4 #include "player-move.h"
5 #include "player-status.h"
6 #include "player-effects.h"
7 #include "player-skill.h"
8 #include "player-race.h"
9 #include "player-class.h"
10 #include "player-personality.h"
12 #include "floor-events.h"
17 #include "spells-status.h"
19 #include "object-hook.h"
21 #include "monster-status.h"
22 #include "monsterrace-hook.h"
25 #include "realm-hex.h"
27 #include "cmd-spell.h"
29 #include "objectkind.h"
30 #include "monsterrace.h"
36 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
38 static concptr horror_desc[MAX_SAN_HORROR] =
94 * @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)
96 static concptr funny_desc[MAX_SAN_FUNNY] =
157 * @var funny_comments
158 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
160 static concptr funny_comments[MAX_SAN_COMMENT] =
181 * @brief 基本必要経験値テーブル /
182 * Base experience levels, may be adjusted up for race and/or class
184 const s32b player_exp[PY_MAX_LEVEL] =
240 * @brief 基本必要強化値テーブル(アンドロイド専用)
242 const s32b player_exp_a[PY_MAX_LEVEL] =
298 * Return alignment title
300 concptr your_alignment(void)
302 if (p_ptr->align > 150) return _("大善", "Lawful");
303 else if (p_ptr->align > 50) return _("中善", "Good");
304 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
305 else if (p_ptr->align > -11) return _("中立", "Neutral");
306 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
307 else if (p_ptr->align > -151) return _("中悪", "Evil");
308 else return _("大悪", "Chaotic");
313 * Return proficiency level of weapons and misc. skills (except riding)
315 int weapon_exp_level(int weapon_exp)
317 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
318 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
319 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
320 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
321 else return EXP_LEVEL_MASTER;
326 * Return proficiency level of riding
328 int riding_exp_level(int riding_exp)
330 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
331 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
332 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
333 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
334 else return EXP_LEVEL_MASTER;
339 * Return proficiency level of spells
341 int spell_exp_level(int spell_exp)
343 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
344 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
345 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
346 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
347 else return EXP_LEVEL_MASTER;
351 * @brief プレイヤーの全ステータスを更新する /
352 * Calculate the players current "state", taking into account
353 * not only race/class intrinsics, but also objects being worn
354 * and temporary spell effects.
358 * See also calc_mana() and calc_hitpoints().
360 * Take note of the new "speed code", in particular, a very strong
361 * player will start slowing down as soon as he reaches 150 pounds,
362 * but not until he reaches 450 pounds will he be half as fast as
363 * a normal kobold. This both hurts and helps the player, hurts
364 * because in the old days a player could just avoid 300 pounds,
365 * and helps because now carrying 300 pounds is not very painful.
367 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
368 * damage, since that would affect non-combat things. These values
369 * are actually added in later, at the appropriate place.
371 * This function induces various "status" messages.
374 void calc_bonuses(void)
378 int default_hand = 0;
379 int empty_hands_status = empty_hands(TRUE);
382 BIT_FLAGS flgs[TR_FLAG_SIZE];
384 bool yoiyami = FALSE;
385 bool down_saving = FALSE;
388 bool have_dd_s = FALSE, have_dd_t = FALSE;
390 bool have_sw = FALSE, have_kabe = FALSE;
391 bool easy_2weapon = FALSE;
392 bool riding_levitation = FALSE;
393 OBJECT_IDX this_o_idx, next_o_idx = 0;
394 const player_race *tmp_rp_ptr;
396 /* Save the old vision stuff */
397 bool old_telepathy = p_ptr->telepathy;
398 bool old_esp_animal = p_ptr->esp_animal;
399 bool old_esp_undead = p_ptr->esp_undead;
400 bool old_esp_demon = p_ptr->esp_demon;
401 bool old_esp_orc = p_ptr->esp_orc;
402 bool old_esp_troll = p_ptr->esp_troll;
403 bool old_esp_giant = p_ptr->esp_giant;
404 bool old_esp_dragon = p_ptr->esp_dragon;
405 bool old_esp_human = p_ptr->esp_human;
406 bool old_esp_evil = p_ptr->esp_evil;
407 bool old_esp_good = p_ptr->esp_good;
408 bool old_esp_nonliving = p_ptr->esp_nonliving;
409 bool old_esp_unique = p_ptr->esp_unique;
410 bool old_see_inv = p_ptr->see_inv;
411 bool old_mighty_throw = p_ptr->mighty_throw;
413 /* Current feature under player. */
414 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
416 /* Save the old armor class */
417 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
418 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
421 /* Clear extra blows/shots */
422 extra_blows[0] = extra_blows[1] = 0;
424 /* Clear the stat modifiers */
425 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
428 /* Clear the Displayed/Real armor class */
429 p_ptr->dis_ac = p_ptr->ac = 0;
431 /* Clear the Displayed/Real Bonuses */
432 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
433 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
434 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
435 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
436 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
437 p_ptr->dis_to_a = p_ptr->to_a = 0;
441 p_ptr->to_m_chance = 0;
443 /* Clear the Extra Dice Bonuses */
444 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
445 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
447 /* Start with "normal" speed */
450 /* Start with a single blow per current_world_ptr->game_turn */
451 p_ptr->num_blow[0] = 1;
452 p_ptr->num_blow[1] = 1;
454 /* Start with a single shot per current_world_ptr->game_turn */
455 p_ptr->num_fire = 100;
457 /* Reset the "xtra" tval */
458 p_ptr->tval_xtra = 0;
460 /* Reset the "ammo" tval */
461 p_ptr->tval_ammo = 0;
463 /* Clear all the flags */
465 p_ptr->bless_blade = FALSE;
466 p_ptr->xtra_might = FALSE;
467 p_ptr->impact[0] = FALSE;
468 p_ptr->impact[1] = FALSE;
469 p_ptr->pass_wall = FALSE;
470 p_ptr->kill_wall = FALSE;
471 p_ptr->dec_mana = FALSE;
472 p_ptr->easy_spell = FALSE;
473 p_ptr->heavy_spell = FALSE;
474 p_ptr->see_inv = FALSE;
475 p_ptr->free_act = FALSE;
476 p_ptr->slow_digest = FALSE;
477 p_ptr->regenerate = FALSE;
478 p_ptr->can_swim = FALSE;
479 p_ptr->levitation = FALSE;
480 p_ptr->hold_exp = FALSE;
481 p_ptr->telepathy = FALSE;
482 p_ptr->esp_animal = FALSE;
483 p_ptr->esp_undead = FALSE;
484 p_ptr->esp_demon = FALSE;
485 p_ptr->esp_orc = FALSE;
486 p_ptr->esp_troll = FALSE;
487 p_ptr->esp_giant = FALSE;
488 p_ptr->esp_dragon = FALSE;
489 p_ptr->esp_human = FALSE;
490 p_ptr->esp_evil = FALSE;
491 p_ptr->esp_good = FALSE;
492 p_ptr->esp_nonliving = FALSE;
493 p_ptr->esp_unique = FALSE;
495 p_ptr->sustain_str = FALSE;
496 p_ptr->sustain_int = FALSE;
497 p_ptr->sustain_wis = FALSE;
498 p_ptr->sustain_con = FALSE;
499 p_ptr->sustain_dex = FALSE;
500 p_ptr->sustain_chr = FALSE;
501 p_ptr->resist_acid = FALSE;
502 p_ptr->resist_elec = FALSE;
503 p_ptr->resist_fire = FALSE;
504 p_ptr->resist_cold = FALSE;
505 p_ptr->resist_pois = FALSE;
506 p_ptr->resist_conf = FALSE;
507 p_ptr->resist_sound = FALSE;
508 p_ptr->resist_lite = FALSE;
509 p_ptr->resist_dark = FALSE;
510 p_ptr->resist_chaos = FALSE;
511 p_ptr->resist_disen = FALSE;
512 p_ptr->resist_shard = FALSE;
513 p_ptr->resist_nexus = FALSE;
514 p_ptr->resist_blind = FALSE;
515 p_ptr->resist_neth = FALSE;
516 p_ptr->resist_time = FALSE;
517 p_ptr->resist_water = FALSE;
518 p_ptr->resist_fear = FALSE;
519 p_ptr->reflect = FALSE;
520 p_ptr->sh_fire = FALSE;
521 p_ptr->sh_elec = FALSE;
522 p_ptr->sh_cold = FALSE;
523 p_ptr->anti_magic = FALSE;
524 p_ptr->anti_tele = FALSE;
525 p_ptr->warning = FALSE;
526 p_ptr->mighty_throw = FALSE;
527 p_ptr->see_nocto = FALSE;
529 p_ptr->immune_acid = FALSE;
530 p_ptr->immune_elec = FALSE;
531 p_ptr->immune_fire = FALSE;
532 p_ptr->immune_cold = FALSE;
534 p_ptr->ryoute = FALSE;
535 p_ptr->migite = FALSE;
536 p_ptr->hidarite = FALSE;
537 p_ptr->no_flowed = FALSE;
539 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
540 else tmp_rp_ptr = &race_info[p_ptr->prace];
542 /* Base infravision (purely racial) */
543 p_ptr->see_infra = tmp_rp_ptr->infra;
545 /* Base skill -- disarming */
546 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
548 /* Base skill -- magic devices */
549 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
551 /* Base skill -- saving throw */
552 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
554 /* Base skill -- stealth */
555 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
557 /* Base skill -- searching ability */
558 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
560 /* Base skill -- searching frequency */
561 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
563 /* Base skill -- combat (normal) */
564 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
566 /* Base skill -- combat (shooting) */
567 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
569 /* Base skill -- combat (throwing) */
570 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
572 /* Base skill -- digging */
573 p_ptr->skill_dig = 0;
575 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
576 if (has_melee_weapon(INVEN_LARM))
578 p_ptr->hidarite = TRUE;
