4 #include "player-move.h"
5 #include "player-status.h"
6 #include "player-effects.h"
7 #include "player-skill.h"
9 #include "floor-events.h"
13 #include "spells-status.h"
15 #include "object-hook.h"
17 #include "monster-status.h"
18 #include "monsterrace-hook.h"
21 #include "realm-hex.h"
23 #include "cmd-spell.h"
25 #include "player-class.h"
29 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
31 static concptr horror_desc[MAX_SAN_HORROR] =
87 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
89 static concptr funny_desc[MAX_SAN_FUNNY] =
150 * @var funny_comments
151 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
153 static concptr funny_comments[MAX_SAN_COMMENT] =
174 * @brief 基本必要経験値テーブル /
175 * Base experience levels, may be adjusted up for race and/or class
177 const s32b player_exp[PY_MAX_LEVEL] =
233 * @brief 基本必要強化値テーブル(アンドロイド専用)
235 const s32b player_exp_a[PY_MAX_LEVEL] =
291 * Return alignment title
293 concptr your_alignment(void)
295 if (p_ptr->align > 150) return _("大善", "Lawful");
296 else if (p_ptr->align > 50) return _("中善", "Good");
297 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
298 else if (p_ptr->align > -11) return _("中立", "Neutral");
299 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
300 else if (p_ptr->align > -151) return _("中悪", "Evil");
301 else return _("大悪", "Chaotic");
306 * Return proficiency level of weapons and misc. skills (except riding)
308 int weapon_exp_level(int weapon_exp)
310 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
311 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
312 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
313 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
314 else return EXP_LEVEL_MASTER;
319 * Return proficiency level of riding
321 int riding_exp_level(int riding_exp)
323 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
324 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
325 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
326 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
327 else return EXP_LEVEL_MASTER;
332 * Return proficiency level of spells
334 int spell_exp_level(int spell_exp)
336 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
337 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
338 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
339 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
340 else return EXP_LEVEL_MASTER;
344 * @brief プレイヤーの全ステータスを更新する /
345 * Calculate the players current "state", taking into account
346 * not only race/class intrinsics, but also objects being worn
347 * and temporary spell effects.
351 * See also calc_mana() and calc_hitpoints().
353 * Take note of the new "speed code", in particular, a very strong
354 * player will start slowing down as soon as he reaches 150 pounds,
355 * but not until he reaches 450 pounds will he be half as fast as
356 * a normal kobold. This both hurts and helps the player, hurts
357 * because in the old days a player could just avoid 300 pounds,
358 * and helps because now carrying 300 pounds is not very painful.
360 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
361 * damage, since that would affect non-combat things. These values
362 * are actually added in later, at the appropriate place.
364 * This function induces various "status" messages.
367 void calc_bonuses(void)
371 int default_hand = 0;
372 int empty_hands_status = empty_hands(TRUE);
375 BIT_FLAGS flgs[TR_FLAG_SIZE];
377 bool yoiyami = FALSE;
378 bool down_saving = FALSE;
381 bool have_dd_s = FALSE, have_dd_t = FALSE;
383 bool have_sw = FALSE, have_kabe = FALSE;
384 bool easy_2weapon = FALSE;
385 bool riding_levitation = FALSE;
386 OBJECT_IDX this_o_idx, next_o_idx = 0;
387 const player_race *tmp_rp_ptr;
389 /* Save the old vision stuff */
390 bool old_telepathy = p_ptr->telepathy;
391 bool old_esp_animal = p_ptr->esp_animal;
392 bool old_esp_undead = p_ptr->esp_undead;
393 bool old_esp_demon = p_ptr->esp_demon;
394 bool old_esp_orc = p_ptr->esp_orc;
395 bool old_esp_troll = p_ptr->esp_troll;
396 bool old_esp_giant = p_ptr->esp_giant;
397 bool old_esp_dragon = p_ptr->esp_dragon;
398 bool old_esp_human = p_ptr->esp_human;
399 bool old_esp_evil = p_ptr->esp_evil;
400 bool old_esp_good = p_ptr->esp_good;
401 bool old_esp_nonliving = p_ptr->esp_nonliving;
402 bool old_esp_unique = p_ptr->esp_unique;
403 bool old_see_inv = p_ptr->see_inv;
404 bool old_mighty_throw = p_ptr->mighty_throw;
406 /* Current feature under player. */
407 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
409 /* Save the old armor class */
410 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
411 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
414 /* Clear extra blows/shots */
415 extra_blows[0] = extra_blows[1] = 0;
417 /* Clear the stat modifiers */
418 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
421 /* Clear the Displayed/Real armor class */
422 p_ptr->dis_ac = p_ptr->ac = 0;
424 /* Clear the Displayed/Real Bonuses */
425 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
426 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
427 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
428 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
429 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
430 p_ptr->dis_to_a = p_ptr->to_a = 0;
434 p_ptr->to_m_chance = 0;
436 /* Clear the Extra Dice Bonuses */
437 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
438 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
440 /* Start with "normal" speed */
443 /* Start with a single blow per current_world_ptr->game_turn */
444 p_ptr->num_blow[0] = 1;
445 p_ptr->num_blow[1] = 1;
447 /* Start with a single shot per current_world_ptr->game_turn */
448 p_ptr->num_fire = 100;
450 /* Reset the "xtra" tval */
451 p_ptr->tval_xtra = 0;
453 /* Reset the "ammo" tval */
454 p_ptr->tval_ammo = 0;
456 /* Clear all the flags */
458 p_ptr->bless_blade = FALSE;
459 p_ptr->xtra_might = FALSE;
460 p_ptr->impact[0] = FALSE;
461 p_ptr->impact[1] = FALSE;
462 p_ptr->pass_wall = FALSE;
463 p_ptr->kill_wall = FALSE;
464 p_ptr->dec_mana = FALSE;
465 p_ptr->easy_spell = FALSE;
466 p_ptr->heavy_spell = FALSE;
467 p_ptr->see_inv = FALSE;
468 p_ptr->free_act = FALSE;
469 p_ptr->slow_digest = FALSE;
470 p_ptr->regenerate = FALSE;
471 p_ptr->can_swim = FALSE;
472 p_ptr->levitation = FALSE;
473 p_ptr->hold_exp = FALSE;
474 p_ptr->telepathy = FALSE;
475 p_ptr->esp_animal = FALSE;
476 p_ptr->esp_undead = FALSE;
477 p_ptr->esp_demon = FALSE;
478 p_ptr->esp_orc = FALSE;
479 p_ptr->esp_troll = FALSE;
480 p_ptr->esp_giant = FALSE;
481 p_ptr->esp_dragon = FALSE;
482 p_ptr->esp_human = FALSE;
483 p_ptr->esp_evil = FALSE;
484 p_ptr->esp_good = FALSE;
485 p_ptr->esp_nonliving = FALSE;
486 p_ptr->esp_unique = FALSE;
488 p_ptr->sustain_str = FALSE;
489 p_ptr->sustain_int = FALSE;
490 p_ptr->sustain_wis = FALSE;
491 p_ptr->sustain_con = FALSE;
492 p_ptr->sustain_dex = FALSE;
493 p_ptr->sustain_chr = FALSE;
494 p_ptr->resist_acid = FALSE;
495 p_ptr->resist_elec = FALSE;
496 p_ptr->resist_fire = FALSE;
497 p_ptr->resist_cold = FALSE;
498 p_ptr->resist_pois = FALSE;
499 p_ptr->resist_conf = FALSE;
500 p_ptr->resist_sound = FALSE;
501 p_ptr->resist_lite = FALSE;
502 p_ptr->resist_dark = FALSE;
503 p_ptr->resist_chaos = FALSE;
504 p_ptr->resist_disen = FALSE;
505 p_ptr->resist_shard = FALSE;
506 p_ptr->resist_nexus = FALSE;
507 p_ptr->resist_blind = FALSE;
508 p_ptr->resist_neth = FALSE;
509 p_ptr->resist_time = FALSE;
510 p_ptr->resist_water = FALSE;
511 p_ptr->resist_fear = FALSE;
512 p_ptr->reflect = FALSE;
513 p_ptr->sh_fire = FALSE;
514 p_ptr->sh_elec = FALSE;
515 p_ptr->sh_cold = FALSE;
516 p_ptr->anti_magic = FALSE;
517 p_ptr->anti_tele = FALSE;
518 p_ptr->warning = FALSE;
519 p_ptr->mighty_throw = FALSE;
520 p_ptr->see_nocto = FALSE;
522 p_ptr->immune_acid = FALSE;
523 p_ptr->immune_elec = FALSE;
524 p_ptr->immune_fire = FALSE;
525 p_ptr->immune_cold = FALSE;
527 p_ptr->ryoute = FALSE;
528 p_ptr->migite = FALSE;
529 p_ptr->hidarite = FALSE;
530 p_ptr->no_flowed = FALSE;
532 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
533 else tmp_rp_ptr = &race_info[p_ptr->prace];
535 /* Base infravision (purely racial) */
536 p_ptr->see_infra = tmp_rp_ptr->infra;
538 /* Base skill -- disarming */
539 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
541 /* Base skill -- magic devices */
542 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
544 /* Base skill -- saving throw */
545 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
547 /* Base skill -- stealth */
548 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
550 /* Base skill -- searching ability */
551 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
553 /* Base skill -- searching frequency */
554 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
556 /* Base skill -- combat (normal) */
557 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
559 /* Base skill -- combat (shooting) */
560 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
562 /* Base skill -- combat (throwing) */
563 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
565 /* Base skill -- digging */
566 p_ptr->skill_dig = 0;
568 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
569 if (has_melee_weapon(INVEN_LARM))
571 p_ptr->hidarite = TRUE;
572 if (!p_ptr->migite) default_hand = 1;
575 if (CAN_TWO_HANDS_WIELDING())
577 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
578 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
580 p_ptr->ryoute = TRUE;
582 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
583 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
585 p_ptr->ryoute = TRUE;
589 switch (p_ptr->pclass)
592 case CLASS_FORCETRAINER:
593 case CLASS_BERSERKER:
594 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
596 p_ptr->migite = TRUE;
597 p_ptr->ryoute = TRUE;
604 if (!p_ptr->migite && !p_ptr->hidarite)
606 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
607 else if (empty_hands_status == EMPTY_HAND_LARM)
609 p_ptr->hidarite = TRUE;
614 if (p_ptr->special_defense & KAMAE_MASK)
616 if (!(empty_hands_status & EMPTY_HAND_RARM))
618 set_action(ACTION_NONE);
622 switch (p_ptr->pclass)
625 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
626 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
629 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
631 case CLASS_CHAOS_WARRIOR:
632 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
633 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
635 case CLASS_MINDCRAFTER:
636 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
637 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
638 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
639 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
642 case CLASS_FORCETRAINER:
643 /* Unencumbered Monks become faster every 10 levels */
644 if (!(heavy_armor()))
646 if (!(prace_is_(RACE_KLACKON) ||
647 prace_is_(RACE_SPRITE) ||
648 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
649 new_speed += (p_ptr->lev) / 10;
651 /* Free action if unencumbered at level 25 */
653 p_ptr->free_act = TRUE;
658 p_ptr->dis_to_a -= 50;
661 p_ptr->resist_sound = TRUE;
664 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
666 case CLASS_BERSERKER:
668 p_ptr->sustain_str = TRUE;
669 p_ptr->sustain_dex = TRUE;
670 p_ptr->sustain_con = TRUE;
671 p_ptr->regenerate = TRUE;
672 p_ptr->free_act = TRUE;
674 if (p_ptr->lev > 29) new_speed++;
675 if (p_ptr->lev > 39) new_speed++;
676 if (p_ptr->lev > 44) new_speed++;
677 if (p_ptr->lev > 49) new_speed++;
678 p_ptr->to_a += 10 + p_ptr->lev / 2;
679 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
680 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
681 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
682 p_ptr->redraw |= PR_STATUS;
684 case CLASS_MIRROR_MASTER:
685 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
688 /* Unencumbered Ninjas become faster every 10 levels */
691 new_speed -= (p_ptr->lev) / 10;
692 p_ptr->skill_stl -= (p_ptr->lev) / 10;
694 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
695 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
698 if (!(prace_is_(RACE_KLACKON) ||
699 prace_is_(RACE_SPRITE) ||
700 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
701 new_speed += (p_ptr->lev) / 10;
702 p_ptr->skill_stl += (p_ptr->lev) / 10;
704 /* Free action if unencumbered at level 25 */
706 p_ptr->free_act = TRUE;
708 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
709 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
711 p_ptr->to_a += p_ptr->lev / 2 + 5;
712 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
714 p_ptr->slow_digest = TRUE;
715 p_ptr->resist_fear = TRUE;
716 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
717 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
718 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
721 p_ptr->oppose_pois = 1;
722 p_ptr->redraw |= PR_STATUS;
724 p_ptr->see_nocto = TRUE;
729 if (p_ptr->mimic_form)
731 switch (p_ptr->mimic_form)
734 p_ptr->hold_exp = TRUE;
735 p_ptr->resist_chaos = TRUE;
736 p_ptr->resist_neth = TRUE;
