
- p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
+ creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
/* Affect Skill -- digging (STR) */
- p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
+ creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
/* Affect Skill -- disarming (Level, by Class) */
- p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
+ creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
/* Affect Skill -- magic devices (Level, by Class) */
- p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
+ creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
/* Affect Skill -- saving throw (Level, by Class) */
- p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
+ creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
/* Affect Skill -- stealth (Level, by Class) */
- p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
+ creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
/* Affect Skill -- search ability (Level, by Class) */
- p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
+ creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
/* Affect Skill -- search frequency (Level, by Class) */
- p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
+ creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
/* Affect Skill -- combat (normal) (Level, by Class) */
- p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
+ creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
/* Affect Skill -- combat (shooting) (Level, by Class) */
- p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+ creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
/* Affect Skill -- combat (throwing) (Level, by Class) */
- p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+ creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
- if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
+ if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
{
- p_ptr->cursed &= ~(TRC_AGGRAVATE);
- p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
+ creature_ptr->cursed &= ~(TRC_AGGRAVATE);
+ creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
}
/* Limit Skill -- stealth from 0 to 30 */
- if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
- if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
+ if (creature_ptr->skill_stl > 30) creature_ptr->skill_stl = 30;
+ if (creature_ptr->skill_stl < 0) creature_ptr->skill_stl = 0;
/* Limit Skill -- digging from 1 up */
- if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
+ if (creature_ptr->skill_dig < 1) creature_ptr->skill_dig = 1;
- if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
+ if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev))) creature_ptr->skill_sav = 90 + creature_ptr->lev;
- if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
+ if (creature_ptr->tsubureru) creature_ptr->skill_sav = 10;
- 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;
+ if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev))) creature_ptr->skill_sav = 95 + creature_ptr->lev;
- if (down_saving) p_ptr->skill_sav /= 2;
+ if (down_saving) creature_ptr->skill_sav /= 2;
/* Hack -- Each elemental immunity includes resistance */
- if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
- if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
- if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
- if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
-
- /* Determine player alignment */
- for (i = 0, j = 0; i < 8; i++)
- {
- switch (p_ptr->vir_types[i])
- {
- case V_JUSTICE:
- p_ptr->align += p_ptr->virtues[i] * 2;
- break;
- case V_CHANCE:
- /* Do nothing */
- break;
- case V_NATURE:
- case V_HARMONY:
- neutral[j++] = i;
- break;
- case V_UNLIFE:
- p_ptr->align -= p_ptr->virtues[i];
- break;
- default:
- p_ptr->align += p_ptr->virtues[i];
- break;
- }
- }
+ if (creature_ptr->immune_acid) creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->immune_elec) creature_ptr->resist_elec = TRUE;
+ if (creature_ptr->immune_fire) creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->immune_cold) creature_ptr->resist_cold = TRUE;
- for (i = 0; i < j; i++)
- {
- if (p_ptr->align > 0)
- {
- p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
- if (p_ptr->align < 0) p_ptr->align = 0;
- }
- else if (p_ptr->align < 0)
- {
- p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
- if (p_ptr->align > 0) p_ptr->align = 0;
- }
- }
/* Hack -- handle "xtra" mode */
- if (character_xtra) return;
+ if (current_world_ptr->character_xtra) return;
/* Take note when "heavy bow" changes */
- if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
+ if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot)
{
- if (p_ptr->heavy_shoot)
+ if (creature_ptr->heavy_shoot)
{
msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
}
- else if (inventory[INVEN_BOW].k_idx)
+ else if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
{
msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
}
}
/* Save it */
- p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
+ creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
}
for (i = 0; i < 2; i++)
{
/* Take note when "heavy weapon" changes */
- if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
+ if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i])
{
- if (p_ptr->heavy_wield[i])
+ if (creature_ptr->heavy_wield[i])
{
msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
}
- else if (has_melee_weapon(INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
}
- else if (p_ptr->heavy_wield[1 - i])
+ else if (creature_ptr->heavy_wield[1 - i])
{
msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
}
}
/* Save it */
- p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
+ creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
}
/* Take note when "heavy weapon" changes */
- if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
+ if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i])
{
- if (p_ptr->riding_wield[i])
+ if (creature_ptr->riding_wield[i])
{
msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
}
- else if (!p_ptr->riding)
+ else if (!creature_ptr->riding)
{
msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
}
- else if (has_melee_weapon(INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
}
/* Save it */
- p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
+ creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
}
/* Take note when "illegal weapon" changes */
- if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
+ if (creature_ptr->old_icky_wield[i] != creature_ptr->icky_wield[i])
{
- if (p_ptr->icky_wield[i])
+ if (creature_ptr->icky_wield[i])
{
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
- if (is_loading_now)
+ if (current_world_ptr->is_loading_now)
{
- chg_virtue(V_FAITH, -1);
+ chg_virtue(creature_ptr, V_FAITH, -1);
}
}
- else if (has_melee_weapon(INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
}
}
/* Save it */
- p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
+ creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
}
}
- if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
+ if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute))
{
- if (p_ptr->riding_ryoute)
+ if (creature_ptr->riding_ryoute)
{
#ifdef JP
- msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
+ msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
#else
msg_print("You are using both hand for fighting, and you can't control a riding pet.");
#endif
else
{
#ifdef JP
- msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
+ msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
#else
msg_print("You began to control riding pet with one hand.");
#endif
}
- p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
+ creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
}
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux))
{
- if (heavy_armor())
+ if (heavy_armor(creature_ptr))
{
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
- if (is_loading_now)
+ if (current_world_ptr->is_loading_now)
{
- chg_virtue(V_HARMONY, -1);
+ chg_virtue(creature_ptr, V_HARMONY, -1);
}
}
else
msg_print(_("バランスがとれるようになった。", "You regain your balance."));
}
- monk_notify_aux = monk_armour_aux;
+ creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
}
for (i = 0; i < INVEN_PACK; i++)
{
#if 0
- if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
- if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (creature_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
#endif
- if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
- if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
}
- for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
#if 0
if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
}
- if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->pass_wall && !creature_ptr->kill_wall) creature_ptr->no_flowed = TRUE;
#if 0
- if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_dd_s && ((creature_ptr->realm1 == REALM_SORCERY) || (creature_ptr->realm2 == REALM_SORCERY) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
- 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)))
+ if (have_dd_t && ((creature_ptr->realm1 == REALM_TRUMP) || (creature_ptr->realm2 == REALM_TRUMP) || (creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
#endif
- if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
- if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_kabe && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
}
-/*!
