2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
9 #include "monster-status.h"
10 #include "monsterrace-hook.h"
14 /* Hack, monk armour */
15 static bool monk_armour_aux;
16 static bool monk_notify_aux;
19 * Return alignment title
21 concptr your_alignment(void)
23 if (p_ptr->align > 150) return _("大善", "Lawful");
24 else if (p_ptr->align > 50) return _("中善", "Good");
25 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
26 else if (p_ptr->align > -11) return _("中立", "Neutral");
27 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
28 else if (p_ptr->align > -151) return _("中悪", "Evil");
29 else return _("大悪", "Chaotic");
34 * Return proficiency level of weapons and misc. skills (except riding)
36 int weapon_exp_level(int weapon_exp)
38 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
39 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
40 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
41 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
42 else return EXP_LEVEL_MASTER;
47 * Return proficiency level of riding
49 int riding_exp_level(int riding_exp)
51 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
52 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
53 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
54 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
55 else return EXP_LEVEL_MASTER;
60 * Return proficiency level of spells
62 int spell_exp_level(int spell_exp)
64 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
65 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
66 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
67 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
68 else return EXP_LEVEL_MASTER;
72 * @brief プレイヤーの全ステータスを更新する /
73 * Calculate the players current "state", taking into account
74 * not only race/class intrinsics, but also objects being worn
75 * and temporary spell effects.
79 * See also calc_mana() and calc_hitpoints().
81 * Take note of the new "speed code", in particular, a very strong
82 * player will start slowing down as soon as he reaches 150 pounds,
83 * but not until he reaches 450 pounds will he be half as fast as
84 * a normal kobold. This both hurts and helps the player, hurts
85 * because in the old days a player could just avoid 300 pounds,
86 * and helps because now carrying 300 pounds is not very painful.
88 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
89 * damage, since that would affect non-combat things. These values
90 * are actually added in later, at the appropriate place.
92 * This function induces various "status" messages.
95 void calc_bonuses(void)
100 int empty_hands_status = empty_hands(TRUE);
103 BIT_FLAGS flgs[TR_FLAG_SIZE];
105 bool yoiyami = FALSE;
106 bool down_saving = FALSE;
108 bool have_dd_s = FALSE, have_dd_t = FALSE;
110 bool have_sw = FALSE, have_kabe = FALSE;
111 bool easy_2weapon = FALSE;
112 bool riding_levitation = FALSE;
113 OBJECT_IDX this_o_idx, next_o_idx = 0;
114 const player_race *tmp_rp_ptr;
116 /* Save the old vision stuff */
117 bool old_telepathy = p_ptr->telepathy;
118 bool old_esp_animal = p_ptr->esp_animal;
119 bool old_esp_undead = p_ptr->esp_undead;
120 bool old_esp_demon = p_ptr->esp_demon;
121 bool old_esp_orc = p_ptr->esp_orc;
122 bool old_esp_troll = p_ptr->esp_troll;
123 bool old_esp_giant = p_ptr->esp_giant;
124 bool old_esp_dragon = p_ptr->esp_dragon;
125 bool old_esp_human = p_ptr->esp_human;
126 bool old_esp_evil = p_ptr->esp_evil;
127 bool old_esp_good = p_ptr->esp_good;
128 bool old_esp_nonliving = p_ptr->esp_nonliving;
129 bool old_esp_unique = p_ptr->esp_unique;
130 bool old_see_inv = p_ptr->see_inv;
131 bool old_mighty_throw = p_ptr->mighty_throw;
133 /* Current feature under player. */
134 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
136 /* Save the old armor class */
137 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
138 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
141 /* Clear extra blows/shots */
142 extra_blows[0] = extra_blows[1] = 0;
144 /* Clear the stat modifiers */
145 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
148 /* Clear the Displayed/Real armor class */
149 p_ptr->dis_ac = p_ptr->ac = 0;
151 /* Clear the Displayed/Real Bonuses */
152 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
153 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
154 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
155 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
156 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
157 p_ptr->dis_to_a = p_ptr->to_a = 0;
161 p_ptr->to_m_chance = 0;
163 /* Clear the Extra Dice Bonuses */
164 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
165 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
167 /* Start with "normal" speed */
170 /* Start with a single blow per current_world_ptr->game_turn */
171 p_ptr->num_blow[0] = 1;
172 p_ptr->num_blow[1] = 1;
174 /* Start with a single shot per current_world_ptr->game_turn */
175 p_ptr->num_fire = 100;
177 /* Reset the "xtra" tval */
178 p_ptr->tval_xtra = 0;
180 /* Reset the "ammo" tval */
181 p_ptr->tval_ammo = 0;
183 /* Clear all the flags */
185 p_ptr->bless_blade = FALSE;
186 p_ptr->xtra_might = FALSE;
187 p_ptr->impact[0] = FALSE;
188 p_ptr->impact[1] = FALSE;
189 p_ptr->pass_wall = FALSE;
190 p_ptr->kill_wall = FALSE;
191 p_ptr->dec_mana = FALSE;
192 p_ptr->easy_spell = FALSE;
193 p_ptr->heavy_spell = FALSE;
194 p_ptr->see_inv = FALSE;
195 p_ptr->free_act = FALSE;
196 p_ptr->slow_digest = FALSE;
197 p_ptr->regenerate = FALSE;
198 p_ptr->can_swim = FALSE;
199 p_ptr->levitation = FALSE;
200 p_ptr->hold_exp = FALSE;
201 p_ptr->telepathy = FALSE;
202 p_ptr->esp_animal = FALSE;
203 p_ptr->esp_undead = FALSE;
204 p_ptr->esp_demon = FALSE;
205 p_ptr->esp_orc = FALSE;
206 p_ptr->esp_troll = FALSE;
207 p_ptr->esp_giant = FALSE;
208 p_ptr->esp_dragon = FALSE;
209 p_ptr->esp_human = FALSE;
210 p_ptr->esp_evil = FALSE;
211 p_ptr->esp_good = FALSE;
212 p_ptr->esp_nonliving = FALSE;
213 p_ptr->esp_unique = FALSE;
215 p_ptr->sustain_str = FALSE;
216 p_ptr->sustain_int = FALSE;
217 p_ptr->sustain_wis = FALSE;
218 p_ptr->sustain_con = FALSE;
219 p_ptr->sustain_dex = FALSE;
220 p_ptr->sustain_chr = FALSE;
221 p_ptr->resist_acid = FALSE;
222 p_ptr->resist_elec = FALSE;
223 p_ptr->resist_fire = FALSE;
224 p_ptr->resist_cold = FALSE;
225 p_ptr->resist_pois = FALSE;
226 p_ptr->resist_conf = FALSE;
227 p_ptr->resist_sound = FALSE;
228 p_ptr->resist_lite = FALSE;
229 p_ptr->resist_dark = FALSE;
230 p_ptr->resist_chaos = FALSE;
231 p_ptr->resist_disen = FALSE;
232 p_ptr->resist_shard = FALSE;
233 p_ptr->resist_nexus = FALSE;
234 p_ptr->resist_blind = FALSE;
235 p_ptr->resist_neth = FALSE;
236 p_ptr->resist_time = FALSE;
237 p_ptr->resist_water = FALSE;
238 p_ptr->resist_fear = FALSE;
239 p_ptr->reflect = FALSE;
240 p_ptr->sh_fire = FALSE;
241 p_ptr->sh_elec = FALSE;
242 p_ptr->sh_cold = FALSE;
243 p_ptr->anti_magic = FALSE;
244 p_ptr->anti_tele = FALSE;
245 p_ptr->warning = FALSE;
246 p_ptr->mighty_throw = FALSE;
247 p_ptr->see_nocto = FALSE;
249 p_ptr->immune_acid = FALSE;
250 p_ptr->immune_elec = FALSE;
251 p_ptr->immune_fire = FALSE;
252 p_ptr->immune_cold = FALSE;
254 p_ptr->ryoute = FALSE;
255 p_ptr->migite = FALSE;
256 p_ptr->hidarite = FALSE;
257 p_ptr->no_flowed = FALSE;
259 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
260 else tmp_rp_ptr = &race_info[p_ptr->prace];
262 /* Base infravision (purely racial) */
263 p_ptr->see_infra = tmp_rp_ptr->infra;
265 /* Base skill -- disarming */
266 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
268 /* Base skill -- magic devices */
269 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
271 /* Base skill -- saving throw */
272 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
274 /* Base skill -- stealth */
275 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
277 /* Base skill -- searching ability */
278 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
280 /* Base skill -- searching frequency */
281 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
283 /* Base skill -- combat (normal) */
284 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
286 /* Base skill -- combat (shooting) */
287 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
289 /* Base skill -- combat (throwing) */
290 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
292 /* Base skill -- digging */
293 p_ptr->skill_dig = 0;
295 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
296 if (has_melee_weapon(INVEN_LARM))
298 p_ptr->hidarite = TRUE;
299 if (!p_ptr->migite) default_hand = 1;
302 if (CAN_TWO_HANDS_WIELDING())
304 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
305 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
307 p_ptr->ryoute = TRUE;
309 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
310 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
312 p_ptr->ryoute = TRUE;
316 switch (p_ptr->pclass)
319 case CLASS_FORCETRAINER:
320 case CLASS_BERSERKER:
321 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
323 p_ptr->migite = TRUE;
324 p_ptr->ryoute = TRUE;
331 if (!p_ptr->migite && !p_ptr->hidarite)
333 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
334 else if (empty_hands_status == EMPTY_HAND_LARM)
336 p_ptr->hidarite = TRUE;
341 if (p_ptr->special_defense & KAMAE_MASK)
343 if (!(empty_hands_status & EMPTY_HAND_RARM))
345 set_action(ACTION_NONE);
349 switch (p_ptr->pclass)
352 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
353 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
356 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
358 case CLASS_CHAOS_WARRIOR:
359 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
360 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
362 case CLASS_MINDCRAFTER:
363 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
364 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
365 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
366 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
369 case CLASS_FORCETRAINER:
370 /* Unencumbered Monks become faster every 10 levels */
371 if (!(heavy_armor()))
373 if (!(prace_is_(RACE_KLACKON) ||
374 prace_is_(RACE_SPRITE) ||
375 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
376 new_speed += (p_ptr->lev) / 10;
378 /* Free action if unencumbered at level 25 */
380 p_ptr->free_act = TRUE;
385 p_ptr->dis_to_a -= 50;
388 p_ptr->resist_sound = TRUE;
391 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
393 case CLASS_BERSERKER:
395 p_ptr->sustain_str = TRUE;
396 p_ptr->sustain_dex = TRUE;
397 p_ptr->sustain_con = TRUE;
398 p_ptr->regenerate = TRUE;
399 p_ptr->free_act = TRUE;
401 if (p_ptr->lev > 29) new_speed++;
402 if (p_ptr->lev > 39) new_speed++;
403 if (p_ptr->lev > 44) new_speed++;
404 if (p_ptr->lev > 49) new_speed++;
405 p_ptr->to_a += 10 + p_ptr->lev / 2;
406 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
407 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
408 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
409 p_ptr->redraw |= PR_STATUS;
411 case CLASS_MIRROR_MASTER:
412 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
415 /* Unencumbered Ninjas become faster every 10 levels */
418 new_speed -= (p_ptr->lev) / 10;
419 p_ptr->skill_stl -= (p_ptr->lev) / 10;
421 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
422 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
425 if (!(prace_is_(RACE_KLACKON) ||
426 prace_is_(RACE_SPRITE) ||
427 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
428 new_speed += (p_ptr->lev) / 10;
429 p_ptr->skill_stl += (p_ptr->lev) / 10;
431 /* Free action if unencumbered at level 25 */
433 p_ptr->free_act = TRUE;
435 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
436 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
438 p_ptr->to_a += p_ptr->lev / 2 + 5;
439 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
441 p_ptr->slow_digest = TRUE;
442 p_ptr->resist_fear = TRUE;
443 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
444 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
445 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
448 p_ptr->oppose_pois = 1;
449 p_ptr->redraw |= PR_STATUS;
451 p_ptr->see_nocto = TRUE;
456 if (p_ptr->mimic_form)
458 switch (p_ptr->mimic_form)
461 p_ptr->hold_exp = TRUE;
462 p_ptr->resist_chaos = TRUE;
463 p_ptr->resist_neth = TRUE;
464 p_ptr->resist_fire = TRUE;
465 p_ptr->oppose_fire = 1;
466 p_ptr->see_inv = TRUE;
468 p_ptr->redraw |= PR_STATUS;
470 p_ptr->dis_to_a += 10;
472 case MIMIC_DEMON_LORD:
473 p_ptr->hold_exp = TRUE;
474 p_ptr->resist_chaos = TRUE;
475 p_ptr->resist_neth = TRUE;
476 p_ptr->immune_fire = TRUE;
477 p_ptr->resist_acid = TRUE;
478 p_ptr->resist_fire = TRUE;
479 p_ptr->resist_cold = TRUE;
480 p_ptr->resist_elec = TRUE;
481 p_ptr->resist_pois = TRUE;
482 p_ptr->resist_conf = TRUE;
483 p_ptr->resist_disen = TRUE;
484 p_ptr->resist_nexus = TRUE;