737 p_ptr->resist_fire = TRUE;
738 p_ptr->oppose_fire = 1;
739 p_ptr->see_inv = TRUE;
741 p_ptr->redraw |= PR_STATUS;
743 p_ptr->dis_to_a += 10;
745 case MIMIC_DEMON_LORD:
746 p_ptr->hold_exp = TRUE;
747 p_ptr->resist_chaos = TRUE;
748 p_ptr->resist_neth = TRUE;
749 p_ptr->immune_fire = TRUE;
750 p_ptr->resist_acid = TRUE;
751 p_ptr->resist_fire = TRUE;
752 p_ptr->resist_cold = TRUE;
753 p_ptr->resist_elec = TRUE;
754 p_ptr->resist_pois = TRUE;
755 p_ptr->resist_conf = TRUE;
756 p_ptr->resist_disen = TRUE;
757 p_ptr->resist_nexus = TRUE;
758 p_ptr->resist_fear = TRUE;
759 p_ptr->sh_fire = TRUE;
760 p_ptr->see_inv = TRUE;
761 p_ptr->telepathy = TRUE;
762 p_ptr->levitation = TRUE;
763 p_ptr->kill_wall = TRUE;
766 p_ptr->dis_to_a += 20;
769 p_ptr->resist_dark = TRUE;
770 p_ptr->hold_exp = TRUE;
771 p_ptr->resist_neth = TRUE;
772 p_ptr->resist_cold = TRUE;
773 p_ptr->resist_pois = TRUE;
774 p_ptr->see_inv = TRUE;
777 p_ptr->dis_to_a += 10;
778 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
784 switch (p_ptr->prace)
787 p_ptr->resist_lite = TRUE;
790 p_ptr->hold_exp = TRUE;
793 p_ptr->free_act = TRUE;
796 p_ptr->resist_blind = TRUE;
799 p_ptr->resist_dark = TRUE;
801 case RACE_HALF_TROLL:
802 p_ptr->sustain_str = TRUE;
806 /* High level trolls heal fast... */
807 p_ptr->regenerate = TRUE;
809 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
811 p_ptr->slow_digest = TRUE;
812 /* Let's not make Regeneration
813 * a disadvantage for the poor warriors who can
814 * never learn a spell that satisfies hunger (actually
815 * neither can rogues, but half-trolls are not
816 * supposed to play rogues) */
821 p_ptr->sustain_con = TRUE;
822 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
825 p_ptr->resist_lite = TRUE;
826 p_ptr->see_inv = TRUE;
829 p_ptr->resist_fear = TRUE;
832 p_ptr->resist_dark = TRUE;
833 p_ptr->sustain_str = TRUE;
835 case RACE_HALF_GIANT:
836 p_ptr->sustain_str = TRUE;
837 p_ptr->resist_shard = TRUE;
839 case RACE_HALF_TITAN:
840 p_ptr->resist_chaos = TRUE;
843 p_ptr->resist_sound = TRUE;
846 p_ptr->resist_acid = TRUE;
847 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
850 p_ptr->resist_conf = TRUE;
851 p_ptr->resist_acid = TRUE;
853 /* Klackons become faster */
854 new_speed += (p_ptr->lev) / 10;
857 p_ptr->resist_pois = TRUE;
860 p_ptr->resist_disen = TRUE;
861 p_ptr->resist_dark = TRUE;
864 p_ptr->resist_dark = TRUE;
865 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
868 p_ptr->levitation = TRUE;
869 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
870 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
871 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
872 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
873 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
875 case RACE_MIND_FLAYER:
876 p_ptr->sustain_int = TRUE;
877 p_ptr->sustain_wis = TRUE;
878 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
879 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
882 p_ptr->resist_fire = TRUE;
883 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
886 p_ptr->slow_digest = TRUE;
887 p_ptr->free_act = TRUE;
888 p_ptr->see_inv = TRUE;
889 p_ptr->resist_pois = TRUE;
890 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
893 p_ptr->resist_shard = TRUE;
894 p_ptr->hold_exp = TRUE;
895 p_ptr->see_inv = TRUE;
896 p_ptr->resist_pois = TRUE;
897 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
900 p_ptr->resist_neth = TRUE;
901 p_ptr->hold_exp = TRUE;
902 p_ptr->see_inv = TRUE;
903 p_ptr->resist_pois = TRUE;
904 p_ptr->slow_digest = TRUE;
905 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
908 p_ptr->resist_dark = TRUE;
909 p_ptr->hold_exp = TRUE;
910 p_ptr->resist_neth = TRUE;
911 p_ptr->resist_cold = TRUE;
912 p_ptr->resist_pois = TRUE;
913 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
916 p_ptr->levitation = TRUE;
917 p_ptr->free_act = TRUE;
918 p_ptr->resist_neth = TRUE;
919 p_ptr->hold_exp = TRUE;
920 p_ptr->see_inv = TRUE;
921 p_ptr->resist_pois = TRUE;
922 p_ptr->slow_digest = TRUE;
923 p_ptr->resist_cold = TRUE;
924 p_ptr->pass_wall = TRUE;
925 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
928 p_ptr->levitation = TRUE;
929 p_ptr->resist_lite = TRUE;
931 /* Sprites become faster */
932 new_speed += (p_ptr->lev) / 10;
935 p_ptr->resist_conf = TRUE;
936 p_ptr->resist_sound = TRUE;
939 /* Ents dig like maniacs, but only with their hands. */
940 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
941 p_ptr->skill_dig += p_ptr->lev * 10;
942 /* Ents get tougher and stronger as they age, but lose dexterity. */
943 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
944 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
945 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
947 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
948 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
949 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
951 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
952 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
953 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
956 p_ptr->levitation = TRUE;
957 p_ptr->see_inv = TRUE;
960 p_ptr->resist_fire = TRUE;
961 p_ptr->resist_neth = TRUE;
962 p_ptr->hold_exp = TRUE;
963 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
966 p_ptr->oppose_fire = 1;
967 p_ptr->redraw |= PR_STATUS;
971 p_ptr->sustain_con = TRUE;
974 p_ptr->levitation = TRUE;
977 p_ptr->resist_conf = TRUE;
980 p_ptr->slow_digest = TRUE;
981 p_ptr->free_act = TRUE;
982 p_ptr->resist_pois = TRUE;
983 p_ptr->hold_exp = TRUE;
986 p_ptr->resist_water = TRUE;
994 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
996 p_ptr->see_inv = TRUE;
997 p_ptr->free_act = TRUE;
998 p_ptr->slow_digest = TRUE;
999 p_ptr->regenerate = TRUE;
1000 p_ptr->levitation = TRUE;
1001 p_ptr->hold_exp = TRUE;
1002 p_ptr->telepathy = TRUE;
1004 p_ptr->sustain_str = TRUE;
1005 p_ptr->sustain_int = TRUE;
1006 p_ptr->sustain_wis = TRUE;
1007 p_ptr->sustain_con = TRUE;
1008 p_ptr->sustain_dex = TRUE;
1009 p_ptr->sustain_chr = TRUE;
1010 p_ptr->resist_acid = TRUE;
1011 p_ptr->resist_elec = TRUE;
1012 p_ptr->resist_fire = TRUE;
1013 p_ptr->resist_cold = TRUE;
1014 p_ptr->resist_pois = TRUE;
1015 p_ptr->resist_conf = TRUE;
1016 p_ptr->resist_sound = TRUE;
1017 p_ptr->resist_lite = TRUE;
1018 p_ptr->resist_dark = TRUE;
1019 p_ptr->resist_chaos = TRUE;
1020 p_ptr->resist_disen = TRUE;
1021 p_ptr->resist_shard = TRUE;
1022 p_ptr->resist_nexus = TRUE;
1023 p_ptr->resist_blind = TRUE;
1024 p_ptr->resist_neth = TRUE;
1025 p_ptr->resist_fear = TRUE;
1026 p_ptr->reflect = TRUE;
1027 p_ptr->sh_fire = TRUE;
1028 p_ptr->sh_elec = TRUE;
1029 p_ptr->sh_cold = TRUE;
1031 p_ptr->dis_to_a += 100;
1033 /* Temporary shield */
1034 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1037 p_ptr->dis_to_a += 50;
1040 if (p_ptr->tim_res_nether)
1042 p_ptr->resist_neth = TRUE;
1044 if (p_ptr->tim_sh_fire)
1046 p_ptr->sh_fire = TRUE;
1048 if (p_ptr->tim_res_time)
1050 p_ptr->resist_time = TRUE;
1054 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1056 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1057 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1058 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1060 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1062 p_ptr->to_m_chance += 5;
1063 p_ptr->resist_conf = TRUE;
1067 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1069 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1071 p_ptr->resist_blind = TRUE;
1072 p_ptr->resist_conf = TRUE;
1073 p_ptr->hold_exp = TRUE;
1074 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1076 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1077 /* Munchkin become faster */
1078 new_speed += (p_ptr->lev) / 10 + 5;
1081 if (music_singing(MUSIC_WALL))
1083 p_ptr->kill_wall = TRUE;
1086 /* Hack -- apply racial/class stat maxes */
1087 /* Apply the racial modifiers */
1088 for (i = 0; i < A_MAX; i++)
1090 /* Modify the stats for "race" */
1091 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1095 /* I'm adding the mutations here for the lack of a better place... */
1098 /* Hyper Strength */
1099 if (p_ptr->muta3 & MUT3_HYPER_STR)
1101 p_ptr->stat_add[A_STR] += 4;
1105 if (p_ptr->muta3 & MUT3_PUNY)
1107 p_ptr->stat_add[A_STR] -= 4;
1110 /* Living computer */
1111 if (p_ptr->muta3 & MUT3_HYPER_INT)
1113 p_ptr->stat_add[A_INT] += 4;
1114 p_ptr->stat_add[A_WIS] += 4;
1118 if (p_ptr->muta3 & MUT3_MORONIC)
1120 p_ptr->stat_add[A_INT] -= 4;
1121 p_ptr->stat_add[A_WIS] -= 4;
1124 if (p_ptr->muta3 & MUT3_RESILIENT)
1126 p_ptr->stat_add[A_CON] += 4;
1129 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1131 p_ptr->stat_add[A_CON] += 2;
1135 if (p_ptr->muta3 & MUT3_ALBINO)
1137 p_ptr->stat_add[A_CON] -= 4;
1140 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1142 p_ptr->stat_add[A_CON] -= 2;
1143 p_ptr->stat_add[A_CHR] -= 1;
1144 p_ptr->regenerate = FALSE;
1145 /* Cancel innate regeneration */
1148 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1150 p_ptr->stat_add[A_CHR] -= 4;
1153 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1155 p_ptr->stat_add[A_CHR] -= 1;
1158 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1160 p_ptr->skill_fos += 15;
1161 p_ptr->skill_srh += 15;
1164 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1166 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1169 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1171 p_ptr->skill_stl -= 3;
1174 if (p_ptr->muta3 & MUT3_INFRAVIS)
1176 p_ptr->see_infra += 3;
1179 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1184 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1189 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1191 p_ptr->sh_elec = TRUE;
1194 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1196 p_ptr->sh_fire = TRUE;
1200 if (p_ptr->muta3 & MUT3_WART_SKIN)
1202 p_ptr->stat_add[A_CHR] -= 2;
1204 p_ptr->dis_to_a += 5;
1207 if (p_ptr->muta3 & MUT3_SCALES)
1209 p_ptr->stat_add[A_CHR] -= 1;
1211 p_ptr->dis_to_a += 10;
1214 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1216 p_ptr->stat_add[A_DEX] -= 1;
1218 p_ptr->dis_to_a += 25;
1221 if (p_ptr->muta3 & MUT3_WINGS)
1223 p_ptr->levitation = TRUE;
1226 if (p_ptr->muta3 & MUT3_FEARLESS)
1228 p_ptr->resist_fear = TRUE;
1231 if (p_ptr->muta3 & MUT3_REGEN)
1233 p_ptr->regenerate = TRUE;
1236 if (p_ptr->muta3 & MUT3_ESP)
1238 p_ptr->telepathy = TRUE;
1241 if (p_ptr->muta3 & MUT3_LIMBER)
1243 p_ptr->stat_add[A_DEX] += 3;
1246 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1248 p_ptr->stat_add[A_DEX] -= 3;
1251 if (p_ptr->muta3 & MUT3_MOTION)
1253 p_ptr->free_act = TRUE;
1254 p_ptr->skill_stl += 1;
1257 if (p_ptr->muta3 & MUT3_ILL_NORM)
1259 p_ptr->stat_add[A_CHR] = 0;
1263 if (p_ptr->tsuyoshi)
1265 p_ptr->stat_add[A_STR] += 4;
1266 p_ptr->stat_add[A_CON] += 4;
1269 /* Scan the usable p_ptr->inventory_list */
1270 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1272 int bonus_to_h, bonus_to_d;
1273 o_ptr = &p_ptr->inventory_list[i];
1274 if (!o_ptr->k_idx) continue;
1276 object_flags(o_ptr, flgs);
1278 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1279 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1282 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1283 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1284 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1285 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1286 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1287 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1289 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1291 /* Affect stealth */
1292 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1294 /* Affect searching ability (factor of five) */
1295 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1297 /* Affect searching frequency (factor of five) */
1298 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1300 /* Affect infravision */
1301 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1303 /* Affect digging (factor of 20) */
1304 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1307 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1310 if (have_flag(flgs, TR_BLOWS))
1312 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1313 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1314 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1317 /* Hack -- cause earthquakes */