579 if (!p_ptr->migite) default_hand = 1;
582 if (CAN_TWO_HANDS_WIELDING())
584 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
585 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
587 p_ptr->ryoute = TRUE;
589 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
590 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
592 p_ptr->ryoute = TRUE;
596 switch (p_ptr->pclass)
599 case CLASS_FORCETRAINER:
600 case CLASS_BERSERKER:
601 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
603 p_ptr->migite = TRUE;
604 p_ptr->ryoute = TRUE;
611 if (!p_ptr->migite && !p_ptr->hidarite)
613 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
614 else if (empty_hands_status == EMPTY_HAND_LARM)
616 p_ptr->hidarite = TRUE;
621 if (p_ptr->special_defense & KAMAE_MASK)
623 if (!(empty_hands_status & EMPTY_HAND_RARM))
625 set_action(ACTION_NONE);
629 switch (p_ptr->pclass)
632 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
633 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
636 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
638 case CLASS_CHAOS_WARRIOR:
639 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
640 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
642 case CLASS_MINDCRAFTER:
643 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
644 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
645 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
646 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
649 case CLASS_FORCETRAINER:
650 /* Unencumbered Monks become faster every 10 levels */
651 if (!(heavy_armor()))
653 if (!(prace_is_(RACE_KLACKON) ||
654 prace_is_(RACE_SPRITE) ||
655 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
656 new_speed += (p_ptr->lev) / 10;
658 /* Free action if unencumbered at level 25 */
660 p_ptr->free_act = TRUE;
665 p_ptr->dis_to_a -= 50;
668 p_ptr->resist_sound = TRUE;
671 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
673 case CLASS_BERSERKER:
675 p_ptr->sustain_str = TRUE;
676 p_ptr->sustain_dex = TRUE;
677 p_ptr->sustain_con = TRUE;
678 p_ptr->regenerate = TRUE;
679 p_ptr->free_act = TRUE;
681 if (p_ptr->lev > 29) new_speed++;
682 if (p_ptr->lev > 39) new_speed++;
683 if (p_ptr->lev > 44) new_speed++;
684 if (p_ptr->lev > 49) new_speed++;
685 p_ptr->to_a += 10 + p_ptr->lev / 2;
686 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
687 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
688 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
689 p_ptr->redraw |= PR_STATUS;
691 case CLASS_MIRROR_MASTER:
692 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
695 /* Unencumbered Ninjas become faster every 10 levels */
698 new_speed -= (p_ptr->lev) / 10;
699 p_ptr->skill_stl -= (p_ptr->lev) / 10;
701 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
702 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
705 if (!(prace_is_(RACE_KLACKON) ||
706 prace_is_(RACE_SPRITE) ||
707 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
708 new_speed += (p_ptr->lev) / 10;
709 p_ptr->skill_stl += (p_ptr->lev) / 10;
711 /* Free action if unencumbered at level 25 */
713 p_ptr->free_act = TRUE;
715 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
716 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
718 p_ptr->to_a += p_ptr->lev / 2 + 5;
719 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
721 p_ptr->slow_digest = TRUE;
722 p_ptr->resist_fear = TRUE;
723 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
724 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
725 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
728 p_ptr->oppose_pois = 1;
729 p_ptr->redraw |= PR_STATUS;
731 p_ptr->see_nocto = TRUE;
736 if (p_ptr->mimic_form)
738 switch (p_ptr->mimic_form)
741 p_ptr->hold_exp = TRUE;
742 p_ptr->resist_chaos = TRUE;
743 p_ptr->resist_neth = TRUE;
744 p_ptr->resist_fire = TRUE;
745 p_ptr->oppose_fire = 1;
746 p_ptr->see_inv = TRUE;
748 p_ptr->redraw |= PR_STATUS;
750 p_ptr->dis_to_a += 10;
752 case MIMIC_DEMON_LORD:
753 p_ptr->hold_exp = TRUE;
754 p_ptr->resist_chaos = TRUE;
755 p_ptr->resist_neth = TRUE;
756 p_ptr->immune_fire = TRUE;
757 p_ptr->resist_acid = TRUE;
758 p_ptr->resist_fire = TRUE;
759 p_ptr->resist_cold = TRUE;
760 p_ptr->resist_elec = TRUE;
761 p_ptr->resist_pois = TRUE;
762 p_ptr->resist_conf = TRUE;
763 p_ptr->resist_disen = TRUE;
764 p_ptr->resist_nexus = TRUE;
765 p_ptr->resist_fear = TRUE;
766 p_ptr->sh_fire = TRUE;
767 p_ptr->see_inv = TRUE;
768 p_ptr->telepathy = TRUE;
769 p_ptr->levitation = TRUE;
770 p_ptr->kill_wall = TRUE;
773 p_ptr->dis_to_a += 20;
776 p_ptr->resist_dark = TRUE;
777 p_ptr->hold_exp = TRUE;
778 p_ptr->resist_neth = TRUE;
779 p_ptr->resist_cold = TRUE;
780 p_ptr->resist_pois = TRUE;
781 p_ptr->see_inv = TRUE;
784 p_ptr->dis_to_a += 10;
785 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
791 switch (p_ptr->prace)
794 p_ptr->resist_lite = TRUE;
797 p_ptr->hold_exp = TRUE;
800 p_ptr->free_act = TRUE;
803 p_ptr->resist_blind = TRUE;
806 p_ptr->resist_dark = TRUE;
808 case RACE_HALF_TROLL:
809 p_ptr->sustain_str = TRUE;
813 /* High level trolls heal fast... */
814 p_ptr->regenerate = TRUE;
816 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
818 p_ptr->slow_digest = TRUE;
819 /* Let's not make Regeneration
820 * a disadvantage for the poor warriors who can
821 * never learn a spell that satisfies hunger (actually
822 * neither can rogues, but half-trolls are not
823 * supposed to play rogues) */
828 p_ptr->sustain_con = TRUE;
829 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
832 p_ptr->resist_lite = TRUE;
833 p_ptr->see_inv = TRUE;
836 p_ptr->resist_fear = TRUE;
839 p_ptr->resist_dark = TRUE;
840 p_ptr->sustain_str = TRUE;
842 case RACE_HALF_GIANT:
843 p_ptr->sustain_str = TRUE;
844 p_ptr->resist_shard = TRUE;
846 case RACE_HALF_TITAN:
847 p_ptr->resist_chaos = TRUE;
850 p_ptr->resist_sound = TRUE;
853 p_ptr->resist_acid = TRUE;
854 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
857 p_ptr->resist_conf = TRUE;
858 p_ptr->resist_acid = TRUE;
860 /* Klackons become faster */
861 new_speed += (p_ptr->lev) / 10;
864 p_ptr->resist_pois = TRUE;
867 p_ptr->resist_disen = TRUE;
868 p_ptr->resist_dark = TRUE;
871 p_ptr->resist_dark = TRUE;
872 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
875 p_ptr->levitation = TRUE;
876 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
877 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
878 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
879 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
880 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
882 case RACE_MIND_FLAYER:
883 p_ptr->sustain_int = TRUE;
884 p_ptr->sustain_wis = TRUE;
885 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
886 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
889 p_ptr->resist_fire = TRUE;
890 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
893 p_ptr->slow_digest = TRUE;
894 p_ptr->free_act = TRUE;
895 p_ptr->see_inv = TRUE;
896 p_ptr->resist_pois = TRUE;
897 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
900 p_ptr->resist_shard = TRUE;
901 p_ptr->hold_exp = TRUE;
902 p_ptr->see_inv = TRUE;
903 p_ptr->resist_pois = TRUE;
904 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
907 p_ptr->resist_neth = TRUE;
908 p_ptr->hold_exp = TRUE;
909 p_ptr->see_inv = TRUE;
910 p_ptr->resist_pois = TRUE;
911 p_ptr->slow_digest = TRUE;
912 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
915 p_ptr->resist_dark = TRUE;
916 p_ptr->hold_exp = TRUE;
917 p_ptr->resist_neth = TRUE;
918 p_ptr->resist_cold = TRUE;
919 p_ptr->resist_pois = TRUE;
920 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
923 p_ptr->levitation = TRUE;
924 p_ptr->free_act = TRUE;
925 p_ptr->resist_neth = TRUE;
926 p_ptr->hold_exp = TRUE;
927 p_ptr->see_inv = TRUE;
928 p_ptr->resist_pois = TRUE;
929 p_ptr->slow_digest = TRUE;
930 p_ptr->resist_cold = TRUE;
931 p_ptr->pass_wall = TRUE;
932 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
935 p_ptr->levitation = TRUE;
936 p_ptr->resist_lite = TRUE;
938 /* Sprites become faster */
939 new_speed += (p_ptr->lev) / 10;
942 p_ptr->resist_conf = TRUE;
943 p_ptr->resist_sound = TRUE;
946 /* Ents dig like maniacs, but only with their hands. */
947 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
948 p_ptr->skill_dig += p_ptr->lev * 10;
949 /* Ents get tougher and stronger as they age, but lose dexterity. */
950 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
951 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
952 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
954 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
955 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
956 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
958 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
959 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
960 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
963 p_ptr->levitation = TRUE;
964 p_ptr->see_inv = TRUE;
967 p_ptr->resist_fire = TRUE;
968 p_ptr->resist_neth = TRUE;
969 p_ptr->hold_exp = TRUE;
970 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
973 p_ptr->oppose_fire = 1;
974 p_ptr->redraw |= PR_STATUS;
978 p_ptr->sustain_con = TRUE;
981 p_ptr->levitation = TRUE;
984 p_ptr->resist_conf = TRUE;
987 p_ptr->slow_digest = TRUE;
988 p_ptr->free_act = TRUE;
989 p_ptr->resist_pois = TRUE;
990 p_ptr->hold_exp = TRUE;
993 p_ptr->resist_water = TRUE;
1001 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1003 p_ptr->see_inv = TRUE;