485 p_ptr->resist_fear = TRUE;
486 p_ptr->sh_fire = TRUE;
487 p_ptr->see_inv = TRUE;
488 p_ptr->telepathy = TRUE;
489 p_ptr->levitation = TRUE;
490 p_ptr->kill_wall = TRUE;
493 p_ptr->dis_to_a += 20;
496 p_ptr->resist_dark = TRUE;
497 p_ptr->hold_exp = TRUE;
498 p_ptr->resist_neth = TRUE;
499 p_ptr->resist_cold = TRUE;
500 p_ptr->resist_pois = TRUE;
501 p_ptr->see_inv = TRUE;
504 p_ptr->dis_to_a += 10;
505 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
511 switch (p_ptr->prace)
514 p_ptr->resist_lite = TRUE;
517 p_ptr->hold_exp = TRUE;
520 p_ptr->free_act = TRUE;
523 p_ptr->resist_blind = TRUE;
526 p_ptr->resist_dark = TRUE;
528 case RACE_HALF_TROLL:
529 p_ptr->sustain_str = TRUE;
533 /* High level trolls heal fast... */
534 p_ptr->regenerate = TRUE;
536 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
538 p_ptr->slow_digest = TRUE;
539 /* Let's not make Regeneration
540 * a disadvantage for the poor warriors who can
541 * never learn a spell that satisfies hunger (actually
542 * neither can rogues, but half-trolls are not
543 * supposed to play rogues) */
548 p_ptr->sustain_con = TRUE;
549 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
552 p_ptr->resist_lite = TRUE;
553 p_ptr->see_inv = TRUE;
556 p_ptr->resist_fear = TRUE;
559 p_ptr->resist_dark = TRUE;
560 p_ptr->sustain_str = TRUE;
562 case RACE_HALF_GIANT:
563 p_ptr->sustain_str = TRUE;
564 p_ptr->resist_shard = TRUE;
566 case RACE_HALF_TITAN:
567 p_ptr->resist_chaos = TRUE;
570 p_ptr->resist_sound = TRUE;
573 p_ptr->resist_acid = TRUE;
574 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
577 p_ptr->resist_conf = TRUE;
578 p_ptr->resist_acid = TRUE;
580 /* Klackons become faster */
581 new_speed += (p_ptr->lev) / 10;
584 p_ptr->resist_pois = TRUE;
587 p_ptr->resist_disen = TRUE;
588 p_ptr->resist_dark = TRUE;
591 p_ptr->resist_dark = TRUE;
592 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
595 p_ptr->levitation = TRUE;
596 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
597 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
598 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
599 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
600 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
602 case RACE_MIND_FLAYER:
603 p_ptr->sustain_int = TRUE;
604 p_ptr->sustain_wis = TRUE;
605 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
606 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
609 p_ptr->resist_fire = TRUE;
610 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
613 p_ptr->slow_digest = TRUE;
614 p_ptr->free_act = TRUE;
615 p_ptr->see_inv = TRUE;
616 p_ptr->resist_pois = TRUE;
617 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
620 p_ptr->resist_shard = TRUE;
621 p_ptr->hold_exp = TRUE;
622 p_ptr->see_inv = TRUE;
623 p_ptr->resist_pois = TRUE;
624 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
627 p_ptr->resist_neth = TRUE;
628 p_ptr->hold_exp = TRUE;
629 p_ptr->see_inv = TRUE;
630 p_ptr->resist_pois = TRUE;
631 p_ptr->slow_digest = TRUE;
632 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
635 p_ptr->resist_dark = TRUE;
636 p_ptr->hold_exp = TRUE;
637 p_ptr->resist_neth = TRUE;
638 p_ptr->resist_cold = TRUE;
639 p_ptr->resist_pois = TRUE;
640 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
643 p_ptr->levitation = TRUE;
644 p_ptr->free_act = TRUE;
645 p_ptr->resist_neth = TRUE;
646 p_ptr->hold_exp = TRUE;
647 p_ptr->see_inv = TRUE;
648 p_ptr->resist_pois = TRUE;
649 p_ptr->slow_digest = TRUE;
650 p_ptr->resist_cold = TRUE;
651 p_ptr->pass_wall = TRUE;
652 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
655 p_ptr->levitation = TRUE;
656 p_ptr->resist_lite = TRUE;
658 /* Sprites become faster */
659 new_speed += (p_ptr->lev) / 10;
662 p_ptr->resist_conf = TRUE;
663 p_ptr->resist_sound = TRUE;
666 /* Ents dig like maniacs, but only with their hands. */
667 if (!inventory[INVEN_RARM].k_idx)
668 p_ptr->skill_dig += p_ptr->lev * 10;
669 /* Ents get tougher and stronger as they age, but lose dexterity. */
670 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
671 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
672 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
674 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
675 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
676 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
678 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
679 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
680 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
683 p_ptr->levitation = TRUE;
684 p_ptr->see_inv = TRUE;
687 p_ptr->resist_fire = TRUE;
688 p_ptr->resist_neth = TRUE;
689 p_ptr->hold_exp = TRUE;
690 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
693 p_ptr->oppose_fire = 1;
694 p_ptr->redraw |= PR_STATUS;
698 p_ptr->sustain_con = TRUE;
701 p_ptr->levitation = TRUE;
704 p_ptr->resist_conf = TRUE;
707 p_ptr->slow_digest = TRUE;
708 p_ptr->free_act = TRUE;
709 p_ptr->resist_pois = TRUE;
710 p_ptr->hold_exp = TRUE;
713 p_ptr->resist_water = TRUE;
721 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
723 p_ptr->see_inv = TRUE;
724 p_ptr->free_act = TRUE;
725 p_ptr->slow_digest = TRUE;
726 p_ptr->regenerate = TRUE;
727 p_ptr->levitation = TRUE;
728 p_ptr->hold_exp = TRUE;
729 p_ptr->telepathy = TRUE;
731 p_ptr->sustain_str = TRUE;
732 p_ptr->sustain_int = TRUE;
733 p_ptr->sustain_wis = TRUE;
734 p_ptr->sustain_con = TRUE;
735 p_ptr->sustain_dex = TRUE;
736 p_ptr->sustain_chr = TRUE;
737 p_ptr->resist_acid = TRUE;
738 p_ptr->resist_elec = TRUE;
739 p_ptr->resist_fire = TRUE;
740 p_ptr->resist_cold = TRUE;
741 p_ptr->resist_pois = TRUE;
742 p_ptr->resist_conf = TRUE;
743 p_ptr->resist_sound = TRUE;
744 p_ptr->resist_lite = TRUE;
745 p_ptr->resist_dark = TRUE;
746 p_ptr->resist_chaos = TRUE;
747 p_ptr->resist_disen = TRUE;
748 p_ptr->resist_shard = TRUE;
749 p_ptr->resist_nexus = TRUE;
750 p_ptr->resist_blind = TRUE;
751 p_ptr->resist_neth = TRUE;
752 p_ptr->resist_fear = TRUE;
753 p_ptr->reflect = TRUE;
754 p_ptr->sh_fire = TRUE;
755 p_ptr->sh_elec = TRUE;
756 p_ptr->sh_cold = TRUE;
758 p_ptr->dis_to_a += 100;
760 /* Temporary shield */
761 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
764 p_ptr->dis_to_a += 50;
767 if (p_ptr->tim_res_nether)
769 p_ptr->resist_neth = TRUE;
771 if (p_ptr->tim_sh_fire)
773 p_ptr->sh_fire = TRUE;
775 if (p_ptr->tim_res_time)
777 p_ptr->resist_time = TRUE;
781 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
783 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
784 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
785 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
787 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
789 p_ptr->to_m_chance += 5;
790 p_ptr->resist_conf = TRUE;
794 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
796 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
798 p_ptr->resist_blind = TRUE;
799 p_ptr->resist_conf = TRUE;
800 p_ptr->hold_exp = TRUE;
801 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
803 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
804 /* Munchkin become faster */
805 new_speed += (p_ptr->lev) / 10 + 5;
808 if (music_singing(MUSIC_WALL))
810 p_ptr->kill_wall = TRUE;
813 /* Hack -- apply racial/class stat maxes */
814 /* Apply the racial modifiers */
815 for (i = 0; i < A_MAX; i++)
817 /* Modify the stats for "race" */
818 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
822 /* I'm adding the mutations here for the lack of a better place... */
826 if (p_ptr->muta3 & MUT3_HYPER_STR)
828 p_ptr->stat_add[A_STR] += 4;
832 if (p_ptr->muta3 & MUT3_PUNY)
834 p_ptr->stat_add[A_STR] -= 4;
837 /* Living computer */
838 if (p_ptr->muta3 & MUT3_HYPER_INT)
840 p_ptr->stat_add[A_INT] += 4;
841 p_ptr->stat_add[A_WIS] += 4;
845 if (p_ptr->muta3 & MUT3_MORONIC)
847 p_ptr->stat_add[A_INT] -= 4;
848 p_ptr->stat_add[A_WIS] -= 4;
851 if (p_ptr->muta3 & MUT3_RESILIENT)
853 p_ptr->stat_add[A_CON] += 4;
856 if (p_ptr->muta3 & MUT3_XTRA_FAT)
858 p_ptr->stat_add[A_CON] += 2;
862 if (p_ptr->muta3 & MUT3_ALBINO)
864 p_ptr->stat_add[A_CON] -= 4;
867 if (p_ptr->muta3 & MUT3_FLESH_ROT)
869 p_ptr->stat_add[A_CON] -= 2;
870 p_ptr->stat_add[A_CHR] -= 1;
871 p_ptr->regenerate = FALSE;
872 /* Cancel innate regeneration */
875 if (p_ptr->muta3 & MUT3_SILLY_VOI)
877 p_ptr->stat_add[A_CHR] -= 4;
880 if (p_ptr->muta3 & MUT3_BLANK_FAC)
882 p_ptr->stat_add[A_CHR] -= 1;
885 if (p_ptr->muta3 & MUT3_XTRA_EYES)
887 p_ptr->skill_fos += 15;
888 p_ptr->skill_srh += 15;
891 if (p_ptr->muta3 & MUT3_MAGIC_RES)
893 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
896 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
898 p_ptr->skill_stl -= 3;
901 if (p_ptr->muta3 & MUT3_INFRAVIS)
903 p_ptr->see_infra += 3;
906 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
911 if (p_ptr->muta3 & MUT3_SHORT_LEG)
916 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
918 p_ptr->sh_elec = TRUE;
921 if (p_ptr->muta3 & MUT3_FIRE_BODY)
923 p_ptr->sh_fire = TRUE;
927 if (p_ptr->muta3 & MUT3_WART_SKIN)
929 p_ptr->stat_add[A_CHR] -= 2;
931 p_ptr->dis_to_a += 5;
934 if (p_ptr->muta3 & MUT3_SCALES)
936 p_ptr->stat_add[A_CHR] -= 1;
938 p_ptr->dis_to_a += 10;
941 if (p_ptr->muta3 & MUT3_IRON_SKIN)
943 p_ptr->stat_add[A_DEX] -= 1;
945 p_ptr->dis_to_a += 25;
948 if (p_ptr->muta3 & MUT3_WINGS)
950 p_ptr->levitation = TRUE;
953 if (p_ptr->muta3 & MUT3_FEARLESS)
955 p_ptr->resist_fear = TRUE;
958 if (p_ptr->muta3 & MUT3_REGEN)
960 p_ptr->regenerate = TRUE;
963 if (p_ptr->muta3 & MUT3_ESP)
965 p_ptr->telepathy = TRUE;
968 if (p_ptr->muta3 & MUT3_LIMBER)
970 p_ptr->stat_add[A_DEX] += 3;
973 if (p_ptr->muta3 & MUT3_ARTHRITIS)
975 p_ptr->stat_add[A_DEX] -= 3;
978 if (p_ptr->muta3 & MUT3_MOTION)
980 p_ptr->free_act = TRUE;
981 p_ptr->skill_stl += 1;
984 if (p_ptr->muta3 & MUT3_ILL_NORM)
986 p_ptr->stat_add[A_CHR] = 0;
992 p_ptr->stat_add[A_STR] += 4;
993 p_ptr->stat_add[A_CON] += 4;
996 /* Scan the usable inventory */
997 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
999 int bonus_to_h, bonus_to_d;
1000 o_ptr = &inventory[i];
1002 /* Skip non-objects */
1003 if (!o_ptr->k_idx) continue;
1005 /* Extract the item flags */
1006 object_flags(o_ptr, flgs);
1008 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1009 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1012 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1013 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1014 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1015 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1016 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1017 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1019 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1021 /* Affect stealth */
1022 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1024 /* Affect searching ability (factor of five) */
1025 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1027 /* Affect searching frequency (factor of five) */
1028 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1030 /* Affect infravision */
1031 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1033 /* Affect digging (factor of 20) */
1034 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1037 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1040 if (have_flag(flgs, TR_BLOWS))
1042 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1043 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1044 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1047 /* Hack -- cause earthquakes */
1048 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1051 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1052 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1053 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1054 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1055 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1056 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1057 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1058 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1059 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1060 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1061 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1062 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1063 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1064 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1065 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1066 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1067 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1068 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1069 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1070 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1071 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1072 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1073 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1074 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1075 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1076 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1077 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1078 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1079 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1080 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1081 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1082 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1083 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1084 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1085 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1087 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1088 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1089 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1090 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1091 if (have_flag(flgs, TR_WARNING)) {