1318 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1321 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1322 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1323 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1324 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1325 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1326 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1327 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1328 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1329 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1330 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1331 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1332 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1333 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1334 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1335 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1336 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1337 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1338 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1339 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1340 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1341 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1342 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1343 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1344 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1345 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1346 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1347 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1348 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1349 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1350 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1351 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1352 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1353 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1354 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1355 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1357 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1358 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1359 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1360 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1361 if (have_flag(flgs, TR_WARNING)) {
1362 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1363 p_ptr->warning = TRUE;
1366 if (have_flag(flgs, TR_TELEPORT))
1368 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1371 concptr insc = quark_str(o_ptr->inscription);
1373 if (o_ptr->inscription && my_strchr(insc, '.'))
1376 * {.} will stop random teleportation.
1381 /* Controlled random teleportation */
1382 p_ptr->cursed |= TRC_TELEPORT_SELF;
1387 /* Immunity flags */
1388 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1389 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1390 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1391 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1393 /* Resistance flags */
1394 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1395 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1396 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1397 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1398 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1399 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1400 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1401 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1402 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1403 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1404 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1405 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1406 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1407 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1408 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1409 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1411 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1412 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1413 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1414 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1415 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1416 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1419 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1420 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1421 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1422 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1423 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1424 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1426 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1427 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1428 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1429 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1430 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1431 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1432 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1434 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1436 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1438 p_ptr->to_m_chance += 10;
1442 p_ptr->to_m_chance += 3;
1446 if (o_ptr->tval == TV_CAPTURE) continue;
1448 /* Modify the base armor class */
1449 p_ptr->ac += o_ptr->ac;
1451 /* The base armor class is always known */
1452 p_ptr->dis_ac += o_ptr->ac;
1454 /* Apply the bonuses to armor class */
1455 p_ptr->to_a += o_ptr->to_a;
1457 /* Apply the mental bonuses to armor class, if known */
1458 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1460 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1462 int slot = i - INVEN_RARM;
1465 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1467 p_ptr->to_h[slot] -= 15;
1468 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1472 p_ptr->to_h[slot] -= 5;
1473 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1478 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1480 p_ptr->to_h_b -= 15;
1481 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1486 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1491 if (o_ptr->curse_flags & TRC_LOW_AC)
1493 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1496 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1501 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1505 /* Hack -- do not apply "weapon" bonuses */
1506 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1507 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1509 /* Hack -- do not apply "bow" bonuses */
1510 if (i == INVEN_BOW) continue;
1512 bonus_to_h = o_ptr->to_h;
1513 bonus_to_d = o_ptr->to_d;
1515 if (p_ptr->pclass == CLASS_NINJA)
1517 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1518 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1521 /* To Bow and Natural attack */
1523 /* Apply the bonuses to hit/damage */
1524 p_ptr->to_h_b += (s16b)bonus_to_h;
1525 p_ptr->to_h_m += (s16b)bonus_to_h;
1526 p_ptr->to_d_m += (s16b)bonus_to_d;
1528 /* Apply the mental bonuses tp hit/damage, if known */
1529 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1532 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1534 /* Apply the bonuses to hit/damage */
1535 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1536 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1538 /* Apply the mental bonuses tp hit/damage, if known */
1539 if (object_is_known(o_ptr))
1541 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1542 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1545 else if (p_ptr->migite && p_ptr->hidarite)
1547 /* Apply the bonuses to hit/damage */
1548 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1549 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1550 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1551 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1553 /* Apply the mental bonuses tp hit/damage, if known */
1554 if (object_is_known(o_ptr))
1556 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1557 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1558 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1559 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1564 /* Apply the bonuses to hit/damage */
1565 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1566 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1568 /* Apply the mental bonuses to hit/damage, if known */
1569 if (object_is_known(o_ptr))
1571 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1572 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1577 /* Shield skill bonus */
1578 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1580 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1581 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1584 if (old_mighty_throw != p_ptr->mighty_throw)
1586 /* Redraw average damege display of Shuriken */
1587 p_ptr->window |= PW_INVEN;
1590 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1592 /* Monks get extra ac for armour _not worn_ */
1593 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1595 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1597 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1598 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1600 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1602 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1603 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1605 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1607 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1608 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1610 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1612 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1613 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1615 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1617 p_ptr->to_a += (p_ptr->lev / 2);
1618 p_ptr->dis_to_a += (p_ptr->lev / 2);
1620 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1622 p_ptr->to_a += (p_ptr->lev / 3);
1623 p_ptr->dis_to_a += (p_ptr->lev / 3);
1625 if (p_ptr->special_defense & KAMAE_BYAKKO)
1627 p_ptr->stat_add[A_STR] += 2;
1628 p_ptr->stat_add[A_DEX] += 2;
1629 p_ptr->stat_add[A_CON] -= 3;
1631 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1634 else if (p_ptr->special_defense & KAMAE_GENBU)
1636 p_ptr->stat_add[A_INT] -= 1;
1637 p_ptr->stat_add[A_WIS] -= 1;
1638 p_ptr->stat_add[A_DEX] -= 2;
1639 p_ptr->stat_add[A_CON] += 3;
1641 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1643 p_ptr->stat_add[A_STR] -= 2;
1644 p_ptr->stat_add[A_INT] += 1;
1645 p_ptr->stat_add[A_WIS] += 1;
1646 p_ptr->stat_add[A_DEX] += 2;
1647 p_ptr->stat_add[A_CON] -= 2;
1651 if (p_ptr->special_defense & KATA_KOUKIJIN)
1653 for (i = 0; i < A_MAX; i++)
1654 p_ptr->stat_add[i] += 5;
1656 p_ptr->dis_to_a -= 50;
1659 /* Hack -- aura of fire also provides light */
1660 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1662 /* Golems also get an intrinsic AC bonus */
1663 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1665 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1666 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1670 if (p_ptr->realm1 == REALM_HEX)
1672 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1673 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1674 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1675 if (hex_spelling(HEX_BUILDING))
1677 p_ptr->stat_add[A_STR] += 4;
1678 p_ptr->stat_add[A_DEX] += 4;
1679 p_ptr->stat_add[A_CON] += 4;
1681 if (hex_spelling(HEX_DEMON_AURA))
1683 p_ptr->sh_fire = TRUE;
1684 p_ptr->regenerate = TRUE;
1686 if (hex_spelling(HEX_ICE_ARMOR))
1688 p_ptr->sh_cold = TRUE;
1690 p_ptr->dis_to_a += 30;
1692 if (hex_spelling(HEX_SHOCK_CLOAK))
1694 p_ptr->sh_elec = TRUE;
1697 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1699 ARMOUR_CLASS ac = 0;
1700 o_ptr = &p_ptr->inventory_list[i];
1701 if (!o_ptr->k_idx) continue;
1702 if (!object_is_armour(o_ptr)) continue;
1703 if (!object_is_cursed(o_ptr)) continue;
1705 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1706 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1707 p_ptr->to_a += (s16b)ac;
1708 p_ptr->dis_to_a += (s16b)ac;
1712 /* Calculate stats */
1713 for (i = 0; i < A_MAX; i++)
1717 /* Extract the new "stat_use" value for the stat */
1718 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1720 /* Notice changes */
1721 if (p_ptr->stat_top[i] != top)
1723 /* Save the new value */
1724 p_ptr->stat_top[i] = (s16b)top;
1725 p_ptr->redraw |= (PR_STATS);
1726 p_ptr->window |= (PW_PLAYER);
1730 /* Extract the new "stat_use" value for the stat */
1731 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1733 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1735 /* 10 to 18/90 charisma, guaranteed, based on level */
1736 if (use < 8 + 2 * p_ptr->lev)
1738 use = 8 + 2 * p_ptr->lev;
1742 /* Notice changes */
1743 if (p_ptr->stat_use[i] != use)
1745 /* Save the new value */
1746 p_ptr->stat_use[i] = (s16b)use;
1747 p_ptr->redraw |= (PR_STATS);
1748 p_ptr->window |= (PW_PLAYER);
1752 /* Values: 3, 4, ..., 17 */
1753 if (use <= 18) ind = (use - 3);
1755 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1756 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1758 /* Range: 18/220+ */
1761 /* Notice changes */
1762 if (p_ptr->stat_ind[i] != ind)
1764 /* Save the new index */
1765 p_ptr->stat_ind[i] = (s16b)ind;
1767 /* Change in CON affects Hitpoints */
1770 p_ptr->update |= (PU_HP);
1773 /* Change in INT may affect Mana/Spells */
1774 else if (i == A_INT)
1776 if (mp_ptr->spell_stat == A_INT)
1778 p_ptr->update |= (PU_MANA | PU_SPELLS);
1782 /* Change in WIS may affect Mana/Spells */
1783 else if (i == A_WIS)
1785 if (mp_ptr->spell_stat == A_WIS)
1787 p_ptr->update |= (PU_MANA | PU_SPELLS);
1791 /* Change in WIS may affect Mana/Spells */