1004 p_ptr->free_act = TRUE;
1005 p_ptr->slow_digest = TRUE;
1006 p_ptr->regenerate = TRUE;
1007 p_ptr->levitation = TRUE;
1008 p_ptr->hold_exp = TRUE;
1009 p_ptr->telepathy = TRUE;
1011 p_ptr->sustain_str = TRUE;
1012 p_ptr->sustain_int = TRUE;
1013 p_ptr->sustain_wis = TRUE;
1014 p_ptr->sustain_con = TRUE;
1015 p_ptr->sustain_dex = TRUE;
1016 p_ptr->sustain_chr = TRUE;
1017 p_ptr->resist_acid = TRUE;
1018 p_ptr->resist_elec = TRUE;
1019 p_ptr->resist_fire = TRUE;
1020 p_ptr->resist_cold = TRUE;
1021 p_ptr->resist_pois = TRUE;
1022 p_ptr->resist_conf = TRUE;
1023 p_ptr->resist_sound = TRUE;
1024 p_ptr->resist_lite = TRUE;
1025 p_ptr->resist_dark = TRUE;
1026 p_ptr->resist_chaos = TRUE;
1027 p_ptr->resist_disen = TRUE;
1028 p_ptr->resist_shard = TRUE;
1029 p_ptr->resist_nexus = TRUE;
1030 p_ptr->resist_blind = TRUE;
1031 p_ptr->resist_neth = TRUE;
1032 p_ptr->resist_fear = TRUE;
1033 p_ptr->reflect = TRUE;
1034 p_ptr->sh_fire = TRUE;
1035 p_ptr->sh_elec = TRUE;
1036 p_ptr->sh_cold = TRUE;
1038 p_ptr->dis_to_a += 100;
1040 /* Temporary shield */
1041 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1044 p_ptr->dis_to_a += 50;
1047 if (p_ptr->tim_res_nether)
1049 p_ptr->resist_neth = TRUE;
1051 if (p_ptr->tim_sh_fire)
1053 p_ptr->sh_fire = TRUE;
1055 if (p_ptr->tim_res_time)
1057 p_ptr->resist_time = TRUE;
1061 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1063 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1064 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1065 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1067 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1069 p_ptr->to_m_chance += 5;
1070 p_ptr->resist_conf = TRUE;
1074 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1076 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1078 p_ptr->resist_blind = TRUE;
1079 p_ptr->resist_conf = TRUE;
1080 p_ptr->hold_exp = TRUE;
1081 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1083 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1084 /* Munchkin become faster */
1085 new_speed += (p_ptr->lev) / 10 + 5;
1088 if (music_singing(MUSIC_WALL))
1090 p_ptr->kill_wall = TRUE;
1093 /* Hack -- apply racial/class stat maxes */
1094 /* Apply the racial modifiers */
1095 for (i = 0; i < A_MAX; i++)
1097 /* Modify the stats for "race" */
1098 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1102 /* I'm adding the mutations here for the lack of a better place... */
1105 /* Hyper Strength */
1106 if (p_ptr->muta3 & MUT3_HYPER_STR)
1108 p_ptr->stat_add[A_STR] += 4;
1112 if (p_ptr->muta3 & MUT3_PUNY)
1114 p_ptr->stat_add[A_STR] -= 4;
1117 /* Living computer */
1118 if (p_ptr->muta3 & MUT3_HYPER_INT)
1120 p_ptr->stat_add[A_INT] += 4;
1121 p_ptr->stat_add[A_WIS] += 4;
1125 if (p_ptr->muta3 & MUT3_MORONIC)
1127 p_ptr->stat_add[A_INT] -= 4;
1128 p_ptr->stat_add[A_WIS] -= 4;
1131 if (p_ptr->muta3 & MUT3_RESILIENT)
1133 p_ptr->stat_add[A_CON] += 4;
1136 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1138 p_ptr->stat_add[A_CON] += 2;
1142 if (p_ptr->muta3 & MUT3_ALBINO)
1144 p_ptr->stat_add[A_CON] -= 4;
1147 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1149 p_ptr->stat_add[A_CON] -= 2;
1150 p_ptr->stat_add[A_CHR] -= 1;
1151 p_ptr->regenerate = FALSE;
1152 /* Cancel innate regeneration */
1155 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1157 p_ptr->stat_add[A_CHR] -= 4;
1160 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1162 p_ptr->stat_add[A_CHR] -= 1;
1165 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1167 p_ptr->skill_fos += 15;
1168 p_ptr->skill_srh += 15;
1171 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1173 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1176 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1178 p_ptr->skill_stl -= 3;
1181 if (p_ptr->muta3 & MUT3_INFRAVIS)
1183 p_ptr->see_infra += 3;
1186 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1191 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1196 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1198 p_ptr->sh_elec = TRUE;
1201 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1203 p_ptr->sh_fire = TRUE;
1207 if (p_ptr->muta3 & MUT3_WART_SKIN)
1209 p_ptr->stat_add[A_CHR] -= 2;
1211 p_ptr->dis_to_a += 5;
1214 if (p_ptr->muta3 & MUT3_SCALES)
1216 p_ptr->stat_add[A_CHR] -= 1;
1218 p_ptr->dis_to_a += 10;
1221 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1223 p_ptr->stat_add[A_DEX] -= 1;
1225 p_ptr->dis_to_a += 25;
1228 if (p_ptr->muta3 & MUT3_WINGS)
1230 p_ptr->levitation = TRUE;
1233 if (p_ptr->muta3 & MUT3_FEARLESS)
1235 p_ptr->resist_fear = TRUE;
1238 if (p_ptr->muta3 & MUT3_REGEN)
1240 p_ptr->regenerate = TRUE;
1243 if (p_ptr->muta3 & MUT3_ESP)
1245 p_ptr->telepathy = TRUE;
1248 if (p_ptr->muta3 & MUT3_LIMBER)
1250 p_ptr->stat_add[A_DEX] += 3;
1253 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1255 p_ptr->stat_add[A_DEX] -= 3;
1258 if (p_ptr->muta3 & MUT3_MOTION)
1260 p_ptr->free_act = TRUE;
1261 p_ptr->skill_stl += 1;
1264 if (p_ptr->muta3 & MUT3_ILL_NORM)
1266 p_ptr->stat_add[A_CHR] = 0;
1270 if (p_ptr->tsuyoshi)
1272 p_ptr->stat_add[A_STR] += 4;
1273 p_ptr->stat_add[A_CON] += 4;
1276 /* Scan the usable p_ptr->inventory_list */
1277 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1279 int bonus_to_h, bonus_to_d;
1280 o_ptr = &p_ptr->inventory_list[i];
1281 if (!o_ptr->k_idx) continue;
1283 object_flags(o_ptr, flgs);
1285 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1286 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1289 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1290 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1291 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1292 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1293 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1294 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1296 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1298 /* Affect stealth */
1299 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1301 /* Affect searching ability (factor of five) */
1302 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1304 /* Affect searching frequency (factor of five) */
1305 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1307 /* Affect infravision */
1308 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1310 /* Affect digging (factor of 20) */
1311 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1314 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1317 if (have_flag(flgs, TR_BLOWS))
1319 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1320 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1321 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1324 /* Hack -- cause earthquakes */
1325 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1328 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1329 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1330 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1331 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1332 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1333 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1334 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1335 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1336 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1337 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1338 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1339 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1340 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1341 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1342 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1343 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1344 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1345 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1346 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1347 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1348 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1349 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1350 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1351 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1352 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1353 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1354 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1355 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1356 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1357 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1358 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1359 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1360 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1361 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1362 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1364 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1365 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1366 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1367 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1368 if (have_flag(flgs, TR_WARNING)) {
1369 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1370 p_ptr->warning = TRUE;
1373 if (have_flag(flgs, TR_TELEPORT))
1375 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1378 concptr insc = quark_str(o_ptr->inscription);
1380 if (o_ptr->inscription && my_strchr(insc, '.'))
1383 * {.} will stop random teleportation.