1092 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1093 p_ptr->warning = TRUE;
1096 if (have_flag(flgs, TR_TELEPORT))
1098 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1101 concptr insc = quark_str(o_ptr->inscription);
1103 if (o_ptr->inscription && my_strchr(insc, '.'))
1106 * {.} will stop random teleportation.
1111 /* Controlled random teleportation */
1112 p_ptr->cursed |= TRC_TELEPORT_SELF;
1117 /* Immunity flags */
1118 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1119 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1120 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1121 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1123 /* Resistance flags */
1124 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1125 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1126 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1127 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1128 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1129 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1130 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1131 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1132 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1133 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1134 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1135 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1136 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1137 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1138 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1139 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1141 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1142 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1143 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1144 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1145 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1146 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1149 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1150 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1151 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1152 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1153 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1154 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1156 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1157 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1158 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1159 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1160 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1161 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1162 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1164 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1166 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1168 p_ptr->to_m_chance += 10;
1172 p_ptr->to_m_chance += 3;
1176 if (o_ptr->tval == TV_CAPTURE) continue;
1178 /* Modify the base armor class */
1179 p_ptr->ac += o_ptr->ac;
1181 /* The base armor class is always known */
1182 p_ptr->dis_ac += o_ptr->ac;
1184 /* Apply the bonuses to armor class */
1185 p_ptr->to_a += o_ptr->to_a;
1187 /* Apply the mental bonuses to armor class, if known */
1188 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1190 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1192 int slot = i - INVEN_RARM;
1195 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1197 p_ptr->to_h[slot] -= 15;
1198 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1202 p_ptr->to_h[slot] -= 5;
1203 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1208 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1210 p_ptr->to_h_b -= 15;
1211 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1216 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1221 if (o_ptr->curse_flags & TRC_LOW_AC)
1223 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1226 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1231 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1235 /* Hack -- do not apply "weapon" bonuses */
1236 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1237 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1239 /* Hack -- do not apply "bow" bonuses */
1240 if (i == INVEN_BOW) continue;
1242 bonus_to_h = o_ptr->to_h;
1243 bonus_to_d = o_ptr->to_d;
1245 if (p_ptr->pclass == CLASS_NINJA)
1247 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1248 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1251 /* To Bow and Natural attack */
1253 /* Apply the bonuses to hit/damage */
1254 p_ptr->to_h_b += (s16b)bonus_to_h;
1255 p_ptr->to_h_m += (s16b)bonus_to_h;
1256 p_ptr->to_d_m += (s16b)bonus_to_d;
1258 /* Apply the mental bonuses tp hit/damage, if known */
1259 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1262 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1264 /* Apply the bonuses to hit/damage */
1265 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1266 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1268 /* Apply the mental bonuses tp hit/damage, if known */
1269 if (object_is_known(o_ptr))
1271 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1272 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1275 else if (p_ptr->migite && p_ptr->hidarite)
1277 /* Apply the bonuses to hit/damage */
1278 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1279 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1280 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1281 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1283 /* Apply the mental bonuses tp hit/damage, if known */
1284 if (object_is_known(o_ptr))
1286 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1287 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1288 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1289 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1294 /* Apply the bonuses to hit/damage */
1295 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1296 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1298 /* Apply the mental bonuses to hit/damage, if known */
1299 if (object_is_known(o_ptr))
1301 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1302 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1307 /* Shield skill bonus */
1308 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1310 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1311 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1314 if (old_mighty_throw != p_ptr->mighty_throw)
1316 /* Redraw average damege display of Shuriken */
1317 p_ptr->window |= PW_INVEN;
1320 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1322 /* Monks get extra ac for armour _not worn_ */
1323 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1325 if (!(inventory[INVEN_BODY].k_idx))
1327 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1328 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1330 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1332 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1333 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1335 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1337 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1338 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1340 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1342 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1343 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1345 if (!(inventory[INVEN_HANDS].k_idx))
1347 p_ptr->to_a += (p_ptr->lev / 2);
1348 p_ptr->dis_to_a += (p_ptr->lev / 2);
1350 if (!(inventory[INVEN_FEET].k_idx))
1352 p_ptr->to_a += (p_ptr->lev / 3);
1353 p_ptr->dis_to_a += (p_ptr->lev / 3);
1355 if (p_ptr->special_defense & KAMAE_BYAKKO)
1357 p_ptr->stat_add[A_STR] += 2;
1358 p_ptr->stat_add[A_DEX] += 2;
1359 p_ptr->stat_add[A_CON] -= 3;
1361 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1364 else if (p_ptr->special_defense & KAMAE_GENBU)
1366 p_ptr->stat_add[A_INT] -= 1;
1367 p_ptr->stat_add[A_WIS] -= 1;
1368 p_ptr->stat_add[A_DEX] -= 2;
1369 p_ptr->stat_add[A_CON] += 3;
1371 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1373 p_ptr->stat_add[A_STR] -= 2;
1374 p_ptr->stat_add[A_INT] += 1;
1375 p_ptr->stat_add[A_WIS] += 1;
1376 p_ptr->stat_add[A_DEX] += 2;
1377 p_ptr->stat_add[A_CON] -= 2;
1381 if (p_ptr->special_defense & KATA_KOUKIJIN)
1383 for (i = 0; i < A_MAX; i++)
1384 p_ptr->stat_add[i] += 5;
1386 p_ptr->dis_to_a -= 50;
1389 /* Hack -- aura of fire also provides light */
1390 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1392 /* Golems also get an intrinsic AC bonus */
1393 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1395 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1396 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1400 if (p_ptr->realm1 == REALM_HEX)
1402 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1403 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1404 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1405 if (hex_spelling(HEX_BUILDING))
1407 p_ptr->stat_add[A_STR] += 4;
1408 p_ptr->stat_add[A_DEX] += 4;
1409 p_ptr->stat_add[A_CON] += 4;
1411 if (hex_spelling(HEX_DEMON_AURA))
1413 p_ptr->sh_fire = TRUE;
1414 p_ptr->regenerate = TRUE;
1416 if (hex_spelling(HEX_ICE_ARMOR))
1418 p_ptr->sh_cold = TRUE;
1420 p_ptr->dis_to_a += 30;
1422 if (hex_spelling(HEX_SHOCK_CLOAK))
1424 p_ptr->sh_elec = TRUE;
1427 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1429 ARMOUR_CLASS ac = 0;
1430 o_ptr = &inventory[i];
1431 if (!o_ptr->k_idx) continue;
1432 if (!object_is_armour(o_ptr)) continue;
1433 if (!object_is_cursed(o_ptr)) continue;
1435 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1436 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1437 p_ptr->to_a += (s16b)ac;
1438 p_ptr->dis_to_a += (s16b)ac;
1442 /* Calculate stats */
1443 for (i = 0; i < A_MAX; i++)
1447 /* Extract the new "stat_use" value for the stat */
1448 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1450 /* Notice changes */
1451 if (p_ptr->stat_top[i] != top)
1453 /* Save the new value */
1454 p_ptr->stat_top[i] = (s16b)top;
1455 p_ptr->redraw |= (PR_STATS);
1456 p_ptr->window |= (PW_PLAYER);
1460 /* Extract the new "stat_use" value for the stat */
1461 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1463 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1465 /* 10 to 18/90 charisma, guaranteed, based on level */
1466 if (use < 8 + 2 * p_ptr->lev)
1468 use = 8 + 2 * p_ptr->lev;
1472 /* Notice changes */
1473 if (p_ptr->stat_use[i] != use)
1475 /* Save the new value */
1476 p_ptr->stat_use[i] = (s16b)use;
1477 p_ptr->redraw |= (PR_STATS);
1478 p_ptr->window |= (PW_PLAYER);
1482 /* Values: 3, 4, ..., 17 */
1483 if (use <= 18) ind = (use - 3);
1485 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1486 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1488 /* Range: 18/220+ */
1491 /* Notice changes */
1492 if (p_ptr->stat_ind[i] != ind)
1494 /* Save the new index */
1495 p_ptr->stat_ind[i] = (s16b)ind;
1497 /* Change in CON affects Hitpoints */
1500 p_ptr->update |= (PU_HP);
1503 /* Change in INT may affect Mana/Spells */
1504 else if (i == A_INT)
1506 if (mp_ptr->spell_stat == A_INT)
1508 p_ptr->update |= (PU_MANA | PU_SPELLS);
1512 /* Change in WIS may affect Mana/Spells */
1513 else if (i == A_WIS)
1515 if (mp_ptr->spell_stat == A_WIS)
1517 p_ptr->update |= (PU_MANA | PU_SPELLS);
1521 /* Change in WIS may affect Mana/Spells */
1522 else if (i == A_CHR)
1524 if (mp_ptr->spell_stat == A_CHR)
1526 p_ptr->update |= (PU_MANA | PU_SPELLS);
1530 p_ptr->window |= (PW_PLAYER);
1535 /* Apply temporary "stun" */
1536 if (p_ptr->stun > 50)
1538 p_ptr->to_h[0] -= 20;
1539 p_ptr->to_h[1] -= 20;
1540 p_ptr->to_h_b -= 20;
1541 p_ptr->to_h_m -= 20;
1542 p_ptr->dis_to_h[0] -= 20;
1543 p_ptr->dis_to_h[1] -= 20;
1544 p_ptr->dis_to_h_b -= 20;
1545 p_ptr->to_d[0] -= 20;
1546 p_ptr->to_d[1] -= 20;
1547 p_ptr->to_d_m -= 20;