1792 else if (i == A_CHR)
1794 if (mp_ptr->spell_stat == A_CHR)
1796 p_ptr->update |= (PU_MANA | PU_SPELLS);
1800 p_ptr->window |= (PW_PLAYER);
1805 /* Apply temporary "stun" */
1806 if (p_ptr->stun > 50)
1808 p_ptr->to_h[0] -= 20;
1809 p_ptr->to_h[1] -= 20;
1810 p_ptr->to_h_b -= 20;
1811 p_ptr->to_h_m -= 20;
1812 p_ptr->dis_to_h[0] -= 20;
1813 p_ptr->dis_to_h[1] -= 20;
1814 p_ptr->dis_to_h_b -= 20;
1815 p_ptr->to_d[0] -= 20;
1816 p_ptr->to_d[1] -= 20;
1817 p_ptr->to_d_m -= 20;
1818 p_ptr->dis_to_d[0] -= 20;
1819 p_ptr->dis_to_d[1] -= 20;
1821 else if (p_ptr->stun)
1823 p_ptr->to_h[0] -= 5;
1824 p_ptr->to_h[1] -= 5;
1827 p_ptr->dis_to_h[0] -= 5;
1828 p_ptr->dis_to_h[1] -= 5;
1829 p_ptr->dis_to_h_b -= 5;
1830 p_ptr->to_d[0] -= 5;
1831 p_ptr->to_d[1] -= 5;
1833 p_ptr->dis_to_d[0] -= 5;
1834 p_ptr->dis_to_d[1] -= 5;
1838 if (p_ptr->wraith_form)
1840 p_ptr->reflect = TRUE;
1841 p_ptr->pass_wall = TRUE;
1844 if (p_ptr->kabenuke)
1846 p_ptr->pass_wall = TRUE;
1849 /* Temporary blessing */
1853 p_ptr->dis_to_a += 5;
1854 p_ptr->to_h[0] += 10;
1855 p_ptr->to_h[1] += 10;
1856 p_ptr->to_h_b += 10;
1857 p_ptr->to_h_m += 10;
1858 p_ptr->dis_to_h[0] += 10;
1859 p_ptr->dis_to_h[1] += 10;
1860 p_ptr->dis_to_h_b += 10;
1863 if (p_ptr->magicdef)
1865 p_ptr->resist_blind = TRUE;
1866 p_ptr->resist_conf = TRUE;
1867 p_ptr->reflect = TRUE;
1868 p_ptr->free_act = TRUE;
1869 p_ptr->levitation = TRUE;
1872 /* Temporary "Hero" */
1875 p_ptr->to_h[0] += 12;
1876 p_ptr->to_h[1] += 12;
1877 p_ptr->to_h_b += 12;
1878 p_ptr->to_h_m += 12;
1879 p_ptr->dis_to_h[0] += 12;
1880 p_ptr->dis_to_h[1] += 12;
1881 p_ptr->dis_to_h_b += 12;
1884 /* Temporary "Beserk" */
1887 p_ptr->to_h[0] += 12;
1888 p_ptr->to_h[1] += 12;
1889 p_ptr->to_h_b -= 12;
1890 p_ptr->to_h_m += 12;
1891 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1892 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1893 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1894 p_ptr->dis_to_h[0] += 12;
1895 p_ptr->dis_to_h[1] += 12;
1896 p_ptr->dis_to_h_b -= 12;
1897 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1898 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1900 p_ptr->dis_to_a -= 10;
1901 p_ptr->skill_stl -= 7;
1902 p_ptr->skill_dev -= 20;
1903 p_ptr->skill_sav -= 30;
1904 p_ptr->skill_srh -= 15;
1905 p_ptr->skill_fos -= 15;
1906 p_ptr->skill_tht -= 20;
1907 p_ptr->skill_dig += 30;
1910 /* Temporary "fast" */
1916 /* Temporary "slow" */
1922 /* Temporary "telepathy" */
1925 p_ptr->telepathy = TRUE;
1928 if (p_ptr->ele_immune)
1930 if (p_ptr->special_defense & DEFENSE_ACID)
1931 p_ptr->immune_acid = TRUE;
1932 else if (p_ptr->special_defense & DEFENSE_ELEC)
1933 p_ptr->immune_elec = TRUE;
1934 else if (p_ptr->special_defense & DEFENSE_FIRE)
1935 p_ptr->immune_fire = TRUE;
1936 else if (p_ptr->special_defense & DEFENSE_COLD)
1937 p_ptr->immune_cold = TRUE;
1940 /* Temporary see invisible */
1941 if (p_ptr->tim_invis)
1943 p_ptr->see_inv = TRUE;
1946 /* Temporary infravision boost */
1947 if (p_ptr->tim_infra)
1949 p_ptr->see_infra += 3;
1952 /* Temporary regeneration boost */
1953 if (p_ptr->tim_regen)
1955 p_ptr->regenerate = TRUE;
1958 /* Temporary levitation */
1959 if (p_ptr->tim_levitation)
1961 p_ptr->levitation = TRUE;
1964 /* Temporary reflection */
1965 if (p_ptr->tim_reflect)
1967 p_ptr->reflect = TRUE;
1970 /* Hack -- Hero/Shero -> Res fear */
1971 if (IS_HERO() || p_ptr->shero)
1973 p_ptr->resist_fear = TRUE;
1977 /* Hack -- Telepathy Change */
1978 if (p_ptr->telepathy != old_telepathy)
1980 p_ptr->update |= (PU_MONSTERS);
1983 if ((p_ptr->esp_animal != old_esp_animal) ||
1984 (p_ptr->esp_undead != old_esp_undead) ||
1985 (p_ptr->esp_demon != old_esp_demon) ||
1986 (p_ptr->esp_orc != old_esp_orc) ||
1987 (p_ptr->esp_troll != old_esp_troll) ||
1988 (p_ptr->esp_giant != old_esp_giant) ||
1989 (p_ptr->esp_dragon != old_esp_dragon) ||
1990 (p_ptr->esp_human != old_esp_human) ||
1991 (p_ptr->esp_evil != old_esp_evil) ||
1992 (p_ptr->esp_good != old_esp_good) ||
1993 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1994 (p_ptr->esp_unique != old_esp_unique))
1996 p_ptr->update |= (PU_MONSTERS);
1999 /* Hack -- See Invis Change */
2000 if (p_ptr->see_inv != old_see_inv)
2002 p_ptr->update |= (PU_MONSTERS);
2005 /* Bloating slows the player down (a little) */
2006 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2008 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2010 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2011 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2013 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2014 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2017 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2019 int penalty1, penalty2;
2020 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2021 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2022 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2024 penalty1 = penalty1 / 2 - 5;
2025 penalty2 = penalty2 / 2 - 5;
2028 p_ptr->dis_to_a += 10;
2032 if (penalty1 > 0) penalty1 /= 2;
2033 if (penalty2 > 0) penalty2 /= 2;
2035 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2037 penalty1 = MAX(0, penalty1 - 10);
2038 penalty2 = MAX(0, penalty2 - 10);
2040 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2042 penalty1 = MIN(0, penalty1);
2043 penalty2 = MIN(0, penalty2);
2045 p_ptr->dis_to_a += 10;
2049 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2051 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2054 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2055 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2056 p_ptr->to_h[0] -= (s16b)penalty1;
2057 p_ptr->to_h[1] -= (s16b)penalty2;
2058 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2059 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2062 /* Extract the current weight (in tenth pounds) */
2063 j = p_ptr->total_weight;
2067 /* Extract the "weight limit" (in tenth pounds) */
2068 i = (int)weight_limit();
2072 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2073 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2074 SPEED speed = riding_m_ptr->mspeed;
2076 if (riding_m_ptr->mspeed > 110)
2078 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2079 if (new_speed < 110) new_speed = 110;
2085 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2086 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2087 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2088 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2089 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2091 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2092 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2094 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;
2096 /* Extract the "weight limit" */
2097 i = 1500 + riding_r_ptr->level * 25;
2100 /* Apply "encumbrance" from weight */
2101 if (j > i) new_speed -= ((j - i) / (i / 5));
2103 /* Searching slows the player down */
2104 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2107 if (p_ptr->prace == RACE_MERFOLK)
2109 if (have_flag(f_ptr->flags, FF_WATER))
2111 new_speed += (2 + p_ptr->lev / 10);
2113 else if (!p_ptr->levitation)
2120 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2121 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2122 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2123 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2124 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2125 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2126 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2127 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2128 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2129 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2130 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2131 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2132 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2134 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2135 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2136 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2137 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2138 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2139 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2140 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2141 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2142 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2143 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2146 /* Obtain the "hold" value */
2147 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2150 /* Examine the "current bow" */
2151 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2153 /* It is hard to carholdry a heavy bow */
2154 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2155 if (p_ptr->heavy_shoot)
2157 /* Hard to wield a heavy bow */
2158 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2159 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2162 /* Compute "extra shots" if needed */
2165 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2167 /* Apply special flags */
2168 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2171 p_ptr->num_fire = calc_num_fire(o_ptr);
2173 /* Snipers love Cross bows */
2174 if ((p_ptr->pclass == CLASS_SNIPER) &&
2175 (p_ptr->tval_ammo == TV_BOLT))
2177 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2178 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2183 if (p_ptr->ryoute) hold *= 2;
2185 for (i = 0; i < 2; i++)
2187 /* Examine the "main weapon" */
2188 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2190 object_flags(o_ptr, flgs);
2192 /* Assume not heavy */
2193 p_ptr->heavy_wield[i] = FALSE;
2194 p_ptr->icky_wield[i] = FALSE;
2195 p_ptr->riding_wield[i] = FALSE;
2197 if (!has_melee_weapon(INVEN_RARM + i))
2199 p_ptr->num_blow[i] = 1;
2202 /* It is hard to hold a heavy weapon */
2203 if (hold < o_ptr->weight / 10)
2205 /* Hard to wield a heavy weapon */
2206 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2207 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2210 p_ptr->heavy_wield[i] = TRUE;
2212 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2214 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2217 p_ptr->dis_to_a += 5;
2220 /* Normal weapons */
2221 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2223 int str_index, dex_index;
2225 int num = 0, wgt = 0, mul = 0, div = 0;
2227 /* Analyze the class */
2228 switch (p_ptr->pclass)
2231 num = 6; wgt = 70; mul = 5; break;
2233 case CLASS_BERSERKER:
2234 num = 6; wgt = 70; mul = 7; break;
2237 case CLASS_HIGH_MAGE:
2238 case CLASS_BLUE_MAGE:
2239 num = 3; wgt = 100; mul = 2; break;
2242 case CLASS_MAGIC_EATER:
2243 case CLASS_MINDCRAFTER:
2244 num = 5; wgt = 100; mul = 3; break;
2247 num = 5; wgt = 40; mul = 3; break;
2250 num = 5; wgt = 70; mul = 4; break;
2254 num = 5; wgt = 70; mul = 4; break;
2257 num = 5; wgt = 150; mul = 5; break;
2259 case CLASS_WARRIOR_MAGE:
2260 case CLASS_RED_MAGE:
2261 num = 5; wgt = 70; mul = 3; break;
2263 case CLASS_CHAOS_WARRIOR:
2264 num = 5; wgt = 70; mul = 4; break;
2267 num = 5; wgt = 60; mul = 3; break;
2270 num = 4; wgt = 100; mul = 3; break;
2272 case CLASS_IMITATOR:
2273 num = 5; wgt = 70; mul = 4; break;
2275 case CLASS_BEASTMASTER:
2276 num = 5; wgt = 70; mul = 3; break;
2279 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2280 else { num = 5; wgt = 100; mul = 3; }
2283 case CLASS_SORCERER:
2284 num = 1; wgt = 1; mul = 1; break;
2289 num = 4; wgt = 70; mul = 2; break;
2291 case CLASS_FORCETRAINER:
2292 num = 4; wgt = 60; mul = 2; break;
2294 case CLASS_MIRROR_MASTER:
2295 num = 3; wgt = 100; mul = 3; break;
2298 num = 4; wgt = 20; mul = 1; break;
2301 /* Hex - extra mights gives +1 bonus to max blows */
2302 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2304 /* Enforce a minimum "weight" (tenth pounds) */
2305 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2307 /* Access the strength vs weight */
2308 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2310 if (p_ptr->ryoute && !omoi) str_index++;
2311 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2314 if (str_index > 11) str_index = 11;
2316 /* Index by dexterity */
2317 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2320 if (dex_index > 11) dex_index = 11;
2322 /* Use the blows table */
2323 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2326 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2328 /* Add in the "bonus blows" */
2329 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2332 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2333 else if (p_ptr->pclass == CLASS_BERSERKER)
2335 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2337 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2339 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2341 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2344 /* Require at least one blow */
2345 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2347 /* Boost digging skill by weapon weight */
2348 p_ptr->skill_dig += (o_ptr->weight / 10);
2352 /* Priest weapon penalty for non-blessed edged weapons */
