2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
9 #include "monster-status.h"
10 #include "monsterrace-hook.h"
14 /* Hack, monk armour */
15 static bool monk_armour_aux;
16 static bool monk_notify_aux;
21 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
23 static concptr horror_desc[MAX_SAN_HORROR] =
79 * @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)
81 static concptr funny_desc[MAX_SAN_FUNNY] =
142 * @var funny_comments
143 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
145 static concptr funny_comments[MAX_SAN_COMMENT] =
166 * Return alignment title
168 concptr your_alignment(void)
170 if (p_ptr->align > 150) return _("大善", "Lawful");
171 else if (p_ptr->align > 50) return _("中善", "Good");
172 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
173 else if (p_ptr->align > -11) return _("中立", "Neutral");
174 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
175 else if (p_ptr->align > -151) return _("中悪", "Evil");
176 else return _("大悪", "Chaotic");
181 * Return proficiency level of weapons and misc. skills (except riding)
183 int weapon_exp_level(int weapon_exp)
185 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
186 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
187 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
188 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
189 else return EXP_LEVEL_MASTER;
194 * Return proficiency level of riding
196 int riding_exp_level(int riding_exp)
198 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
199 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
200 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
201 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
202 else return EXP_LEVEL_MASTER;
207 * Return proficiency level of spells
209 int spell_exp_level(int spell_exp)
211 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
212 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
213 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
214 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
215 else return EXP_LEVEL_MASTER;
219 * @brief プレイヤーの全ステータスを更新する /
220 * Calculate the players current "state", taking into account
221 * not only race/class intrinsics, but also objects being worn
222 * and temporary spell effects.
226 * See also calc_mana() and calc_hitpoints().
228 * Take note of the new "speed code", in particular, a very strong
229 * player will start slowing down as soon as he reaches 150 pounds,
230 * but not until he reaches 450 pounds will he be half as fast as
231 * a normal kobold. This both hurts and helps the player, hurts
232 * because in the old days a player could just avoid 300 pounds,
233 * and helps because now carrying 300 pounds is not very painful.
235 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
236 * damage, since that would affect non-combat things. These values
237 * are actually added in later, at the appropriate place.
239 * This function induces various "status" messages.
242 void calc_bonuses(void)
246 int default_hand = 0;
247 int empty_hands_status = empty_hands(TRUE);
250 BIT_FLAGS flgs[TR_FLAG_SIZE];
252 bool yoiyami = FALSE;
253 bool down_saving = FALSE;
255 bool have_dd_s = FALSE, have_dd_t = FALSE;
257 bool have_sw = FALSE, have_kabe = FALSE;
258 bool easy_2weapon = FALSE;
259 bool riding_levitation = FALSE;
260 OBJECT_IDX this_o_idx, next_o_idx = 0;
261 const player_race *tmp_rp_ptr;
263 /* Save the old vision stuff */
264 bool old_telepathy = p_ptr->telepathy;
265 bool old_esp_animal = p_ptr->esp_animal;
266 bool old_esp_undead = p_ptr->esp_undead;
267 bool old_esp_demon = p_ptr->esp_demon;
268 bool old_esp_orc = p_ptr->esp_orc;
269 bool old_esp_troll = p_ptr->esp_troll;
270 bool old_esp_giant = p_ptr->esp_giant;
271 bool old_esp_dragon = p_ptr->esp_dragon;
272 bool old_esp_human = p_ptr->esp_human;
273 bool old_esp_evil = p_ptr->esp_evil;
274 bool old_esp_good = p_ptr->esp_good;
275 bool old_esp_nonliving = p_ptr->esp_nonliving;
276 bool old_esp_unique = p_ptr->esp_unique;
277 bool old_see_inv = p_ptr->see_inv;
278 bool old_mighty_throw = p_ptr->mighty_throw;
280 /* Current feature under player. */
281 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
283 /* Save the old armor class */
284 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
285 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
288 /* Clear extra blows/shots */
289 extra_blows[0] = extra_blows[1] = 0;
291 /* Clear the stat modifiers */
292 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
295 /* Clear the Displayed/Real armor class */
296 p_ptr->dis_ac = p_ptr->ac = 0;
298 /* Clear the Displayed/Real Bonuses */
299 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
300 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
301 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
302 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
303 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
304 p_ptr->dis_to_a = p_ptr->to_a = 0;
308 p_ptr->to_m_chance = 0;
310 /* Clear the Extra Dice Bonuses */
311 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
312 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
314 /* Start with "normal" speed */
317 /* Start with a single blow per current_world_ptr->game_turn */
318 p_ptr->num_blow[0] = 1;
319 p_ptr->num_blow[1] = 1;
321 /* Start with a single shot per current_world_ptr->game_turn */
322 p_ptr->num_fire = 100;
324 /* Reset the "xtra" tval */
325 p_ptr->tval_xtra = 0;
327 /* Reset the "ammo" tval */
328 p_ptr->tval_ammo = 0;
330 /* Clear all the flags */
332 p_ptr->bless_blade = FALSE;
333 p_ptr->xtra_might = FALSE;
334 p_ptr->impact[0] = FALSE;
335 p_ptr->impact[1] = FALSE;
336 p_ptr->pass_wall = FALSE;
337 p_ptr->kill_wall = FALSE;
338 p_ptr->dec_mana = FALSE;
339 p_ptr->easy_spell = FALSE;
340 p_ptr->heavy_spell = FALSE;
341 p_ptr->see_inv = FALSE;
342 p_ptr->free_act = FALSE;
343 p_ptr->slow_digest = FALSE;
344 p_ptr->regenerate = FALSE;
345 p_ptr->can_swim = FALSE;
346 p_ptr->levitation = FALSE;
347 p_ptr->hold_exp = FALSE;
348 p_ptr->telepathy = FALSE;
349 p_ptr->esp_animal = FALSE;
350 p_ptr->esp_undead = FALSE;
351 p_ptr->esp_demon = FALSE;
352 p_ptr->esp_orc = FALSE;
353 p_ptr->esp_troll = FALSE;
354 p_ptr->esp_giant = FALSE;
355 p_ptr->esp_dragon = FALSE;
356 p_ptr->esp_human = FALSE;
357 p_ptr->esp_evil = FALSE;
358 p_ptr->esp_good = FALSE;
359 p_ptr->esp_nonliving = FALSE;
360 p_ptr->esp_unique = FALSE;
362 p_ptr->sustain_str = FALSE;
363 p_ptr->sustain_int = FALSE;
364 p_ptr->sustain_wis = FALSE;
365 p_ptr->sustain_con = FALSE;
366 p_ptr->sustain_dex = FALSE;
367 p_ptr->sustain_chr = FALSE;
368 p_ptr->resist_acid = FALSE;
369 p_ptr->resist_elec = FALSE;
370 p_ptr->resist_fire = FALSE;
371 p_ptr->resist_cold = FALSE;
372 p_ptr->resist_pois = FALSE;
373 p_ptr->resist_conf = FALSE;
374 p_ptr->resist_sound = FALSE;
375 p_ptr->resist_lite = FALSE;
376 p_ptr->resist_dark = FALSE;
377 p_ptr->resist_chaos = FALSE;
378 p_ptr->resist_disen = FALSE;
379 p_ptr->resist_shard = FALSE;
380 p_ptr->resist_nexus = FALSE;
381 p_ptr->resist_blind = FALSE;
382 p_ptr->resist_neth = FALSE;
383 p_ptr->resist_time = FALSE;
384 p_ptr->resist_water = FALSE;
385 p_ptr->resist_fear = FALSE;
386 p_ptr->reflect = FALSE;
387 p_ptr->sh_fire = FALSE;
388 p_ptr->sh_elec = FALSE;
389 p_ptr->sh_cold = FALSE;
390 p_ptr->anti_magic = FALSE;
391 p_ptr->anti_tele = FALSE;
392 p_ptr->warning = FALSE;
393 p_ptr->mighty_throw = FALSE;
394 p_ptr->see_nocto = FALSE;
396 p_ptr->immune_acid = FALSE;
397 p_ptr->immune_elec = FALSE;
398 p_ptr->immune_fire = FALSE;
399 p_ptr->immune_cold = FALSE;
401 p_ptr->ryoute = FALSE;
402 p_ptr->migite = FALSE;
403 p_ptr->hidarite = FALSE;
404 p_ptr->no_flowed = FALSE;
406 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
407 else tmp_rp_ptr = &race_info[p_ptr->prace];
409 /* Base infravision (purely racial) */
410 p_ptr->see_infra = tmp_rp_ptr->infra;
412 /* Base skill -- disarming */
413 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
415 /* Base skill -- magic devices */
416 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
418 /* Base skill -- saving throw */
419 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
421 /* Base skill -- stealth */
422 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
424 /* Base skill -- searching ability */
425 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
427 /* Base skill -- searching frequency */
428 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
430 /* Base skill -- combat (normal) */
431 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
433 /* Base skill -- combat (shooting) */
434 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
436 /* Base skill -- combat (throwing) */
437 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
439 /* Base skill -- digging */
440 p_ptr->skill_dig = 0;
442 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
443 if (has_melee_weapon(INVEN_LARM))
445 p_ptr->hidarite = TRUE;
446 if (!p_ptr->migite) default_hand = 1;
449 if (CAN_TWO_HANDS_WIELDING())
451 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
452 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
454 p_ptr->ryoute = TRUE;
456 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
457 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
459 p_ptr->ryoute = TRUE;
463 switch (p_ptr->pclass)
466 case CLASS_FORCETRAINER:
467 case CLASS_BERSERKER:
468 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
470 p_ptr->migite = TRUE;
471 p_ptr->ryoute = TRUE;
478 if (!p_ptr->migite && !p_ptr->hidarite)
480 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
481 else if (empty_hands_status == EMPTY_HAND_LARM)
483 p_ptr->hidarite = TRUE;
488 if (p_ptr->special_defense & KAMAE_MASK)
490 if (!(empty_hands_status & EMPTY_HAND_RARM))
492 set_action(ACTION_NONE);
496 switch (p_ptr->pclass)
499 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
500 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
503 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
505 case CLASS_CHAOS_WARRIOR:
506 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
507 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
509 case CLASS_MINDCRAFTER:
510 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
511 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
512 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
513 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
516 case CLASS_FORCETRAINER:
517 /* Unencumbered Monks become faster every 10 levels */
518 if (!(heavy_armor()))
520 if (!(prace_is_(RACE_KLACKON) ||
521 prace_is_(RACE_SPRITE) ||
522 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
523 new_speed += (p_ptr->lev) / 10;
525 /* Free action if unencumbered at level 25 */
527 p_ptr->free_act = TRUE;
532 p_ptr->dis_to_a -= 50;
535 p_ptr->resist_sound = TRUE;
538 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
540 case CLASS_BERSERKER:
542 p_ptr->sustain_str = TRUE;
543 p_ptr->sustain_dex = TRUE;
544 p_ptr->sustain_con = TRUE;
545 p_ptr->regenerate = TRUE;
546 p_ptr->free_act = TRUE;
548 if (p_ptr->lev > 29) new_speed++;
549 if (p_ptr->lev > 39) new_speed++;
550 if (p_ptr->lev > 44) new_speed++;
551 if (p_ptr->lev > 49) new_speed++;
552 p_ptr->to_a += 10 + p_ptr->lev / 2;
553 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
554 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
555 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
556 p_ptr->redraw |= PR_STATUS;
558 case CLASS_MIRROR_MASTER:
559 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
562 /* Unencumbered Ninjas become faster every 10 levels */
565 new_speed -= (p_ptr->lev) / 10;
566 p_ptr->skill_stl -= (p_ptr->lev) / 10;
568 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
569 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
572 if (!(prace_is_(RACE_KLACKON) ||
573 prace_is_(RACE_SPRITE) ||
574 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
575 new_speed += (p_ptr->lev) / 10;
576 p_ptr->skill_stl += (p_ptr->lev) / 10;
578 /* Free action if unencumbered at level 25 */
580 p_ptr->free_act = TRUE;
582 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
583 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
585 p_ptr->to_a += p_ptr->lev / 2 + 5;
586 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
588 p_ptr->slow_digest = TRUE;
589 p_ptr->resist_fear = TRUE;
590 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
591 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
592 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
595 p_ptr->oppose_pois = 1;
596 p_ptr->redraw |= PR_STATUS;
598 p_ptr->see_nocto = TRUE;
603 if (p_ptr->mimic_form)
605 switch (p_ptr->mimic_form)
608 p_ptr->hold_exp = TRUE;
609 p_ptr->resist_chaos = TRUE;
610 p_ptr->resist_neth = TRUE;
611 p_ptr->resist_fire = TRUE;
612 p_ptr->oppose_fire = 1;
613 p_ptr->see_inv = TRUE;
615 p_ptr->redraw |= PR_STATUS;
617 p_ptr->dis_to_a += 10;
619 case MIMIC_DEMON_LORD:
620 p_ptr->hold_exp = TRUE;
621 p_ptr->resist_chaos = TRUE;
622 p_ptr->resist_neth = TRUE;