1388 /* Controlled random teleportation */
1389 p_ptr->cursed |= TRC_TELEPORT_SELF;
1394 /* Immunity flags */
1395 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1396 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1397 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1398 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1400 /* Resistance flags */
1401 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1402 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1403 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1404 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1405 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1406 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1407 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1408 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1409 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1410 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1411 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1412 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1413 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1414 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1415 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1416 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1418 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1419 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1420 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1421 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1422 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1423 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1426 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1427 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1428 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1429 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1430 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1431 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1433 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1434 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1435 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1436 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1437 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1438 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1439 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1441 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1443 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1445 p_ptr->to_m_chance += 10;
1449 p_ptr->to_m_chance += 3;
1453 if (o_ptr->tval == TV_CAPTURE) continue;
1455 /* Modify the base armor class */
1456 p_ptr->ac += o_ptr->ac;
1458 /* The base armor class is always known */
1459 p_ptr->dis_ac += o_ptr->ac;
1461 /* Apply the bonuses to armor class */
1462 p_ptr->to_a += o_ptr->to_a;
1464 /* Apply the mental bonuses to armor class, if known */
1465 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1467 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1469 int slot = i - INVEN_RARM;
1472 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1474 p_ptr->to_h[slot] -= 15;
1475 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1479 p_ptr->to_h[slot] -= 5;
1480 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1485 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1487 p_ptr->to_h_b -= 15;
1488 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1493 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1498 if (o_ptr->curse_flags & TRC_LOW_AC)
1500 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1503 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1508 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1512 /* Hack -- do not apply "weapon" bonuses */
1513 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1514 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1516 /* Hack -- do not apply "bow" bonuses */
1517 if (i == INVEN_BOW) continue;
1519 bonus_to_h = o_ptr->to_h;
1520 bonus_to_d = o_ptr->to_d;
1522 if (p_ptr->pclass == CLASS_NINJA)
1524 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1525 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1528 /* To Bow and Natural attack */
1530 /* Apply the bonuses to hit/damage */
1531 p_ptr->to_h_b += (s16b)bonus_to_h;
1532 p_ptr->to_h_m += (s16b)bonus_to_h;
1533 p_ptr->to_d_m += (s16b)bonus_to_d;
1535 /* Apply the mental bonuses tp hit/damage, if known */
1536 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1539 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1541 /* Apply the bonuses to hit/damage */
1542 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1543 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1545 /* Apply the mental bonuses tp hit/damage, if known */
1546 if (object_is_known(o_ptr))
1548 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1549 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1552 else if (p_ptr->migite && p_ptr->hidarite)
1554 /* Apply the bonuses to hit/damage */
1555 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1556 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1557 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1558 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1560 /* Apply the mental bonuses tp hit/damage, if known */
1561 if (object_is_known(o_ptr))
1563 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1564 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1565 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1566 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1571 /* Apply the bonuses to hit/damage */
1572 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1573 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1575 /* Apply the mental bonuses to hit/damage, if known */
1576 if (object_is_known(o_ptr))
1578 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1579 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1584 /* Shield skill bonus */
1585 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1587 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1588 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1591 if (old_mighty_throw != p_ptr->mighty_throw)
1593 /* Redraw average damege display of Shuriken */
1594 p_ptr->window |= PW_INVEN;
1597 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1599 /* Monks get extra ac for armour _not worn_ */
1600 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1602 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1604 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1605 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1607 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1609 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1610 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1612 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1614 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1615 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1617 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1619 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1620 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1622 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1624 p_ptr->to_a += (p_ptr->lev / 2);
1625 p_ptr->dis_to_a += (p_ptr->lev / 2);
1627 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1629 p_ptr->to_a += (p_ptr->lev / 3);
1630 p_ptr->dis_to_a += (p_ptr->lev / 3);
1632 if (p_ptr->special_defense & KAMAE_BYAKKO)
1634 p_ptr->stat_add[A_STR] += 2;
1635 p_ptr->stat_add[A_DEX] += 2;
1636 p_ptr->stat_add[A_CON] -= 3;
1638 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1641 else if (p_ptr->special_defense & KAMAE_GENBU)
1643 p_ptr->stat_add[A_INT] -= 1;
1644 p_ptr->stat_add[A_WIS] -= 1;
1645 p_ptr->stat_add[A_DEX] -= 2;
1646 p_ptr->stat_add[A_CON] += 3;
1648 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1650 p_ptr->stat_add[A_STR] -= 2;
1651 p_ptr->stat_add[A_INT] += 1;
1652 p_ptr->stat_add[A_WIS] += 1;
1653 p_ptr->stat_add[A_DEX] += 2;
1654 p_ptr->stat_add[A_CON] -= 2;
1658 if (p_ptr->special_defense & KATA_KOUKIJIN)
1660 for (i = 0; i < A_MAX; i++)
1661 p_ptr->stat_add[i] += 5;
1663 p_ptr->dis_to_a -= 50;
1666 /* Hack -- aura of fire also provides light */
1667 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1669 /* Golems also get an intrinsic AC bonus */
1670 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1672 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1673 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1677 if (p_ptr->realm1 == REALM_HEX)
1679 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1680 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1681 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1682 if (hex_spelling(HEX_BUILDING))
1684 p_ptr->stat_add[A_STR] += 4;
1685 p_ptr->stat_add[A_DEX] += 4;
1686 p_ptr->stat_add[A_CON] += 4;
1688 if (hex_spelling(HEX_DEMON_AURA))
1690 p_ptr->sh_fire = TRUE;
1691 p_ptr->regenerate = TRUE;
1693 if (hex_spelling(HEX_ICE_ARMOR))
1695 p_ptr->sh_cold = TRUE;
1697 p_ptr->dis_to_a += 30;
1699 if (hex_spelling(HEX_SHOCK_CLOAK))
1701 p_ptr->sh_elec = TRUE;
1704 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1706 ARMOUR_CLASS ac = 0;
1707 o_ptr = &p_ptr->inventory_list[i];
1708 if (!o_ptr->k_idx) continue;
1709 if (!object_is_armour(o_ptr)) continue;
1710 if (!object_is_cursed(o_ptr)) continue;
1712 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1713 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1714 p_ptr->to_a += (s16b)ac;
1715 p_ptr->dis_to_a += (s16b)ac;
1719 /* Calculate stats */
1720 for (i = 0; i < A_MAX; i++)
1724 /* Extract the new "stat_use" value for the stat */
1725 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1727 /* Notice changes */
1728 if (p_ptr->stat_top[i] != top)
1730 /* Save the new value */
1731 p_ptr->stat_top[i] = (s16b)top;
1732 p_ptr->redraw |= (PR_STATS);
1733 p_ptr->window |= (PW_PLAYER);
1737 /* Extract the new "stat_use" value for the stat */
1738 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1740 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1742 /* 10 to 18/90 charisma, guaranteed, based on level */
1743 if (use < 8 + 2 * p_ptr->lev)
1745 use = 8 + 2 * p_ptr->lev;
1749 /* Notice changes */
1750 if (p_ptr->stat_use[i] != use)
1752 /* Save the new value */
1753 p_ptr->stat_use[i] = (s16b)use;
1754 p_ptr->redraw |= (PR_STATS);
1755 p_ptr->window |= (PW_PLAYER);
1759 /* Values: 3, 4, ..., 17 */
1760 if (use <= 18) ind = (use - 3);
1762 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1763 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1765 /* Range: 18/220+ */
1768 /* Notice changes */
1769 if (p_ptr->stat_ind[i] != ind)
1771 /* Save the new index */
1772 p_ptr->stat_ind[i] = (s16b)ind;
1774 /* Change in CON affects Hitpoints */
1777 p_ptr->update |= (PU_HP);
1780 /* Change in INT may affect Mana/Spells */
1781 else if (i == A_INT)
1783 if (mp_ptr->spell_stat == A_INT)
1785 p_ptr->update |= (PU_MANA | PU_SPELLS);
1789 /* Change in WIS may affect Mana/Spells */
1790 else if (i == A_WIS)
1792 if (mp_ptr->spell_stat == A_WIS)
1794 p_ptr->update |= (PU_MANA | PU_SPELLS);
1798 /* Change in WIS may affect Mana/Spells */
1799 else if (i == A_CHR)
1801 if (mp_ptr->spell_stat == A_CHR)
1803 p_ptr->update |= (PU_MANA | PU_SPELLS);
1807 p_ptr->window |= (PW_PLAYER);
1812 /* Apply temporary "stun" */
1813 if (p_ptr->stun > 50)
1815 p_ptr->to_h[0] -= 20;
1816 p_ptr->to_h[1] -= 20;
1817 p_ptr->to_h_b -= 20;
1818 p_ptr->to_h_m -= 20;
1819 p_ptr->dis_to_h[0] -= 20;
1820 p_ptr->dis_to_h[1] -= 20;
1821 p_ptr->dis_to_h_b -= 20;
1822 p_ptr->to_d[0] -= 20;
1823 p_ptr->to_d[1] -= 20;
1824 p_ptr->to_d_m -= 20;
1825 p_ptr->dis_to_d[0] -= 20;
1826 p_ptr->dis_to_d[1] -= 20;
1828 else if (p_ptr->stun)
1830 p_ptr->to_h[0] -= 5;
1831 p_ptr->to_h[1] -= 5;
1834 p_ptr->dis_to_h[0] -= 5;
1835 p_ptr->dis_to_h[1] -= 5;
1836 p_ptr->dis_to_h_b -= 5;
1837 p_ptr->to_d[0] -= 5;
1838 p_ptr->to_d[1] -= 5;
1840 p_ptr->dis_to_d[0] -= 5;
1841 p_ptr->dis_to_d[1] -= 5;
1845 if (p_ptr->wraith_form)
1847 p_ptr->reflect = TRUE;
1848 p_ptr->pass_wall = TRUE;
1851 if (p_ptr->kabenuke)
1853 p_ptr->pass_wall = TRUE;
1856 /* Temporary blessing */
1860 p_ptr->dis_to_a += 5;
1861 p_ptr->to_h[0] += 10;
1862 p_ptr->to_h[1] += 10;
1863 p_ptr->to_h_b += 10;
1864 p_ptr->to_h_m += 10;
1865 p_ptr->dis_to_h[0] += 10;
1866 p_ptr->dis_to_h[1] += 10;
1867 p_ptr->dis_to_h_b += 10;
1870 if (p_ptr->magicdef)
1872 p_ptr->resist_blind = TRUE;
1873 p_ptr->resist_conf = TRUE;
1874 p_ptr->reflect = TRUE;
1875 p_ptr->free_act = TRUE;
1876 p_ptr->levitation = TRUE;
1879 /* Temporary "Hero" */
1882 p_ptr->to_h[0] += 12;
1883 p_ptr->to_h[1] += 12;
1884 p_ptr->to_h_b += 12;
1885 p_ptr->to_h_m += 12;
1886 p_ptr->dis_to_h[0] += 12;
1887 p_ptr->dis_to_h[1] += 12;
1888 p_ptr->dis_to_h_b += 12;
1891 /* Temporary "Beserk" */
1894 p_ptr->to_h[0] += 12;
1895 p_ptr->to_h[1] += 12;
1896 p_ptr->to_h_b -= 12;
1897 p_ptr->to_h_m += 12;
1898 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1899 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1900 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1901 p_ptr->dis_to_h[0] += 12;
1902 p_ptr->dis_to_h[1] += 12;
1903 p_ptr->dis_to_h_b -= 12;
1904 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1905 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1907 p_ptr->dis_to_a -= 10;
1908 p_ptr->skill_stl -= 7;
1909 p_ptr->skill_dev -= 20;
1910 p_ptr->skill_sav -= 30;
1911 p_ptr->skill_srh -= 15;
1912 p_ptr->skill_fos -= 15;
1913 p_ptr->skill_tht -= 20;
1914 p_ptr->skill_dig += 30;
1917 /* Temporary "fast" */
1923 /* Temporary "slow" */
1929 /* Temporary "telepathy" */
1932 p_ptr->telepathy = TRUE;
1935 if (p_ptr->ele_immune)
1937 if (p_ptr->special_defense & DEFENSE_ACID)
1938 p_ptr->immune_acid = TRUE;
1939 else if (p_ptr->special_defense & DEFENSE_ELEC)
1940 p_ptr->immune_elec = TRUE;
1941 else if (p_ptr->special_defense & DEFENSE_FIRE)