2353 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2354 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2356 /* Reduce the real bonuses */
2357 p_ptr->to_h[i] -= 2;
2358 p_ptr->to_d[i] -= 2;
2360 /* Reduce the mental bonuses */
2361 p_ptr->dis_to_h[i] -= 2;
2362 p_ptr->dis_to_d[i] -= 2;
2365 p_ptr->icky_wield[i] = TRUE;
2367 else if (p_ptr->pclass == CLASS_BERSERKER)
2369 p_ptr->to_h[i] += p_ptr->lev / 5;
2370 p_ptr->to_d[i] += p_ptr->lev / 6;
2371 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2372 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2373 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2375 p_ptr->to_h[i] += p_ptr->lev / 5;
2376 p_ptr->to_d[i] += p_ptr->lev / 6;
2377 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2378 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2381 else if (p_ptr->pclass == CLASS_SORCERER)
2383 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2385 /* Reduce the real bonuses */
2386 p_ptr->to_h[i] -= 200;
2387 p_ptr->to_d[i] -= 200;
2389 /* Reduce the mental bonuses */
2390 p_ptr->dis_to_h[i] -= 200;
2391 p_ptr->dis_to_d[i] -= 200;
2394 p_ptr->icky_wield[i] = TRUE;
2398 /* Reduce the real bonuses */
2399 p_ptr->to_h[i] -= 30;
2400 p_ptr->to_d[i] -= 10;
2402 /* Reduce the mental bonuses */
2403 p_ptr->dis_to_h[i] -= 30;
2404 p_ptr->dis_to_d[i] -= 10;
2408 if (p_ptr->realm1 == REALM_HEX)
2410 if (object_is_cursed(o_ptr))
2412 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2413 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2414 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2415 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2416 if (hex_spelling(HEX_RUNESWORD))
2418 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2419 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2420 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2426 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2428 p_ptr->to_h[i] += 15;
2429 p_ptr->dis_to_h[i] += 15;
2430 p_ptr->to_dd[i] += 2;
2432 else if (!(have_flag(flgs, TR_RIDING)))
2435 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2441 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2443 if (penalty < 30) penalty = 30;
2445 p_ptr->to_h[i] -= (s16b)penalty;
2446 p_ptr->dis_to_h[i] -= (s16b)penalty;
2449 p_ptr->riding_wield[i] = TRUE;
2458 p_ptr->riding_ryoute = FALSE;
2460 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2461 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2463 switch (p_ptr->pclass)
2466 case CLASS_FORCETRAINER:
2467 case CLASS_BERSERKER:
2468 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2469 p_ptr->riding_ryoute = TRUE;
2474 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2476 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2480 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2482 if (penalty < 30) penalty = 30;
2484 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2485 p_ptr->to_h_b -= (s16b)penalty;
2486 p_ptr->dis_to_h_b -= (s16b)penalty;
2489 /* Different calculation for monks with empty hands */
2490 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2491 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2493 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2494 p_ptr->num_blow[0] = 0;
2496 if (p_ptr->pclass == CLASS_FORCETRAINER)
2498 if (blow_base > 18) p_ptr->num_blow[0]++;
2499 if (blow_base > 31) p_ptr->num_blow[0]++;
2500 if (blow_base > 44) p_ptr->num_blow[0]++;
2501 if (blow_base > 58) p_ptr->num_blow[0]++;
2504 p_ptr->to_d[0] += P_PTR_KI / 5;
2505 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2510 if (blow_base > 12) p_ptr->num_blow[0]++;
2511 if (blow_base > 22) p_ptr->num_blow[0]++;
2512 if (blow_base > 31) p_ptr->num_blow[0]++;
2513 if (blow_base > 39) p_ptr->num_blow[0]++;
2514 if (blow_base > 46) p_ptr->num_blow[0]++;
2515 if (blow_base > 53) p_ptr->num_blow[0]++;
2516 if (blow_base > 59) p_ptr->num_blow[0]++;
2519 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2520 p_ptr->num_blow[0] /= 2;
2523 p_ptr->to_h[0] += (p_ptr->lev / 3);
2524 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2526 p_ptr->to_d[0] += (p_ptr->lev / 6);
2527 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2530 if (p_ptr->special_defense & KAMAE_BYAKKO)
2533 p_ptr->dis_to_a -= 40;
2536 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2539 p_ptr->dis_to_a -= 50;
2540 p_ptr->resist_acid = TRUE;
2541 p_ptr->resist_fire = TRUE;
2542 p_ptr->resist_elec = TRUE;
2543 p_ptr->resist_cold = TRUE;
2544 p_ptr->resist_pois = TRUE;
2545 p_ptr->sh_fire = TRUE;
2546 p_ptr->sh_elec = TRUE;
2547 p_ptr->sh_cold = TRUE;
2548 p_ptr->levitation = TRUE;
2550 else if (p_ptr->special_defense & KAMAE_GENBU)
2552 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2553 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2554 p_ptr->reflect = TRUE;
2555 p_ptr->num_blow[0] -= 2;
2556 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2557 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2559 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2561 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2562 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2564 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2565 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2566 p_ptr->num_blow[0] /= 2;
2567 p_ptr->levitation = TRUE;
2570 p_ptr->num_blow[0] += 1 + extra_blows[0];
2573 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2575 p_ptr->monk_armour_aux = FALSE;
2579 p_ptr->monk_armour_aux = TRUE;
2582 for (i = 0; i < 2; i++)
2584 if (has_melee_weapon(INVEN_RARM + i))
2586 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2587 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2589 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2590 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2591 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2593 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2595 p_ptr->to_h[i] -= 40;
2596 p_ptr->dis_to_h[i] -= 40;
2597 p_ptr->icky_wield[i] = TRUE;
2600 else if (p_ptr->pclass == CLASS_NINJA)
2602 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2604 p_ptr->to_h[i] -= 40;
2605 p_ptr->dis_to_h[i] -= 40;
2606 p_ptr->icky_wield[i] = TRUE;
2607 p_ptr->num_blow[i] /= 2;
2608 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2614 /* Maximum speed is (+99). (internally it's 110 + 99) */
2615 /* Temporary lightspeed forces to be maximum speed */
2616 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2621 /* Minimum speed is (-99). (internally it's 110 - 99) */
2622 if (new_speed < 11) new_speed = 11;
2624 /* Display the speed (if needed) */
2625 if (p_ptr->pspeed != (byte)new_speed)
2627 p_ptr->pspeed = (byte)new_speed;
2628 p_ptr->redraw |= (PR_SPEED);
2633 if (p_ptr->to_a > (0 - p_ptr->ac))
2634 p_ptr->to_a = 0 - p_ptr->ac;
2635 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2636 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2639 /* Redraw armor (if needed) */
2640 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2642 p_ptr->redraw |= (PR_ARMOR);
2643 p_ptr->window |= (PW_PLAYER);
2646 if (p_ptr->ryoute && !omoi)
2648 int bonus_to_h = 0, bonus_to_d = 0;
2649 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2650 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);
2652 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2653 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2654 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2655 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2658 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;
2660 /* Affect Skill -- stealth (bonus one) */
2661 p_ptr->skill_stl += 1;
2663 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2665 /* Affect Skill -- disarming (DEX and INT) */
2666 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2667 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2669 /* Affect Skill -- magic devices (INT) */
2670 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2672 /* Affect Skill -- saving throw (WIS) */
2673 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2675 /* Affect Skill -- digging (STR) */
2676 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2678 /* Affect Skill -- disarming (Level, by Class) */
2679 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2681 /* Affect Skill -- magic devices (Level, by Class) */
2682 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2684 /* Affect Skill -- saving throw (Level, by Class) */
2685 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2687 /* Affect Skill -- stealth (Level, by Class) */
2688 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2690 /* Affect Skill -- search ability (Level, by Class) */
2691 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2693 /* Affect Skill -- search frequency (Level, by Class) */
2694 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2696 /* Affect Skill -- combat (normal) (Level, by Class) */
2697 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2699 /* Affect Skill -- combat (shooting) (Level, by Class) */
2700 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2702 /* Affect Skill -- combat (throwing) (Level, by Class) */
2703 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2706 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2708 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2709 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2712 /* Limit Skill -- stealth from 0 to 30 */
2713 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2714 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2716 /* Limit Skill -- digging from 1 up */
2717 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2719 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2721 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2723 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;
2725 if (down_saving) p_ptr->skill_sav /= 2;
2727 /* Hack -- Each elemental immunity includes resistance */
2728 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2729 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2730 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2731 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2734 /* Hack -- handle "xtra" mode */
2735 if (character_xtra) return;
2737 /* Take note when "heavy bow" changes */
2738 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2740 if (p_ptr->heavy_shoot)
2742 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."));
2744 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2746 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."));
2750 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."));
2754 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2757 for (i = 0; i < 2; i++)
2759 /* Take note when "heavy weapon" changes */
2760 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2762 if (p_ptr->heavy_wield[i])
2764 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."));
2766 else if (has_melee_weapon(INVEN_RARM + i))
2768 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2770 else if (p_ptr->heavy_wield[1 - i])
2772 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2776 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."));
2780 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2783 /* Take note when "heavy weapon" changes */
2784 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2786 if (p_ptr->riding_wield[i])
2788 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."));
2790 else if (!p_ptr->riding)
2792 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2794 else if (has_melee_weapon(INVEN_RARM + i))
2796 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2799 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2802 /* Take note when "illegal weapon" changes */
2803 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2805 if (p_ptr->icky_wield[i])
2807 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."));
2810 chg_virtue(V_FAITH, -1);
2813 else if (has_melee_weapon(INVEN_RARM + i))
2815 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."));
2819 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."));
2823 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2827 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2829 if (p_ptr->riding_ryoute)
2832 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" : "");
2834 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2840 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" : "");
2842 msg_print("You began to control riding pet with one hand.");
2846 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2849 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2853 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."));
2856 chg_virtue(V_HARMONY, -1);
2861 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2864 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2867 for (i = 0; i < INVEN_PACK; i++)
2870 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2871 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2873 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2874 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2877 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)