623 p_ptr->immune_fire = TRUE;
624 p_ptr->resist_acid = TRUE;
625 p_ptr->resist_fire = TRUE;
626 p_ptr->resist_cold = TRUE;
627 p_ptr->resist_elec = TRUE;
628 p_ptr->resist_pois = TRUE;
629 p_ptr->resist_conf = TRUE;
630 p_ptr->resist_disen = TRUE;
631 p_ptr->resist_nexus = TRUE;
632 p_ptr->resist_fear = TRUE;
633 p_ptr->sh_fire = TRUE;
634 p_ptr->see_inv = TRUE;
635 p_ptr->telepathy = TRUE;
636 p_ptr->levitation = TRUE;
637 p_ptr->kill_wall = TRUE;
640 p_ptr->dis_to_a += 20;
643 p_ptr->resist_dark = TRUE;
644 p_ptr->hold_exp = TRUE;
645 p_ptr->resist_neth = TRUE;
646 p_ptr->resist_cold = TRUE;
647 p_ptr->resist_pois = TRUE;
648 p_ptr->see_inv = TRUE;
651 p_ptr->dis_to_a += 10;
652 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
658 switch (p_ptr->prace)
661 p_ptr->resist_lite = TRUE;
664 p_ptr->hold_exp = TRUE;
667 p_ptr->free_act = TRUE;
670 p_ptr->resist_blind = TRUE;
673 p_ptr->resist_dark = TRUE;
675 case RACE_HALF_TROLL:
676 p_ptr->sustain_str = TRUE;
680 /* High level trolls heal fast... */
681 p_ptr->regenerate = TRUE;
683 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
685 p_ptr->slow_digest = TRUE;
686 /* Let's not make Regeneration
687 * a disadvantage for the poor warriors who can
688 * never learn a spell that satisfies hunger (actually
689 * neither can rogues, but half-trolls are not
690 * supposed to play rogues) */
695 p_ptr->sustain_con = TRUE;
696 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
699 p_ptr->resist_lite = TRUE;
700 p_ptr->see_inv = TRUE;
703 p_ptr->resist_fear = TRUE;
706 p_ptr->resist_dark = TRUE;
707 p_ptr->sustain_str = TRUE;
709 case RACE_HALF_GIANT:
710 p_ptr->sustain_str = TRUE;
711 p_ptr->resist_shard = TRUE;
713 case RACE_HALF_TITAN:
714 p_ptr->resist_chaos = TRUE;
717 p_ptr->resist_sound = TRUE;
720 p_ptr->resist_acid = TRUE;
721 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
724 p_ptr->resist_conf = TRUE;
725 p_ptr->resist_acid = TRUE;
727 /* Klackons become faster */
728 new_speed += (p_ptr->lev) / 10;
731 p_ptr->resist_pois = TRUE;
734 p_ptr->resist_disen = TRUE;
735 p_ptr->resist_dark = TRUE;
738 p_ptr->resist_dark = TRUE;
739 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
742 p_ptr->levitation = TRUE;
743 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
744 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
745 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
746 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
747 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
749 case RACE_MIND_FLAYER:
750 p_ptr->sustain_int = TRUE;
751 p_ptr->sustain_wis = TRUE;
752 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
753 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
756 p_ptr->resist_fire = TRUE;
757 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
760 p_ptr->slow_digest = TRUE;
761 p_ptr->free_act = TRUE;
762 p_ptr->see_inv = TRUE;
763 p_ptr->resist_pois = TRUE;
764 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
767 p_ptr->resist_shard = TRUE;
768 p_ptr->hold_exp = TRUE;
769 p_ptr->see_inv = TRUE;
770 p_ptr->resist_pois = TRUE;
771 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
774 p_ptr->resist_neth = TRUE;
775 p_ptr->hold_exp = TRUE;
776 p_ptr->see_inv = TRUE;
777 p_ptr->resist_pois = TRUE;
778 p_ptr->slow_digest = TRUE;
779 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
782 p_ptr->resist_dark = TRUE;
783 p_ptr->hold_exp = TRUE;
784 p_ptr->resist_neth = TRUE;
785 p_ptr->resist_cold = TRUE;
786 p_ptr->resist_pois = TRUE;
787 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
790 p_ptr->levitation = TRUE;
791 p_ptr->free_act = TRUE;
792 p_ptr->resist_neth = TRUE;
793 p_ptr->hold_exp = TRUE;
794 p_ptr->see_inv = TRUE;
795 p_ptr->resist_pois = TRUE;
796 p_ptr->slow_digest = TRUE;
797 p_ptr->resist_cold = TRUE;
798 p_ptr->pass_wall = TRUE;
799 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
802 p_ptr->levitation = TRUE;
803 p_ptr->resist_lite = TRUE;
805 /* Sprites become faster */
806 new_speed += (p_ptr->lev) / 10;
809 p_ptr->resist_conf = TRUE;
810 p_ptr->resist_sound = TRUE;
813 /* Ents dig like maniacs, but only with their hands. */
814 if (!inventory[INVEN_RARM].k_idx)
815 p_ptr->skill_dig += p_ptr->lev * 10;
816 /* Ents get tougher and stronger as they age, but lose dexterity. */
817 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
818 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
819 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
821 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
822 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
823 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
825 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
826 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
827 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
830 p_ptr->levitation = TRUE;
831 p_ptr->see_inv = TRUE;
834 p_ptr->resist_fire = TRUE;
835 p_ptr->resist_neth = TRUE;
836 p_ptr->hold_exp = TRUE;
837 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
840 p_ptr->oppose_fire = 1;
841 p_ptr->redraw |= PR_STATUS;
845 p_ptr->sustain_con = TRUE;
848 p_ptr->levitation = TRUE;
851 p_ptr->resist_conf = TRUE;
854 p_ptr->slow_digest = TRUE;
855 p_ptr->free_act = TRUE;
856 p_ptr->resist_pois = TRUE;
857 p_ptr->hold_exp = TRUE;
860 p_ptr->resist_water = TRUE;
868 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
870 p_ptr->see_inv = TRUE;
871 p_ptr->free_act = TRUE;
872 p_ptr->slow_digest = TRUE;
873 p_ptr->regenerate = TRUE;
874 p_ptr->levitation = TRUE;
875 p_ptr->hold_exp = TRUE;
876 p_ptr->telepathy = TRUE;
878 p_ptr->sustain_str = TRUE;
879 p_ptr->sustain_int = TRUE;
880 p_ptr->sustain_wis = TRUE;
881 p_ptr->sustain_con = TRUE;
882 p_ptr->sustain_dex = TRUE;
883 p_ptr->sustain_chr = TRUE;
884 p_ptr->resist_acid = TRUE;
885 p_ptr->resist_elec = TRUE;
886 p_ptr->resist_fire = TRUE;
887 p_ptr->resist_cold = TRUE;
888 p_ptr->resist_pois = TRUE;
889 p_ptr->resist_conf = TRUE;
890 p_ptr->resist_sound = TRUE;
891 p_ptr->resist_lite = TRUE;
892 p_ptr->resist_dark = TRUE;
893 p_ptr->resist_chaos = TRUE;
894 p_ptr->resist_disen = TRUE;
895 p_ptr->resist_shard = TRUE;
896 p_ptr->resist_nexus = TRUE;
897 p_ptr->resist_blind = TRUE;
898 p_ptr->resist_neth = TRUE;
899 p_ptr->resist_fear = TRUE;
900 p_ptr->reflect = TRUE;
901 p_ptr->sh_fire = TRUE;
902 p_ptr->sh_elec = TRUE;
903 p_ptr->sh_cold = TRUE;
905 p_ptr->dis_to_a += 100;
907 /* Temporary shield */
908 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
911 p_ptr->dis_to_a += 50;
914 if (p_ptr->tim_res_nether)
916 p_ptr->resist_neth = TRUE;
918 if (p_ptr->tim_sh_fire)
920 p_ptr->sh_fire = TRUE;
922 if (p_ptr->tim_res_time)
924 p_ptr->resist_time = TRUE;
928 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
930 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
931 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
932 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
934 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
936 p_ptr->to_m_chance += 5;
937 p_ptr->resist_conf = TRUE;
941 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
943 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
945 p_ptr->resist_blind = TRUE;
946 p_ptr->resist_conf = TRUE;
947 p_ptr->hold_exp = TRUE;
948 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
950 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
951 /* Munchkin become faster */
952 new_speed += (p_ptr->lev) / 10 + 5;
955 if (music_singing(MUSIC_WALL))
957 p_ptr->kill_wall = TRUE;
960 /* Hack -- apply racial/class stat maxes */
961 /* Apply the racial modifiers */
962 for (i = 0; i < A_MAX; i++)
964 /* Modify the stats for "race" */
965 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
969 /* I'm adding the mutations here for the lack of a better place... */
973 if (p_ptr->muta3 & MUT3_HYPER_STR)
975 p_ptr->stat_add[A_STR] += 4;
979 if (p_ptr->muta3 & MUT3_PUNY)
981 p_ptr->stat_add[A_STR] -= 4;
984 /* Living computer */
985 if (p_ptr->muta3 & MUT3_HYPER_INT)
987 p_ptr->stat_add[A_INT] += 4;
988 p_ptr->stat_add[A_WIS] += 4;
992 if (p_ptr->muta3 & MUT3_MORONIC)
994 p_ptr->stat_add[A_INT] -= 4;
995 p_ptr->stat_add[A_WIS] -= 4;
998 if (p_ptr->muta3 & MUT3_RESILIENT)
1000 p_ptr->stat_add[A_CON] += 4;
1003 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1005 p_ptr->stat_add[A_CON] += 2;
1009 if (p_ptr->muta3 & MUT3_ALBINO)
1011 p_ptr->stat_add[A_CON] -= 4;
1014 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1016 p_ptr->stat_add[A_CON] -= 2;
1017 p_ptr->stat_add[A_CHR] -= 1;
1018 p_ptr->regenerate = FALSE;
1019 /* Cancel innate regeneration */
1022 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1024 p_ptr->stat_add[A_CHR] -= 4;
1027 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1029 p_ptr->stat_add[A_CHR] -= 1;
1032 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1034 p_ptr->skill_fos += 15;
1035 p_ptr->skill_srh += 15;
1038 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1040 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1043 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1045 p_ptr->skill_stl -= 3;
1048 if (p_ptr->muta3 & MUT3_INFRAVIS)
1050 p_ptr->see_infra += 3;
1053 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1058 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1063 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1065 p_ptr->sh_elec = TRUE;
1068 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1070 p_ptr->sh_fire = TRUE;
1074 if (p_ptr->muta3 & MUT3_WART_SKIN)
1076 p_ptr->stat_add[A_CHR] -= 2;
1078 p_ptr->dis_to_a += 5;
1081 if (p_ptr->muta3 & MUT3_SCALES)
1083 p_ptr->stat_add[A_CHR] -= 1;
1085 p_ptr->dis_to_a += 10;
1088 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1090 p_ptr->stat_add[A_DEX] -= 1;
1092 p_ptr->dis_to_a += 25;
1095 if (p_ptr->muta3 & MUT3_WINGS)
1097 p_ptr->levitation = TRUE;
1100 if (p_ptr->muta3 & MUT3_FEARLESS)
1102 p_ptr->resist_fear = TRUE;
1105 if (p_ptr->muta3 & MUT3_REGEN)
1107 p_ptr->regenerate = TRUE;
1110 if (p_ptr->muta3 & MUT3_ESP)
1112 p_ptr->telepathy = TRUE;
1115 if (p_ptr->muta3 & MUT3_LIMBER)
1117 p_ptr->stat_add[A_DEX] += 3;
1120 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1122 p_ptr->stat_add[A_DEX] -= 3;
1125 if (p_ptr->muta3 & MUT3_MOTION)
1127 p_ptr->free_act = TRUE;
1128 p_ptr->skill_stl += 1;
1131 if (p_ptr->muta3 & MUT3_ILL_NORM)
1133 p_ptr->stat_add[A_CHR] = 0;
1137 if (p_ptr->tsuyoshi)
1139 p_ptr->stat_add[A_STR] += 4;
1140 p_ptr->stat_add[A_CON] += 4;
1143 /* Scan the usable inventory */
1144 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1146 int bonus_to_h, bonus_to_d;
1147 o_ptr = &inventory[i];
1149 /* Skip non-objects */
1150 if (!o_ptr->k_idx) continue;
1152 /* Extract the item flags */
1153 object_flags(o_ptr, flgs);
1155 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1156 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1159 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1160 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1161 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1162 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1163 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1164 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1166 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1168 /* Affect stealth */
1169 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1171 /* Affect searching ability (factor of five) */
1172 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1174 /* Affect searching frequency (factor of five) */
1175 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1177 /* Affect infravision */
1178 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1180 /* Affect digging (factor of 20) */
1181 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1184 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1187 if (have_flag(flgs, TR_BLOWS))
1189 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1190 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1191 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1194 /* Hack -- cause earthquakes */