1548 p_ptr->dis_to_d[0] -= 20;
1549 p_ptr->dis_to_d[1] -= 20;
1551 else if (p_ptr->stun)
1553 p_ptr->to_h[0] -= 5;
1554 p_ptr->to_h[1] -= 5;
1557 p_ptr->dis_to_h[0] -= 5;
1558 p_ptr->dis_to_h[1] -= 5;
1559 p_ptr->dis_to_h_b -= 5;
1560 p_ptr->to_d[0] -= 5;
1561 p_ptr->to_d[1] -= 5;
1563 p_ptr->dis_to_d[0] -= 5;
1564 p_ptr->dis_to_d[1] -= 5;
1568 if (p_ptr->wraith_form)
1570 p_ptr->reflect = TRUE;
1571 p_ptr->pass_wall = TRUE;
1574 if (p_ptr->kabenuke)
1576 p_ptr->pass_wall = TRUE;
1579 /* Temporary blessing */
1583 p_ptr->dis_to_a += 5;
1584 p_ptr->to_h[0] += 10;
1585 p_ptr->to_h[1] += 10;
1586 p_ptr->to_h_b += 10;
1587 p_ptr->to_h_m += 10;
1588 p_ptr->dis_to_h[0] += 10;
1589 p_ptr->dis_to_h[1] += 10;
1590 p_ptr->dis_to_h_b += 10;
1593 if (p_ptr->magicdef)
1595 p_ptr->resist_blind = TRUE;
1596 p_ptr->resist_conf = TRUE;
1597 p_ptr->reflect = TRUE;
1598 p_ptr->free_act = TRUE;
1599 p_ptr->levitation = TRUE;
1602 /* Temporary "Hero" */
1605 p_ptr->to_h[0] += 12;
1606 p_ptr->to_h[1] += 12;
1607 p_ptr->to_h_b += 12;
1608 p_ptr->to_h_m += 12;
1609 p_ptr->dis_to_h[0] += 12;
1610 p_ptr->dis_to_h[1] += 12;
1611 p_ptr->dis_to_h_b += 12;
1614 /* Temporary "Beserk" */
1617 p_ptr->to_h[0] += 12;
1618 p_ptr->to_h[1] += 12;
1619 p_ptr->to_h_b -= 12;
1620 p_ptr->to_h_m += 12;
1621 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1622 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1623 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1624 p_ptr->dis_to_h[0] += 12;
1625 p_ptr->dis_to_h[1] += 12;
1626 p_ptr->dis_to_h_b -= 12;
1627 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1628 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1630 p_ptr->dis_to_a -= 10;
1631 p_ptr->skill_stl -= 7;
1632 p_ptr->skill_dev -= 20;
1633 p_ptr->skill_sav -= 30;
1634 p_ptr->skill_srh -= 15;
1635 p_ptr->skill_fos -= 15;
1636 p_ptr->skill_tht -= 20;
1637 p_ptr->skill_dig += 30;
1640 /* Temporary "fast" */
1646 /* Temporary "slow" */
1652 /* Temporary "telepathy" */
1655 p_ptr->telepathy = TRUE;
1658 if (p_ptr->ele_immune)
1660 if (p_ptr->special_defense & DEFENSE_ACID)
1661 p_ptr->immune_acid = TRUE;
1662 else if (p_ptr->special_defense & DEFENSE_ELEC)
1663 p_ptr->immune_elec = TRUE;
1664 else if (p_ptr->special_defense & DEFENSE_FIRE)
1665 p_ptr->immune_fire = TRUE;
1666 else if (p_ptr->special_defense & DEFENSE_COLD)
1667 p_ptr->immune_cold = TRUE;
1670 /* Temporary see invisible */
1671 if (p_ptr->tim_invis)
1673 p_ptr->see_inv = TRUE;
1676 /* Temporary infravision boost */
1677 if (p_ptr->tim_infra)
1679 p_ptr->see_infra += 3;
1682 /* Temporary regeneration boost */
1683 if (p_ptr->tim_regen)
1685 p_ptr->regenerate = TRUE;
1688 /* Temporary levitation */
1689 if (p_ptr->tim_levitation)
1691 p_ptr->levitation = TRUE;
1694 /* Temporary reflection */
1695 if (p_ptr->tim_reflect)
1697 p_ptr->reflect = TRUE;
1700 /* Hack -- Hero/Shero -> Res fear */
1701 if (IS_HERO() || p_ptr->shero)
1703 p_ptr->resist_fear = TRUE;
1707 /* Hack -- Telepathy Change */
1708 if (p_ptr->telepathy != old_telepathy)
1710 p_ptr->update |= (PU_MONSTERS);
1713 if ((p_ptr->esp_animal != old_esp_animal) ||
1714 (p_ptr->esp_undead != old_esp_undead) ||
1715 (p_ptr->esp_demon != old_esp_demon) ||
1716 (p_ptr->esp_orc != old_esp_orc) ||
1717 (p_ptr->esp_troll != old_esp_troll) ||
1718 (p_ptr->esp_giant != old_esp_giant) ||
1719 (p_ptr->esp_dragon != old_esp_dragon) ||
1720 (p_ptr->esp_human != old_esp_human) ||
1721 (p_ptr->esp_evil != old_esp_evil) ||
1722 (p_ptr->esp_good != old_esp_good) ||
1723 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1724 (p_ptr->esp_unique != old_esp_unique))
1726 p_ptr->update |= (PU_MONSTERS);
1729 /* Hack -- See Invis Change */
1730 if (p_ptr->see_inv != old_see_inv)
1732 p_ptr->update |= (PU_MONSTERS);
1735 /* Bloating slows the player down (a little) */
1736 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1738 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1740 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1741 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1743 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1744 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1747 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1749 int penalty1, penalty2;
1750 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1751 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1752 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1754 penalty1 = penalty1 / 2 - 5;
1755 penalty2 = penalty2 / 2 - 5;
1758 p_ptr->dis_to_a += 10;
1762 if (penalty1 > 0) penalty1 /= 2;
1763 if (penalty2 > 0) penalty2 /= 2;
1765 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1767 penalty1 = MAX(0, penalty1 - 10);
1768 penalty2 = MAX(0, penalty2 - 10);
1770 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1772 penalty1 = MIN(0, penalty1);
1773 penalty2 = MIN(0, penalty2);
1775 p_ptr->dis_to_a += 10;
1779 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1781 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1784 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1785 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1786 p_ptr->to_h[0] -= (s16b)penalty1;
1787 p_ptr->to_h[1] -= (s16b)penalty2;
1788 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1789 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1792 /* Extract the current weight (in tenth pounds) */
1793 j = p_ptr->total_weight;
1797 /* Extract the "weight limit" (in tenth pounds) */
1798 i = (int)weight_limit();
1802 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1803 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1804 SPEED speed = riding_m_ptr->mspeed;
1806 if (riding_m_ptr->mspeed > 110)
1808 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1809 if (new_speed < 110) new_speed = 110;
1815 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1816 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1817 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1818 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1819 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1821 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1822 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1824 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;
1826 /* Extract the "weight limit" */
1827 i = 1500 + riding_r_ptr->level * 25;
1830 /* Apply "encumbrance" from weight */
1831 if (j > i) new_speed -= ((j - i) / (i / 5));
1833 /* Searching slows the player down */
1834 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1837 if (p_ptr->prace == RACE_MERFOLK)
1839 if (have_flag(f_ptr->flags, FF_WATER))
1841 new_speed += (2 + p_ptr->lev / 10);
1843 else if (!p_ptr->levitation)
1850 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1851 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1852 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1853 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1854 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1855 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1856 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1857 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1859 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1860 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1861 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1865 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1866 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1867 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1868 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1869 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1870 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1871 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1872 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1873 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1876 /* Obtain the "hold" value */
1877 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1880 /* Examine the "current bow" */
1881 o_ptr = &inventory[INVEN_BOW];
1883 /* It is hard to carholdry a heavy bow */
1884 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1885 if (p_ptr->heavy_shoot)
1887 /* Hard to wield a heavy bow */
1888 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1889 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1892 /* Compute "extra shots" if needed */
1895 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1897 /* Apply special flags */
1898 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1901 p_ptr->num_fire = calc_num_fire(o_ptr);
1903 /* Snipers love Cross bows */
1904 if ((p_ptr->pclass == CLASS_SNIPER) &&
1905 (p_ptr->tval_ammo == TV_BOLT))
1907 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1908 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1913 if (p_ptr->ryoute) hold *= 2;
1915 for (i = 0; i < 2; i++)
1917 /* Examine the "main weapon" */
1918 o_ptr = &inventory[INVEN_RARM + i];
1920 object_flags(o_ptr, flgs);
1922 /* Assume not heavy */
1923 p_ptr->heavy_wield[i] = FALSE;
1924 p_ptr->icky_wield[i] = FALSE;
1925 p_ptr->riding_wield[i] = FALSE;
1927 if (!has_melee_weapon(INVEN_RARM + i))
1929 p_ptr->num_blow[i] = 1;
1932 /* It is hard to hold a heavy weapon */
1933 if (hold < o_ptr->weight / 10)
1935 /* Hard to wield a heavy weapon */
1936 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1937 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1940 p_ptr->heavy_wield[i] = TRUE;
1942 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1944 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1947 p_ptr->dis_to_a += 5;
1950 /* Normal weapons */
1951 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1953 int str_index, dex_index;
1955 int num = 0, wgt = 0, mul = 0, div = 0;
1957 /* Analyze the class */
1958 switch (p_ptr->pclass)
1961 num = 6; wgt = 70; mul = 5; break;
1963 case CLASS_BERSERKER:
1964 num = 6; wgt = 70; mul = 7; break;
1967 case CLASS_HIGH_MAGE:
1968 case CLASS_BLUE_MAGE:
1969 num = 3; wgt = 100; mul = 2; break;
1972 case CLASS_MAGIC_EATER:
1973 case CLASS_MINDCRAFTER:
1974 num = 5; wgt = 100; mul = 3; break;
1977 num = 5; wgt = 40; mul = 3; break;
1980 num = 5; wgt = 70; mul = 4; break;
1984 num = 5; wgt = 70; mul = 4; break;
1987 num = 5; wgt = 150; mul = 5; break;
1989 case CLASS_WARRIOR_MAGE:
1990 case CLASS_RED_MAGE:
1991 num = 5; wgt = 70; mul = 3; break;
1993 case CLASS_CHAOS_WARRIOR:
1994 num = 5; wgt = 70; mul = 4; break;
1997 num = 5; wgt = 60; mul = 3; break;
2000 num = 4; wgt = 100; mul = 3; break;
2002 case CLASS_IMITATOR:
2003 num = 5; wgt = 70; mul = 4; break;
2005 case CLASS_BEASTMASTER:
2006 num = 5; wgt = 70; mul = 3; break;
2009 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2010 else { num = 5; wgt = 100; mul = 3; }
2013 case CLASS_SORCERER:
2014 num = 1; wgt = 1; mul = 1; break;
2019 num = 4; wgt = 70; mul = 2; break;
2021 case CLASS_FORCETRAINER:
2022 num = 4; wgt = 60; mul = 2; break;
2024 case CLASS_MIRROR_MASTER:
2025 num = 3; wgt = 100; mul = 3; break;
2028 num = 4; wgt = 20; mul = 1; break;
2031 /* Hex - extra mights gives +1 bonus to max blows */
2032 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2034 /* Enforce a minimum "weight" (tenth pounds) */
2035 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2037 /* Access the strength vs weight */
2038 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2040 if (p_ptr->ryoute && !omoi) str_index++;
2041 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2044 if (str_index > 11) str_index = 11;
2046 /* Index by dexterity */
2047 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2050 if (dex_index > 11) dex_index = 11;
2052 /* Use the blows table */
2053 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2056 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2058 /* Add in the "bonus blows" */
2059 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2062 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2063 else if (p_ptr->pclass == CLASS_BERSERKER)
2065 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2067 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2069 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2071 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2074 /* Require at least one blow */
2075 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2077 /* Boost digging skill by weapon weight */
2078 p_ptr->skill_dig += (o_ptr->weight / 10);
2082 /* Priest weapon penalty for non-blessed edged weapons */
2083 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2084 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2086 /* Reduce the real bonuses */
2087 p_ptr->to_h[i] -= 2;
2088 p_ptr->to_d[i] -= 2;
2090 /* Reduce the mental bonuses */
2091 p_ptr->dis_to_h[i] -= 2;
2092 p_ptr->dis_to_d[i] -= 2;
2095 p_ptr->icky_wield[i] = TRUE;
2097 else if (p_ptr->pclass == CLASS_BERSERKER)
2099 p_ptr->to_h[i] += p_ptr->lev / 5;
2100 p_ptr->to_d[i] += p_ptr->lev / 6;