2879 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2880 next_o_idx = o_ptr->next_o_idx;
2883 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2884 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2886 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2887 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2890 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2892 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2894 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2895 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2898 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)))
2900 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2901 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2904 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2906 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2907 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2910 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2912 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2913 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2918 static void calc_alignment(void)
2922 int i, j, neutral[2];
2924 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2926 monster_type *m_ptr;
2927 monster_race *r_ptr;
2928 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2929 if (!monster_is_valid(m_ptr)) continue;
2930 r_ptr = &r_info[m_ptr->r_idx];
2934 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2935 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2939 if (p_ptr->mimic_form)
2941 switch (p_ptr->mimic_form)
2944 p_ptr->align -= 200;
2946 case MIMIC_DEMON_LORD:
2947 p_ptr->align -= 200;
2953 switch (p_ptr->prace)
2956 p_ptr->align += 200;
2959 p_ptr->align -= 200;
2964 for (i = 0; i < 2; i++)
2966 if (has_melee_weapon(INVEN_RARM + i))
2968 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2972 /* Determine player alignment */
2973 for (i = 0, j = 0; i < 8; i++)
2975 switch (p_ptr->vir_types[i])
2978 p_ptr->align += p_ptr->virtues[i] * 2;
2988 p_ptr->align -= p_ptr->virtues[i];
2991 p_ptr->align += p_ptr->virtues[i];
2996 for (i = 0; i < j; i++)
2998 if (p_ptr->align > 0)
3000 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3001 if (p_ptr->align < 0) p_ptr->align = 0;
3003 else if (p_ptr->align < 0)
3005 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3006 if (p_ptr->align > 0) p_ptr->align = 0;
3012 * @brief プレイヤーの最大HPを計算する /
3013 * Calculate the players (maximal) hit points
3014 * Adjust current hitpoints if necessary
3018 static void calc_hitpoints(void)
3023 /* Un-inflate "half-hitpoint bonus per level" value */
3024 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3026 /* Calculate hitpoints */
3027 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3029 if (p_ptr->mimic_form)
3031 if (p_ptr->pclass == CLASS_SORCERER)
3032 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3034 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3035 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3038 if (p_ptr->pclass == CLASS_SORCERER)
3040 if (p_ptr->lev < 30)
3041 mhp = (mhp * (45 + p_ptr->lev) / 100);
3043 mhp = (mhp * 75 / 100);
3044 bonus = (bonus * 65 / 100);
3049 if (p_ptr->pclass == CLASS_BERSERKER)
3051 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3054 /* Always have at least one hitpoint per level */
3055 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3057 /* Factor in the hero / superhero settings */
3058 if (IS_HERO()) mhp += 10;
3059 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3060 if (p_ptr->tsuyoshi) mhp += 50;
3062 /* Factor in the hex spell settings */
3063 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3064 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3066 /* New maximum hitpoints */
3067 if (p_ptr->mhp != mhp)
3069 /* Enforce maximum */
3070 if (p_ptr->chp >= mhp)
3073 p_ptr->chp_frac = 0;
3077 /* レベルアップの時は上昇量を表示する */
3078 if ((level_up == 1) && (mhp > p_ptr->mhp))
3080 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3083 /* Save the new max-hitpoints */
3086 /* Display hitpoints (later) */
3087 p_ptr->redraw |= (PR_HP);
3088 p_ptr->window |= (PW_PLAYER);
3093 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3096 * SWD: Experimental modification: multiple light sources have additive effect.
3098 static void calc_torch(void)
3103 BIT_FLAGS flgs[TR_FLAG_SIZE];
3105 /* Assume no light */
3106 p_ptr->cur_lite = 0;
3108 /* Loop through all wielded items */
3109 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3111 o_ptr = &p_ptr->inventory_list[i];
3112 /* Skip empty slots */
3113 if (!o_ptr->k_idx) continue;
3115 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3118 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3120 if (o_ptr->tval == TV_LITE)
3122 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3123 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3126 object_flags(o_ptr, flgs);
3128 /* calc the lite_radius */
3131 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3132 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3133 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3134 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3135 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3136 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3137 p_ptr->cur_lite += rad;
3140 /* max radius is 14 (was 5) without rewriting other code -- */
3141 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3142 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3143 p_ptr->cur_lite = 1;
3146 * check if the player doesn't have light radius,
3147 * but does weakly glow as an intrinsic.
3149 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3151 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3152 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3154 /* end experimental mods */
3156 /* Notice changes in the "lite radius" */
3157 if (p_ptr->old_lite != p_ptr->cur_lite)
3159 /* Hack -- PU_MON_LITE for monsters' darkness */
3160 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3162 /* Remember the old lite */
3163 p_ptr->old_lite = p_ptr->cur_lite;
3165 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3166 set_superstealth(FALSE);
3171 * @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。 /
3172 * Calculate number of spells player should have, and forget,
3173 * or remember, spells until that number is properly reflected.
3176 * Note that this function induces various "status" messages,
3177 * which must be bypasses until the character is created.
3179 static void calc_spells(void)
3181 int i, j, k, levels;
3183 int num_boukyaku = 0;
3185 const magic_type *s_ptr;
3191 /* Hack -- must be literate */
3192 if (!mp_ptr->spell_book) return;
3194 /* Hack -- wait for creation */
3195 if (!character_generated) return;
3197 /* Hack -- handle "xtra" mode */
3198 if (character_xtra) return;
3200 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3202 p_ptr->new_spells = 0;
3206 p = spell_category_name(mp_ptr->spell_book);
3208 /* Determine the number of spells allowed */
3209 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3211 /* Hack -- no negative spells */
3212 if (levels < 0) levels = 0;
3214 /* Extract total allowed spells */
3215 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3217 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3221 if (p_ptr->pclass == CLASS_SAMURAI)
3225 else if (p_ptr->realm2 == REALM_NONE)
3227 num_allowed = (num_allowed + 1) / 2;
3228 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3230 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3232 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3236 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3239 /* Count the number of spells we know */
3240 for (j = 0; j < 64; j++)
3242 /* Count known spells */
3244 (p_ptr->spell_forgotten1 & (1L << j)) :
3245 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3251 /* See how many spells we must forget or may learn */
3252 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3254 /* Forget spells which are too hard */
3255 for (i = 63; i >= 0; i--)
3257 /* Efficiency -- all done */
3258 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3260 /* Access the spell */
3261 j = p_ptr->spell_order[i];
3263 /* Skip non-spells */
3264 if (j >= 99) continue;
3268 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3271 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3273 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3276 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3278 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3280 /* Skip spells we are allowed to know */
3281 if (s_ptr->slevel <= p_ptr->lev) continue;
3285 (p_ptr->spell_learned1 & (1L << j)) :
3286 (p_ptr->spell_learned2 & (1L << (j - 32))))
3288 /* Mark as forgotten */
3291 p_ptr->spell_forgotten1 |= (1L << j);
3292 which = p_ptr->realm1;
3296 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3297 which = p_ptr->realm2;
3300 /* No longer known */
3303 p_ptr->spell_learned1 &= ~(1L << j);
3304 which = p_ptr->realm1;
3308 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3309 which = p_ptr->realm2;
3313 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3315 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3319 /* One more can be learned */
3320 p_ptr->new_spells++;
3325 /* Forget spells if we know too many spells */
3326 for (i = 63; i >= 0; i--)
3328 /* Stop when possible */
3329 if (p_ptr->new_spells >= 0) break;
3331 /* Efficiency -- all done */
3332 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3334 /* Get the (i+1)th spell learned */
3335 j = p_ptr->spell_order[i];
3337 /* Skip unknown spells */
3338 if (j >= 99) continue;
3340 /* Forget it (if learned) */
3342 (p_ptr->spell_learned1 & (1L << j)) :
3343 (p_ptr->spell_learned2 & (1L << (j - 32))))
3345 /* Mark as forgotten */
3348 p_ptr->spell_forgotten1 |= (1L << j);
3349 which = p_ptr->realm1;
3353 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3354 which = p_ptr->realm2;
3357 /* No longer known */
3360 p_ptr->spell_learned1 &= ~(1L << j);
3361 which = p_ptr->realm1;
3365 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3366 which = p_ptr->realm2;
3370 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3372 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3376 /* One more can be learned */
3377 p_ptr->new_spells++;
3382 /* Check for spells to remember */
3383 for (i = 0; i < 64; i++)
3385 /* None left to remember */
3386 if (p_ptr->new_spells <= 0) break;
3388 /* Efficiency -- all done */
3389 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3391 /* Get the next spell we learned */
3392 j = p_ptr->spell_order[i];
3394 /* Skip unknown spells */
3397 /* Access the spell */
3398 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3401 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3403 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3406 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3408 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3410 /* Skip spells we cannot remember */
3411 if (s_ptr->slevel > p_ptr->lev) continue;
3413 /* First set of spells */
3415 (p_ptr->spell_forgotten1 & (1L << j)) :
3416 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3418 /* No longer forgotten */
3421 p_ptr->spell_forgotten1 &= ~(1L << j);
3422 which = p_ptr->realm1;
3426 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3427 which = p_ptr->realm2;
3430 /* Known once more */
3433 p_ptr->spell_learned1 |= (1L << j);
3434 which = p_ptr->realm1;
3438 p_ptr->spell_learned2 |= (1L << (j - 32));
3439 which = p_ptr->realm2;
3443 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3445 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3449 /* One less can be learned */
3450 p_ptr->new_spells--;
3456 if (p_ptr->realm2 == REALM_NONE)
3458 /* Count spells that can be learned */
3459 for (j = 0; j < 32; j++)
3461 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3462 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3464 /* Skip spells we cannot remember */
3465 if (s_ptr->slevel > p_ptr->lev) continue;
3467 /* Skip spells we already know */
3468 if (p_ptr->spell_learned1 & (1L << j))
3477 if ((p_ptr->new_spells > k) &&
3478 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3480 p_ptr->new_spells = (s16b)k;
3484 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3486 /* Spell count changed */
3487 if (p_ptr->old_spells != p_ptr->new_spells)
3489 /* Message if needed */
3490 if (p_ptr->new_spells)
3493 if (p_ptr->new_spells < 10) {
3494 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3497 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3500 msg_format("You can learn %d more %s%s.",
3501 p_ptr->new_spells, p,
3502 (p_ptr->new_spells != 1) ? "s" : "");
3507 /* Save the new_spells value */
3508 p_ptr->old_spells = p_ptr->new_spells;
3510 /* Redraw Study Status */
3511 p_ptr->redraw |= (PR_STUDY);
3513 /* Redraw object recall */
3514 p_ptr->window |= (PW_OBJECT);
3519 * @brief プレイヤーの最大MPを計算する /
3520 * Calculate maximum mana. You do not need to know any spells.