1195 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1198 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1199 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1200 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1201 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1202 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1203 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1204 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1205 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1206 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1207 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1208 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1209 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1210 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1211 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1212 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1213 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1214 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1215 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1216 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1217 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1218 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1219 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1220 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1221 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1222 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1223 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1224 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1225 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1226 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1227 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1228 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1229 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1230 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1231 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1232 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1234 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1235 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1236 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1237 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1238 if (have_flag(flgs, TR_WARNING)) {
1239 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1240 p_ptr->warning = TRUE;
1243 if (have_flag(flgs, TR_TELEPORT))
1245 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1248 concptr insc = quark_str(o_ptr->inscription);
1250 if (o_ptr->inscription && my_strchr(insc, '.'))
1253 * {.} will stop random teleportation.
1258 /* Controlled random teleportation */
1259 p_ptr->cursed |= TRC_TELEPORT_SELF;
1264 /* Immunity flags */
1265 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1266 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1267 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1268 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1270 /* Resistance flags */
1271 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1272 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1273 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1274 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1275 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1276 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1277 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1278 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1279 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1280 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1281 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1282 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1283 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1284 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1285 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1286 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1288 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1289 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1290 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1291 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1292 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1293 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1296 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1297 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1298 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1299 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1300 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1301 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1303 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1304 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1305 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1306 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1307 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1308 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1309 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1311 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1313 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1315 p_ptr->to_m_chance += 10;
1319 p_ptr->to_m_chance += 3;
1323 if (o_ptr->tval == TV_CAPTURE) continue;
1325 /* Modify the base armor class */
1326 p_ptr->ac += o_ptr->ac;
1328 /* The base armor class is always known */
1329 p_ptr->dis_ac += o_ptr->ac;
1331 /* Apply the bonuses to armor class */
1332 p_ptr->to_a += o_ptr->to_a;
1334 /* Apply the mental bonuses to armor class, if known */
1335 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1337 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1339 int slot = i - INVEN_RARM;
1342 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1344 p_ptr->to_h[slot] -= 15;
1345 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1349 p_ptr->to_h[slot] -= 5;
1350 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1355 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1357 p_ptr->to_h_b -= 15;
1358 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1363 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1368 if (o_ptr->curse_flags & TRC_LOW_AC)
1370 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1373 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1378 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1382 /* Hack -- do not apply "weapon" bonuses */
1383 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1384 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1386 /* Hack -- do not apply "bow" bonuses */
1387 if (i == INVEN_BOW) continue;
1389 bonus_to_h = o_ptr->to_h;
1390 bonus_to_d = o_ptr->to_d;
1392 if (p_ptr->pclass == CLASS_NINJA)
1394 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1395 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1398 /* To Bow and Natural attack */
1400 /* Apply the bonuses to hit/damage */
1401 p_ptr->to_h_b += (s16b)bonus_to_h;
1402 p_ptr->to_h_m += (s16b)bonus_to_h;
1403 p_ptr->to_d_m += (s16b)bonus_to_d;
1405 /* Apply the mental bonuses tp hit/damage, if known */
1406 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1409 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1411 /* Apply the bonuses to hit/damage */
1412 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1413 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1415 /* Apply the mental bonuses tp hit/damage, if known */
1416 if (object_is_known(o_ptr))
1418 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1419 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1422 else if (p_ptr->migite && p_ptr->hidarite)
1424 /* Apply the bonuses to hit/damage */
1425 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1426 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1427 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1428 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1430 /* Apply the mental bonuses tp hit/damage, if known */
1431 if (object_is_known(o_ptr))
1433 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1434 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1435 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1436 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1441 /* Apply the bonuses to hit/damage */
1442 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1443 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1445 /* Apply the mental bonuses to hit/damage, if known */
1446 if (object_is_known(o_ptr))
1448 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1449 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1454 /* Shield skill bonus */
1455 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1457 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1458 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1461 if (old_mighty_throw != p_ptr->mighty_throw)
1463 /* Redraw average damege display of Shuriken */
1464 p_ptr->window |= PW_INVEN;
1467 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1469 /* Monks get extra ac for armour _not worn_ */
1470 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1472 if (!(inventory[INVEN_BODY].k_idx))
1474 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1475 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1477 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1479 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1480 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1482 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1484 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1485 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1487 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1489 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1490 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1492 if (!(inventory[INVEN_HANDS].k_idx))
1494 p_ptr->to_a += (p_ptr->lev / 2);
1495 p_ptr->dis_to_a += (p_ptr->lev / 2);
1497 if (!(inventory[INVEN_FEET].k_idx))
1499 p_ptr->to_a += (p_ptr->lev / 3);
1500 p_ptr->dis_to_a += (p_ptr->lev / 3);
1502 if (p_ptr->special_defense & KAMAE_BYAKKO)
1504 p_ptr->stat_add[A_STR] += 2;
1505 p_ptr->stat_add[A_DEX] += 2;
1506 p_ptr->stat_add[A_CON] -= 3;
1508 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1511 else if (p_ptr->special_defense & KAMAE_GENBU)
1513 p_ptr->stat_add[A_INT] -= 1;
1514 p_ptr->stat_add[A_WIS] -= 1;
1515 p_ptr->stat_add[A_DEX] -= 2;
1516 p_ptr->stat_add[A_CON] += 3;
1518 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1520 p_ptr->stat_add[A_STR] -= 2;
1521 p_ptr->stat_add[A_INT] += 1;
1522 p_ptr->stat_add[A_WIS] += 1;
1523 p_ptr->stat_add[A_DEX] += 2;
1524 p_ptr->stat_add[A_CON] -= 2;
1528 if (p_ptr->special_defense & KATA_KOUKIJIN)
1530 for (i = 0; i < A_MAX; i++)
1531 p_ptr->stat_add[i] += 5;
1533 p_ptr->dis_to_a -= 50;
1536 /* Hack -- aura of fire also provides light */
1537 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1539 /* Golems also get an intrinsic AC bonus */
1540 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1542 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1543 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1547 if (p_ptr->realm1 == REALM_HEX)
1549 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1550 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1551 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1552 if (hex_spelling(HEX_BUILDING))
1554 p_ptr->stat_add[A_STR] += 4;
1555 p_ptr->stat_add[A_DEX] += 4;
1556 p_ptr->stat_add[A_CON] += 4;
1558 if (hex_spelling(HEX_DEMON_AURA))
1560 p_ptr->sh_fire = TRUE;
1561 p_ptr->regenerate = TRUE;
1563 if (hex_spelling(HEX_ICE_ARMOR))
1565 p_ptr->sh_cold = TRUE;
1567 p_ptr->dis_to_a += 30;
1569 if (hex_spelling(HEX_SHOCK_CLOAK))
1571 p_ptr->sh_elec = TRUE;
1574 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1576 ARMOUR_CLASS ac = 0;
1577 o_ptr = &inventory[i];
1578 if (!o_ptr->k_idx) continue;
1579 if (!object_is_armour(o_ptr)) continue;
1580 if (!object_is_cursed(o_ptr)) continue;
1582 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1583 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1584 p_ptr->to_a += (s16b)ac;
1585 p_ptr->dis_to_a += (s16b)ac;
1589 /* Calculate stats */
1590 for (i = 0; i < A_MAX; i++)
1594 /* Extract the new "stat_use" value for the stat */
1595 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1597 /* Notice changes */
1598 if (p_ptr->stat_top[i] != top)
1600 /* Save the new value */
1601 p_ptr->stat_top[i] = (s16b)top;
1602 p_ptr->redraw |= (PR_STATS);
1603 p_ptr->window |= (PW_PLAYER);
1607 /* Extract the new "stat_use" value for the stat */
1608 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1610 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1612 /* 10 to 18/90 charisma, guaranteed, based on level */
1613 if (use < 8 + 2 * p_ptr->lev)
1615 use = 8 + 2 * p_ptr->lev;
1619 /* Notice changes */
1620 if (p_ptr->stat_use[i] != use)
1622 /* Save the new value */
1623 p_ptr->stat_use[i] = (s16b)use;
1624 p_ptr->redraw |= (PR_STATS);
1625 p_ptr->window |= (PW_PLAYER);
1629 /* Values: 3, 4, ..., 17 */
1630 if (use <= 18) ind = (use - 3);
1632 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1633 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1635 /* Range: 18/220+ */
1638 /* Notice changes */
1639 if (p_ptr->stat_ind[i] != ind)
1641 /* Save the new index */
1642 p_ptr->stat_ind[i] = (s16b)ind;
1644 /* Change in CON affects Hitpoints */
1647 p_ptr->update |= (PU_HP);
1650 /* Change in INT may affect Mana/Spells */
1651 else if (i == A_INT)
1653 if (mp_ptr->spell_stat == A_INT)
1655 p_ptr->update |= (PU_MANA | PU_SPELLS);
1659 /* Change in WIS may affect Mana/Spells */
1660 else if (i == A_WIS)
1662 if (mp_ptr->spell_stat == A_WIS)
1664 p_ptr->update |= (PU_MANA | PU_SPELLS);
1668 /* Change in WIS may affect Mana/Spells */
1669 else if (i == A_CHR)
1671 if (mp_ptr->spell_stat == A_CHR)
1673 p_ptr->update |= (PU_MANA | PU_SPELLS);
1677 p_ptr->window |= (PW_PLAYER);
1682 /* Apply temporary "stun" */
1683 if (p_ptr->stun > 50)