2101 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2102 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2103 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2105 p_ptr->to_h[i] += p_ptr->lev / 5;
2106 p_ptr->to_d[i] += p_ptr->lev / 6;
2107 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2108 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2111 else if (p_ptr->pclass == CLASS_SORCERER)
2113 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2115 /* Reduce the real bonuses */
2116 p_ptr->to_h[i] -= 200;
2117 p_ptr->to_d[i] -= 200;
2119 /* Reduce the mental bonuses */
2120 p_ptr->dis_to_h[i] -= 200;
2121 p_ptr->dis_to_d[i] -= 200;
2124 p_ptr->icky_wield[i] = TRUE;
2128 /* Reduce the real bonuses */
2129 p_ptr->to_h[i] -= 30;
2130 p_ptr->to_d[i] -= 10;
2132 /* Reduce the mental bonuses */
2133 p_ptr->dis_to_h[i] -= 30;
2134 p_ptr->dis_to_d[i] -= 10;
2138 if (p_ptr->realm1 == REALM_HEX)
2140 if (object_is_cursed(o_ptr))
2142 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2143 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2144 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2145 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2146 if (hex_spelling(HEX_RUNESWORD))
2148 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2149 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2150 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2156 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2158 p_ptr->to_h[i] += 15;
2159 p_ptr->dis_to_h[i] += 15;
2160 p_ptr->to_dd[i] += 2;
2162 else if (!(have_flag(flgs, TR_RIDING)))
2165 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2171 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2173 if (penalty < 30) penalty = 30;
2175 p_ptr->to_h[i] -= (s16b)penalty;
2176 p_ptr->dis_to_h[i] -= (s16b)penalty;
2179 p_ptr->riding_wield[i] = TRUE;
2188 p_ptr->riding_ryoute = FALSE;
2190 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2191 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2193 switch (p_ptr->pclass)
2196 case CLASS_FORCETRAINER:
2197 case CLASS_BERSERKER:
2198 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2199 p_ptr->riding_ryoute = TRUE;
2204 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2206 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2210 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2212 if (penalty < 30) penalty = 30;
2214 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2215 p_ptr->to_h_b -= (s16b)penalty;
2216 p_ptr->dis_to_h_b -= (s16b)penalty;
2219 /* Different calculation for monks with empty hands */
2220 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2221 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2223 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2224 p_ptr->num_blow[0] = 0;
2226 if (p_ptr->pclass == CLASS_FORCETRAINER)
2228 if (blow_base > 18) p_ptr->num_blow[0]++;
2229 if (blow_base > 31) p_ptr->num_blow[0]++;
2230 if (blow_base > 44) p_ptr->num_blow[0]++;
2231 if (blow_base > 58) p_ptr->num_blow[0]++;
2234 p_ptr->to_d[0] += P_PTR_KI / 5;
2235 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2240 if (blow_base > 12) p_ptr->num_blow[0]++;
2241 if (blow_base > 22) p_ptr->num_blow[0]++;
2242 if (blow_base > 31) p_ptr->num_blow[0]++;
2243 if (blow_base > 39) p_ptr->num_blow[0]++;
2244 if (blow_base > 46) p_ptr->num_blow[0]++;
2245 if (blow_base > 53) p_ptr->num_blow[0]++;
2246 if (blow_base > 59) p_ptr->num_blow[0]++;
2249 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2250 p_ptr->num_blow[0] /= 2;
2253 p_ptr->to_h[0] += (p_ptr->lev / 3);
2254 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2256 p_ptr->to_d[0] += (p_ptr->lev / 6);
2257 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2260 if (p_ptr->special_defense & KAMAE_BYAKKO)
2263 p_ptr->dis_to_a -= 40;
2266 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2269 p_ptr->dis_to_a -= 50;
2270 p_ptr->resist_acid = TRUE;
2271 p_ptr->resist_fire = TRUE;
2272 p_ptr->resist_elec = TRUE;
2273 p_ptr->resist_cold = TRUE;
2274 p_ptr->resist_pois = TRUE;
2275 p_ptr->sh_fire = TRUE;
2276 p_ptr->sh_elec = TRUE;
2277 p_ptr->sh_cold = TRUE;
2278 p_ptr->levitation = TRUE;
2280 else if (p_ptr->special_defense & KAMAE_GENBU)
2282 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2283 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2284 p_ptr->reflect = TRUE;
2285 p_ptr->num_blow[0] -= 2;
2286 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2287 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2289 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2291 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2292 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2294 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2295 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2296 p_ptr->num_blow[0] /= 2;
2297 p_ptr->levitation = TRUE;
2300 p_ptr->num_blow[0] += 1 + extra_blows[0];
2303 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2305 monk_armour_aux = FALSE;
2309 monk_armour_aux = TRUE;
2312 for (i = 0; i < 2; i++)
2314 if (has_melee_weapon(INVEN_RARM + i))
2316 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2317 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2319 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2320 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2321 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2323 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2325 p_ptr->to_h[i] -= 40;
2326 p_ptr->dis_to_h[i] -= 40;
2327 p_ptr->icky_wield[i] = TRUE;
2330 else if (p_ptr->pclass == CLASS_NINJA)
2332 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2334 p_ptr->to_h[i] -= 40;
2335 p_ptr->dis_to_h[i] -= 40;
2336 p_ptr->icky_wield[i] = TRUE;
2337 p_ptr->num_blow[i] /= 2;
2338 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2344 /* Maximum speed is (+99). (internally it's 110 + 99) */
2345 /* Temporary lightspeed forces to be maximum speed */
2346 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2351 /* Minimum speed is (-99). (internally it's 110 - 99) */
2352 if (new_speed < 11) new_speed = 11;
2354 /* Display the speed (if needed) */
2355 if (p_ptr->pspeed != (byte)new_speed)
2357 p_ptr->pspeed = (byte)new_speed;
2358 p_ptr->redraw |= (PR_SPEED);
2363 if (p_ptr->to_a > (0 - p_ptr->ac))
2364 p_ptr->to_a = 0 - p_ptr->ac;
2365 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2366 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2369 /* Redraw armor (if needed) */
2370 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2372 p_ptr->redraw |= (PR_ARMOR);
2373 p_ptr->window |= (PW_PLAYER);
2376 if (p_ptr->ryoute && !omoi)
2378 int bonus_to_h = 0, bonus_to_d = 0;
2379 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2380 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);
2382 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2383 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2384 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2385 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2388 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;
2390 /* Affect Skill -- stealth (bonus one) */
2391 p_ptr->skill_stl += 1;
2393 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2395 /* Affect Skill -- disarming (DEX and INT) */
2396 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2397 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2399 /* Affect Skill -- magic devices (INT) */
2400 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2402 /* Affect Skill -- saving throw (WIS) */
2403 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2405 /* Affect Skill -- digging (STR) */
2406 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2408 /* Affect Skill -- disarming (Level, by Class) */
2409 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2411 /* Affect Skill -- magic devices (Level, by Class) */
2412 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2414 /* Affect Skill -- saving throw (Level, by Class) */
2415 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2417 /* Affect Skill -- stealth (Level, by Class) */
2418 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2420 /* Affect Skill -- search ability (Level, by Class) */
2421 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2423 /* Affect Skill -- search frequency (Level, by Class) */
2424 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2426 /* Affect Skill -- combat (normal) (Level, by Class) */
2427 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2429 /* Affect Skill -- combat (shooting) (Level, by Class) */
2430 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2432 /* Affect Skill -- combat (throwing) (Level, by Class) */
2433 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2436 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2438 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2439 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2442 /* Limit Skill -- stealth from 0 to 30 */
2443 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2444 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2446 /* Limit Skill -- digging from 1 up */
2447 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2449 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2451 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2453 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;
2455 if (down_saving) p_ptr->skill_sav /= 2;
2457 /* Hack -- Each elemental immunity includes resistance */
2458 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2459 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2460 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2461 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2464 /* Hack -- handle "xtra" mode */
2465 if (character_xtra) return;
2467 /* Take note when "heavy bow" changes */
2468 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2470 if (p_ptr->heavy_shoot)
2472 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."));
2474 else if (inventory[INVEN_BOW].k_idx)
2476 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."));
2480 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
2484 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2487 for (i = 0; i < 2; i++)
2489 /* Take note when "heavy weapon" changes */
2490 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2492 if (p_ptr->heavy_wield[i])
2494 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."));
2496 else if (has_melee_weapon(INVEN_RARM + i))
2498 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2500 else if (p_ptr->heavy_wield[1 - i])
2502 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2506 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
2510 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2513 /* Take note when "heavy weapon" changes */
2514 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2516 if (p_ptr->riding_wield[i])
2518 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."));
2520 else if (!p_ptr->riding)
2522 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2524 else if (has_melee_weapon(INVEN_RARM + i))
2526 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2529 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2532 /* Take note when "illegal weapon" changes */
2533 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2535 if (p_ptr->icky_wield[i])
2537 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."));
2540 chg_virtue(V_FAITH, -1);
2543 else if (has_melee_weapon(INVEN_RARM + i))
2545 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."));
2549 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
2553 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2557 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2559 if (p_ptr->riding_ryoute)
2562 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" : "");
2564 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2570 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" : "");
2572 msg_print("You began to control riding pet with one hand.");
2576 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2579 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2583 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."));
2586 chg_virtue(V_HARMONY, -1);
2591 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2594 monk_notify_aux = monk_armour_aux;
2597 for (i = 0; i < INVEN_PACK; i++)
2600 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2601 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2603 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2604 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2607 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)
2609 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2610 next_o_idx = o_ptr->next_o_idx;