3521 * Note that mana is lowered by heavy (or inappropriate) armor.
3524 * This function induces status messages.
3526 static void calc_mana(void)
3528 int msp, levels, cur_wgt, max_wgt;
3533 /* Hack -- Must be literate */
3534 if (!mp_ptr->spell_book) return;
3536 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3537 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3538 (p_ptr->pclass == CLASS_BLUE_MAGE))
3540 levels = p_ptr->lev;
3544 if (mp_ptr->spell_first > p_ptr->lev)
3549 /* Display mana later */
3550 p_ptr->redraw |= (PR_MANA);
3554 /* Extract "effective" player level */
3555 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3558 if (p_ptr->pclass == CLASS_SAMURAI)
3560 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3561 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3565 /* Extract total mana */
3566 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3568 /* Hack -- usually add one mana */
3571 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3573 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3575 /* Hack: High mages have a 25% mana bonus */
3576 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3578 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3581 /* Only mages are affected */
3582 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3584 BIT_FLAGS flgs[TR_FLAG_SIZE];
3586 /* Assume player is not encumbered by gloves */
3587 p_ptr->cumber_glove = FALSE;
3589 /* Get the gloves */
3590 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3592 /* Examine the gloves */
3593 object_flags(o_ptr, flgs);
3595 /* Normal gloves hurt mage-type spells */
3597 !(have_flag(flgs, TR_FREE_ACT)) &&
3598 !(have_flag(flgs, TR_DEC_MANA)) &&
3599 !(have_flag(flgs, TR_EASY_SPELL)) &&
3600 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3601 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3604 p_ptr->cumber_glove = TRUE;
3607 msp = (3 * msp) / 4;
3612 /* Assume player not encumbered by armor */
3613 p_ptr->cumber_armor = FALSE;
3615 /* Weigh the armor */
3617 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3618 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3619 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3620 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3621 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3622 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3623 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3625 /* Subtract a percentage of maximum mana. */
3626 switch (p_ptr->pclass)
3628 /* For these classes, mana is halved if armour
3629 * is 30 pounds over their weight limit. */
3631 case CLASS_HIGH_MAGE:
3632 case CLASS_BLUE_MAGE:
3634 case CLASS_FORCETRAINER:
3635 case CLASS_SORCERER:
3637 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3638 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3642 /* Mana halved if armour is 40 pounds over weight limit. */
3647 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3648 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3652 case CLASS_MINDCRAFTER:
3653 case CLASS_BEASTMASTER:
3654 case CLASS_MIRROR_MASTER:
3656 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3657 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3661 /* Mana halved if armour is 50 pounds over weight limit. */
3664 case CLASS_RED_MAGE:
3665 case CLASS_WARRIOR_MAGE:
3667 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3668 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3672 /* Mana halved if armour is 60 pounds over weight limit. */
3674 case CLASS_CHAOS_WARRIOR:
3676 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3677 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3681 /* For new classes created, but not yet added to this formula. */
3688 /* Determine the weight allowance */
3689 max_wgt = mp_ptr->spell_weight;
3691 /* Heavy armor penalizes mana by a percentage. -LM- */
3692 if ((cur_wgt - max_wgt) > 0)
3695 p_ptr->cumber_armor = TRUE;
3697 /* Subtract a percentage of maximum mana. */
3698 switch (p_ptr->pclass)
3700 /* For these classes, mana is halved if armour
3701 * is 30 pounds over their weight limit. */
3703 case CLASS_HIGH_MAGE:
3704 case CLASS_BLUE_MAGE:
3706 msp -= msp * (cur_wgt - max_wgt) / 600;
3710 /* Mana halved if armour is 40 pounds over weight limit. */
3712 case CLASS_MINDCRAFTER:
3713 case CLASS_BEASTMASTER:
3715 case CLASS_FORCETRAINER:
3717 case CLASS_MIRROR_MASTER:
3719 msp -= msp * (cur_wgt - max_wgt) / 800;
3723 case CLASS_SORCERER:
3725 msp -= msp * (cur_wgt - max_wgt) / 900;
3729 /* Mana halved if armour is 50 pounds over weight limit. */
3733 case CLASS_RED_MAGE:
3735 msp -= msp * (cur_wgt - max_wgt) / 1000;
3739 /* Mana halved if armour is 60 pounds over weight limit. */
3741 case CLASS_CHAOS_WARRIOR:
3742 case CLASS_WARRIOR_MAGE:
3744 msp -= msp * (cur_wgt - max_wgt) / 1200;
3750 p_ptr->cumber_armor = FALSE;
3754 /* For new classes created, but not yet added to this formula. */
3757 msp -= msp * (cur_wgt - max_wgt) / 800;
3763 /* Mana can never be negative */
3764 if (msp < 0) msp = 0;
3767 /* Maximum mana has changed */
3768 if (p_ptr->msp != msp)
3770 /* Enforce maximum */
3771 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3774 p_ptr->csp_frac = 0;
3778 /* レベルアップの時は上昇量を表示する */
3779 if ((level_up == 1) && (msp > p_ptr->msp))
3781 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3787 /* Display mana later */
3788 p_ptr->redraw |= (PR_MANA);
3789 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3793 /* Hack -- handle "xtra" mode */
3794 if (character_xtra) return;
3796 /* Take note when "glove state" changes */
3797 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3799 if (p_ptr->cumber_glove)
3801 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."));
3805 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."));
3809 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3813 /* Take note when "armor state" changes */
3814 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3816 if (p_ptr->cumber_armor)
3818 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."));
3822 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."));
3826 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3831 * @brief 装備中の射撃武器の威力倍率を返す /
3832 * calcurate the fire rate of target object
3833 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3834 * @return 射撃倍率の値(100で1.00倍)
3836 s16b calc_num_fire(object_type *o_ptr)
3838 int extra_shots = 0;
3841 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3843 BIT_FLAGS flgs[TR_FLAG_SIZE];
3845 /* Scan the usable p_ptr->inventory_list */
3846 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3848 q_ptr = &p_ptr->inventory_list[i];
3849 if (!q_ptr->k_idx) continue;
3851 /* Do not apply current equip */
3852 if (i == INVEN_BOW) continue;
3854 object_flags(q_ptr, flgs);
3857 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3860 object_flags(o_ptr, flgs);
3861 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3863 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3867 num += (extra_shots * 100);
3869 /* Hack -- Rangers love Bows */
3870 if ((p_ptr->pclass == CLASS_RANGER) &&
3871 (tval_ammo == TV_ARROW))
3873 num += (p_ptr->lev * 4);
3876 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3877 (tval_ammo == TV_ARROW))
3879 num += (p_ptr->lev * 3);
3882 if (p_ptr->pclass == CLASS_ARCHER)
3884 if (tval_ammo == TV_ARROW)
3885 num += ((p_ptr->lev * 5) + 50);
3886 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3887 num += (p_ptr->lev * 4);
3891 * Addendum -- also "Reward" high level warriors,
3892 * with _any_ missile weapon -- TY
3894 if (p_ptr->pclass == CLASS_WARRIOR &&
3895 (tval_ammo <= TV_BOLT) &&
3896 (tval_ammo >= TV_SHOT))
3898 num += (p_ptr->lev * 2);
3900 if ((p_ptr->pclass == CLASS_ROGUE) &&
3901 (tval_ammo == TV_SHOT))
3903 num += (p_ptr->lev * 4);
3910 * @brief プレイヤーの所持重量制限を計算する /
3911 * Computes current weight limit.