1685 p_ptr->to_h[0] -= 20;
1686 p_ptr->to_h[1] -= 20;
1687 p_ptr->to_h_b -= 20;
1688 p_ptr->to_h_m -= 20;
1689 p_ptr->dis_to_h[0] -= 20;
1690 p_ptr->dis_to_h[1] -= 20;
1691 p_ptr->dis_to_h_b -= 20;
1692 p_ptr->to_d[0] -= 20;
1693 p_ptr->to_d[1] -= 20;
1694 p_ptr->to_d_m -= 20;
1695 p_ptr->dis_to_d[0] -= 20;
1696 p_ptr->dis_to_d[1] -= 20;
1698 else if (p_ptr->stun)
1700 p_ptr->to_h[0] -= 5;
1701 p_ptr->to_h[1] -= 5;
1704 p_ptr->dis_to_h[0] -= 5;
1705 p_ptr->dis_to_h[1] -= 5;
1706 p_ptr->dis_to_h_b -= 5;
1707 p_ptr->to_d[0] -= 5;
1708 p_ptr->to_d[1] -= 5;
1710 p_ptr->dis_to_d[0] -= 5;
1711 p_ptr->dis_to_d[1] -= 5;
1715 if (p_ptr->wraith_form)
1717 p_ptr->reflect = TRUE;
1718 p_ptr->pass_wall = TRUE;
1721 if (p_ptr->kabenuke)
1723 p_ptr->pass_wall = TRUE;
1726 /* Temporary blessing */
1730 p_ptr->dis_to_a += 5;
1731 p_ptr->to_h[0] += 10;
1732 p_ptr->to_h[1] += 10;
1733 p_ptr->to_h_b += 10;
1734 p_ptr->to_h_m += 10;
1735 p_ptr->dis_to_h[0] += 10;
1736 p_ptr->dis_to_h[1] += 10;
1737 p_ptr->dis_to_h_b += 10;
1740 if (p_ptr->magicdef)
1742 p_ptr->resist_blind = TRUE;
1743 p_ptr->resist_conf = TRUE;
1744 p_ptr->reflect = TRUE;
1745 p_ptr->free_act = TRUE;
1746 p_ptr->levitation = TRUE;
1749 /* Temporary "Hero" */
1752 p_ptr->to_h[0] += 12;
1753 p_ptr->to_h[1] += 12;
1754 p_ptr->to_h_b += 12;
1755 p_ptr->to_h_m += 12;
1756 p_ptr->dis_to_h[0] += 12;
1757 p_ptr->dis_to_h[1] += 12;
1758 p_ptr->dis_to_h_b += 12;
1761 /* Temporary "Beserk" */
1764 p_ptr->to_h[0] += 12;
1765 p_ptr->to_h[1] += 12;
1766 p_ptr->to_h_b -= 12;
1767 p_ptr->to_h_m += 12;
1768 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1769 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1770 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1771 p_ptr->dis_to_h[0] += 12;
1772 p_ptr->dis_to_h[1] += 12;
1773 p_ptr->dis_to_h_b -= 12;
1774 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1775 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1777 p_ptr->dis_to_a -= 10;
1778 p_ptr->skill_stl -= 7;
1779 p_ptr->skill_dev -= 20;
1780 p_ptr->skill_sav -= 30;
1781 p_ptr->skill_srh -= 15;
1782 p_ptr->skill_fos -= 15;
1783 p_ptr->skill_tht -= 20;
1784 p_ptr->skill_dig += 30;
1787 /* Temporary "fast" */
1793 /* Temporary "slow" */
1799 /* Temporary "telepathy" */
1802 p_ptr->telepathy = TRUE;
1805 if (p_ptr->ele_immune)
1807 if (p_ptr->special_defense & DEFENSE_ACID)
1808 p_ptr->immune_acid = TRUE;
1809 else if (p_ptr->special_defense & DEFENSE_ELEC)
1810 p_ptr->immune_elec = TRUE;
1811 else if (p_ptr->special_defense & DEFENSE_FIRE)
1812 p_ptr->immune_fire = TRUE;
1813 else if (p_ptr->special_defense & DEFENSE_COLD)
1814 p_ptr->immune_cold = TRUE;
1817 /* Temporary see invisible */
1818 if (p_ptr->tim_invis)
1820 p_ptr->see_inv = TRUE;
1823 /* Temporary infravision boost */
1824 if (p_ptr->tim_infra)
1826 p_ptr->see_infra += 3;
1829 /* Temporary regeneration boost */
1830 if (p_ptr->tim_regen)
1832 p_ptr->regenerate = TRUE;
1835 /* Temporary levitation */
1836 if (p_ptr->tim_levitation)
1838 p_ptr->levitation = TRUE;
1841 /* Temporary reflection */
1842 if (p_ptr->tim_reflect)
1844 p_ptr->reflect = TRUE;
1847 /* Hack -- Hero/Shero -> Res fear */
1848 if (IS_HERO() || p_ptr->shero)
1850 p_ptr->resist_fear = TRUE;
1854 /* Hack -- Telepathy Change */
1855 if (p_ptr->telepathy != old_telepathy)
1857 p_ptr->update |= (PU_MONSTERS);
1860 if ((p_ptr->esp_animal != old_esp_animal) ||
1861 (p_ptr->esp_undead != old_esp_undead) ||
1862 (p_ptr->esp_demon != old_esp_demon) ||
1863 (p_ptr->esp_orc != old_esp_orc) ||
1864 (p_ptr->esp_troll != old_esp_troll) ||
1865 (p_ptr->esp_giant != old_esp_giant) ||
1866 (p_ptr->esp_dragon != old_esp_dragon) ||
1867 (p_ptr->esp_human != old_esp_human) ||
1868 (p_ptr->esp_evil != old_esp_evil) ||
1869 (p_ptr->esp_good != old_esp_good) ||
1870 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1871 (p_ptr->esp_unique != old_esp_unique))
1873 p_ptr->update |= (PU_MONSTERS);
1876 /* Hack -- See Invis Change */
1877 if (p_ptr->see_inv != old_see_inv)
1879 p_ptr->update |= (PU_MONSTERS);
1882 /* Bloating slows the player down (a little) */
1883 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1885 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1887 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1888 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1890 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1891 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1894 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1896 int penalty1, penalty2;
1897 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1898 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1899 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1901 penalty1 = penalty1 / 2 - 5;
1902 penalty2 = penalty2 / 2 - 5;
1905 p_ptr->dis_to_a += 10;
1909 if (penalty1 > 0) penalty1 /= 2;
1910 if (penalty2 > 0) penalty2 /= 2;
1912 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1914 penalty1 = MAX(0, penalty1 - 10);
1915 penalty2 = MAX(0, penalty2 - 10);
1917 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1919 penalty1 = MIN(0, penalty1);
1920 penalty2 = MIN(0, penalty2);
1922 p_ptr->dis_to_a += 10;
1926 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1928 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1931 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1932 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1933 p_ptr->to_h[0] -= (s16b)penalty1;
1934 p_ptr->to_h[1] -= (s16b)penalty2;
1935 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1936 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1939 /* Extract the current weight (in tenth pounds) */
1940 j = p_ptr->total_weight;
1944 /* Extract the "weight limit" (in tenth pounds) */
1945 i = (int)weight_limit();
1949 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
1950 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1951 SPEED speed = riding_m_ptr->mspeed;
1953 if (riding_m_ptr->mspeed > 110)
1955 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1956 if (new_speed < 110) new_speed = 110;
1962 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1963 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1964 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1965 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1966 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1968 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1969 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1971 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;
1973 /* Extract the "weight limit" */
1974 i = 1500 + riding_r_ptr->level * 25;
1977 /* Apply "encumbrance" from weight */
1978 if (j > i) new_speed -= ((j - i) / (i / 5));
1980 /* Searching slows the player down */
1981 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1984 if (p_ptr->prace == RACE_MERFOLK)
1986 if (have_flag(f_ptr->flags, FF_WATER))
1988 new_speed += (2 + p_ptr->lev / 10);
1990 else if (!p_ptr->levitation)
1997 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1998 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1999 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2000 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2001 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2002 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2003 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2004 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2005 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2006 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2007 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2008 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2009 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2011 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2012 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2013 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2014 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2015 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2016 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2017 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2018 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2019 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2020 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2023 /* Obtain the "hold" value */
2024 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2027 /* Examine the "current bow" */
2028 o_ptr = &inventory[INVEN_BOW];
2030 /* It is hard to carholdry a heavy bow */
2031 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2032 if (p_ptr->heavy_shoot)
2034 /* Hard to wield a heavy bow */
2035 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2036 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2039 /* Compute "extra shots" if needed */
2042 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2044 /* Apply special flags */
2045 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2048 p_ptr->num_fire = calc_num_fire(o_ptr);
2050 /* Snipers love Cross bows */
2051 if ((p_ptr->pclass == CLASS_SNIPER) &&
2052 (p_ptr->tval_ammo == TV_BOLT))
2054 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2055 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2060 if (p_ptr->ryoute) hold *= 2;
2062 for (i = 0; i < 2; i++)
2064 /* Examine the "main weapon" */
2065 o_ptr = &inventory[INVEN_RARM + i];
2067 object_flags(o_ptr, flgs);
2069 /* Assume not heavy */
2070 p_ptr->heavy_wield[i] = FALSE;
2071 p_ptr->icky_wield[i] = FALSE;
2072 p_ptr->riding_wield[i] = FALSE;
2074 if (!has_melee_weapon(INVEN_RARM + i))
2076 p_ptr->num_blow[i] = 1;
2079 /* It is hard to hold a heavy weapon */
2080 if (hold < o_ptr->weight / 10)
2082 /* Hard to wield a heavy weapon */
2083 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2084 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2087 p_ptr->heavy_wield[i] = TRUE;
2089 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2091 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2094 p_ptr->dis_to_a += 5;
2097 /* Normal weapons */
2098 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2100 int str_index, dex_index;
2102 int num = 0, wgt = 0, mul = 0, div = 0;
2104 /* Analyze the class */
2105 switch (p_ptr->pclass)
2108 num = 6; wgt = 70; mul = 5; break;
2110 case CLASS_BERSERKER:
2111 num = 6; wgt = 70; mul = 7; break;
2114 case CLASS_HIGH_MAGE:
2115 case CLASS_BLUE_MAGE:
2116 num = 3; wgt = 100; mul = 2; break;
2119 case CLASS_MAGIC_EATER:
2120 case CLASS_MINDCRAFTER:
2121 num = 5; wgt = 100; mul = 3; break;
2124 num = 5; wgt = 40; mul = 3; break;
2127 num = 5; wgt = 70; mul = 4; break;
2131 num = 5; wgt = 70; mul = 4; break;
2134 num = 5; wgt = 150; mul = 5; break;
2136 case CLASS_WARRIOR_MAGE:
2137 case CLASS_RED_MAGE:
2138 num = 5; wgt = 70; mul = 3; break;
2140 case CLASS_CHAOS_WARRIOR:
2141 num = 5; wgt = 70; mul = 4; break;
2144 num = 5; wgt = 60; mul = 3; break;
2147 num = 4; wgt = 100; mul = 3; break;
2149 case CLASS_IMITATOR:
2150 num = 5; wgt = 70; mul = 4; break;
2152 case CLASS_BEASTMASTER:
2153 num = 5; wgt = 70; mul = 3; break;
2156 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2157 else { num = 5; wgt = 100; mul = 3; }
2160 case CLASS_SORCERER:
2161 num = 1; wgt = 1; mul = 1; break;
2166 num = 4; wgt = 70; mul = 2; break;
2168 case CLASS_FORCETRAINER:
2169 num = 4; wgt = 60; mul = 2; break;
2171 case CLASS_MIRROR_MASTER:
2172 num = 3; wgt = 100; mul = 3; break;
2175 num = 4; wgt = 20; mul = 1; break;
2178 /* Hex - extra mights gives +1 bonus to max blows */
2179 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2181 /* Enforce a minimum "weight" (tenth pounds) */
2182 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2184 /* Access the strength vs weight */
2185 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2187 if (p_ptr->ryoute && !omoi) str_index++;
2188 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2191 if (str_index > 11) str_index = 11;
2193 /* Index by dexterity */
2194 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2197 if (dex_index > 11) dex_index = 11;
2199 /* Use the blows table */
2200 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2203 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2205 /* Add in the "bonus blows" */
2206 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2209 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2210 else if (p_ptr->pclass == CLASS_BERSERKER)
2212 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2214 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2216 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2218 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2221 /* Require at least one blow */
2222 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2224 /* Boost digging skill by weapon weight */
2225 p_ptr->skill_dig += (o_ptr->weight / 10);
2229 /* Priest weapon penalty for non-blessed edged weapons */
2230 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2231 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2233 /* Reduce the real bonuses */