2613 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2614 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2616 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2617 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2620 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2622 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2624 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2625 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2628 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)))
2630 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2631 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2634 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2636 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2637 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2640 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2642 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2643 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2648 static void calc_alignment(void)
2652 int i, j, neutral[2];
2654 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2656 monster_type *m_ptr;
2657 monster_race *r_ptr;
2658 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2659 if (!monster_is_valid(m_ptr)) continue;
2660 r_ptr = &r_info[m_ptr->r_idx];
2664 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2665 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2669 if (p_ptr->mimic_form)
2671 switch (p_ptr->mimic_form)
2674 p_ptr->align -= 200;
2676 case MIMIC_DEMON_LORD:
2677 p_ptr->align -= 200;
2683 switch (p_ptr->prace)
2686 p_ptr->align += 200;
2689 p_ptr->align -= 200;
2694 for (i = 0; i < 2; i++)
2696 if (has_melee_weapon(INVEN_RARM + i))
2698 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2702 /* Determine player alignment */
2703 for (i = 0, j = 0; i < 8; i++)
2705 switch (p_ptr->vir_types[i])
2708 p_ptr->align += p_ptr->virtues[i] * 2;
2718 p_ptr->align -= p_ptr->virtues[i];
2721 p_ptr->align += p_ptr->virtues[i];
2726 for (i = 0; i < j; i++)
2728 if (p_ptr->align > 0)
2730 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2731 if (p_ptr->align < 0) p_ptr->align = 0;
2733 else if (p_ptr->align < 0)
2735 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2736 if (p_ptr->align > 0) p_ptr->align = 0;
2742 * @brief プレイヤーの最大HPを計算する /
2743 * Calculate the players (maximal) hit points
2744 * Adjust current hitpoints if necessary
2748 static void calc_hitpoints(void)
2753 /* Un-inflate "half-hitpoint bonus per level" value */
2754 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2756 /* Calculate hitpoints */
2757 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2759 if (p_ptr->mimic_form)
2761 if (p_ptr->pclass == CLASS_SORCERER)
2762 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2764 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2765 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2768 if (p_ptr->pclass == CLASS_SORCERER)
2770 if (p_ptr->lev < 30)
2771 mhp = (mhp * (45 + p_ptr->lev) / 100);
2773 mhp = (mhp * 75 / 100);
2774 bonus = (bonus * 65 / 100);
2779 if (p_ptr->pclass == CLASS_BERSERKER)
2781 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2784 /* Always have at least one hitpoint per level */
2785 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2787 /* Factor in the hero / superhero settings */
2788 if (IS_HERO()) mhp += 10;
2789 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2790 if (p_ptr->tsuyoshi) mhp += 50;
2792 /* Factor in the hex spell settings */
2793 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2794 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2796 /* New maximum hitpoints */
2797 if (p_ptr->mhp != mhp)
2799 /* Enforce maximum */
2800 if (p_ptr->chp >= mhp)
2803 p_ptr->chp_frac = 0;
2807 /* レベルアップの時は上昇量を表示する */
2808 if ((level_up == 1) && (mhp > p_ptr->mhp))
2810 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2813 /* Save the new max-hitpoints */
2816 /* Display hitpoints (later) */
2817 p_ptr->redraw |= (PR_HP);
2819 p_ptr->window |= (PW_PLAYER);
2824 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2827 * SWD: Experimental modification: multiple light sources have additive effect.
2829 static void calc_torch(void)
2833 BIT_FLAGS flgs[TR_FLAG_SIZE];
2835 /* Assume no light */
2836 p_ptr->cur_lite = 0;
2838 /* Loop through all wielded items */
2839 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2841 o_ptr = &inventory[i];
2842 /* Skip empty slots */
2843 if (!o_ptr->k_idx) continue;
2845 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2848 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2850 if (o_ptr->tval == TV_LITE)
2852 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2853 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2856 object_flags(o_ptr, flgs);
2858 /* calc the lite_radius */
2861 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2862 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2863 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2864 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2865 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2866 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2867 p_ptr->cur_lite += (s16b)rad;
2870 /* max radius is 14 (was 5) without rewriting other code -- */
2871 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2872 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2873 p_ptr->cur_lite = 1;
2876 * check if the player doesn't have light radius,
2877 * but does weakly glow as an intrinsic.
2879 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2881 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2882 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2884 /* end experimental mods */
2886 /* Notice changes in the "lite radius" */
2887 if (p_ptr->old_lite != p_ptr->cur_lite)
2889 /* Hack -- PU_MON_LITE for monsters' darkness */
2890 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2892 /* Remember the old lite */
2893 p_ptr->old_lite = p_ptr->cur_lite;
2895 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2896 set_superstealth(FALSE);
2901 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2902 * Calculate number of spells player should have, and forget,
2903 * or remember, spells until that number is properly reflected.
2906 * Note that this function induces various "status" messages,
2907 * which must be bypasses until the character is created.
2909 static void calc_spells(void)
2911 int i, j, k, levels;
2913 int num_boukyaku = 0;
2915 const magic_type *s_ptr;
2922 /* Hack -- must be literate */
2923 if (!mp_ptr->spell_book) return;
2925 /* Hack -- wait for creation */
2926 if (!character_generated) return;
2928 /* Hack -- handle "xtra" mode */
2929 if (character_xtra) return;
2931 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2933 p_ptr->new_spells = 0;
2937 p = spell_category_name(mp_ptr->spell_book);
2939 /* Determine the number of spells allowed */
2940 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2942 /* Hack -- no negative spells */
2943 if (levels < 0) levels = 0;
2945 /* Extract total allowed spells */
2946 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2948 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2952 if (p_ptr->pclass == CLASS_SAMURAI)
2956 else if (p_ptr->realm2 == REALM_NONE)
2958 num_allowed = (num_allowed + 1) / 2;
2959 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2961 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2963 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2967 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2970 /* Count the number of spells we know */
2971 for (j = 0; j < 64; j++)
2973 /* Count known spells */
2975 (p_ptr->spell_forgotten1 & (1L << j)) :
2976 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2982 /* See how many spells we must forget or may learn */
2983 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2985 /* Forget spells which are too hard */
2986 for (i = 63; i >= 0; i--)
2988 /* Efficiency -- all done */
2989 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2991 /* Access the spell */
2992 j = p_ptr->spell_order[i];
2994 /* Skip non-spells */
2995 if (j >= 99) continue;
2999 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3002 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3004 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3007 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3009 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3011 /* Skip spells we are allowed to know */
3012 if (s_ptr->slevel <= p_ptr->lev) continue;
3016 (p_ptr->spell_learned1 & (1L << j)) :
3017 (p_ptr->spell_learned2 & (1L << (j - 32))))
3019 /* Mark as forgotten */
3022 p_ptr->spell_forgotten1 |= (1L << j);
3023 which = p_ptr->realm1;
3027 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3028 which = p_ptr->realm2;
3031 /* No longer known */
3034 p_ptr->spell_learned1 &= ~(1L << j);
3035 which = p_ptr->realm1;
3039 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3040 which = p_ptr->realm2;
3044 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3046 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3050 /* One more can be learned */
3051 p_ptr->new_spells++;
3056 /* Forget spells if we know too many spells */
3057 for (i = 63; i >= 0; i--)
3059 /* Stop when possible */
3060 if (p_ptr->new_spells >= 0) break;
3062 /* Efficiency -- all done */
3063 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3065 /* Get the (i+1)th spell learned */
3066 j = p_ptr->spell_order[i];
3068 /* Skip unknown spells */
3069 if (j >= 99) continue;
3071 /* Forget it (if learned) */
3073 (p_ptr->spell_learned1 & (1L << j)) :
3074 (p_ptr->spell_learned2 & (1L << (j - 32))))
3076 /* Mark as forgotten */
3079 p_ptr->spell_forgotten1 |= (1L << j);
3080 which = p_ptr->realm1;
3084 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3085 which = p_ptr->realm2;
3088 /* No longer known */
3091 p_ptr->spell_learned1 &= ~(1L << j);
3092 which = p_ptr->realm1;
3096 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3097 which = p_ptr->realm2;
3101 msg_format("%sの%sを忘れてしまった。",
3102 do_spell(which, j % 32, SPELL_NAME), p);
3104 msg_format("You have forgotten the %s of %s.", p,
3105 do_spell(which, j % 32, SPELL_NAME));
3109 /* One more can be learned */
3110 p_ptr->new_spells++;
3115 /* Check for spells to remember */
3116 for (i = 0; i < 64; i++)
3118 /* None left to remember */
3119 if (p_ptr->new_spells <= 0) break;
3121 /* Efficiency -- all done */
3122 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3124 /* Get the next spell we learned */
3125 j = p_ptr->spell_order[i];
3127 /* Skip unknown spells */
3130 /* Access the spell */
3131 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3134 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3136 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3139 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3141 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3143 /* Skip spells we cannot remember */
3144 if (s_ptr->slevel > p_ptr->lev) continue;
3146 /* First set of spells */
3148 (p_ptr->spell_forgotten1 & (1L << j)) :
3149 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3151 /* No longer forgotten */
3154 p_ptr->spell_forgotten1 &= ~(1L << j);
3155 which = p_ptr->realm1;
3159 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3160 which = p_ptr->realm2;
3163 /* Known once more */
3166 p_ptr->spell_learned1 |= (1L << j);
3167 which = p_ptr->realm1;
3171 p_ptr->spell_learned2 |= (1L << (j - 32));
3172 which = p_ptr->realm2;
3176 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3178 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3182 /* One less can be learned */
3183 p_ptr->new_spells--;
3189 if (p_ptr->realm2 == REALM_NONE)
3191 /* Count spells that can be learned */
3192 for (j = 0; j < 32; j++)
3194 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3195 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3197 /* Skip spells we cannot remember */
3198 if (s_ptr->slevel > p_ptr->lev) continue;
3200 /* Skip spells we already know */
3201 if (p_ptr->spell_learned1 & (1L << j))
3210 if ((p_ptr->new_spells > k) &&
3211 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3213 p_ptr->new_spells = (s16b)k;
3217 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3219 /* Spell count changed */
3220 if (p_ptr->old_spells != p_ptr->new_spells)
3222 /* Message if needed */
3223 if (p_ptr->new_spells)
3226 if (p_ptr->new_spells < 10) {
3227 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3230 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3233 msg_format("You can learn %d more %s%s.",
3234 p_ptr->new_spells, p,
3235 (p_ptr->new_spells != 1) ? "s" : "");
3240 /* Save the new_spells value */
3241 p_ptr->old_spells = p_ptr->new_spells;
3243 /* Redraw Study Status */
3244 p_ptr->redraw |= (PR_STUDY);
3246 /* Redraw object recall */
3247 p_ptr->window |= (PW_OBJECT);
3252 * @brief プレイヤーの最大MPを計算する /
3253 * Calculate maximum mana. You do not need to know any spells.