- * @brief プレイヤーの最大HPを計算する /
- * Calculate the players (maximal) hit points
- * Adjust current hitpoints if necessary
- * @return なし
- * @details
- */
-static void calc_hitpoints(void)
+static void calc_alignment(void)
{
- int bonus, mhp;
- byte tmp_hitdie;
+ MONSTER_IDX m_idx;
+ p_ptr->align = 0;
+ int i, j, neutral[2];
- /* Un-inflate "half-hitpoint bonus per level" value */
- bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
+ for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
+ {
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ if (!monster_is_valid(m_ptr)) continue;
+ r_ptr = &r_info[m_ptr->r_idx];
- /* Calculate hitpoints */
- mhp = p_ptr->player_hp[p_ptr->lev - 1];
+ if (is_pet(m_ptr))
+ {
+ if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
+ if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
+ }
+ }
if (p_ptr->mimic_form)
{
- if (p_ptr->pclass == CLASS_SORCERER)
- tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
- else
- tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
- mhp = mhp * tmp_hitdie / p_ptr->hitdie;
+ switch (p_ptr->mimic_form)
+ {
+ case MIMIC_DEMON:
+ p_ptr->align -= 200;
+ break;
+ case MIMIC_DEMON_LORD:
+ p_ptr->align -= 200;
+ break;
+ }
}
-
- if (p_ptr->pclass == CLASS_SORCERER)
+ else
{
- if (p_ptr->lev < 30)
- mhp = (mhp * (45 + p_ptr->lev) / 100);
- else
- mhp = (mhp * 75 / 100);
- bonus = (bonus * 65 / 100);
+ switch (p_ptr->prace)
+ {
+ case RACE_ANGEL:
+ p_ptr->align += 200;
+ break;
+ case RACE_DEMON:
+ p_ptr->align -= 200;
+ break;
+ }
}
- mhp += bonus;
-
- if (p_ptr->pclass == CLASS_BERSERKER)
+ for (i = 0; i < 2; i++)
{
- mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
+ if (has_melee_weapon(p_ptr, INVEN_RARM + i))
+ {
+ if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
+ }
}
- /* Always have at least one hitpoint per level */
- if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
-
- /* Factor in the hero / superhero settings */
- if (IS_HERO()) mhp += 10;
- if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
- if (p_ptr->tsuyoshi) mhp += 50;
-
- /* Factor in the hex spell settings */
- if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
- if (hex_spelling(HEX_BUILDING)) mhp += 60;
+ /* Determine player alignment */
+ for (i = 0, j = 0; i < 8; i++)
+ {
+ switch (p_ptr->vir_types[i])
+ {
+ case V_JUSTICE:
+ p_ptr->align += p_ptr->virtues[i] * 2;
+ break;
+ case V_CHANCE:
+ /* Do nothing */
+ break;
+ case V_NATURE:
+ case V_HARMONY:
+ neutral[j++] = i;
+ break;
+ case V_UNLIFE:
+ p_ptr->align -= p_ptr->virtues[i];
+ break;
+ default:
+ p_ptr->align += p_ptr->virtues[i];
+ break;
+ }
+ }
+
+ for (i = 0; i < j; i++)
+ {
+ if (p_ptr->align > 0)
+ {
+ p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
+ if (p_ptr->align < 0) p_ptr->align = 0;
+ }
+ else if (p_ptr->align < 0)
+ {
+ p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
+ if (p_ptr->align > 0) p_ptr->align = 0;
+ }
+ }
+}
+
+/*!
+ * @brief プレイヤーの最大HPを計算する /
+ * Calculate the players (maximal) hit points
+ * Adjust current hitpoints if necessary
+ * @return なし
+ * @details
+ */
+static void calc_hitpoints(player_type *creature_ptr)
+{
+ int bonus, mhp;
+ byte tmp_hitdie;
+
+ /* Un-inflate "half-hitpoint bonus per level" value */
+ bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
+
+ /* Calculate hitpoints */
+ mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
+
+ if (creature_ptr->mimic_form)
+ {
+ if (creature_ptr->pclass == CLASS_SORCERER)
+ tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
+ else
+ tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
+ mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
+ }
+
+ if (creature_ptr->pclass == CLASS_SORCERER)
+ {
+ if (creature_ptr->lev < 30)
+ mhp = (mhp * (45 + creature_ptr->lev) / 100);
+ else
+ mhp = (mhp * 75 / 100);
+ bonus = (bonus * 65 / 100);
+ }
+
+ mhp += bonus;
+
+ if (creature_ptr->pclass == CLASS_BERSERKER)
+ {
+ mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
+ }
+
+ /* Always have at least one hitpoint per level */
+ if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
+
+ /* Factor in the hero / superhero settings */
+ if (IS_HERO()) mhp += 10;
+ if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
+ if (creature_ptr->tsuyoshi) mhp += 50;
+
+ /* Factor in the hex spell settings */
+ if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
+ if (hex_spelling(HEX_BUILDING)) mhp += 60;
/* New maximum hitpoints */
- if (p_ptr->mhp != mhp)
+ if (creature_ptr->mhp != mhp)
{
/* Enforce maximum */
- if (p_ptr->chp >= mhp)
+ if (creature_ptr->chp >= mhp)
{
- p_ptr->chp = mhp;
- p_ptr->chp_frac = 0;
+ creature_ptr->chp = mhp;
+ creature_ptr->chp_frac = 0;
}
#ifdef JP
/* レベルアップの時は上昇量を表示する */
- if ((level_up == 1) && (mhp > p_ptr->mhp))
+ if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp))
{
- msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
+ msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
}
#endif
/* Save the new max-hitpoints */
- p_ptr->mhp = mhp;
+ creature_ptr->mhp = mhp;
/* Display hitpoints (later) */
- p_ptr->redraw |= (PR_HP);
-
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->redraw |= (PR_HP);
+ creature_ptr->window |= (PW_PLAYER);
}
}
* @details
* SWD: Experimental modification: multiple light sources have additive effect.
*/
-static void calc_torch(void)
+static void calc_torch(player_type *creature_ptr)
{
- int i, rad;
+ int i;
+ POSITION rad;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Assume no light */
- p_ptr->cur_lite = 0;
+ creature_ptr->cur_lite = 0;
/* Loop through all wielded items */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &creature_ptr->inventory_list[i];
/* Skip empty slots */
if (!o_ptr->k_idx) continue;
- if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
+ if (o_ptr->name2 == EGO_LITE_SHINE) creature_ptr->cur_lite++;
/* Need Fuels */
if (o_ptr->name2 != EGO_LITE_DARKNESS)
if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
- p_ptr->cur_lite += (s16b)rad;
+ creature_ptr->cur_lite += rad;
}
/* max radius is 14 (was 5) without rewriting other code -- */
- /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
- p_ptr->cur_lite = 1;
+ if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
+ creature_ptr->cur_lite = 1;
/*
* check if the player doesn't have light radius,
* but does weakly glow as an intrinsic.