1942 p_ptr->immune_fire = TRUE;
1943 else if (p_ptr->special_defense & DEFENSE_COLD)
1944 p_ptr->immune_cold = TRUE;
1947 /* Temporary see invisible */
1948 if (p_ptr->tim_invis)
1950 p_ptr->see_inv = TRUE;
1953 /* Temporary infravision boost */
1954 if (p_ptr->tim_infra)
1956 p_ptr->see_infra += 3;
1959 /* Temporary regeneration boost */
1960 if (p_ptr->tim_regen)
1962 p_ptr->regenerate = TRUE;
1965 /* Temporary levitation */
1966 if (p_ptr->tim_levitation)
1968 p_ptr->levitation = TRUE;
1971 /* Temporary reflection */
1972 if (p_ptr->tim_reflect)
1974 p_ptr->reflect = TRUE;
1977 /* Hack -- Hero/Shero -> Res fear */
1978 if (IS_HERO() || p_ptr->shero)
1980 p_ptr->resist_fear = TRUE;
1984 /* Hack -- Telepathy Change */
1985 if (p_ptr->telepathy != old_telepathy)
1987 p_ptr->update |= (PU_MONSTERS);
1990 if ((p_ptr->esp_animal != old_esp_animal) ||
1991 (p_ptr->esp_undead != old_esp_undead) ||
1992 (p_ptr->esp_demon != old_esp_demon) ||
1993 (p_ptr->esp_orc != old_esp_orc) ||
1994 (p_ptr->esp_troll != old_esp_troll) ||
1995 (p_ptr->esp_giant != old_esp_giant) ||
1996 (p_ptr->esp_dragon != old_esp_dragon) ||
1997 (p_ptr->esp_human != old_esp_human) ||
1998 (p_ptr->esp_evil != old_esp_evil) ||
1999 (p_ptr->esp_good != old_esp_good) ||
2000 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2001 (p_ptr->esp_unique != old_esp_unique))
2003 p_ptr->update |= (PU_MONSTERS);
2006 /* Hack -- See Invis Change */
2007 if (p_ptr->see_inv != old_see_inv)
2009 p_ptr->update |= (PU_MONSTERS);
2012 /* Bloating slows the player down (a little) */
2013 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2015 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2017 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2018 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2020 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2021 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2024 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2026 int penalty1, penalty2;
2027 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2028 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2029 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2031 penalty1 = penalty1 / 2 - 5;
2032 penalty2 = penalty2 / 2 - 5;
2035 p_ptr->dis_to_a += 10;
2039 if (penalty1 > 0) penalty1 /= 2;
2040 if (penalty2 > 0) penalty2 /= 2;
2042 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2044 penalty1 = MAX(0, penalty1 - 10);
2045 penalty2 = MAX(0, penalty2 - 10);
2047 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2049 penalty1 = MIN(0, penalty1);
2050 penalty2 = MIN(0, penalty2);
2052 p_ptr->dis_to_a += 10;
2056 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2058 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2061 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2062 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2063 p_ptr->to_h[0] -= (s16b)penalty1;
2064 p_ptr->to_h[1] -= (s16b)penalty2;
2065 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2066 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2069 /* Extract the current weight (in tenth pounds) */
2070 j = p_ptr->total_weight;
2074 /* Extract the "weight limit" (in tenth pounds) */
2075 i = (int)weight_limit();
2079 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2080 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2081 SPEED speed = riding_m_ptr->mspeed;
2083 if (riding_m_ptr->mspeed > 110)
2085 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2086 if (new_speed < 110) new_speed = 110;
2092 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2093 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2094 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2095 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2096 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2098 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2099 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2101 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;
2103 /* Extract the "weight limit" */
2104 i = 1500 + riding_r_ptr->level * 25;
2107 /* Apply "encumbrance" from weight */
2108 if (j > i) new_speed -= ((j - i) / (i / 5));
2110 /* Searching slows the player down */
2111 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2114 if (p_ptr->prace == RACE_MERFOLK)
2116 if (have_flag(f_ptr->flags, FF_WATER))
2118 new_speed += (2 + p_ptr->lev / 10);
2120 else if (!p_ptr->levitation)
2127 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2128 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2129 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2130 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2131 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2132 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2133 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2134 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2135 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2136 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2137 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2138 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2139 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2141 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2142 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2143 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2144 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2145 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2146 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2147 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2148 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2149 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2150 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2153 /* Obtain the "hold" value */
2154 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2157 /* Examine the "current bow" */
2158 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2160 /* It is hard to carholdry a heavy bow */
2161 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2162 if (p_ptr->heavy_shoot)
2164 /* Hard to wield a heavy bow */
2165 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2166 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2169 /* Compute "extra shots" if needed */
2172 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2174 /* Apply special flags */
2175 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2178 p_ptr->num_fire = calc_num_fire(o_ptr);
2180 /* Snipers love Cross bows */
2181 if ((p_ptr->pclass == CLASS_SNIPER) &&
2182 (p_ptr->tval_ammo == TV_BOLT))
2184 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2185 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2190 if (p_ptr->ryoute) hold *= 2;
2192 for (i = 0; i < 2; i++)
2194 /* Examine the "main weapon" */
2195 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2197 object_flags(o_ptr, flgs);
2199 /* Assume not heavy */
2200 p_ptr->heavy_wield[i] = FALSE;
2201 p_ptr->icky_wield[i] = FALSE;
2202 p_ptr->riding_wield[i] = FALSE;
2204 if (!has_melee_weapon(INVEN_RARM + i))
2206 p_ptr->num_blow[i] = 1;
2209 /* It is hard to hold a heavy weapon */
2210 if (hold < o_ptr->weight / 10)
2212 /* Hard to wield a heavy weapon */
2213 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2214 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2217 p_ptr->heavy_wield[i] = TRUE;
2219 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2221 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2224 p_ptr->dis_to_a += 5;
2227 /* Normal weapons */
2228 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2230 int str_index, dex_index;
2232 int num = 0, wgt = 0, mul = 0, div = 0;
2234 /* Analyze the class */
2235 switch (p_ptr->pclass)
2238 num = 6; wgt = 70; mul = 5; break;
2240 case CLASS_BERSERKER:
2241 num = 6; wgt = 70; mul = 7; break;
2244 case CLASS_HIGH_MAGE:
2245 case CLASS_BLUE_MAGE:
2246 num = 3; wgt = 100; mul = 2; break;
2249 case CLASS_MAGIC_EATER:
2250 case CLASS_MINDCRAFTER:
2251 num = 5; wgt = 100; mul = 3; break;
2254 num = 5; wgt = 40; mul = 3; break;
2257 num = 5; wgt = 70; mul = 4; break;
2261 num = 5; wgt = 70; mul = 4; break;
2264 num = 5; wgt = 150; mul = 5; break;
2266 case CLASS_WARRIOR_MAGE:
2267 case CLASS_RED_MAGE:
2268 num = 5; wgt = 70; mul = 3; break;
2270 case CLASS_CHAOS_WARRIOR:
2271 num = 5; wgt = 70; mul = 4; break;
2274 num = 5; wgt = 60; mul = 3; break;
2277 num = 4; wgt = 100; mul = 3; break;
2279 case CLASS_IMITATOR:
2280 num = 5; wgt = 70; mul = 4; break;
2282 case CLASS_BEASTMASTER:
2283 num = 5; wgt = 70; mul = 3; break;
2286 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2287 else { num = 5; wgt = 100; mul = 3; }
2290 case CLASS_SORCERER:
2291 num = 1; wgt = 1; mul = 1; break;
2296 num = 4; wgt = 70; mul = 2; break;
2298 case CLASS_FORCETRAINER:
2299 num = 4; wgt = 60; mul = 2; break;
2301 case CLASS_MIRROR_MASTER:
2302 num = 3; wgt = 100; mul = 3; break;
2305 num = 4; wgt = 20; mul = 1; break;
2308 /* Hex - extra mights gives +1 bonus to max blows */
2309 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2311 /* Enforce a minimum "weight" (tenth pounds) */
2312 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2314 /* Access the strength vs weight */
2315 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2317 if (p_ptr->ryoute && !omoi) str_index++;
2318 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2321 if (str_index > 11) str_index = 11;
2323 /* Index by dexterity */
2324 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2327 if (dex_index > 11) dex_index = 11;
2329 /* Use the blows table */
2330 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2333 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2335 /* Add in the "bonus blows" */
2336 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2339 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2340 else if (p_ptr->pclass == CLASS_BERSERKER)
2342 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2344 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2346 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2348 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2351 /* Require at least one blow */
2352 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2354 /* Boost digging skill by weapon weight */
2355 p_ptr->skill_dig += (o_ptr->weight / 10);
2359 /* Priest weapon penalty for non-blessed edged weapons */
2360 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2361 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2363 /* Reduce the real bonuses */
2364 p_ptr->to_h[i] -= 2;
2365 p_ptr->to_d[i] -= 2;
2367 /* Reduce the mental bonuses */
2368 p_ptr->dis_to_h[i] -= 2;
2369 p_ptr->dis_to_d[i] -= 2;
2372 p_ptr->icky_wield[i] = TRUE;
2374 else if (p_ptr->pclass == CLASS_BERSERKER)
2376 p_ptr->to_h[i] += p_ptr->lev / 5;
2377 p_ptr->to_d[i] += p_ptr->lev / 6;
2378 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2379 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2380 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2382 p_ptr->to_h[i] += p_ptr->lev / 5;
2383 p_ptr->to_d[i] += p_ptr->lev / 6;
2384 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2385 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2388 else if (p_ptr->pclass == CLASS_SORCERER)
2390 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2392 /* Reduce the real bonuses */
2393 p_ptr->to_h[i] -= 200;
2394 p_ptr->to_d[i] -= 200;
2396 /* Reduce the mental bonuses */
2397 p_ptr->dis_to_h[i] -= 200;
2398 p_ptr->dis_to_d[i] -= 200;
2401 p_ptr->icky_wield[i] = TRUE;
2405 /* Reduce the real bonuses */
2406 p_ptr->to_h[i] -= 30;
2407 p_ptr->to_d[i] -= 10;
2409 /* Reduce the mental bonuses */
2410 p_ptr->dis_to_h[i] -= 30;
2411 p_ptr->dis_to_d[i] -= 10;
2415 if (p_ptr->realm1 == REALM_HEX)
2417 if (object_is_cursed(o_ptr))
2419 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2420 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2421 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2422 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2423 if (hex_spelling(HEX_RUNESWORD))
2425 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2426 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2427 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2433 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2435 p_ptr->to_h[i] += 15;
2436 p_ptr->dis_to_h[i] += 15;
2437 p_ptr->to_dd[i] += 2;
2439 else if (!(have_flag(flgs, TR_RIDING)))
2442 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2448 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2450 if (penalty < 30) penalty = 30;
2452 p_ptr->to_h[i] -= (s16b)penalty;
2453 p_ptr->dis_to_h[i] -= (s16b)penalty;
2456 p_ptr->riding_wield[i] = TRUE;
2465 p_ptr->riding_ryoute = FALSE;
2467 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2468 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2470 switch (p_ptr->pclass)
2473 case CLASS_FORCETRAINER:
2474 case CLASS_BERSERKER:
2475 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2476 p_ptr->riding_ryoute = TRUE;
2481 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2483 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2487 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2489 if (penalty < 30) penalty = 30;
2491 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2492 p_ptr->to_h_b -= (s16b)penalty;
2493 p_ptr->dis_to_h_b -= (s16b)penalty;
2496 /* Different calculation for monks with empty hands */
2497 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2498 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2500 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2501 p_ptr->num_blow[0] = 0;
2503 if (p_ptr->pclass == CLASS_FORCETRAINER)
2505 if (blow_base > 18) p_ptr->num_blow[0]++;
2506 if (blow_base > 31) p_ptr->num_blow[0]++;
2507 if (blow_base > 44) p_ptr->num_blow[0]++;
2508 if (blow_base > 58) p_ptr->num_blow[0]++;
2511 p_ptr->to_d[0] += P_PTR_KI / 5;