2234 p_ptr->to_h[i] -= 2;
2235 p_ptr->to_d[i] -= 2;
2237 /* Reduce the mental bonuses */
2238 p_ptr->dis_to_h[i] -= 2;
2239 p_ptr->dis_to_d[i] -= 2;
2242 p_ptr->icky_wield[i] = TRUE;
2244 else if (p_ptr->pclass == CLASS_BERSERKER)
2246 p_ptr->to_h[i] += p_ptr->lev / 5;
2247 p_ptr->to_d[i] += p_ptr->lev / 6;
2248 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2249 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2250 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2252 p_ptr->to_h[i] += p_ptr->lev / 5;
2253 p_ptr->to_d[i] += p_ptr->lev / 6;
2254 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2255 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2258 else if (p_ptr->pclass == CLASS_SORCERER)
2260 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2262 /* Reduce the real bonuses */
2263 p_ptr->to_h[i] -= 200;
2264 p_ptr->to_d[i] -= 200;
2266 /* Reduce the mental bonuses */
2267 p_ptr->dis_to_h[i] -= 200;
2268 p_ptr->dis_to_d[i] -= 200;
2271 p_ptr->icky_wield[i] = TRUE;
2275 /* Reduce the real bonuses */
2276 p_ptr->to_h[i] -= 30;
2277 p_ptr->to_d[i] -= 10;
2279 /* Reduce the mental bonuses */
2280 p_ptr->dis_to_h[i] -= 30;
2281 p_ptr->dis_to_d[i] -= 10;
2285 if (p_ptr->realm1 == REALM_HEX)
2287 if (object_is_cursed(o_ptr))
2289 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2290 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2291 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2292 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2293 if (hex_spelling(HEX_RUNESWORD))
2295 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2296 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2297 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2303 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2305 p_ptr->to_h[i] += 15;
2306 p_ptr->dis_to_h[i] += 15;
2307 p_ptr->to_dd[i] += 2;
2309 else if (!(have_flag(flgs, TR_RIDING)))
2312 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2318 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2320 if (penalty < 30) penalty = 30;
2322 p_ptr->to_h[i] -= (s16b)penalty;
2323 p_ptr->dis_to_h[i] -= (s16b)penalty;
2326 p_ptr->riding_wield[i] = TRUE;
2335 p_ptr->riding_ryoute = FALSE;
2337 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2338 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2340 switch (p_ptr->pclass)
2343 case CLASS_FORCETRAINER:
2344 case CLASS_BERSERKER:
2345 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2346 p_ptr->riding_ryoute = TRUE;
2351 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2353 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2357 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2359 if (penalty < 30) penalty = 30;
2361 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2362 p_ptr->to_h_b -= (s16b)penalty;
2363 p_ptr->dis_to_h_b -= (s16b)penalty;
2366 /* Different calculation for monks with empty hands */
2367 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2368 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2370 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2371 p_ptr->num_blow[0] = 0;
2373 if (p_ptr->pclass == CLASS_FORCETRAINER)
2375 if (blow_base > 18) p_ptr->num_blow[0]++;
2376 if (blow_base > 31) p_ptr->num_blow[0]++;
2377 if (blow_base > 44) p_ptr->num_blow[0]++;
2378 if (blow_base > 58) p_ptr->num_blow[0]++;
2381 p_ptr->to_d[0] += P_PTR_KI / 5;
2382 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2387 if (blow_base > 12) p_ptr->num_blow[0]++;
2388 if (blow_base > 22) p_ptr->num_blow[0]++;
2389 if (blow_base > 31) p_ptr->num_blow[0]++;
2390 if (blow_base > 39) p_ptr->num_blow[0]++;
2391 if (blow_base > 46) p_ptr->num_blow[0]++;
2392 if (blow_base > 53) p_ptr->num_blow[0]++;
2393 if (blow_base > 59) p_ptr->num_blow[0]++;
2396 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2397 p_ptr->num_blow[0] /= 2;
2400 p_ptr->to_h[0] += (p_ptr->lev / 3);
2401 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2403 p_ptr->to_d[0] += (p_ptr->lev / 6);
2404 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2407 if (p_ptr->special_defense & KAMAE_BYAKKO)
2410 p_ptr->dis_to_a -= 40;
2413 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2416 p_ptr->dis_to_a -= 50;
2417 p_ptr->resist_acid = TRUE;
2418 p_ptr->resist_fire = TRUE;
2419 p_ptr->resist_elec = TRUE;
2420 p_ptr->resist_cold = TRUE;
2421 p_ptr->resist_pois = TRUE;
2422 p_ptr->sh_fire = TRUE;
2423 p_ptr->sh_elec = TRUE;
2424 p_ptr->sh_cold = TRUE;
2425 p_ptr->levitation = TRUE;
2427 else if (p_ptr->special_defense & KAMAE_GENBU)
2429 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2430 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2431 p_ptr->reflect = TRUE;
2432 p_ptr->num_blow[0] -= 2;
2433 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2434 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2436 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2438 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2439 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2441 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2442 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2443 p_ptr->num_blow[0] /= 2;
2444 p_ptr->levitation = TRUE;
2447 p_ptr->num_blow[0] += 1 + extra_blows[0];
2450 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2452 monk_armour_aux = FALSE;
2456 monk_armour_aux = TRUE;
2459 for (i = 0; i < 2; i++)
2461 if (has_melee_weapon(INVEN_RARM + i))
2463 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2464 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2466 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2467 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2468 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2470 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2472 p_ptr->to_h[i] -= 40;
2473 p_ptr->dis_to_h[i] -= 40;
2474 p_ptr->icky_wield[i] = TRUE;
2477 else if (p_ptr->pclass == CLASS_NINJA)
2479 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2481 p_ptr->to_h[i] -= 40;
2482 p_ptr->dis_to_h[i] -= 40;
2483 p_ptr->icky_wield[i] = TRUE;
2484 p_ptr->num_blow[i] /= 2;
2485 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2491 /* Maximum speed is (+99). (internally it's 110 + 99) */
2492 /* Temporary lightspeed forces to be maximum speed */
2493 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2498 /* Minimum speed is (-99). (internally it's 110 - 99) */
2499 if (new_speed < 11) new_speed = 11;
2501 /* Display the speed (if needed) */
2502 if (p_ptr->pspeed != (byte)new_speed)
2504 p_ptr->pspeed = (byte)new_speed;
2505 p_ptr->redraw |= (PR_SPEED);
2510 if (p_ptr->to_a > (0 - p_ptr->ac))
2511 p_ptr->to_a = 0 - p_ptr->ac;
2512 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2513 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2516 /* Redraw armor (if needed) */
2517 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2519 p_ptr->redraw |= (PR_ARMOR);
2520 p_ptr->window |= (PW_PLAYER);
2523 if (p_ptr->ryoute && !omoi)
2525 int bonus_to_h = 0, bonus_to_d = 0;
2526 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2527 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);
2529 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2530 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2531 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2532 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2535 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;
2537 /* Affect Skill -- stealth (bonus one) */
2538 p_ptr->skill_stl += 1;
2540 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2542 /* Affect Skill -- disarming (DEX and INT) */
2543 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2544 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2546 /* Affect Skill -- magic devices (INT) */
2547 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2549 /* Affect Skill -- saving throw (WIS) */
2550 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2552 /* Affect Skill -- digging (STR) */
2553 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2555 /* Affect Skill -- disarming (Level, by Class) */
2556 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2558 /* Affect Skill -- magic devices (Level, by Class) */
2559 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2561 /* Affect Skill -- saving throw (Level, by Class) */
2562 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2564 /* Affect Skill -- stealth (Level, by Class) */
2565 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2567 /* Affect Skill -- search ability (Level, by Class) */
2568 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2570 /* Affect Skill -- search frequency (Level, by Class) */
2571 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2573 /* Affect Skill -- combat (normal) (Level, by Class) */
2574 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2576 /* Affect Skill -- combat (shooting) (Level, by Class) */
2577 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2579 /* Affect Skill -- combat (throwing) (Level, by Class) */
2580 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2583 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2585 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2586 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2589 /* Limit Skill -- stealth from 0 to 30 */
2590 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2591 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2593 /* Limit Skill -- digging from 1 up */
2594 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2596 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2598 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2600 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;
2602 if (down_saving) p_ptr->skill_sav /= 2;
2604 /* Hack -- Each elemental immunity includes resistance */
2605 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2606 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2607 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2608 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2611 /* Hack -- handle "xtra" mode */
2612 if (character_xtra) return;
2614 /* Take note when "heavy bow" changes */
2615 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2617 if (p_ptr->heavy_shoot)
2619 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."));
2621 else if (inventory[INVEN_BOW].k_idx)
2623 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."));
2627 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."));
2631 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2634 for (i = 0; i < 2; i++)
2636 /* Take note when "heavy weapon" changes */
2637 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2639 if (p_ptr->heavy_wield[i])
2641 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."));
2643 else if (has_melee_weapon(INVEN_RARM + i))
2645 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2647 else if (p_ptr->heavy_wield[1 - i])
2649 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2653 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."));
2657 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2660 /* Take note when "heavy weapon" changes */
2661 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2663 if (p_ptr->riding_wield[i])
2665 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."));
2667 else if (!p_ptr->riding)
2669 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2671 else if (has_melee_weapon(INVEN_RARM + i))
2673 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2676 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2679 /* Take note when "illegal weapon" changes */
2680 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2682 if (p_ptr->icky_wield[i])
2684 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."));
2687 chg_virtue(V_FAITH, -1);
2690 else if (has_melee_weapon(INVEN_RARM + i))
2692 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."));
2696 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."));
2700 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2704 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2706 if (p_ptr->riding_ryoute)
2709 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" : "");
2711 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2717 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" : "");
2719 msg_print("You began to control riding pet with one hand.");
2723 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2726 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2730 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."));
2733 chg_virtue(V_HARMONY, -1);
2738 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2741 monk_notify_aux = monk_armour_aux;
2744 for (i = 0; i < INVEN_PACK; i++)
2747 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2748 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2750 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2751 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2754 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)