*/
- if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
+ if (creature_ptr->cur_lite <= 0 && creature_ptr->lite) creature_ptr->cur_lite++;
- if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
- if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
+ if (creature_ptr->cur_lite > 14) creature_ptr->cur_lite = 14;
+ if (creature_ptr->cur_lite < 0) creature_ptr->cur_lite = 0;
/* end experimental mods */
/* Notice changes in the "lite radius" */
- if (p_ptr->old_lite != p_ptr->cur_lite)
+ if (creature_ptr->old_lite != creature_ptr->cur_lite)
{
/* Hack -- PU_MON_LITE for monsters' darkness */
- p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
+ creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
/* Remember the old lite */
- p_ptr->old_lite = p_ptr->cur_lite;
+ creature_ptr->old_lite = creature_ptr->cur_lite;
- if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
- set_superstealth(FALSE);
+ if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
+ set_superstealth(creature_ptr, FALSE);
}
}
* Note that this function induces various "status" messages,
* which must be bypasses until the character is created.
*/
-static void calc_spells(void)
+static void calc_spells(player_type *creature_ptr)
{
int i, j, k, levels;
int num_allowed;
REALM_IDX which;
int bonus = 0;
-
concptr p;
/* Hack -- must be literate */
if (!mp_ptr->spell_book) return;
/* Hack -- wait for creation */
- if (!character_generated) return;
+ if (!current_world_ptr->character_generated) return;
/* Hack -- handle "xtra" mode */
- if (character_xtra) return;
+ if (current_world_ptr->character_xtra) return;
- if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
+ if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
{
- p_ptr->new_spells = 0;
+ creature_ptr->new_spells = 0;
return;
}
p = spell_category_name(mp_ptr->spell_book);
/* Determine the number of spells allowed */
- levels = p_ptr->lev - mp_ptr->spell_first + 1;
+ levels = creature_ptr->lev - mp_ptr->spell_first + 1;
/* Hack -- no negative spells */
if (levels < 0) levels = 0;
/* Extract total allowed spells */
- num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
+ num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
- if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
+ if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
{
bonus = 4;
}
- if (p_ptr->pclass == CLASS_SAMURAI)
+ if (creature_ptr->pclass == CLASS_SAMURAI)
{
num_allowed = 32;
}
- else if (p_ptr->realm2 == REALM_NONE)
+ else if (creature_ptr->realm2 == REALM_NONE)
{
num_allowed = (num_allowed + 1) / 2;
if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
}
- else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
+ else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST))
{
if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
}
{
/* Count known spells */
if ((j < 32) ?
- (p_ptr->spell_forgotten1 & (1L << j)) :
- (p_ptr->spell_forgotten2 & (1L << (j - 32))))
+ (creature_ptr->spell_forgotten1 & (1L << j)) :
+ (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
{
num_boukyaku++;
}
}
/* See how many spells we must forget or may learn */
- p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
+ creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
/* Forget spells which are too hard */
for (i = 63; i >= 0; i--)
{
/* Efficiency -- all done */
- if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
+ if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
/* Access the spell */
- j = p_ptr->spell_order[i];
+ j = creature_ptr->spell_order[i];
/* Skip non-spells */
if (j >= 99) continue;
/* Get the spell */
- if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
+ if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
{
if (j < 32)
- s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
+ s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
else
- s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
+ s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
}
else if (j < 32)
- s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+ s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
else
- s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
+ s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
/* Skip spells we are allowed to know */
- if (s_ptr->slevel <= p_ptr->lev) continue;
+ if (s_ptr->slevel <= creature_ptr->lev) continue;
/* Is it known? */
if ((j < 32) ?
- (p_ptr->spell_learned1 & (1L << j)) :
- (p_ptr->spell_learned2 & (1L << (j - 32))))
+ (creature_ptr->spell_learned1 & (1L << j)) :
+ (creature_ptr->spell_learned2 & (1L << (j - 32))))
{
/* Mark as forgotten */
if (j < 32)
{
- p_ptr->spell_forgotten1 |= (1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_forgotten1 |= (1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_forgotten2 |= (1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_forgotten2 |= (1L << (j - 32));
+ which = creature_ptr->realm2;
}
/* No longer known */
if (j < 32)
{
- p_ptr->spell_learned1 &= ~(1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_learned1 &= ~(1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_learned2 &= ~(1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_learned2 &= ~(1L << (j - 32));
+ which = creature_ptr->realm2;
}
#ifdef JP
/* One more can be learned */
- p_ptr->new_spells++;
+ creature_ptr->new_spells++;
}
}
for (i = 63; i >= 0; i--)
{
/* Stop when possible */
- if (p_ptr->new_spells >= 0) break;
+ if (creature_ptr->new_spells >= 0) break;
/* Efficiency -- all done */
- if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
+ if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
/* Get the (i+1)th spell learned */
- j = p_ptr->spell_order[i];
+ j = creature_ptr->spell_order[i];
/* Skip unknown spells */
if (j >= 99) continue;
/* Forget it (if learned) */
if ((j < 32) ?
- (p_ptr->spell_learned1 & (1L << j)) :
- (p_ptr->spell_learned2 & (1L << (j - 32))))
+ (creature_ptr->spell_learned1 & (1L << j)) :
+ (creature_ptr->spell_learned2 & (1L << (j - 32))))
{
/* Mark as forgotten */
if (j < 32)
{
- p_ptr->spell_forgotten1 |= (1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_forgotten1 |= (1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_forgotten2 |= (1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_forgotten2 |= (1L << (j - 32));
+ which = creature_ptr->realm2;
}
/* No longer known */
if (j < 32)
{
- p_ptr->spell_learned1 &= ~(1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_learned1 &= ~(1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_learned2 &= ~(1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_learned2 &= ~(1L << (j - 32));
+ which = creature_ptr->realm2;
}
#ifdef JP
- msg_format("%sの%sを忘れてしまった。",
- do_spell(which, j % 32, SPELL_NAME), p);
+ msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
#else
- msg_format("You have forgotten the %s of %s.", p,
- do_spell(which, j % 32, SPELL_NAME));
+ msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
#endif
/* One more can be learned */
- p_ptr->new_spells++;
+ creature_ptr->new_spells++;
}
}
for (i = 0; i < 64; i++)
{
/* None left to remember */
- if (p_ptr->new_spells <= 0) break;
+ if (creature_ptr->new_spells <= 0) break;
/* Efficiency -- all done */
- if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
+ if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2) break;
/* Get the next spell we learned */
- j = p_ptr->spell_order[i];
+ j = creature_ptr->spell_order[i];
/* Skip unknown spells */
if (j >= 99) break;
/* Access the spell */
- if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
+ if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
{
if (j < 32)
- s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
+ s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
else
- s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
+ s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
}
else if (j < 32)
- s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+ s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
else
- s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
+ s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
/* Skip spells we cannot remember */
- if (s_ptr->slevel > p_ptr->lev) continue;
+ if (s_ptr->slevel > creature_ptr->lev) continue;
/* First set of spells */
if ((j < 32) ?