2512 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2517 if (blow_base > 12) p_ptr->num_blow[0]++;
2518 if (blow_base > 22) p_ptr->num_blow[0]++;
2519 if (blow_base > 31) p_ptr->num_blow[0]++;
2520 if (blow_base > 39) p_ptr->num_blow[0]++;
2521 if (blow_base > 46) p_ptr->num_blow[0]++;
2522 if (blow_base > 53) p_ptr->num_blow[0]++;
2523 if (blow_base > 59) p_ptr->num_blow[0]++;
2526 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2527 p_ptr->num_blow[0] /= 2;
2530 p_ptr->to_h[0] += (p_ptr->lev / 3);
2531 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2533 p_ptr->to_d[0] += (p_ptr->lev / 6);
2534 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2537 if (p_ptr->special_defense & KAMAE_BYAKKO)
2540 p_ptr->dis_to_a -= 40;
2543 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2546 p_ptr->dis_to_a -= 50;
2547 p_ptr->resist_acid = TRUE;
2548 p_ptr->resist_fire = TRUE;
2549 p_ptr->resist_elec = TRUE;
2550 p_ptr->resist_cold = TRUE;
2551 p_ptr->resist_pois = TRUE;
2552 p_ptr->sh_fire = TRUE;
2553 p_ptr->sh_elec = TRUE;
2554 p_ptr->sh_cold = TRUE;
2555 p_ptr->levitation = TRUE;
2557 else if (p_ptr->special_defense & KAMAE_GENBU)
2559 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2560 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2561 p_ptr->reflect = TRUE;
2562 p_ptr->num_blow[0] -= 2;
2563 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2564 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2566 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2568 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2569 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2571 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2572 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2573 p_ptr->num_blow[0] /= 2;
2574 p_ptr->levitation = TRUE;
2577 p_ptr->num_blow[0] += 1 + extra_blows[0];
2580 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2582 p_ptr->monk_armour_aux = FALSE;
2586 p_ptr->monk_armour_aux = TRUE;
2589 for (i = 0; i < 2; i++)
2591 if (has_melee_weapon(INVEN_RARM + i))
2593 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2594 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2596 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2597 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2598 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2600 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2602 p_ptr->to_h[i] -= 40;
2603 p_ptr->dis_to_h[i] -= 40;
2604 p_ptr->icky_wield[i] = TRUE;
2607 else if (p_ptr->pclass == CLASS_NINJA)
2609 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2611 p_ptr->to_h[i] -= 40;
2612 p_ptr->dis_to_h[i] -= 40;
2613 p_ptr->icky_wield[i] = TRUE;
2614 p_ptr->num_blow[i] /= 2;
2615 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2621 /* Maximum speed is (+99). (internally it's 110 + 99) */
2622 /* Temporary lightspeed forces to be maximum speed */
2623 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2628 /* Minimum speed is (-99). (internally it's 110 - 99) */
2629 if (new_speed < 11) new_speed = 11;
2631 /* Display the speed (if needed) */
2632 if (p_ptr->pspeed != (byte)new_speed)
2634 p_ptr->pspeed = (byte)new_speed;
2635 p_ptr->redraw |= (PR_SPEED);
2640 if (p_ptr->to_a > (0 - p_ptr->ac))
2641 p_ptr->to_a = 0 - p_ptr->ac;
2642 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2643 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2646 /* Redraw armor (if needed) */
2647 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2649 p_ptr->redraw |= (PR_ARMOR);
2650 p_ptr->window |= (PW_PLAYER);
2653 if (p_ptr->ryoute && !omoi)
2655 int bonus_to_h = 0, bonus_to_d = 0;
2656 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2657 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);
2659 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2660 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2661 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2662 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2665 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;
2667 /* Affect Skill -- stealth (bonus one) */
2668 p_ptr->skill_stl += 1;
2670 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2672 /* Affect Skill -- disarming (DEX and INT) */
2673 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2674 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2676 /* Affect Skill -- magic devices (INT) */
2677 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2679 /* Affect Skill -- saving throw (WIS) */
2680 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2682 /* Affect Skill -- digging (STR) */
2683 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2685 /* Affect Skill -- disarming (Level, by Class) */
2686 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2688 /* Affect Skill -- magic devices (Level, by Class) */
2689 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2691 /* Affect Skill -- saving throw (Level, by Class) */
2692 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2694 /* Affect Skill -- stealth (Level, by Class) */
2695 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2697 /* Affect Skill -- search ability (Level, by Class) */
2698 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2700 /* Affect Skill -- search frequency (Level, by Class) */
2701 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2703 /* Affect Skill -- combat (normal) (Level, by Class) */
2704 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2706 /* Affect Skill -- combat (shooting) (Level, by Class) */
2707 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2709 /* Affect Skill -- combat (throwing) (Level, by Class) */
2710 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2713 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2715 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2716 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2719 /* Limit Skill -- stealth from 0 to 30 */
2720 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2721 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2723 /* Limit Skill -- digging from 1 up */
2724 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2726 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2728 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2730 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;
2732 if (down_saving) p_ptr->skill_sav /= 2;
2734 /* Hack -- Each elemental immunity includes resistance */
2735 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2736 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2737 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2738 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2741 /* Hack -- handle "xtra" mode */
2742 if (character_xtra) return;
2744 /* Take note when "heavy bow" changes */
2745 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2747 if (p_ptr->heavy_shoot)
2749 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."));
2751 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2753 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."));
2757 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."));
2761 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2764 for (i = 0; i < 2; i++)
2766 /* Take note when "heavy weapon" changes */
2767 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2769 if (p_ptr->heavy_wield[i])
2771 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."));
2773 else if (has_melee_weapon(INVEN_RARM + i))
2775 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2777 else if (p_ptr->heavy_wield[1 - i])
2779 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2783 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."));
2787 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2790 /* Take note when "heavy weapon" changes */
2791 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2793 if (p_ptr->riding_wield[i])
2795 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."));
2797 else if (!p_ptr->riding)
2799 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2801 else if (has_melee_weapon(INVEN_RARM + i))
2803 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2806 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2809 /* Take note when "illegal weapon" changes */
2810 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2812 if (p_ptr->icky_wield[i])
2814 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."));
2817 chg_virtue(V_FAITH, -1);
2820 else if (has_melee_weapon(INVEN_RARM + i))
2822 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."));
2826 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."));
2830 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2834 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2836 if (p_ptr->riding_ryoute)
2839 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" : "");
2841 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2847 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" : "");
2849 msg_print("You began to control riding pet with one hand.");
2853 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2856 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2860 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."));
2863 chg_virtue(V_HARMONY, -1);
2868 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2871 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2874 for (i = 0; i < INVEN_PACK; i++)
2877 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2878 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2880 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2881 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2884 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)
2886 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2887 next_o_idx = o_ptr->next_o_idx;
2890 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2891 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2893 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2894 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2897 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2899 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2901 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2902 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2905 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)))
2907 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2908 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2911 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2913 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2914 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2917 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2919 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2920 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2925 static void calc_alignment(void)
2929 int i, j, neutral[2];
2931 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2933 monster_type *m_ptr;
2934 monster_race *r_ptr;
2935 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2936 if (!monster_is_valid(m_ptr)) continue;
2937 r_ptr = &r_info[m_ptr->r_idx];
2941 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2942 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2946 if (p_ptr->mimic_form)
2948 switch (p_ptr->mimic_form)
2951 p_ptr->align -= 200;
2953 case MIMIC_DEMON_LORD:
2954 p_ptr->align -= 200;
2960 switch (p_ptr->prace)
2963 p_ptr->align += 200;
2966 p_ptr->align -= 200;
2971 for (i = 0; i < 2; i++)
2973 if (has_melee_weapon(INVEN_RARM + i))
2975 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2979 /* Determine player alignment */
2980 for (i = 0, j = 0; i < 8; i++)
2982 switch (p_ptr->vir_types[i])
2985 p_ptr->align += p_ptr->virtues[i] * 2;
2995 p_ptr->align -= p_ptr->virtues[i];
2998 p_ptr->align += p_ptr->virtues[i];
3003 for (i = 0; i < j; i++)
3005 if (p_ptr->align > 0)
3007 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3008 if (p_ptr->align < 0) p_ptr->align = 0;
3010 else if (p_ptr->align < 0)
3012 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3013 if (p_ptr->align > 0) p_ptr->align = 0;
3019 * @brief プレイヤーの最大HPを計算する /
3020 * Calculate the players (maximal) hit points
3021 * Adjust current hitpoints if necessary
3025 static void calc_hitpoints(void)
3030 /* Un-inflate "half-hitpoint bonus per level" value */
3031 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3033 /* Calculate hitpoints */
3034 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3036 if (p_ptr->mimic_form)
3038 if (p_ptr->pclass == CLASS_SORCERER)
3039 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3041 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3042 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3045 if (p_ptr->pclass == CLASS_SORCERER)
3047 if (p_ptr->lev < 30)
3048 mhp = (mhp * (45 + p_ptr->lev) / 100);
3050 mhp = (mhp * 75 / 100);
3051 bonus = (bonus * 65 / 100);
3056 if (p_ptr->pclass == CLASS_BERSERKER)
3058 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3061 /* Always have at least one hitpoint per level */
3062 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3064 /* Factor in the hero / superhero settings */
3065 if (IS_HERO()) mhp += 10;
3066 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3067 if (p_ptr->tsuyoshi) mhp += 50;
3069 /* Factor in the hex spell settings */
3070 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3071 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3073 /* New maximum hitpoints */
3074 if (p_ptr->mhp != mhp)
3076 /* Enforce maximum */
3077 if (p_ptr->chp >= mhp)
3080 p_ptr->chp_frac = 0;
3084 /* レベルアップの時は上昇量を表示する */
3085 if ((level_up == 1) && (mhp > p_ptr->mhp))
3087 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3090 /* Save the new max-hitpoints */
3093 /* Display hitpoints (later) */
3094 p_ptr->redraw |= (PR_HP);
3095 p_ptr->window |= (PW_PLAYER);
3100 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3103 * SWD: Experimental modification: multiple light sources have additive effect.