2756 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2757 next_o_idx = o_ptr->next_o_idx;
2760 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2761 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2763 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2764 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2767 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2769 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2771 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2772 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2775 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)))
2777 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2778 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2781 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2783 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2784 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2787 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2789 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2790 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2795 static void calc_alignment(void)
2799 int i, j, neutral[2];
2801 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2803 monster_type *m_ptr;
2804 monster_race *r_ptr;
2805 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2806 if (!monster_is_valid(m_ptr)) continue;
2807 r_ptr = &r_info[m_ptr->r_idx];
2811 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2812 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2816 if (p_ptr->mimic_form)
2818 switch (p_ptr->mimic_form)
2821 p_ptr->align -= 200;
2823 case MIMIC_DEMON_LORD:
2824 p_ptr->align -= 200;
2830 switch (p_ptr->prace)
2833 p_ptr->align += 200;
2836 p_ptr->align -= 200;
2841 for (i = 0; i < 2; i++)
2843 if (has_melee_weapon(INVEN_RARM + i))
2845 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2849 /* Determine player alignment */
2850 for (i = 0, j = 0; i < 8; i++)
2852 switch (p_ptr->vir_types[i])
2855 p_ptr->align += p_ptr->virtues[i] * 2;
2865 p_ptr->align -= p_ptr->virtues[i];
2868 p_ptr->align += p_ptr->virtues[i];
2873 for (i = 0; i < j; i++)
2875 if (p_ptr->align > 0)
2877 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2878 if (p_ptr->align < 0) p_ptr->align = 0;
2880 else if (p_ptr->align < 0)
2882 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2883 if (p_ptr->align > 0) p_ptr->align = 0;
2889 * @brief プレイヤーの最大HPを計算する /
2890 * Calculate the players (maximal) hit points
2891 * Adjust current hitpoints if necessary
2895 static void calc_hitpoints(void)
2900 /* Un-inflate "half-hitpoint bonus per level" value */
2901 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2903 /* Calculate hitpoints */
2904 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2906 if (p_ptr->mimic_form)
2908 if (p_ptr->pclass == CLASS_SORCERER)
2909 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2911 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2912 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2915 if (p_ptr->pclass == CLASS_SORCERER)
2917 if (p_ptr->lev < 30)
2918 mhp = (mhp * (45 + p_ptr->lev) / 100);
2920 mhp = (mhp * 75 / 100);
2921 bonus = (bonus * 65 / 100);
2926 if (p_ptr->pclass == CLASS_BERSERKER)
2928 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2931 /* Always have at least one hitpoint per level */
2932 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2934 /* Factor in the hero / superhero settings */
2935 if (IS_HERO()) mhp += 10;
2936 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2937 if (p_ptr->tsuyoshi) mhp += 50;
2939 /* Factor in the hex spell settings */
2940 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2941 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2943 /* New maximum hitpoints */
2944 if (p_ptr->mhp != mhp)
2946 /* Enforce maximum */
2947 if (p_ptr->chp >= mhp)
2950 p_ptr->chp_frac = 0;
2954 /* レベルアップの時は上昇量を表示する */
2955 if ((level_up == 1) && (mhp > p_ptr->mhp))
2957 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2960 /* Save the new max-hitpoints */
2963 /* Display hitpoints (later) */
2964 p_ptr->redraw |= (PR_HP);
2965 p_ptr->window |= (PW_PLAYER);
2970 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2973 * SWD: Experimental modification: multiple light sources have additive effect.
2975 static void calc_torch(void)
2980 BIT_FLAGS flgs[TR_FLAG_SIZE];
2982 /* Assume no light */
2983 p_ptr->cur_lite = 0;
2985 /* Loop through all wielded items */
2986 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2988 o_ptr = &inventory[i];
2989 /* Skip empty slots */
2990 if (!o_ptr->k_idx) continue;
2992 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2995 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2997 if (o_ptr->tval == TV_LITE)
2999 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3000 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3003 object_flags(o_ptr, flgs);
3005 /* calc the lite_radius */
3008 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3009 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3010 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3011 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3012 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3013 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3014 p_ptr->cur_lite += rad;
3017 /* max radius is 14 (was 5) without rewriting other code -- */
3018 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3019 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3020 p_ptr->cur_lite = 1;
3023 * check if the player doesn't have light radius,
3024 * but does weakly glow as an intrinsic.
3026 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3028 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3029 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3031 /* end experimental mods */
3033 /* Notice changes in the "lite radius" */
3034 if (p_ptr->old_lite != p_ptr->cur_lite)
3036 /* Hack -- PU_MON_LITE for monsters' darkness */
3037 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3039 /* Remember the old lite */
3040 p_ptr->old_lite = p_ptr->cur_lite;
3042 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3043 set_superstealth(FALSE);
3048 * @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。 /
3049 * Calculate number of spells player should have, and forget,
3050 * or remember, spells until that number is properly reflected.
3053 * Note that this function induces various "status" messages,
3054 * which must be bypasses until the character is created.
3056 static void calc_spells(void)
3058 int i, j, k, levels;
3060 int num_boukyaku = 0;
3062 const magic_type *s_ptr;
3068 /* Hack -- must be literate */
3069 if (!mp_ptr->spell_book) return;
3071 /* Hack -- wait for creation */
3072 if (!character_generated) return;
3074 /* Hack -- handle "xtra" mode */
3075 if (character_xtra) return;
3077 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3079 p_ptr->new_spells = 0;
3083 p = spell_category_name(mp_ptr->spell_book);
3085 /* Determine the number of spells allowed */
3086 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3088 /* Hack -- no negative spells */
3089 if (levels < 0) levels = 0;
3091 /* Extract total allowed spells */
3092 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3094 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3098 if (p_ptr->pclass == CLASS_SAMURAI)
3102 else if (p_ptr->realm2 == REALM_NONE)
3104 num_allowed = (num_allowed + 1) / 2;
3105 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3107 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3109 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3113 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3116 /* Count the number of spells we know */
3117 for (j = 0; j < 64; j++)
3119 /* Count known spells */
3121 (p_ptr->spell_forgotten1 & (1L << j)) :
3122 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3128 /* See how many spells we must forget or may learn */
3129 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3131 /* Forget spells which are too hard */
3132 for (i = 63; i >= 0; i--)
3134 /* Efficiency -- all done */
3135 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3137 /* Access the spell */
3138 j = p_ptr->spell_order[i];
3140 /* Skip non-spells */
3141 if (j >= 99) continue;
3145 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3148 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3150 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3153 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3155 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3157 /* Skip spells we are allowed to know */
3158 if (s_ptr->slevel <= p_ptr->lev) continue;
3162 (p_ptr->spell_learned1 & (1L << j)) :
3163 (p_ptr->spell_learned2 & (1L << (j - 32))))
3165 /* Mark as forgotten */
3168 p_ptr->spell_forgotten1 |= (1L << j);
3169 which = p_ptr->realm1;
3173 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3174 which = p_ptr->realm2;
3177 /* No longer known */
3180 p_ptr->spell_learned1 &= ~(1L << j);
3181 which = p_ptr->realm1;
3185 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3186 which = p_ptr->realm2;
3190 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3192 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3196 /* One more can be learned */
3197 p_ptr->new_spells++;
3202 /* Forget spells if we know too many spells */
3203 for (i = 63; i >= 0; i--)
3205 /* Stop when possible */
3206 if (p_ptr->new_spells >= 0) break;
3208 /* Efficiency -- all done */
3209 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3211 /* Get the (i+1)th spell learned */
3212 j = p_ptr->spell_order[i];
3214 /* Skip unknown spells */
3215 if (j >= 99) continue;
3217 /* Forget it (if learned) */
3219 (p_ptr->spell_learned1 & (1L << j)) :
3220 (p_ptr->spell_learned2 & (1L << (j - 32))))
3222 /* Mark as forgotten */
3225 p_ptr->spell_forgotten1 |= (1L << j);
3226 which = p_ptr->realm1;
3230 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3231 which = p_ptr->realm2;
3234 /* No longer known */
3237 p_ptr->spell_learned1 &= ~(1L << j);
3238 which = p_ptr->realm1;
3242 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3243 which = p_ptr->realm2;
3247 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3249 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3253 /* One more can be learned */
3254 p_ptr->new_spells++;
3259 /* Check for spells to remember */
3260 for (i = 0; i < 64; i++)
3262 /* None left to remember */
3263 if (p_ptr->new_spells <= 0) break;
3265 /* Efficiency -- all done */
3266 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3268 /* Get the next spell we learned */
3269 j = p_ptr->spell_order[i];
3271 /* Skip unknown spells */
3274 /* Access the spell */
3275 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3278 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3280 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3283 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3285 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3287 /* Skip spells we cannot remember */
3288 if (s_ptr->slevel > p_ptr->lev) continue;
3290 /* First set of spells */
3292 (p_ptr->spell_forgotten1 & (1L << j)) :
3293 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3295 /* No longer forgotten */
3298 p_ptr->spell_forgotten1 &= ~(1L << j);
3299 which = p_ptr->realm1;
3303 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3304 which = p_ptr->realm2;
3307 /* Known once more */
3310 p_ptr->spell_learned1 |= (1L << j);
3311 which = p_ptr->realm1;
3315 p_ptr->spell_learned2 |= (1L << (j - 32));
3316 which = p_ptr->realm2;
3320 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3322 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3326 /* One less can be learned */
3327 p_ptr->new_spells--;
3333 if (p_ptr->realm2 == REALM_NONE)
3335 /* Count spells that can be learned */
3336 for (j = 0; j < 32; j++)
3338 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3339 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3341 /* Skip spells we cannot remember */
3342 if (s_ptr->slevel > p_ptr->lev) continue;
3344 /* Skip spells we already know */
3345 if (p_ptr->spell_learned1 & (1L << j))
3354 if ((p_ptr->new_spells > k) &&
3355 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3357 p_ptr->new_spells = (s16b)k;
3361 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3363 /* Spell count changed */
3364 if (p_ptr->old_spells != p_ptr->new_spells)
3366 /* Message if needed */
3367 if (p_ptr->new_spells)
3370 if (p_ptr->new_spells < 10) {
3371 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3374 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3377 msg_format("You can learn %d more %s%s.",
3378 p_ptr->new_spells, p,
3379 (p_ptr->new_spells != 1) ? "s" : "");
3384 /* Save the new_spells value */
3385 p_ptr->old_spells = p_ptr->new_spells;
3387 /* Redraw Study Status */
3388 p_ptr->redraw |= (PR_STUDY);
3390 /* Redraw object recall */
3391 p_ptr->window |= (PW_OBJECT);
3396 * @brief プレイヤーの最大MPを計算する /
3397 * Calculate maximum mana. You do not need to know any spells.