3254 * Note that mana is lowered by heavy (or inappropriate) armor.
3257 * This function induces status messages.
3259 static void calc_mana(void)
3261 int msp, levels, cur_wgt, max_wgt;
3266 /* Hack -- Must be literate */
3267 if (!mp_ptr->spell_book) return;
3269 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3270 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3271 (p_ptr->pclass == CLASS_BLUE_MAGE))
3273 levels = p_ptr->lev;
3277 if (mp_ptr->spell_first > p_ptr->lev)
3282 /* Display mana later */
3283 p_ptr->redraw |= (PR_MANA);
3287 /* Extract "effective" player level */
3288 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3291 if (p_ptr->pclass == CLASS_SAMURAI)
3293 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3294 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3298 /* Extract total mana */
3299 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3301 /* Hack -- usually add one mana */
3304 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3306 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3308 /* Hack: High mages have a 25% mana bonus */
3309 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3311 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3314 /* Only mages are affected */
3315 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3317 BIT_FLAGS flgs[TR_FLAG_SIZE];
3319 /* Assume player is not encumbered by gloves */
3320 p_ptr->cumber_glove = FALSE;
3322 /* Get the gloves */
3323 o_ptr = &inventory[INVEN_HANDS];
3325 /* Examine the gloves */
3326 object_flags(o_ptr, flgs);
3328 /* Normal gloves hurt mage-type spells */
3330 !(have_flag(flgs, TR_FREE_ACT)) &&
3331 !(have_flag(flgs, TR_DEC_MANA)) &&
3332 !(have_flag(flgs, TR_EASY_SPELL)) &&
3333 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3334 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3337 p_ptr->cumber_glove = TRUE;
3340 msp = (3 * msp) / 4;
3345 /* Assume player not encumbered by armor */
3346 p_ptr->cumber_armor = FALSE;
3348 /* Weigh the armor */
3350 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3351 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3352 cur_wgt += inventory[INVEN_BODY].weight;
3353 cur_wgt += inventory[INVEN_HEAD].weight;
3354 cur_wgt += inventory[INVEN_OUTER].weight;
3355 cur_wgt += inventory[INVEN_HANDS].weight;
3356 cur_wgt += inventory[INVEN_FEET].weight;
3358 /* Subtract a percentage of maximum mana. */
3359 switch (p_ptr->pclass)
3361 /* For these classes, mana is halved if armour
3362 * is 30 pounds over their weight limit. */
3364 case CLASS_HIGH_MAGE:
3365 case CLASS_BLUE_MAGE:
3367 case CLASS_FORCETRAINER:
3368 case CLASS_SORCERER:
3370 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3371 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3375 /* Mana halved if armour is 40 pounds over weight limit. */
3380 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3381 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3385 case CLASS_MINDCRAFTER:
3386 case CLASS_BEASTMASTER:
3387 case CLASS_MIRROR_MASTER:
3389 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3390 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3394 /* Mana halved if armour is 50 pounds over weight limit. */
3397 case CLASS_RED_MAGE:
3398 case CLASS_WARRIOR_MAGE:
3400 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3401 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3405 /* Mana halved if armour is 60 pounds over weight limit. */
3407 case CLASS_CHAOS_WARRIOR:
3409 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3410 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3414 /* For new classes created, but not yet added to this formula. */
3421 /* Determine the weight allowance */
3422 max_wgt = mp_ptr->spell_weight;
3424 /* Heavy armor penalizes mana by a percentage. -LM- */
3425 if ((cur_wgt - max_wgt) > 0)
3428 p_ptr->cumber_armor = TRUE;
3430 /* Subtract a percentage of maximum mana. */
3431 switch (p_ptr->pclass)
3433 /* For these classes, mana is halved if armour
3434 * is 30 pounds over their weight limit. */
3436 case CLASS_HIGH_MAGE:
3437 case CLASS_BLUE_MAGE:
3439 msp -= msp * (cur_wgt - max_wgt) / 600;
3443 /* Mana halved if armour is 40 pounds over weight limit. */
3445 case CLASS_MINDCRAFTER:
3446 case CLASS_BEASTMASTER:
3448 case CLASS_FORCETRAINER:
3450 case CLASS_MIRROR_MASTER:
3452 msp -= msp * (cur_wgt - max_wgt) / 800;
3456 case CLASS_SORCERER:
3458 msp -= msp * (cur_wgt - max_wgt) / 900;
3462 /* Mana halved if armour is 50 pounds over weight limit. */
3466 case CLASS_RED_MAGE:
3468 msp -= msp * (cur_wgt - max_wgt) / 1000;
3472 /* Mana halved if armour is 60 pounds over weight limit. */
3474 case CLASS_CHAOS_WARRIOR:
3475 case CLASS_WARRIOR_MAGE:
3477 msp -= msp * (cur_wgt - max_wgt) / 1200;
3483 p_ptr->cumber_armor = FALSE;
3487 /* For new classes created, but not yet added to this formula. */
3490 msp -= msp * (cur_wgt - max_wgt) / 800;
3496 /* Mana can never be negative */
3497 if (msp < 0) msp = 0;
3500 /* Maximum mana has changed */
3501 if (p_ptr->msp != msp)
3503 /* Enforce maximum */
3504 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3507 p_ptr->csp_frac = 0;
3511 /* レベルアップの時は上昇量を表示する */
3512 if ((level_up == 1) && (msp > p_ptr->msp))
3514 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3520 /* Display mana later */
3521 p_ptr->redraw |= (PR_MANA);
3523 p_ptr->window |= (PW_PLAYER);
3524 p_ptr->window |= (PW_SPELL);
3528 /* Hack -- handle "xtra" mode */
3529 if (character_xtra) return;
3531 /* Take note when "glove state" changes */
3532 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3534 if (p_ptr->cumber_glove)
3536 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."));
3540 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
3544 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3548 /* Take note when "armor state" changes */
3549 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3551 if (p_ptr->cumber_armor)
3553 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."));
3557 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
3561 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3566 * @brief 装備中の射撃武器の威力倍率を返す /
3567 * calcurate the fire rate of target object
3568 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3569 * @return 射撃倍率の値(100で1.00倍)
3571 s16b calc_num_fire(object_type *o_ptr)
3573 int extra_shots = 0;
3576 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3578 BIT_FLAGS flgs[TR_FLAG_SIZE];
3580 /* Scan the usable inventory */
3581 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3583 q_ptr = &inventory[i];
3585 /* Skip non-objects */
3586 if (!q_ptr->k_idx) continue;
3588 /* Do not apply current equip */
3589 if (i == INVEN_BOW) continue;
3591 /* Extract the item flags */
3592 object_flags(q_ptr, flgs);
3595 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3598 object_flags(o_ptr, flgs);
3599 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3601 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3605 num += (extra_shots * 100);
3607 /* Hack -- Rangers love Bows */
3608 if ((p_ptr->pclass == CLASS_RANGER) &&
3609 (tval_ammo == TV_ARROW))
3611 num += (p_ptr->lev * 4);
3614 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3615 (tval_ammo == TV_ARROW))
3617 num += (p_ptr->lev * 3);
3620 if (p_ptr->pclass == CLASS_ARCHER)
3622 if (tval_ammo == TV_ARROW)
3623 num += ((p_ptr->lev * 5) + 50);
3624 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3625 num += (p_ptr->lev * 4);
3629 * Addendum -- also "Reward" high level warriors,
3630 * with _any_ missile weapon -- TY
3632 if (p_ptr->pclass == CLASS_WARRIOR &&
3633 (tval_ammo <= TV_BOLT) &&
3634 (tval_ammo >= TV_SHOT))
3636 num += (p_ptr->lev * 2);
3638 if ((p_ptr->pclass == CLASS_ROGUE) &&
3639 (tval_ammo == TV_SHOT))
3641 num += (p_ptr->lev * 4);
3648 * @brief プレイヤーの所持重量制限を計算する /
3649 * Computes current weight limit.