3105 static void calc_torch(void)
3110 BIT_FLAGS flgs[TR_FLAG_SIZE];
3112 /* Assume no light */
3113 p_ptr->cur_lite = 0;
3115 /* Loop through all wielded items */
3116 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3118 o_ptr = &p_ptr->inventory_list[i];
3119 /* Skip empty slots */
3120 if (!o_ptr->k_idx) continue;
3122 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3125 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3127 if (o_ptr->tval == TV_LITE)
3129 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3130 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3133 object_flags(o_ptr, flgs);
3135 /* calc the lite_radius */
3138 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3139 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3140 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3141 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3142 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3143 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3144 p_ptr->cur_lite += rad;
3147 /* max radius is 14 (was 5) without rewriting other code -- */
3148 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3149 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3150 p_ptr->cur_lite = 1;
3153 * check if the player doesn't have light radius,
3154 * but does weakly glow as an intrinsic.
3156 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3158 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3159 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3161 /* end experimental mods */
3163 /* Notice changes in the "lite radius" */
3164 if (p_ptr->old_lite != p_ptr->cur_lite)
3166 /* Hack -- PU_MON_LITE for monsters' darkness */
3167 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3169 /* Remember the old lite */
3170 p_ptr->old_lite = p_ptr->cur_lite;
3172 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3173 set_superstealth(FALSE);
3178 * @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。 /
3179 * Calculate number of spells player should have, and forget,
3180 * or remember, spells until that number is properly reflected.
3183 * Note that this function induces various "status" messages,
3184 * which must be bypasses until the character is created.
3186 static void calc_spells(void)
3188 int i, j, k, levels;
3190 int num_boukyaku = 0;
3192 const magic_type *s_ptr;
3198 /* Hack -- must be literate */
3199 if (!mp_ptr->spell_book) return;
3201 /* Hack -- wait for creation */
3202 if (!character_generated) return;
3204 /* Hack -- handle "xtra" mode */
3205 if (character_xtra) return;
3207 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3209 p_ptr->new_spells = 0;
3213 p = spell_category_name(mp_ptr->spell_book);
3215 /* Determine the number of spells allowed */
3216 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3218 /* Hack -- no negative spells */
3219 if (levels < 0) levels = 0;
3221 /* Extract total allowed spells */
3222 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3224 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3228 if (p_ptr->pclass == CLASS_SAMURAI)
3232 else if (p_ptr->realm2 == REALM_NONE)
3234 num_allowed = (num_allowed + 1) / 2;
3235 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3237 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3239 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3243 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3246 /* Count the number of spells we know */
3247 for (j = 0; j < 64; j++)
3249 /* Count known spells */
3251 (p_ptr->spell_forgotten1 & (1L << j)) :
3252 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3258 /* See how many spells we must forget or may learn */
3259 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3261 /* Forget spells which are too hard */
3262 for (i = 63; i >= 0; i--)
3264 /* Efficiency -- all done */
3265 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3267 /* Access the spell */
3268 j = p_ptr->spell_order[i];
3270 /* Skip non-spells */
3271 if (j >= 99) continue;
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 are allowed to know */
3288 if (s_ptr->slevel <= p_ptr->lev) continue;
3292 (p_ptr->spell_learned1 & (1L << j)) :
3293 (p_ptr->spell_learned2 & (1L << (j - 32))))
3295 /* Mark as 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 /* No longer known */
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を忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3322 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3326 /* One more can be learned */
3327 p_ptr->new_spells++;
3332 /* Forget spells if we know too many spells */
3333 for (i = 63; i >= 0; i--)
3335 /* Stop when possible */
3336 if (p_ptr->new_spells >= 0) break;
3338 /* Efficiency -- all done */
3339 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3341 /* Get the (i+1)th spell learned */
3342 j = p_ptr->spell_order[i];
3344 /* Skip unknown spells */
3345 if (j >= 99) continue;
3347 /* Forget it (if learned) */
3349 (p_ptr->spell_learned1 & (1L << j)) :
3350 (p_ptr->spell_learned2 & (1L << (j - 32))))
3352 /* Mark as forgotten */
3355 p_ptr->spell_forgotten1 |= (1L << j);
3356 which = p_ptr->realm1;
3360 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3361 which = p_ptr->realm2;
3364 /* No longer known */
3367 p_ptr->spell_learned1 &= ~(1L << j);
3368 which = p_ptr->realm1;
3372 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3373 which = p_ptr->realm2;
3377 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3379 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3383 /* One more can be learned */
3384 p_ptr->new_spells++;
3389 /* Check for spells to remember */
3390 for (i = 0; i < 64; i++)
3392 /* None left to remember */
3393 if (p_ptr->new_spells <= 0) break;
3395 /* Efficiency -- all done */
3396 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3398 /* Get the next spell we learned */
3399 j = p_ptr->spell_order[i];
3401 /* Skip unknown spells */
3404 /* Access the spell */
3405 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3408 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3410 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3413 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3415 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3417 /* Skip spells we cannot remember */
3418 if (s_ptr->slevel > p_ptr->lev) continue;
3420 /* First set of spells */
3422 (p_ptr->spell_forgotten1 & (1L << j)) :
3423 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3425 /* No longer forgotten */
3428 p_ptr->spell_forgotten1 &= ~(1L << j);
3429 which = p_ptr->realm1;
3433 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3434 which = p_ptr->realm2;
3437 /* Known once more */
3440 p_ptr->spell_learned1 |= (1L << j);
3441 which = p_ptr->realm1;
3445 p_ptr->spell_learned2 |= (1L << (j - 32));
3446 which = p_ptr->realm2;
3450 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3452 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3456 /* One less can be learned */
3457 p_ptr->new_spells--;
3463 if (p_ptr->realm2 == REALM_NONE)
3465 /* Count spells that can be learned */
3466 for (j = 0; j < 32; j++)
3468 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3469 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3471 /* Skip spells we cannot remember */
3472 if (s_ptr->slevel > p_ptr->lev) continue;
3474 /* Skip spells we already know */
3475 if (p_ptr->spell_learned1 & (1L << j))
3484 if ((p_ptr->new_spells > k) &&
3485 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3487 p_ptr->new_spells = (s16b)k;
3491 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3493 /* Spell count changed */
3494 if (p_ptr->old_spells != p_ptr->new_spells)
3496 /* Message if needed */
3497 if (p_ptr->new_spells)
3500 if (p_ptr->new_spells < 10) {
3501 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3504 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3507 msg_format("You can learn %d more %s%s.",
3508 p_ptr->new_spells, p,
3509 (p_ptr->new_spells != 1) ? "s" : "");
3514 /* Save the new_spells value */
3515 p_ptr->old_spells = p_ptr->new_spells;
3517 /* Redraw Study Status */
3518 p_ptr->redraw |= (PR_STUDY);
3520 /* Redraw object recall */
3521 p_ptr->window |= (PW_OBJECT);
3526 * @brief プレイヤーの最大MPを計算する /
3527 * Calculate maximum mana. You do not need to know any spells.
3528 * Note that mana is lowered by heavy (or inappropriate) armor.
3531 * This function induces status messages.