- (p_ptr->spell_forgotten1 & (1L << j)) :
- (p_ptr->spell_forgotten2 & (1L << (j - 32))))
+ (creature_ptr->spell_forgotten1 & (1L << j)) :
+ (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
{
/* No longer forgotten */
if (j < 32)
{
- p_ptr->spell_forgotten1 &= ~(1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_forgotten1 &= ~(1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
+ which = creature_ptr->realm2;
}
/* Known once more */
if (j < 32)
{
- p_ptr->spell_learned1 |= (1L << j);
- which = p_ptr->realm1;
+ creature_ptr->spell_learned1 |= (1L << j);
+ which = creature_ptr->realm1;
}
else
{
- p_ptr->spell_learned2 |= (1L << (j - 32));
- which = p_ptr->realm2;
+ creature_ptr->spell_learned2 |= (1L << (j - 32));
+ which = creature_ptr->realm2;
}
#ifdef JP
/* One less can be learned */
- p_ptr->new_spells--;
+ creature_ptr->new_spells--;
}
}
k = 0;
- if (p_ptr->realm2 == REALM_NONE)
+ if (creature_ptr->realm2 == REALM_NONE)
{
/* Count spells that can be learned */
for (j = 0; j < 32; j++)
{
- if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
- else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+ if (!is_magic(creature_ptr->realm1)) s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
+ else s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
/* Skip spells we cannot remember */
- if (s_ptr->slevel > p_ptr->lev) continue;
+ if (s_ptr->slevel > creature_ptr->lev) continue;
/* Skip spells we already know */
- if (p_ptr->spell_learned1 & (1L << j))
+ if (creature_ptr->spell_learned1 & (1L << j))
{
continue;
}
k++;
}
if (k > 32) k = 32;
- if ((p_ptr->new_spells > k) &&
+ if ((creature_ptr->new_spells > k) &&
((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
{
- p_ptr->new_spells = (s16b)k;
+ creature_ptr->new_spells = (s16b)k;
}
}
- if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
+ if (creature_ptr->new_spells < 0) creature_ptr->new_spells = 0;
/* Spell count changed */
- if (p_ptr->old_spells != p_ptr->new_spells)
+ if (creature_ptr->old_spells != creature_ptr->new_spells)
{
/* Message if needed */
- if (p_ptr->new_spells)
+ if (creature_ptr->new_spells)
{
#ifdef JP
- if (p_ptr->new_spells < 10) {
- msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
+ if (creature_ptr->new_spells < 10) {
+ msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
}
else {
- msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
+ msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
}
#else
msg_format("You can learn %d more %s%s.",
- p_ptr->new_spells, p,
- (p_ptr->new_spells != 1) ? "s" : "");
+ creature_ptr->new_spells, p,
+ (creature_ptr->new_spells != 1) ? "s" : "");
#endif
}
/* Save the new_spells value */
- p_ptr->old_spells = p_ptr->new_spells;
+ creature_ptr->old_spells = creature_ptr->new_spells;
/* Redraw Study Status */
- p_ptr->redraw |= (PR_STUDY);
+ creature_ptr->redraw |= (PR_STUDY);
/* Redraw object recall */
- p_ptr->window |= (PW_OBJECT);
+ creature_ptr->window |= (PW_OBJECT);
}
}
* @details
* This function induces status messages.
*/
-static void calc_mana(void)
+static void calc_mana(player_type *creature_ptr)
{
int msp, levels, cur_wgt, max_wgt;
/* Hack -- Must be literate */
if (!mp_ptr->spell_book) return;
- if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
- (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
- (p_ptr->pclass == CLASS_BLUE_MAGE))
+ if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (creature_ptr->pclass == CLASS_MIRROR_MASTER) ||
+ (creature_ptr->pclass == CLASS_BLUE_MAGE))
{
- levels = p_ptr->lev;
+ levels = creature_ptr->lev;
}
else
{
- if (mp_ptr->spell_first > p_ptr->lev)
+ if (mp_ptr->spell_first > creature_ptr->lev)
{
/* Save new mana */
- p_ptr->msp = 0;
+ creature_ptr->msp = 0;
/* Display mana later */
- p_ptr->redraw |= (PR_MANA);
+ creature_ptr->redraw |= (PR_MANA);
return;
}
/* Extract "effective" player level */
- levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
+ levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
}
- if (p_ptr->pclass == CLASS_SAMURAI)
+ if (creature_ptr->pclass == CLASS_SAMURAI)
{
- msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
+ msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
}
else
{
/* Extract total mana */
- msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
+ msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
/* Hack -- usually add one mana */
if (msp) msp++;
if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
- if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
+ if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
/* Hack: High mages have a 25% mana bonus */
- if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
+ if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
- if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
+ if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
}
/* Only mages are affected */
BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Assume player is not encumbered by gloves */
- p_ptr->cumber_glove = FALSE;
+ creature_ptr->cumber_glove = FALSE;
/* Get the gloves */
- o_ptr = &inventory[INVEN_HANDS];
+ o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
/* Examine the gloves */
object_flags(o_ptr, flgs);
!((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
{
/* Encumbered */
- p_ptr->cumber_glove = TRUE;
+ creature_ptr->cumber_glove = TRUE;
/* Reduce mana */
msp = (3 * msp) / 4;
/* Assume player not encumbered by armor */
- p_ptr->cumber_armor = FALSE;
+ creature_ptr->cumber_armor = FALSE;
/* Weigh the armor */
cur_wgt = 0;
- if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
- if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
- cur_wgt += inventory[INVEN_BODY].weight;
- cur_wgt += inventory[INVEN_HEAD].weight;
- cur_wgt += inventory[INVEN_OUTER].weight;
- cur_wgt += inventory[INVEN_HANDS].weight;
- cur_wgt += inventory[INVEN_FEET].weight;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
+ cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
+ cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
+ cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
+ cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
+ cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
/* Subtract a percentage of maximum mana. */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
/* For these classes, mana is halved if armour
* is 30 pounds over their weight limit. */
case CLASS_FORCETRAINER:
case CLASS_SORCERER:
{
- if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
- if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
break;
}
case CLASS_BARD:
case CLASS_TOURIST:
{
- if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
- if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
break;
}
case CLASS_BEASTMASTER:
case CLASS_MIRROR_MASTER:
{
- if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
- if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
break;
}
case CLASS_RED_MAGE:
case CLASS_WARRIOR_MAGE:
{
- if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
- if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
break;
}
case CLASS_PALADIN:
case CLASS_CHAOS_WARRIOR:
{
- if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
- if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
break;
}
if ((cur_wgt - max_wgt) > 0)
{
/* Encumbered */
- p_ptr->cumber_armor = TRUE;
+ creature_ptr->cumber_armor = TRUE;
/* Subtract a percentage of maximum mana. */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
/* For these classes, mana is halved if armour
* is 30 pounds over their weight limit. */
case CLASS_SAMURAI:
{
- p_ptr->cumber_armor = FALSE;
+ creature_ptr->cumber_armor = FALSE;
break;
}
/* Maximum mana has changed */
- if (p_ptr->msp != msp)
+ if (creature_ptr->msp != msp)
{
/* Enforce maximum */
- if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
+ if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI))
{
- p_ptr->csp = msp;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = msp;
+ creature_ptr->csp_frac = 0;
}
#ifdef JP
/* レベルアップの時は上昇量を表示する */
- if ((level_up == 1) && (msp > p_ptr->msp))
+ if (creature_ptr->level_up_message && (msp > creature_ptr->msp))
{
- msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
+ msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
}
#endif
/* Save new mana */
- p_ptr->msp = msp;
+ creature_ptr->msp = msp;
/* Display mana later */
- p_ptr->redraw |= (PR_MANA);
-
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ creature_ptr->redraw |= (PR_MANA);
+ creature_ptr->window |= (PW_PLAYER | PW_SPELL);
}
/* Hack -- handle "xtra" mode */
- if (character_xtra) return;
+ if (current_world_ptr->character_xtra) return;
/* Take note when "glove state" changes */
- if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
+ if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove)
{
- if (p_ptr->cumber_glove)
+ if (creature_ptr->cumber_glove)
{
msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
}
}
/* Save it */
- p_ptr->old_cumber_glove = p_ptr->cumber_glove;
+ creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
}
/* Take note when "armor state" changes */
- if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
+ if (creature_ptr->old_cumber_armor != creature_ptr->cumber_armor)
{
- if (p_ptr->cumber_armor)
+ if (creature_ptr->cumber_armor)
{
msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
}
}
/* Save it */
- p_ptr->old_cumber_armor = p_ptr->cumber_armor;
+ creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
}
}
* @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
* @return 射撃倍率の値(100で1.00倍)
*/
-s16b calc_num_fire(object_type *o_ptr)
+s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
{
int extra_shots = 0;
int i;
object_type *q_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- /* Scan the usable inventory */
+ /* Scan the usable creature_ptr->inventory_list */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- q_ptr = &inventory[i];
-
- /* Skip non-objects */
+ q_ptr = &creature_ptr->inventory_list[i];
if (!q_ptr->k_idx) continue;
/* Do not apply current equip */
if (i == INVEN_BOW) continue;
- /* Extract the item flags */
object_flags(q_ptr, flgs);
/* Boost shots */
object_flags(o_ptr, flgs);
if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
- if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
+ if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, o_ptr))
{
num = 100;
/* Extra shots */
num += (extra_shots * 100);
/* Hack -- Rangers love Bows */
- if ((p_ptr->pclass == CLASS_RANGER) &&
+ if ((creature_ptr->pclass == CLASS_RANGER) &&
(tval_ammo == TV_ARROW))
{
- num += (p_ptr->lev * 4);
+ num += (creature_ptr->lev * 4);
}
- if ((p_ptr->pclass == CLASS_CAVALRY) &&
+ if ((creature_ptr->pclass == CLASS_CAVALRY) &&
(tval_ammo == TV_ARROW))
{
- num += (p_ptr->lev * 3);
+ num += (creature_ptr->lev * 3);
}
- if (p_ptr->pclass == CLASS_ARCHER)
+ if (creature_ptr->pclass == CLASS_ARCHER)
{
if (tval_ammo == TV_ARROW)
- num += ((p_ptr->lev * 5) + 50);
+ num += ((creature_ptr->lev * 5) + 50);
else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
- num += (p_ptr->lev * 4);
+ num += (creature_ptr->lev * 4);
}
/*
* Addendum -- also "Reward" high level warriors,
* with _any_ missile weapon -- TY
*/
- if (p_ptr->pclass == CLASS_WARRIOR &&
+ if (creature_ptr->pclass == CLASS_WARRIOR &&
(tval_ammo <= TV_BOLT) &&
(tval_ammo >= TV_SHOT))
{
- num += (p_ptr->lev * 2);
+ num += (creature_ptr->lev * 2);
}
- if ((p_ptr->pclass == CLASS_ROGUE) &&
+ if ((creature_ptr->pclass == CLASS_ROGUE) &&
(tval_ammo == TV_SHOT))
{
- num += (p_ptr->lev * 4);
+ num += (creature_ptr->lev * 4);
}
}
return (s16b)num;
* Computes current weight limit.
* @return 制限重量(ポンド)
*/
-WEIGHT weight_limit(void)
+WEIGHT weight_limit(player_type *creature_ptr)
{
WEIGHT i;
/* Weight limit based only on strength */
- i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
- if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
+ i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
+ if (creature_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
/* Return the result */
return i;
* @param i 判定する手のID(右手:0 左手:1)
* @return 持っているならばTRUE
*/
-bool has_melee_weapon(int i)
+bool has_melee_weapon(player_type *creature_ptr, int i)
{
- return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
+ return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
}
/*!
* @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
* @return 開いている手のビットフラグ
*/
-BIT_FLAGS16 empty_hands(bool riding_control)
+BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
{
BIT_FLAGS16 status = EMPTY_HAND_NONE;
- if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
- if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
+ if (!creature_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
+ if (!creature_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
- if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
+ if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_RYOUTE))
{
if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
* @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
* @return ペナルティが適用されるならばTRUE。
*/
-bool heavy_armor(void)
+bool heavy_armor(player_type *creature_ptr)
{
WEIGHT monk_arm_wgt = 0;
- if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
+ if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA)) return FALSE;
/* Weight the armor */
- if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
- if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
- monk_arm_wgt += inventory[INVEN_BODY].weight;
- monk_arm_wgt += inventory[INVEN_HEAD].weight;
- monk_arm_wgt += inventory[INVEN_OUTER].weight;
- monk_arm_wgt += inventory[INVEN_HANDS].weight;
- monk_arm_wgt += inventory[INVEN_FEET].weight;
-
- return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
+ if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
+ monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
+ monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
+ monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
+ monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
+ monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
+
+ return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
}
/*!