3652 WEIGHT weight_limit(void)
3656 /* Weight limit based only on strength */
3657 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3658 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3660 /* Return the result */
3665 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3666 * @param i 判定する手のID(右手:0 左手:1)
3667 * @return 持っているならばTRUE
3669 bool has_melee_weapon(int i)
3671 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3675 * @brief プレイヤーの現在開いている手の状態を返す
3676 * @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。
3677 * @return 開いている手のビットフラグ
3679 BIT_FLAGS16 empty_hands(bool riding_control)
3681 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3683 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3684 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3686 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3688 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3689 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3697 * @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。
3698 * @return ペナルティが適用されるならばTRUE。
3700 bool heavy_armor(void)
3702 WEIGHT monk_arm_wgt = 0;
3704 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3706 /* Weight the armor */
3707 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3708 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3709 monk_arm_wgt += inventory[INVEN_BODY].weight;
3710 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3711 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3712 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3713 monk_arm_wgt += inventory[INVEN_FEET].weight;
3715 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3719 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
3721 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
3723 void update_creature(player_type *creature_ptr)
3725 if (!creature_ptr->update) return;
3727 /* Actually do auto-destroy */
3728 if (creature_ptr->update & (PU_AUTODESTROY))
3730 creature_ptr->update &= ~(PU_AUTODESTROY);
3731 autopick_delayed_alter();
3733 if (creature_ptr->update & (PU_COMBINE))
3735 creature_ptr->update &= ~(PU_COMBINE);
3739 /* Reorder the pack */
3740 if (creature_ptr->update & (PU_REORDER))
3742 creature_ptr->update &= ~(PU_REORDER);
3746 if (creature_ptr->update & (PU_BONUS))
3748 creature_ptr->update &= ~(PU_BONUS);
3753 if (creature_ptr->update & (PU_TORCH))
3755 creature_ptr->update &= ~(PU_TORCH);
3759 if (creature_ptr->update & (PU_HP))
3761 creature_ptr->update &= ~(PU_HP);
3765 if (creature_ptr->update & (PU_MANA))
3767 creature_ptr->update &= ~(PU_MANA);
3771 if (creature_ptr->update & (PU_SPELLS))
3773 creature_ptr->update &= ~(PU_SPELLS);
3777 /* Character is not ready yet, no screen updates */
3778 if (!character_generated) return;
3780 /* Character is in "icky" mode, no screen updates */
3781 if (character_icky) return;
3783 if (creature_ptr->update & (PU_UN_LITE))
3785 creature_ptr->update &= ~(PU_UN_LITE);
3789 if (creature_ptr->update & (PU_UN_VIEW))
3791 creature_ptr->update &= ~(PU_UN_VIEW);
3795 if (creature_ptr->update & (PU_VIEW))
3797 creature_ptr->update &= ~(PU_VIEW);
3801 if (creature_ptr->update & (PU_LITE))
3803 creature_ptr->update &= ~(PU_LITE);
3808 if (creature_ptr->update & (PU_FLOW))
3810 creature_ptr->update &= ~(PU_FLOW);
3814 if (creature_ptr->update & (PU_DISTANCE))
3816 creature_ptr->update &= ~(PU_DISTANCE);
3818 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3819 /* creature_ptr->update &= ~(PU_MONSTERS); */
3821 update_monsters(TRUE);
3824 if (creature_ptr->update & (PU_MON_LITE))
3826 creature_ptr->update &= ~(PU_MON_LITE);
3831 * Mega-Hack -- Delayed visual update
3832 * Only used if update_view(), update_lite() or update_mon_lite() was called
3834 if (creature_ptr->update & (PU_DELAY_VIS))
3836 creature_ptr->update &= ~(PU_DELAY_VIS);
3837 delayed_visual_update();
3840 if (creature_ptr->update & (PU_MONSTERS))
3842 creature_ptr->update &= ~(PU_MONSTERS);
3843 update_monsters(FALSE);
3848 * @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
3849 * @return 魔道書を一冊も持っていないならTRUEを返す
3851 bool player_has_no_spellbooks(void)
3856 for (i = 0; i < INVEN_PACK; i++)
3858 o_ptr = &inventory[i];
3859 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3862 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3864 o_ptr = ¤t_floor_ptr->o_list[i];
3865 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3871 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3873 creature_ptr->energy_use = (ENERGY)need_cost;
3876 void free_turn(player_type *creature_ptr)
3878 creature_ptr->energy_use = 0;
3882 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3885 * @return 配置に成功したらTRUE
3887 bool player_place(POSITION y, POSITION x)
3889 /* Paranoia XXX XXX */
3890 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3892 /* Save player location */
3901 * @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
3904 void wreck_the_pattern(void)
3908 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3910 if (pattern_type == PATTERN_TILE_WRECKED)
3912 /* Ruined already */
3916 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3917 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3919 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3920 to_ruin = randint1(45) + 35;
3924 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3926 if (pattern_tile(r_y, r_x) &&
3927 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3929 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3933 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3938 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3939 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3940 * @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
3943 void sanity_blast(monster_type *m_ptr, bool necro)
3947 if (p_ptr->inside_battle || !character_dungeon) return;
3949 if (!necro && m_ptr)
3951 GAME_TEXT m_name[MAX_NLEN];
3952 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3954 power = r_ptr->level / 2;
3956 monster_desc(m_name, m_ptr, 0);
3958 if (!(r_ptr->flags1 & RF1_UNIQUE))
3960 if (r_ptr->flags1 & RF1_FRIENDS)
3965 if (!is_loading_now)
3966 return; /* No effect yet, just loaded... */
3969 return; /* Cannot see it for some reason */
3971 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3975 return; /* Pet eldritch horrors are safe most of the time */
3977 if (randint1(100) > power) return;
3979 if (saving_throw(p_ptr->skill_sav - power))
3981 return; /* Save, no adverse effects */
3986 /* Something silly happens... */
3987 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3988 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3992 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3993 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3996 return; /* Never mind; we can't see it clearly enough */
3999 /* Something frightening happens... */
4000 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4001 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4003 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4005 /* Demon characters are unaffected */
4006 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4007 if (p_ptr->wizard) return;
4009 /* Undead characters are 50% likely to be unaffected */
4010 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4011 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4012 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4014 if (saving_throw(25 + p_ptr->lev)) return;
4019 monster_race *r_ptr;
4020 GAME_TEXT m_name[MAX_NLEN];
4023 get_mon_num_prep(get_nightmare, NULL);
4025 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4026 power = r_ptr->level + 10;
4027 desc = r_name + r_ptr->name;
4029 get_mon_num_prep(NULL, NULL);
4032 if (!(r_ptr->flags1 & RF1_UNIQUE))
4033 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4036 sprintf(m_name, "%s", desc);
4038 if (!(r_ptr->flags1 & RF1_UNIQUE))
4040 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4044 if (saving_throw(p_ptr->skill_sav * 100 / power))
4046 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4053 /* Something silly happens... */
4054 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4055 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4059 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4060 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4063 /* Never mind; we can't see it clearly enough */
4067 /* Something frightening happens... */
4068 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4069 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4071 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4073 if (!p_ptr->mimic_form)
4075 switch (p_ptr->prace)
4077 /* Demons may make a saving throw */
4080 if (saving_throw(20 + p_ptr->lev)) return;
4082 /* Undead may make a saving throw */
4087 if (saving_throw(10 + p_ptr->lev)) return;
4093 /* Demons may make a saving throw */
4094 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4096 if (saving_throw(20 + p_ptr->lev)) return;
4098 /* Undead may make a saving throw */
4099 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4101 if (saving_throw(10 + p_ptr->lev)) return;
4107 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!"));
4110 if (saving_throw(p_ptr->skill_sav - power))
4116 (void)do_dec_stat(A_INT);
4117 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4120 (void)do_dec_stat(A_WIS);
4121 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4123 switch (randint1(21))
4126 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4128 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4130 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!"));
4134 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!"));
4137 if (p_ptr->muta3 & MUT3_HYPER_INT)
4139 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."));
4140 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4142 p_ptr->muta3 |= MUT3_MORONIC;
4148 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4150 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4152 /* Duh, the following should never happen, but anyway... */
4153 if (p_ptr->muta3 & MUT3_FEARLESS)
4155 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."));
4156 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4159 p_ptr->muta2 |= MUT2_COWARDICE;
4165 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4167 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!"));
4168 p_ptr->muta2 |= MUT2_HALLU;
4174 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4176 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!"));
4177 p_ptr->muta2 |= MUT2_BERS_RAGE;
4187 if (!p_ptr->resist_conf)
4189 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4191 if (!p_ptr->free_act)
4193 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4195 if (!p_ptr->resist_chaos)
4197 (void)set_image(p_ptr->image + randint0(250) + 150);
4206 if (lose_all_info())
4207 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!"));
4211 p_ptr->update |= PU_BONUS;
4217 * @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 /
4218 * Advance experience levels and print experience
4221 void check_experience(void)
4223 bool level_reward = FALSE;
4224 bool level_mutation = FALSE;
4225 bool level_inc_stat = FALSE;
4226 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4227 PLAYER_LEVEL old_lev = p_ptr->lev;
4229 /* Hack -- lower limit */
4230 if (p_ptr->exp < 0) p_ptr->exp = 0;
4231 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4232 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4234 /* Hack -- upper limit */
4235 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4236 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4237 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4239 /* Hack -- maintain "max" experience */
4240 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4242 /* Hack -- maintain "max max" experience */
4243 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4245 /* Redraw experience */
4246 p_ptr->redraw |= (PR_EXP);
4250 /* Lose levels while possible */
4251 while ((p_ptr->lev > 1) &&
4252 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4256 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4257 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4258 p_ptr->window |= (PW_PLAYER);
4263 /* Gain levels while possible */
4264 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4265 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4270 /* Save the highest level */
4271 if (p_ptr->lev > p_ptr->max_plv)
4273 p_ptr->max_plv = p_ptr->lev;
4275 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4276 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4278 level_reward = TRUE;
4280 if (p_ptr->prace == RACE_BEASTMAN)
4282 if (one_in_(5)) level_mutation = TRUE;
4284 level_inc_stat = TRUE;
4286 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4291 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4293 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4294 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4295 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4305 if (!(p_ptr->max_plv % 10))
4314 cnv_stat(p_ptr->stat_max[0], tmp);
4315 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4316 cnv_stat(p_ptr->stat_max[1], tmp);
4317 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4318 cnv_stat(p_ptr->stat_max[2], tmp);
4319 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4320 cnv_stat(p_ptr->stat_max[3], tmp);
4321 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4322 cnv_stat(p_ptr->stat_max[4], tmp);
4323 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4324 cnv_stat(p_ptr->stat_max[5], tmp);
4325 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4328 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4333 if ((choice >= 'a') && (choice <= 'f')) break;
4335 for (n = 0; n < A_MAX; n++)
4336 if (n != choice - 'a')
4338 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4340 do_inc_stat(choice - 'a');
4343 else if (!(p_ptr->max_plv % 2))
4344 do_inc_stat(randint0(6));
4349 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4350 (void)gain_mutation(p_ptr, 0);
4351 level_mutation = FALSE;
4355 * 報酬でレベルが上ると再帰的に check_experience() が
4360 gain_level_reward(0);
4361 level_reward = FALSE;
4364 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4365 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4366 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4370 /* Load an autopick preference file */
4371 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);