3914 WEIGHT weight_limit(void)
3918 /* Weight limit based only on strength */
3919 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3920 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3922 /* Return the result */
3927 * @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 /
3928 * @param i 判定する手のID(右手:0 左手:1)
3929 * @return 持っているならばTRUE
3931 bool has_melee_weapon(int i)
3933 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3937 * @brief プレイヤーの現在開いている手の状態を返す
3938 * @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。
3939 * @return 開いている手のビットフラグ
3941 BIT_FLAGS16 empty_hands(bool riding_control)
3943 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3945 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3946 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3948 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3950 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3951 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3959 * @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。
3960 * @return ペナルティが適用されるならばTRUE。
3962 bool heavy_armor(void)
3964 WEIGHT monk_arm_wgt = 0;
3966 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3968 /* Weight the armor */
3969 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3970 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3971 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3972 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3973 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3974 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3975 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3977 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3981 * @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"
3983 * @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。
3985 void update_creature(player_type *creature_ptr)
3987 if (!creature_ptr->update) return;
3989 /* Actually do auto-destroy */
3990 if (creature_ptr->update & (PU_AUTODESTROY))
3992 creature_ptr->update &= ~(PU_AUTODESTROY);
3993 autopick_delayed_alter();
3995 if (creature_ptr->update & (PU_COMBINE))
3997 creature_ptr->update &= ~(PU_COMBINE);
4001 /* Reorder the pack */
4002 if (creature_ptr->update & (PU_REORDER))
4004 creature_ptr->update &= ~(PU_REORDER);
4008 if (creature_ptr->update & (PU_BONUS))
4010 creature_ptr->update &= ~(PU_BONUS);
4015 if (creature_ptr->update & (PU_TORCH))
4017 creature_ptr->update &= ~(PU_TORCH);
4021 if (creature_ptr->update & (PU_HP))
4023 creature_ptr->update &= ~(PU_HP);
4027 if (creature_ptr->update & (PU_MANA))
4029 creature_ptr->update &= ~(PU_MANA);
4033 if (creature_ptr->update & (PU_SPELLS))
4035 creature_ptr->update &= ~(PU_SPELLS);
4039 /* Character is not ready yet, no screen updates */
4040 if (!character_generated) return;
4042 /* Character is in "icky" mode, no screen updates */
4043 if (character_icky) return;
4045 if (creature_ptr->update & (PU_UN_LITE))
4047 creature_ptr->update &= ~(PU_UN_LITE);
4051 if (creature_ptr->update & (PU_UN_VIEW))
4053 creature_ptr->update &= ~(PU_UN_VIEW);
4057 if (creature_ptr->update & (PU_VIEW))
4059 creature_ptr->update &= ~(PU_VIEW);
4063 if (creature_ptr->update & (PU_LITE))
4065 creature_ptr->update &= ~(PU_LITE);
4070 if (creature_ptr->update & (PU_FLOW))
4072 creature_ptr->update &= ~(PU_FLOW);
4076 if (creature_ptr->update & (PU_DISTANCE))
4078 creature_ptr->update &= ~(PU_DISTANCE);
4080 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4081 /* creature_ptr->update &= ~(PU_MONSTERS); */
4083 update_monsters(TRUE);
4086 if (creature_ptr->update & (PU_MON_LITE))
4088 creature_ptr->update &= ~(PU_MON_LITE);
4093 * Mega-Hack -- Delayed visual update
4094 * Only used if update_view(), update_lite() or update_mon_lite() was called
4096 if (creature_ptr->update & (PU_DELAY_VIS))
4098 creature_ptr->update &= ~(PU_DELAY_VIS);
4099 delayed_visual_update();
4102 if (creature_ptr->update & (PU_MONSTERS))
4104 creature_ptr->update &= ~(PU_MONSTERS);
4105 update_monsters(FALSE);
4110 * @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
4111 * @return 魔道書を一冊も持っていないならTRUEを返す
4113 bool player_has_no_spellbooks(void)
4118 for (i = 0; i < INVEN_PACK; i++)
4120 o_ptr = &p_ptr->inventory_list[i];
4121 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4124 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4126 o_ptr = ¤t_floor_ptr->o_list[i];
4127 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4133 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4135 creature_ptr->energy_use = (ENERGY)need_cost;
4138 void free_turn(player_type *creature_ptr)
4140 creature_ptr->energy_use = 0;
4144 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4147 * @return 配置に成功したらTRUE
4149 bool player_place(POSITION y, POSITION x)
4151 /* Paranoia XXX XXX */
4152 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4154 /* Save player location */
4163 * @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
4166 void wreck_the_pattern(void)
4170 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4172 if (pattern_type == PATTERN_TILE_WRECKED)
4174 /* Ruined already */
4178 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4179 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4181 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4182 to_ruin = randint1(45) + 35;
4186 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4188 if (pattern_tile(r_y, r_x) &&
4189 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4191 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4195 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4200 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4201 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4202 * @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
4205 void sanity_blast(monster_type *m_ptr, bool necro)
4209 if (p_ptr->inside_battle || !character_dungeon) return;
4211 if (!necro && m_ptr)
4213 GAME_TEXT m_name[MAX_NLEN];
4214 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4216 power = r_ptr->level / 2;
4218 monster_desc(m_name, m_ptr, 0);
4220 if (!(r_ptr->flags1 & RF1_UNIQUE))
4222 if (r_ptr->flags1 & RF1_FRIENDS)
4227 if (!is_loading_now)
4228 return; /* No effect yet, just loaded... */
4231 return; /* Cannot see it for some reason */
4233 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4237 return; /* Pet eldritch horrors are safe most of the time */
4239 if (randint1(100) > power) return;
4241 if (saving_throw(p_ptr->skill_sav - power))
4243 return; /* Save, no adverse effects */
4248 /* Something silly happens... */
4249 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4250 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4254 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4255 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4258 return; /* Never mind; we can't see it clearly enough */
4261 /* Something frightening happens... */
4262 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4263 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4265 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4267 /* Demon characters are unaffected */
4268 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4269 if (p_ptr->wizard) return;
4271 /* Undead characters are 50% likely to be unaffected */
4272 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4273 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4274 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4276 if (saving_throw(25 + p_ptr->lev)) return;
4281 monster_race *r_ptr;
4282 GAME_TEXT m_name[MAX_NLEN];
4285 get_mon_num_prep(get_nightmare, NULL);
4287 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4288 power = r_ptr->level + 10;
4289 desc = r_name + r_ptr->name;
4291 get_mon_num_prep(NULL, NULL);
4294 if (!(r_ptr->flags1 & RF1_UNIQUE))
4295 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4298 sprintf(m_name, "%s", desc);
4300 if (!(r_ptr->flags1 & RF1_UNIQUE))
4302 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4306 if (saving_throw(p_ptr->skill_sav * 100 / power))
4308 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4315 /* Something silly happens... */
4316 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4317 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4321 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4322 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4325 /* Never mind; we can't see it clearly enough */
4329 /* Something frightening happens... */
4330 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4331 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4333 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4335 if (!p_ptr->mimic_form)
4337 switch (p_ptr->prace)
4339 /* Demons may make a saving throw */
4342 if (saving_throw(20 + p_ptr->lev)) return;
4344 /* Undead may make a saving throw */
4349 if (saving_throw(10 + p_ptr->lev)) return;
4355 /* Demons may make a saving throw */
4356 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4358 if (saving_throw(20 + p_ptr->lev)) return;
4360 /* Undead may make a saving throw */
4361 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4363 if (saving_throw(10 + p_ptr->lev)) return;
4369 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!"));
4372 if (saving_throw(p_ptr->skill_sav - power))
4378 (void)do_dec_stat(A_INT);
4379 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4382 (void)do_dec_stat(A_WIS);
4383 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4385 switch (randint1(21))
4388 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4390 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4392 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!"));
4396 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!"));
4399 if (p_ptr->muta3 & MUT3_HYPER_INT)
4401 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."));
4402 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4404 p_ptr->muta3 |= MUT3_MORONIC;
4410 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4412 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4414 /* Duh, the following should never happen, but anyway... */
4415 if (p_ptr->muta3 & MUT3_FEARLESS)
4417 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."));
4418 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4421 p_ptr->muta2 |= MUT2_COWARDICE;
4427 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4429 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!"));
4430 p_ptr->muta2 |= MUT2_HALLU;
4436 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4438 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!"));
4439 p_ptr->muta2 |= MUT2_BERS_RAGE;
4449 if (!p_ptr->resist_conf)
4451 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4453 if (!p_ptr->free_act)
4455 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4457 if (!p_ptr->resist_chaos)
4459 (void)set_image(p_ptr->image + randint0(250) + 150);
4468 if (lose_all_info())
4469 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!"));
4473 p_ptr->update |= PU_BONUS;
4479 * @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 /
4480 * Advance experience levels and print experience
4483 void check_experience(void)
4485 bool level_reward = FALSE;
4486 bool level_mutation = FALSE;
4487 bool level_inc_stat = FALSE;
4488 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4489 PLAYER_LEVEL old_lev = p_ptr->lev;
4491 /* Hack -- lower limit */
4492 if (p_ptr->exp < 0) p_ptr->exp = 0;
4493 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4494 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4496 /* Hack -- upper limit */
4497 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4498 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4499 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4501 /* Hack -- maintain "max" experience */
4502 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4504 /* Hack -- maintain "max max" experience */
4505 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4507 /* Redraw experience */
4508 p_ptr->redraw |= (PR_EXP);
4512 /* Lose levels while possible */
4513 while ((p_ptr->lev > 1) &&
4514 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4518 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4519 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4520 p_ptr->window |= (PW_PLAYER);
4525 /* Gain levels while possible */
4526 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4527 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4532 /* Save the highest level */
4533 if (p_ptr->lev > p_ptr->max_plv)
4535 p_ptr->max_plv = p_ptr->lev;
4537 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4538 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4540 level_reward = TRUE;
4542 if (p_ptr->prace == RACE_BEASTMAN)
4544 if (one_in_(5)) level_mutation = TRUE;
4546 level_inc_stat = TRUE;
4548 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4553 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4555 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4556 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4557 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4567 if (!(p_ptr->max_plv % 10))
4576 cnv_stat(p_ptr->stat_max[0], tmp);
4577 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4578 cnv_stat(p_ptr->stat_max[1], tmp);
4579 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4580 cnv_stat(p_ptr->stat_max[2], tmp);
4581 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4582 cnv_stat(p_ptr->stat_max[3], tmp);
4583 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4584 cnv_stat(p_ptr->stat_max[4], tmp);
4585 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4586 cnv_stat(p_ptr->stat_max[5], tmp);
4587 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4590 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4595 if ((choice >= 'a') && (choice <= 'f')) break;
4597 for (n = 0; n < A_MAX; n++)
4598 if (n != choice - 'a')
4600 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4602 do_inc_stat(choice - 'a');
4605 else if (!(p_ptr->max_plv % 2))
4606 do_inc_stat(randint0(6));
4611 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4612 (void)gain_mutation(p_ptr, 0);
4613 level_mutation = FALSE;
4617 * 報酬でレベルが上ると再帰的に check_experience() が
4622 gain_level_reward(0);
4623 level_reward = FALSE;
4626 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4627 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4628 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4632 /* Load an autopick preference file */
4633 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4637 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
4639 * @param out_val 出力先文字列ポインタ
4642 void cnv_stat(int val, char *out_val)
4647 int bonus = (val - 18);
4651 sprintf(out_val, "18/%3s", "***");
4653 else if (bonus >= 100)
4655 sprintf(out_val, "18/%03d", bonus);
4659 sprintf(out_val, " 18/%02d", bonus);
4666 sprintf(out_val, " %2d", val);
4671 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
4672 * Modify a stat value by a "modifier", return new value
4674 * @param amount 加減算値
4678 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4679 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4680 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4681 * Or even: 18/13, 18/03, 18, 17, ..., 3
4684 s16b modify_stat_value(int value, int amount)
4691 /* Apply each point */
4692 for (i = 0; i < amount; i++)
4694 /* One point at a time */
4695 if (value < 18) value++;
4697 /* Ten "points" at a time */
4703 else if (amount < 0)
4705 /* Apply each point */
4706 for (i = 0; i < (0 - amount); i++)
4708 /* Ten points at a time */
4709 if (value >= 18 + 10) value -= 10;
4711 /* Hack -- prevent weirdness */
4712 else if (value > 18) value = 18;
4714 /* One point at a time */
4715 else if (value > 3) value--;
4719 /* Return new value */
4720 return (s16b)(value);
4726 * Hack -- Calculates the total number of points earned -JWT-
4730 long calc_score(void)
4734 u32b point, point_h, point_l;
4735 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4737 if (!preserve_mode) mult += 10;
4738 if (!autoroller) mult += 10;
4739 if (!smart_learn) mult -= 20;
4740 if (smart_cheat) mult += 30;
4741 if (ironman_shops) mult += 50;
4742 if (ironman_small_levels) mult += 10;
4743 if (ironman_empty_levels) mult += 20;
4744 if (!powerup_home) mult += 50;
4745 if (ironman_rooms) mult += 100;
4746 if (ironman_nightmare) mult += 100;
4748 if (mult < 5) mult = 5;
4750 for (i = 0; i < max_d_idx; i++)
4751 if (max_dlv[i] > max_dl)
4752 max_dl = max_dlv[i];
4754 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4755 point_h = point_l / 0x10000L;
4756 point_l = point_l % 0x10000L;
4759 point_h += point_l / 0x10000L;
4760 point_l %= 0x10000L;
4762 point_l += ((point_h % 100) << 16);
4766 point = (point_h << 16) + (point_l);
4767 if (p_ptr->arena_number >= 0)
4768 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4770 if (ironman_downward) point *= 2;
4771 if (p_ptr->pclass == CLASS_BERSERKER)
4773 if (p_ptr->prace == RACE_SPECTRE)
4777 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4780 if (p_ptr->total_winner) point = 2;
4782 if (easy_band) point = (0 - point);