3398 * Note that mana is lowered by heavy (or inappropriate) armor.
3401 * This function induces status messages.
3403 static void calc_mana(void)
3405 int msp, levels, cur_wgt, max_wgt;
3410 /* Hack -- Must be literate */
3411 if (!mp_ptr->spell_book) return;
3413 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3414 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3415 (p_ptr->pclass == CLASS_BLUE_MAGE))
3417 levels = p_ptr->lev;
3421 if (mp_ptr->spell_first > p_ptr->lev)
3426 /* Display mana later */
3427 p_ptr->redraw |= (PR_MANA);
3431 /* Extract "effective" player level */
3432 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3435 if (p_ptr->pclass == CLASS_SAMURAI)
3437 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3438 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3442 /* Extract total mana */
3443 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3445 /* Hack -- usually add one mana */
3448 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3450 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3452 /* Hack: High mages have a 25% mana bonus */
3453 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3455 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3458 /* Only mages are affected */
3459 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3461 BIT_FLAGS flgs[TR_FLAG_SIZE];
3463 /* Assume player is not encumbered by gloves */
3464 p_ptr->cumber_glove = FALSE;
3466 /* Get the gloves */
3467 o_ptr = &inventory[INVEN_HANDS];
3469 /* Examine the gloves */
3470 object_flags(o_ptr, flgs);
3472 /* Normal gloves hurt mage-type spells */
3474 !(have_flag(flgs, TR_FREE_ACT)) &&
3475 !(have_flag(flgs, TR_DEC_MANA)) &&
3476 !(have_flag(flgs, TR_EASY_SPELL)) &&
3477 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3478 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3481 p_ptr->cumber_glove = TRUE;
3484 msp = (3 * msp) / 4;
3489 /* Assume player not encumbered by armor */
3490 p_ptr->cumber_armor = FALSE;
3492 /* Weigh the armor */
3494 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3495 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3496 cur_wgt += inventory[INVEN_BODY].weight;
3497 cur_wgt += inventory[INVEN_HEAD].weight;
3498 cur_wgt += inventory[INVEN_OUTER].weight;
3499 cur_wgt += inventory[INVEN_HANDS].weight;
3500 cur_wgt += inventory[INVEN_FEET].weight;
3502 /* Subtract a percentage of maximum mana. */
3503 switch (p_ptr->pclass)
3505 /* For these classes, mana is halved if armour
3506 * is 30 pounds over their weight limit. */
3508 case CLASS_HIGH_MAGE:
3509 case CLASS_BLUE_MAGE:
3511 case CLASS_FORCETRAINER:
3512 case CLASS_SORCERER:
3514 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3515 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3519 /* Mana halved if armour is 40 pounds over weight limit. */
3524 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3525 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3529 case CLASS_MINDCRAFTER:
3530 case CLASS_BEASTMASTER:
3531 case CLASS_MIRROR_MASTER:
3533 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3534 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3538 /* Mana halved if armour is 50 pounds over weight limit. */
3541 case CLASS_RED_MAGE:
3542 case CLASS_WARRIOR_MAGE:
3544 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3545 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3549 /* Mana halved if armour is 60 pounds over weight limit. */
3551 case CLASS_CHAOS_WARRIOR:
3553 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3554 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3558 /* For new classes created, but not yet added to this formula. */
3565 /* Determine the weight allowance */
3566 max_wgt = mp_ptr->spell_weight;
3568 /* Heavy armor penalizes mana by a percentage. -LM- */
3569 if ((cur_wgt - max_wgt) > 0)
3572 p_ptr->cumber_armor = TRUE;
3574 /* Subtract a percentage of maximum mana. */
3575 switch (p_ptr->pclass)
3577 /* For these classes, mana is halved if armour
3578 * is 30 pounds over their weight limit. */
3580 case CLASS_HIGH_MAGE:
3581 case CLASS_BLUE_MAGE:
3583 msp -= msp * (cur_wgt - max_wgt) / 600;
3587 /* Mana halved if armour is 40 pounds over weight limit. */
3589 case CLASS_MINDCRAFTER:
3590 case CLASS_BEASTMASTER:
3592 case CLASS_FORCETRAINER:
3594 case CLASS_MIRROR_MASTER:
3596 msp -= msp * (cur_wgt - max_wgt) / 800;
3600 case CLASS_SORCERER:
3602 msp -= msp * (cur_wgt - max_wgt) / 900;
3606 /* Mana halved if armour is 50 pounds over weight limit. */
3610 case CLASS_RED_MAGE:
3612 msp -= msp * (cur_wgt - max_wgt) / 1000;
3616 /* Mana halved if armour is 60 pounds over weight limit. */
3618 case CLASS_CHAOS_WARRIOR:
3619 case CLASS_WARRIOR_MAGE:
3621 msp -= msp * (cur_wgt - max_wgt) / 1200;
3627 p_ptr->cumber_armor = FALSE;
3631 /* For new classes created, but not yet added to this formula. */
3634 msp -= msp * (cur_wgt - max_wgt) / 800;
3640 /* Mana can never be negative */
3641 if (msp < 0) msp = 0;
3644 /* Maximum mana has changed */
3645 if (p_ptr->msp != msp)
3647 /* Enforce maximum */
3648 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3651 p_ptr->csp_frac = 0;
3655 /* レベルアップの時は上昇量を表示する */
3656 if ((level_up == 1) && (msp > p_ptr->msp))
3658 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3664 /* Display mana later */
3665 p_ptr->redraw |= (PR_MANA);
3666 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3670 /* Hack -- handle "xtra" mode */
3671 if (character_xtra) return;
3673 /* Take note when "glove state" changes */
3674 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3676 if (p_ptr->cumber_glove)
3678 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."));
3682 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."));
3686 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3690 /* Take note when "armor state" changes */
3691 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3693 if (p_ptr->cumber_armor)
3695 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."));
3699 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."));
3703 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3708 * @brief 装備中の射撃武器の威力倍率を返す /
3709 * calcurate the fire rate of target object
3710 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3711 * @return 射撃倍率の値(100で1.00倍)
3713 s16b calc_num_fire(object_type *o_ptr)
3715 int extra_shots = 0;
3718 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3720 BIT_FLAGS flgs[TR_FLAG_SIZE];
3722 /* Scan the usable inventory */
3723 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3725 q_ptr = &inventory[i];
3727 /* Skip non-objects */
3728 if (!q_ptr->k_idx) continue;
3730 /* Do not apply current equip */
3731 if (i == INVEN_BOW) continue;
3733 /* Extract the item flags */
3734 object_flags(q_ptr, flgs);
3737 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3740 object_flags(o_ptr, flgs);
3741 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3743 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3747 num += (extra_shots * 100);
3749 /* Hack -- Rangers love Bows */
3750 if ((p_ptr->pclass == CLASS_RANGER) &&
3751 (tval_ammo == TV_ARROW))
3753 num += (p_ptr->lev * 4);
3756 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3757 (tval_ammo == TV_ARROW))
3759 num += (p_ptr->lev * 3);
3762 if (p_ptr->pclass == CLASS_ARCHER)
3764 if (tval_ammo == TV_ARROW)
3765 num += ((p_ptr->lev * 5) + 50);
3766 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3767 num += (p_ptr->lev * 4);
3771 * Addendum -- also "Reward" high level warriors,
3772 * with _any_ missile weapon -- TY
3774 if (p_ptr->pclass == CLASS_WARRIOR &&
3775 (tval_ammo <= TV_BOLT) &&
3776 (tval_ammo >= TV_SHOT))
3778 num += (p_ptr->lev * 2);
3780 if ((p_ptr->pclass == CLASS_ROGUE) &&
3781 (tval_ammo == TV_SHOT))
3783 num += (p_ptr->lev * 4);
3790 * @brief プレイヤーの所持重量制限を計算する /
3791 * Computes current weight limit.