if (creature_ptr->update & (PU_BONUS))
{
creature_ptr->update &= ~(PU_BONUS);
- calc_bonuses();
+ calc_alignment();
+ calc_bonuses(creature_ptr);
}
if (creature_ptr->update & (PU_TORCH))
{
creature_ptr->update &= ~(PU_TORCH);
- calc_torch();
+ calc_torch(creature_ptr);
}
if (creature_ptr->update & (PU_HP))
{
creature_ptr->update &= ~(PU_HP);
- calc_hitpoints();
+ calc_hitpoints(creature_ptr);
}
if (creature_ptr->update & (PU_MANA))
{
creature_ptr->update &= ~(PU_MANA);
- calc_mana();
+ calc_mana(creature_ptr);
}
if (creature_ptr->update & (PU_SPELLS))
{
creature_ptr->update &= ~(PU_SPELLS);
- calc_spells();
+ calc_spells(creature_ptr);
}
/* Character is not ready yet, no screen updates */
- if (!character_generated) return;
+ if (!current_world_ptr->character_generated) return;
/* Character is in "icky" mode, no screen updates */
- if (character_icky) return;
+ if (current_world_ptr->character_icky) return;
if (creature_ptr->update & (PU_UN_LITE))
{
* @brief プレイヤーが魔道書を一冊も持っていないかを判定する
* @return 魔道書を一冊も持っていないならTRUEを返す
*/
-bool player_has_no_spellbooks(void)
+bool player_has_no_spellbooks(player_type *creature_ptr)
{
int i;
object_type *o_ptr;
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &creature_ptr->inventory_list[i];
if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
}
- for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
+ for (i = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
{
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
}
* @param y 配置先Y座標
* @return 配置に成功したらTRUE
*/
-bool player_place(POSITION y, POSITION x)
+bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
{
/* Paranoia XXX XXX */
if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
/* Save player location */
- p_ptr->y = y;
- p_ptr->x = x;
+ creature_ptr->y = y;
+ creature_ptr->x = x;
/* Success */
return TRUE;
}
+
+/*!
+ * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
+ * @return なし
+ */
+void wreck_the_pattern(player_type *creature_ptr)
+{
+ int to_ruin = 0;
+ POSITION r_y, r_x;
+ int pattern_type = f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
+
+ if (pattern_type == PATTERN_TILE_WRECKED)
+ {
+ /* Ruined already */
+ return;
+ }
+
+ msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
+ msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
+
+ if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
+ to_ruin = randint1(45) + 35;
+
+ while (to_ruin--)
+ {
+ scatter(&r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, 0);
+
+ if (pattern_tile(r_y, r_x) &&
+ (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
+ {
+ cave_set_feat(r_y, r_x, feat_pattern_corrupted);
+ }
+ }
+
+ cave_set_feat(creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
+}
+
+
+/*!
+ * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
+ * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
+ * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
+ * @return なし
+ */
+void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro)
+{
+ int power = 100;
+
+ if (creature_ptr->phase_out || !current_world_ptr->character_dungeon) return;
+
+ if (!necro && m_ptr)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
+
+ power = r_ptr->level / 2;
+
+ monster_desc(m_name, m_ptr, 0);
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ {
+ if (r_ptr->flags1 & RF1_FRIENDS)
+ power /= 2;
+ }
+ else power *= 2;
+
+ if (!current_world_ptr->is_loading_now)
+ return; /* No effect yet, just loaded... */
+
+ if (!m_ptr->ml)
+ return; /* Cannot see it for some reason */
+
+ if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
+ return;
+
+ if (is_pet(m_ptr))
+ return; /* Pet eldritch horrors are safe most of the time */
+
+ if (randint1(100) > power) return;
+
+ if (saving_throw(creature_ptr->skill_sav - power))
+ {
+ return; /* Save, no adverse effects */
+ }
+
+ if (creature_ptr->image)
+ {
+ /* Something silly happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+
+ if (one_in_(3))
+ {
+ msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
+ creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
+ }
+
+ return; /* Never mind; we can't see it clearly enough */
+ }
+
+ /* Something frightening happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ horror_desc[randint0(MAX_SAN_HORROR)], m_name);
+
+ r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
+
+ /* Demon characters are unaffected */
+ if (PRACE_IS_(creature_ptr, RACE_IMP) || PRACE_IS_(creature_ptr, RACE_DEMON) || (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
+ if (creature_ptr->wizard) return;
+
+ /* Undead characters are 50% likely to be unaffected */
+ if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_ZOMBIE)
+ || PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
+ (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
+ {
+ if (saving_throw(25 + creature_ptr->lev)) return;
+ }
+ }
+ else if (!necro)
+ {
+ monster_race *r_ptr;
+ GAME_TEXT m_name[MAX_NLEN];
+ concptr desc;
+
+ get_mon_num_prep(get_nightmare, NULL);
+
+ r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
+ power = r_ptr->level + 10;
+ desc = r_name + r_ptr->name;
+
+ get_mon_num_prep(NULL, NULL);
+
+#ifndef JP
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
+ else
+#endif
+ sprintf(m_name, "%s", desc);
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ {
+ if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
+ }
+ else power *= 2;
+
+ if (saving_throw(creature_ptr->skill_sav * 100 / power))
+ {
+ msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
+ /* Safe */
+ return;
+ }
+
+ if (creature_ptr->image)
+ {
+ /* Something silly happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+
+ if (one_in_(3))
+ {
+ msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
+ creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
+ }
+
+ /* Never mind; we can't see it clearly enough */
+ return;
+ }
+
+ /* Something frightening happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ horror_desc[randint0(MAX_SAN_HORROR)], desc);
+
+ r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
+
+ if (!creature_ptr->mimic_form)
+ {
+ switch (creature_ptr->prace)
+ {
+ /* Demons may make a saving throw */
+ case RACE_IMP:
+ case RACE_DEMON:
+ if (saving_throw(20 + creature_ptr->lev)) return;
+ break;
+ /* Undead may make a saving throw */
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_SPECTRE:
+ case RACE_VAMPIRE:
+ if (saving_throw(10 + creature_ptr->lev)) return;
+ break;
+ }
+ }
+ else
+ {
+ /* Demons may make a saving throw */
+ if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
+ {
+ if (saving_throw(20 + creature_ptr->lev)) return;
+ }
+ /* Undead may make a saving throw */
+ else if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
+ {
+ if (saving_throw(10 + creature_ptr->lev)) return;
+ }
+ }
+ }
+ else
+ {
+ msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
+ }
+
+ if (saving_throw(creature_ptr->skill_sav - power))
+ {
+ return;
+ }
+
+ do {
+ (void)do_dec_stat(creature_ptr, A_INT);
+ } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
+
+ do {
+ (void)do_dec_stat(creature_ptr, A_WIS);
+ } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
+
+ switch (randint1(21))
+ {
+ case 1:
+ if (!(creature_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
+ {
+ if ((creature_ptr->stat_use[A_INT] < 4) && (creature_ptr->stat_use[A_WIS] < 4))
+ {
+ msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
+ }
+ else
+ {
+ msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
+ }
+
+ if (creature_ptr->muta3 & MUT3_HYPER_INT)
+ {
+ msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
+ creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
+ }
+ creature_ptr->muta3 |= MUT3_MORONIC;
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ if (!(creature_ptr->muta2 & MUT2_COWARDICE) && !creature_ptr->resist_fear)
+ {
+ msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
+
+ /* Duh, the following should never happen, but anyway... */
+ if (creature_ptr->muta3 & MUT3_FEARLESS)
+ {
+ msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
+ creature_ptr->muta3 &= ~(MUT3_FEARLESS);
+ }
+
+ creature_ptr->muta2 |= MUT2_COWARDICE;
+ }
+ break;
+ case 5:
+ case 6:
+ case 7:
+ if (!(creature_ptr->muta2 & MUT2_HALLU) && !creature_ptr->resist_chaos)
+ {
+ msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
+ creature_ptr->muta2 |= MUT2_HALLU;
+ }
+ break;
+ case 8:
+ case 9:
+ case 10:
+ if (!(creature_ptr->muta2 & MUT2_BERS_RAGE))
+ {
+ msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
+ creature_ptr->muta2 |= MUT2_BERS_RAGE;
+ }
+ break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ /* Brain smash */
+ if (!creature_ptr->resist_conf)
+ {
+ (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
+ }
+ if (!creature_ptr->free_act)
+ {
+ (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4);
+ }
+ if (!creature_ptr->resist_chaos)
+ {
+ (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
+ }
+ break;
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ /* Amnesia */
+ if (lose_all_info(creature_ptr))
+ msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
+ break;
+ }
+
+ creature_ptr->update |= PU_BONUS;
+ handle_stuff();
+}
+
+
+/*!
+ * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
+ * Advance experience levels and print experience
+ * @return なし
+ */
+void check_experience(player_type *creature_ptr)
+{
+ bool level_reward = FALSE;
+ bool level_mutation = FALSE;
+ bool level_inc_stat = FALSE;
+ bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
+ PLAYER_LEVEL old_lev = creature_ptr->lev;
+
+ /* Hack -- lower limit */
+ if (creature_ptr->exp < 0) creature_ptr->exp = 0;
+ if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
+ if (creature_ptr->max_max_exp < 0) creature_ptr->max_max_exp = 0;
+
+ /* Hack -- upper limit */
+ if (creature_ptr->exp > PY_MAX_EXP) creature_ptr->exp = PY_MAX_EXP;
+ if (creature_ptr->max_exp > PY_MAX_EXP) creature_ptr->max_exp = PY_MAX_EXP;
+ if (creature_ptr->max_max_exp > PY_MAX_EXP) creature_ptr->max_max_exp = PY_MAX_EXP;
+
+ /* Hack -- maintain "max" experience */
+ if (creature_ptr->exp > creature_ptr->max_exp) creature_ptr->max_exp = creature_ptr->exp;
+
+ /* Hack -- maintain "max max" experience */
+ if (creature_ptr->max_exp > creature_ptr->max_max_exp) creature_ptr->max_max_exp = creature_ptr->max_exp;
+
+ /* Redraw experience */
+ creature_ptr->redraw |= (PR_EXP);
+ handle_stuff();
+
+
+ /* Lose levels while possible */
+ while ((creature_ptr->lev > 1) &&
+ (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L)))
+ {
+ /* Lose a level */
+ creature_ptr->lev--;
+ creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ creature_ptr->redraw |= (PR_LEV | PR_TITLE);
+ creature_ptr->window |= (PW_PLAYER);
+ handle_stuff();
+ }
+
+
+ /* Gain levels while possible */
+ while ((creature_ptr->lev < PY_MAX_LEVEL) &&
+ (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)))
+ {
+ /* Gain a level */
+ creature_ptr->lev++;
+
+ /* Save the highest level */
+ if (creature_ptr->lev > creature_ptr->max_plv)
+ {
+ creature_ptr->max_plv = creature_ptr->lev;
+
+ if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
+ (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
+ {
+ level_reward = TRUE;
+ }
+ if (creature_ptr->prace == RACE_BEASTMAN)
+ {
+ if (one_in_(5)) level_mutation = TRUE;
+ }
+ level_inc_stat = TRUE;
+
+ do_cmd_write_nikki(NIKKI_LEVELUP, creature_ptr->lev, NULL);
+ }
+
+ sound(SOUND_LEVEL);
+
+ msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
+
+ creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
+ creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
+
+ /* HPとMPの上昇量を表示 */
+ creature_ptr->level_up_message = TRUE;
+ handle_stuff();
+
+ creature_ptr->level_up_message = FALSE;
+
+ if (level_inc_stat)
+ {
+ if (!(creature_ptr->max_plv % 10))
+ {
+ int choice;
+ screen_save();
+ while (1)
+ {
+ int n;
+ char tmp[32];
+
+ cnv_stat(creature_ptr->stat_max[0], tmp);
+ prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
+ cnv_stat(creature_ptr->stat_max[1], tmp);
+ prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
+ cnv_stat(creature_ptr->stat_max[2], tmp);
+ prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
+ cnv_stat(creature_ptr->stat_max[3], tmp);
+ prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
+ cnv_stat(creature_ptr->stat_max[4], tmp);
+ prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
+ cnv_stat(creature_ptr->stat_max[5], tmp);
+ prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
+
+ prt("", 8, 14);
+ prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
+
+ while (1)
+ {
+ choice = inkey();
+ if ((choice >= 'a') && (choice <= 'f')) break;
+ }
+ for (n = 0; n < A_MAX; n++)
+ if (n != choice - 'a')
+ prt("", n + 2, 14);
+ if (get_check(_("よろしいですか?", "Are you sure? "))) break;
+ }
+ do_inc_stat(creature_ptr, choice - 'a');
+ screen_load();
+ }
+ else if (!(creature_ptr->max_plv % 2))
+ do_inc_stat(creature_ptr, randint0(6));
+ }
+
+ if (level_mutation)
+ {
+ msg_print(_("あなたは変わった気がする...", "You feel different..."));
+ (void)gain_mutation(creature_ptr, 0);
+ level_mutation = FALSE;
+ }
+
+ /*
+ * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
+ * 呼ばれるので順番を最後にする。
+ */
+ if (level_reward)
+ {
+ gain_level_reward(creature_ptr, 0);
+ level_reward = FALSE;
+ }
+
+ creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ creature_ptr->redraw |= (PR_LEV | PR_TITLE);
+ creature_ptr->window |= (PW_PLAYER | PW_SPELL);
+ handle_stuff();
+ }
+
+ /* Load an autopick preference file */
+ if (old_lev != creature_ptr->lev) autopick_load_pref(FALSE);
+}
+
+/*!
+ * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
+ * @param val 能力値
+ * @param out_val 出力先文字列ポインタ
+ * @return なし
+ */
+void cnv_stat(int val, char *out_val)
+{
+ /* Above 18 */
+ if (val > 18)
+ {
+ int bonus = (val - 18);
+
+ if (bonus >= 220)
+ {
+ sprintf(out_val, "18/%3s", "***");
+ }
+ else if (bonus >= 100)
+ {
+ sprintf(out_val, "18/%03d", bonus);
+ }
+ else
+ {
+ sprintf(out_val, " 18/%02d", bonus);
+ }
+ }
+
+ /* From 3 to 18 */
+ else
+ {
+ sprintf(out_val, " %2d", val);
+ }
+}
+
+/*!
+ * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
+ * Modify a stat value by a "modifier", return new value
+ * @param value 現在値
+ * @param amount 加減算値
+ * @return 加減算後の値
+ * @details
+ * <pre>
+ * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
+ * Or even: 18/13, 18/23, 18/33, ..., 18/220
+ * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
+ * Or even: 18/13, 18/03, 18, 17, ..., 3
+ * </pre>
+ */
+s16b modify_stat_value(int value, int amount)
+{
+ int i;
+
+ /* Reward */
+ if (amount > 0)
+ {
+ /* Apply each point */
+ for (i = 0; i < amount; i++)
+ {
+ /* One point at a time */
+ if (value < 18) value++;
+
+ /* Ten "points" at a time */
+ else value += 10;
+ }
+ }
+
+ /* Penalty */
+ else if (amount < 0)
+ {
+ /* Apply each point */
+ for (i = 0; i < (0 - amount); i++)
+ {
+ /* Ten points at a time */
+ if (value >= 18 + 10) value -= 10;
+
+ /* Hack -- prevent weirdness */
+ else if (value > 18) value = 18;
+
+ /* One point at a time */
+ else if (value > 3) value--;
+ }
+ }
+
+ /* Return new value */
+ return (s16b)(value);
+}
+
+
+/*!
+ * @brief スコアを計算する /
+ * Hack -- Calculates the total number of points earned -JWT-
+ * @return なし
+ * @details
+ */
+long calc_score(void)
+{
+ int i, mult = 100;
+ DEPTH max_dl = 0;
+ u32b point, point_h, point_l;
+ int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
+
+ if (!preserve_mode) mult += 10;
+ if (!autoroller) mult += 10;
+ if (!smart_learn) mult -= 20;
+ if (smart_cheat) mult += 30;
+ if (ironman_shops) mult += 50;
+ if (ironman_small_levels) mult += 10;
+ if (ironman_empty_levels) mult += 20;
+ if (!powerup_home) mult += 50;
+ if (ironman_rooms) mult += 100;
+ if (ironman_nightmare) mult += 100;
+
+ if (mult < 5) mult = 5;
+
+ for (i = 0; i < max_d_idx; i++)
+ if (max_dlv[i] > max_dl)
+ max_dl = max_dlv[i];
+
+ point_l = (p_ptr->max_max_exp + (100 * max_dl));
+ point_h = point_l / 0x10000L;
+ point_l = point_l % 0x10000L;
+ point_h *= mult;
+ point_l *= mult;
+ point_h += point_l / 0x10000L;
+ point_l %= 0x10000L;
+
+ point_l += ((point_h % 100) << 16);
+ point_h /= 100;
+ point_l /= 100;
+
+ point = (point_h << 16) + (point_l);
+ if (p_ptr->arena_number >= 0)
+ point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
+
+ if (ironman_downward) point *= 2;
+ if (p_ptr->pclass == CLASS_BERSERKER)
+ {
+ if (p_ptr->prace == RACE_SPECTRE)
+ point = point / 5;
+ }
+
+ if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
+ {
+ point = 1;
+ if (p_ptr->total_winner) point = 2;
+ }
+ if (easy_band) point = (0 - point);
+
+ return point;
+}
+
+
+void cheat_death(player_type *creature_ptr)
+{
+ /* Mark social class, reset age, if needed */
+ if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
+
+ /* Increase age */
+ creature_ptr->age++;
+
+ /* Mark savefile */
+ creature_ptr->noscore |= 0x0001;
+
+ msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
+ msg_print(NULL);
+
+ (void)life_stream(FALSE, FALSE);
+
+ if (creature_ptr->pclass == CLASS_MAGIC_EATER)
+ {
+ int magic_idx;
+ for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
+ {
+ creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
+ }
+ for (; magic_idx < EATER_EXT * 3; magic_idx++)
+ {
+ creature_ptr->magic_num1[magic_idx] = 0;
+ }
+ }
+
+ /* Restore spell points */
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+
+ /* Hack -- cancel recall */
+ if (creature_ptr->word_recall)
+ {
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
+ msg_print(NULL);
+
+ /* Hack -- Prevent recall */
+ creature_ptr->word_recall = 0;
+ creature_ptr->redraw |= (PR_STATUS);
+ }
+
+ /* Hack -- cancel alter */
+ if (creature_ptr->alter_reality)
+ {
+ /* Hack -- Prevent alter */
+ creature_ptr->alter_reality = 0;
+ creature_ptr->redraw |= (PR_STATUS);
+ }
+
+ /* Note cause of death */
+ (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
+
+ /* Do not die */
+ creature_ptr->is_dead = FALSE;
+
+ /* Hack -- Prevent starvation */
+ (void)set_food(p_ptr, PY_FOOD_MAX - 1);
+
+ current_floor_ptr->dun_level = 0;
+ creature_ptr->inside_arena = FALSE;
+ creature_ptr->phase_out = FALSE;
+ leaving_quest = 0;
+ creature_ptr->inside_quest = 0;
+ if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ p_ptr->dungeon_idx = 0;
+ if (lite_town || vanilla_town)
+ {
+ creature_ptr->wilderness_y = 1;
+ creature_ptr->wilderness_x = 1;
+ if (vanilla_town)
+ {
+ creature_ptr->oldpy = 10;
+ creature_ptr->oldpx = 34;
+ }
+ else
+ {
+ creature_ptr->oldpy = 33;
+ creature_ptr->oldpx = 131;
+ }
+ }
+ else
+ {
+ creature_ptr->wilderness_y = 48;
+ creature_ptr->wilderness_x = 5;
+ creature_ptr->oldpy = 33;
+ creature_ptr->oldpx = 131;
+ }
+ creature_ptr->wild_mode = FALSE;
+ creature_ptr->leaving = TRUE;
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+ _(" しかし、生き返った。",
+ " but revived."));
+
+ /* Prepare next floor */
+ leave_floor(p_ptr->change_floor_mode);
+ wipe_m_list();
+
+}