3794 WEIGHT weight_limit(void)
3798 /* Weight limit based only on strength */
3799 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3800 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3802 /* Return the result */
3807 * @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 /
3808 * @param i 判定する手のID(右手:0 左手:1)
3809 * @return 持っているならばTRUE
3811 bool has_melee_weapon(int i)
3813 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3817 * @brief プレイヤーの現在開いている手の状態を返す
3818 * @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。
3819 * @return 開いている手のビットフラグ
3821 BIT_FLAGS16 empty_hands(bool riding_control)
3823 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3825 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3826 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3828 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3830 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3831 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3839 * @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。
3840 * @return ペナルティが適用されるならばTRUE。
3842 bool heavy_armor(void)
3844 WEIGHT monk_arm_wgt = 0;
3846 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3848 /* Weight the armor */
3849 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3850 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3851 monk_arm_wgt += inventory[INVEN_BODY].weight;
3852 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3853 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3854 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3855 monk_arm_wgt += inventory[INVEN_FEET].weight;
3857 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3861 * @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"
3863 * @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。
3865 void update_creature(player_type *creature_ptr)
3867 if (!creature_ptr->update) return;
3869 /* Actually do auto-destroy */
3870 if (creature_ptr->update & (PU_AUTODESTROY))
3872 creature_ptr->update &= ~(PU_AUTODESTROY);
3873 autopick_delayed_alter();
3875 if (creature_ptr->update & (PU_COMBINE))
3877 creature_ptr->update &= ~(PU_COMBINE);
3881 /* Reorder the pack */
3882 if (creature_ptr->update & (PU_REORDER))
3884 creature_ptr->update &= ~(PU_REORDER);
3888 if (creature_ptr->update & (PU_BONUS))
3890 creature_ptr->update &= ~(PU_BONUS);
3895 if (creature_ptr->update & (PU_TORCH))
3897 creature_ptr->update &= ~(PU_TORCH);
3901 if (creature_ptr->update & (PU_HP))
3903 creature_ptr->update &= ~(PU_HP);
3907 if (creature_ptr->update & (PU_MANA))
3909 creature_ptr->update &= ~(PU_MANA);
3913 if (creature_ptr->update & (PU_SPELLS))
3915 creature_ptr->update &= ~(PU_SPELLS);
3919 /* Character is not ready yet, no screen updates */
3920 if (!character_generated) return;
3922 /* Character is in "icky" mode, no screen updates */
3923 if (character_icky) return;
3925 if (creature_ptr->update & (PU_UN_LITE))
3927 creature_ptr->update &= ~(PU_UN_LITE);
3931 if (creature_ptr->update & (PU_UN_VIEW))
3933 creature_ptr->update &= ~(PU_UN_VIEW);
3937 if (creature_ptr->update & (PU_VIEW))
3939 creature_ptr->update &= ~(PU_VIEW);
3943 if (creature_ptr->update & (PU_LITE))
3945 creature_ptr->update &= ~(PU_LITE);
3950 if (creature_ptr->update & (PU_FLOW))
3952 creature_ptr->update &= ~(PU_FLOW);
3956 if (creature_ptr->update & (PU_DISTANCE))
3958 creature_ptr->update &= ~(PU_DISTANCE);
3960 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3961 /* creature_ptr->update &= ~(PU_MONSTERS); */
3963 update_monsters(TRUE);
3966 if (creature_ptr->update & (PU_MON_LITE))
3968 creature_ptr->update &= ~(PU_MON_LITE);
3973 * Mega-Hack -- Delayed visual update
3974 * Only used if update_view(), update_lite() or update_mon_lite() was called
3976 if (creature_ptr->update & (PU_DELAY_VIS))
3978 creature_ptr->update &= ~(PU_DELAY_VIS);
3979 delayed_visual_update();
3982 if (creature_ptr->update & (PU_MONSTERS))
3984 creature_ptr->update &= ~(PU_MONSTERS);
3985 update_monsters(FALSE);
3990 * @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
3991 * @return 魔道書を一冊も持っていないならTRUEを返す
3993 bool player_has_no_spellbooks(void)
3998 for (i = 0; i < INVEN_PACK; i++)
4000 o_ptr = &inventory[i];
4001 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4004 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4006 o_ptr = ¤t_floor_ptr->o_list[i];
4007 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4013 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4015 creature_ptr->energy_use = (ENERGY)need_cost;
4018 void free_turn(player_type *creature_ptr)
4020 creature_ptr->energy_use = 0;
4024 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4027 * @return 配置に成功したらTRUE
4029 bool player_place(POSITION y, POSITION x)
4031 /* Paranoia XXX XXX */
4032 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4034 /* Save player location */
4043 * @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
4046 void wreck_the_pattern(void)
4050 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4052 if (pattern_type == PATTERN_TILE_WRECKED)
4054 /* Ruined already */
4058 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4059 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4061 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4062 to_ruin = randint1(45) + 35;
4066 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4068 if (pattern_tile(r_y, r_x) &&
4069 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4071 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4075 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4080 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4081 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4082 * @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
4085 void sanity_blast(monster_type *m_ptr, bool necro)
4089 if (p_ptr->inside_battle || !character_dungeon) return;
4091 if (!necro && m_ptr)
4093 GAME_TEXT m_name[MAX_NLEN];
4094 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4096 power = r_ptr->level / 2;
4098 monster_desc(m_name, m_ptr, 0);
4100 if (!(r_ptr->flags1 & RF1_UNIQUE))
4102 if (r_ptr->flags1 & RF1_FRIENDS)
4107 if (!is_loading_now)
4108 return; /* No effect yet, just loaded... */
4111 return; /* Cannot see it for some reason */
4113 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4117 return; /* Pet eldritch horrors are safe most of the time */
4119 if (randint1(100) > power) return;
4121 if (saving_throw(p_ptr->skill_sav - power))
4123 return; /* Save, no adverse effects */
4128 /* Something silly happens... */
4129 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4130 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4134 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4135 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4138 return; /* Never mind; we can't see it clearly enough */
4141 /* Something frightening happens... */
4142 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4143 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4145 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4147 /* Demon characters are unaffected */
4148 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4149 if (p_ptr->wizard) return;
4151 /* Undead characters are 50% likely to be unaffected */
4152 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4153 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4154 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4156 if (saving_throw(25 + p_ptr->lev)) return;
4161 monster_race *r_ptr;
4162 GAME_TEXT m_name[MAX_NLEN];
4165 get_mon_num_prep(get_nightmare, NULL);
4167 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4168 power = r_ptr->level + 10;
4169 desc = r_name + r_ptr->name;
4171 get_mon_num_prep(NULL, NULL);
4174 if (!(r_ptr->flags1 & RF1_UNIQUE))
4175 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4178 sprintf(m_name, "%s", desc);
4180 if (!(r_ptr->flags1 & RF1_UNIQUE))
4182 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4186 if (saving_throw(p_ptr->skill_sav * 100 / power))
4188 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4195 /* Something silly happens... */
4196 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4197 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4201 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4202 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4205 /* Never mind; we can't see it clearly enough */
4209 /* Something frightening happens... */
4210 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4211 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4213 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4215 if (!p_ptr->mimic_form)
4217 switch (p_ptr->prace)
4219 /* Demons may make a saving throw */
4222 if (saving_throw(20 + p_ptr->lev)) return;
4224 /* Undead may make a saving throw */
4229 if (saving_throw(10 + p_ptr->lev)) return;
4235 /* Demons may make a saving throw */
4236 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4238 if (saving_throw(20 + p_ptr->lev)) return;
4240 /* Undead may make a saving throw */
4241 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4243 if (saving_throw(10 + p_ptr->lev)) return;
4249 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!"));
4252 if (saving_throw(p_ptr->skill_sav - power))
4258 (void)do_dec_stat(A_INT);
4259 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4262 (void)do_dec_stat(A_WIS);
4263 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4265 switch (randint1(21))
4268 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4270 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4272 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!"));
4276 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!"));
4279 if (p_ptr->muta3 & MUT3_HYPER_INT)
4281 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."));
4282 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4284 p_ptr->muta3 |= MUT3_MORONIC;
4290 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4292 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4294 /* Duh, the following should never happen, but anyway... */
4295 if (p_ptr->muta3 & MUT3_FEARLESS)
4297 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."));
4298 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4301 p_ptr->muta2 |= MUT2_COWARDICE;
4307 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4309 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!"));
4310 p_ptr->muta2 |= MUT2_HALLU;
4316 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4318 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!"));
4319 p_ptr->muta2 |= MUT2_BERS_RAGE;
4329 if (!p_ptr->resist_conf)
4331 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4333 if (!p_ptr->free_act)
4335 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4337 if (!p_ptr->resist_chaos)
4339 (void)set_image(p_ptr->image + randint0(250) + 150);
4348 if (lose_all_info())
4349 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!"));
4353 p_ptr->update |= PU_BONUS;
4359 * @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 /
4360 * Advance experience levels and print experience
4363 void check_experience(void)
4365 bool level_reward = FALSE;
4366 bool level_mutation = FALSE;
4367 bool level_inc_stat = FALSE;
4368 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4369 PLAYER_LEVEL old_lev = p_ptr->lev;
4371 /* Hack -- lower limit */
4372 if (p_ptr->exp < 0) p_ptr->exp = 0;
4373 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4374 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4376 /* Hack -- upper limit */
4377 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4378 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4379 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4381 /* Hack -- maintain "max" experience */
4382 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4384 /* Hack -- maintain "max max" experience */
4385 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4387 /* Redraw experience */
4388 p_ptr->redraw |= (PR_EXP);
4392 /* Lose levels while possible */
4393 while ((p_ptr->lev > 1) &&
4394 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4398 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4399 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4400 p_ptr->window |= (PW_PLAYER);
4405 /* Gain levels while possible */
4406 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4407 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4412 /* Save the highest level */
4413 if (p_ptr->lev > p_ptr->max_plv)
4415 p_ptr->max_plv = p_ptr->lev;
4417 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4418 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4420 level_reward = TRUE;
4422 if (p_ptr->prace == RACE_BEASTMAN)
4424 if (one_in_(5)) level_mutation = TRUE;
4426 level_inc_stat = TRUE;
4428 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4433 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4435 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4436 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4437 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4447 if (!(p_ptr->max_plv % 10))
4456 cnv_stat(p_ptr->stat_max[0], tmp);
4457 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4458 cnv_stat(p_ptr->stat_max[1], tmp);
4459 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4460 cnv_stat(p_ptr->stat_max[2], tmp);
4461 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4462 cnv_stat(p_ptr->stat_max[3], tmp);
4463 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4464 cnv_stat(p_ptr->stat_max[4], tmp);
4465 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4466 cnv_stat(p_ptr->stat_max[5], tmp);
4467 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4470 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4475 if ((choice >= 'a') && (choice <= 'f')) break;
4477 for (n = 0; n < A_MAX; n++)
4478 if (n != choice - 'a')
4480 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4482 do_inc_stat(choice - 'a');
4485 else if (!(p_ptr->max_plv % 2))
4486 do_inc_stat(randint0(6));
4491 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4492 (void)gain_mutation(p_ptr, 0);
4493 level_mutation = FALSE;
4497 * 報酬でレベルが上ると再帰的に check_experience() が
4502 gain_level_reward(0);
4503 level_reward = FALSE;
4506 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4507 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4508 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4512 /* Load an autopick preference file */
4513 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4517 * @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
4519 * @param out_val 出力先文字列ポインタ
4522 void cnv_stat(int val, char *out_val)
4527 int bonus = (val - 18);
4531 sprintf(out_val, "18/%3s", "***");
4533 else if (bonus >= 100)
4535 sprintf(out_val, "18/%03d", bonus);
4539 sprintf(out_val, " 18/%02d", bonus);
4546 sprintf(out_val, " %2d", val);
4551 * @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。
4552 * Modify a stat value by a "modifier", return new value
4554 * @param amount 加減算値
4558 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4559 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4560 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4561 * Or even: 18/13, 18/03, 18, 17, ..., 3
4564 s16b modify_stat_value(int value, int amount)
4571 /* Apply each point */
4572 for (i = 0; i < amount; i++)
4574 /* One point at a time */
4575 if (value < 18) value++;
4577 /* Ten "points" at a time */
4583 else if (amount < 0)
4585 /* Apply each point */
4586 for (i = 0; i < (0 - amount); i++)
4588 /* Ten points at a time */
4589 if (value >= 18 + 10) value -= 10;
4591 /* Hack -- prevent weirdness */
4592 else if (value > 18) value = 18;
4594 /* One point at a time */
4595 else if (value > 3) value--;
4599 /* Return new value */
4600 return (s16b)(value);