3533 static void calc_mana(void)
3535 int msp, levels, cur_wgt, max_wgt;
3540 /* Hack -- Must be literate */
3541 if (!mp_ptr->spell_book) return;
3543 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3544 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3545 (p_ptr->pclass == CLASS_BLUE_MAGE))
3547 levels = p_ptr->lev;
3551 if (mp_ptr->spell_first > p_ptr->lev)
3556 /* Display mana later */
3557 p_ptr->redraw |= (PR_MANA);
3561 /* Extract "effective" player level */
3562 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3565 if (p_ptr->pclass == CLASS_SAMURAI)
3567 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3568 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3572 /* Extract total mana */
3573 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3575 /* Hack -- usually add one mana */
3578 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3580 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3582 /* Hack: High mages have a 25% mana bonus */
3583 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3585 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3588 /* Only mages are affected */
3589 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3591 BIT_FLAGS flgs[TR_FLAG_SIZE];
3593 /* Assume player is not encumbered by gloves */
3594 p_ptr->cumber_glove = FALSE;
3596 /* Get the gloves */
3597 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3599 /* Examine the gloves */
3600 object_flags(o_ptr, flgs);
3602 /* Normal gloves hurt mage-type spells */
3604 !(have_flag(flgs, TR_FREE_ACT)) &&
3605 !(have_flag(flgs, TR_DEC_MANA)) &&
3606 !(have_flag(flgs, TR_EASY_SPELL)) &&
3607 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3608 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3611 p_ptr->cumber_glove = TRUE;
3614 msp = (3 * msp) / 4;
3619 /* Assume player not encumbered by armor */
3620 p_ptr->cumber_armor = FALSE;
3622 /* Weigh the armor */
3624 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3625 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3626 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3627 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3628 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3629 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3630 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3632 /* Subtract a percentage of maximum mana. */
3633 switch (p_ptr->pclass)
3635 /* For these classes, mana is halved if armour
3636 * is 30 pounds over their weight limit. */
3638 case CLASS_HIGH_MAGE:
3639 case CLASS_BLUE_MAGE:
3641 case CLASS_FORCETRAINER:
3642 case CLASS_SORCERER:
3644 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3645 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3649 /* Mana halved if armour is 40 pounds over weight limit. */
3654 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3655 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3659 case CLASS_MINDCRAFTER:
3660 case CLASS_BEASTMASTER:
3661 case CLASS_MIRROR_MASTER:
3663 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3664 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3668 /* Mana halved if armour is 50 pounds over weight limit. */
3671 case CLASS_RED_MAGE:
3672 case CLASS_WARRIOR_MAGE:
3674 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3675 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3679 /* Mana halved if armour is 60 pounds over weight limit. */
3681 case CLASS_CHAOS_WARRIOR:
3683 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3684 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3688 /* For new classes created, but not yet added to this formula. */
3695 /* Determine the weight allowance */
3696 max_wgt = mp_ptr->spell_weight;
3698 /* Heavy armor penalizes mana by a percentage. -LM- */
3699 if ((cur_wgt - max_wgt) > 0)
3702 p_ptr->cumber_armor = TRUE;
3704 /* Subtract a percentage of maximum mana. */
3705 switch (p_ptr->pclass)
3707 /* For these classes, mana is halved if armour
3708 * is 30 pounds over their weight limit. */
3710 case CLASS_HIGH_MAGE:
3711 case CLASS_BLUE_MAGE:
3713 msp -= msp * (cur_wgt - max_wgt) / 600;
3717 /* Mana halved if armour is 40 pounds over weight limit. */
3719 case CLASS_MINDCRAFTER:
3720 case CLASS_BEASTMASTER:
3722 case CLASS_FORCETRAINER:
3724 case CLASS_MIRROR_MASTER:
3726 msp -= msp * (cur_wgt - max_wgt) / 800;
3730 case CLASS_SORCERER:
3732 msp -= msp * (cur_wgt - max_wgt) / 900;
3736 /* Mana halved if armour is 50 pounds over weight limit. */
3740 case CLASS_RED_MAGE:
3742 msp -= msp * (cur_wgt - max_wgt) / 1000;
3746 /* Mana halved if armour is 60 pounds over weight limit. */
3748 case CLASS_CHAOS_WARRIOR:
3749 case CLASS_WARRIOR_MAGE:
3751 msp -= msp * (cur_wgt - max_wgt) / 1200;
3757 p_ptr->cumber_armor = FALSE;
3761 /* For new classes created, but not yet added to this formula. */
3764 msp -= msp * (cur_wgt - max_wgt) / 800;
3770 /* Mana can never be negative */
3771 if (msp < 0) msp = 0;
3774 /* Maximum mana has changed */
3775 if (p_ptr->msp != msp)
3777 /* Enforce maximum */
3778 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3781 p_ptr->csp_frac = 0;
3785 /* レベルアップの時は上昇量を表示する */
3786 if ((level_up == 1) && (msp > p_ptr->msp))
3788 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3794 /* Display mana later */
3795 p_ptr->redraw |= (PR_MANA);
3796 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3800 /* Hack -- handle "xtra" mode */
3801 if (character_xtra) return;
3803 /* Take note when "glove state" changes */
3804 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3806 if (p_ptr->cumber_glove)
3808 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."));
3812 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."));
3816 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3820 /* Take note when "armor state" changes */
3821 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3823 if (p_ptr->cumber_armor)
3825 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."));
3829 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."));
3833 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3838 * @brief 装備中の射撃武器の威力倍率を返す /
3839 * calcurate the fire rate of target object
3840 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3841 * @return 射撃倍率の値(100で1.00倍)
3843 s16b calc_num_fire(object_type *o_ptr)
3845 int extra_shots = 0;
3848 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3850 BIT_FLAGS flgs[TR_FLAG_SIZE];
3852 /* Scan the usable p_ptr->inventory_list */
3853 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3855 q_ptr = &p_ptr->inventory_list[i];
3856 if (!q_ptr->k_idx) continue;
3858 /* Do not apply current equip */
3859 if (i == INVEN_BOW) continue;
3861 object_flags(q_ptr, flgs);
3864 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3867 object_flags(o_ptr, flgs);
3868 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3870 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3874 num += (extra_shots * 100);
3876 /* Hack -- Rangers love Bows */
3877 if ((p_ptr->pclass == CLASS_RANGER) &&
3878 (tval_ammo == TV_ARROW))
3880 num += (p_ptr->lev * 4);
3883 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3884 (tval_ammo == TV_ARROW))
3886 num += (p_ptr->lev * 3);
3889 if (p_ptr->pclass == CLASS_ARCHER)
3891 if (tval_ammo == TV_ARROW)
3892 num += ((p_ptr->lev * 5) + 50);
3893 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3894 num += (p_ptr->lev * 4);
3898 * Addendum -- also "Reward" high level warriors,
3899 * with _any_ missile weapon -- TY
3901 if (p_ptr->pclass == CLASS_WARRIOR &&
3902 (tval_ammo <= TV_BOLT) &&
3903 (tval_ammo >= TV_SHOT))
3905 num += (p_ptr->lev * 2);
3907 if ((p_ptr->pclass == CLASS_ROGUE) &&
3908 (tval_ammo == TV_SHOT))
3910 num += (p_ptr->lev * 4);
3917 * @brief プレイヤーの所持重量制限を計算する /
3918 * Computes current weight limit.
3921 WEIGHT weight_limit(void)
3925 /* Weight limit based only on strength */
3926 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3927 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3929 /* Return the result */
3934 * @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 /
3935 * @param i 判定する手のID(右手:0 左手:1)
3936 * @return 持っているならばTRUE
3938 bool has_melee_weapon(int i)
3940 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3944 * @brief プレイヤーの現在開いている手の状態を返す
3945 * @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。
3946 * @return 開いている手のビットフラグ
3948 BIT_FLAGS16 empty_hands(bool riding_control)
3950 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3952 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3953 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3955 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3957 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3958 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3966 * @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。
3967 * @return ペナルティが適用されるならばTRUE。
3969 bool heavy_armor(void)
3971 WEIGHT monk_arm_wgt = 0;
3973 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3975 /* Weight the armor */
3976 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3977 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3978 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3979 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3980 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3981 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3982 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3984 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3988 * @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"
3990 * @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。
3992 void update_creature(player_type *creature_ptr)
3994 if (!creature_ptr->update) return;
3996 /* Actually do auto-destroy */
3997 if (creature_ptr->update & (PU_AUTODESTROY))
3999 creature_ptr->update &= ~(PU_AUTODESTROY);
4000 autopick_delayed_alter();
4002 if (creature_ptr->update & (PU_COMBINE))
4004 creature_ptr->update &= ~(PU_COMBINE);
4008 /* Reorder the pack */
4009 if (creature_ptr->update & (PU_REORDER))
4011 creature_ptr->update &= ~(PU_REORDER);
4015 if (creature_ptr->update & (PU_BONUS))
4017 creature_ptr->update &= ~(PU_BONUS);
4022 if (creature_ptr->update & (PU_TORCH))
4024 creature_ptr->update &= ~(PU_TORCH);
4028 if (creature_ptr->update & (PU_HP))
4030 creature_ptr->update &= ~(PU_HP);
4034 if (creature_ptr->update & (PU_MANA))
4036 creature_ptr->update &= ~(PU_MANA);
4040 if (creature_ptr->update & (PU_SPELLS))
4042 creature_ptr->update &= ~(PU_SPELLS);
4046 /* Character is not ready yet, no screen updates */
4047 if (!character_generated) return;
4049 /* Character is in "icky" mode, no screen updates */
4050 if (character_icky) return;
4052 if (creature_ptr->update & (PU_UN_LITE))
4054 creature_ptr->update &= ~(PU_UN_LITE);
4058 if (creature_ptr->update & (PU_UN_VIEW))
4060 creature_ptr->update &= ~(PU_UN_VIEW);
4064 if (creature_ptr->update & (PU_VIEW))
4066 creature_ptr->update &= ~(PU_VIEW);
4070 if (creature_ptr->update & (PU_LITE))
4072 creature_ptr->update &= ~(PU_LITE);
4077 if (creature_ptr->update & (PU_FLOW))
4079 creature_ptr->update &= ~(PU_FLOW);
4083 if (creature_ptr->update & (PU_DISTANCE))
4085 creature_ptr->update &= ~(PU_DISTANCE);
4087 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4088 /* creature_ptr->update &= ~(PU_MONSTERS); */
4090 update_monsters(TRUE);
4093 if (creature_ptr->update & (PU_MON_LITE))
4095 creature_ptr->update &= ~(PU_MON_LITE);
4100 * Mega-Hack -- Delayed visual update
4101 * Only used if update_view(), update_lite() or update_mon_lite() was called
4103 if (creature_ptr->update & (PU_DELAY_VIS))
4105 creature_ptr->update &= ~(PU_DELAY_VIS);
4106 delayed_visual_update();
4109 if (creature_ptr->update & (PU_MONSTERS))
4111 creature_ptr->update &= ~(PU_MONSTERS);
4112 update_monsters(FALSE);
4117 * @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
4118 * @return 魔道書を一冊も持っていないならTRUEを返す
4120 bool player_has_no_spellbooks(void)
4125 for (i = 0; i < INVEN_PACK; i++)
4127 o_ptr = &p_ptr->inventory_list[i];
4128 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4131 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4133 o_ptr = ¤t_floor_ptr->o_list[i];
4134 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4140 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4142 creature_ptr->energy_use = (ENERGY)need_cost;
4145 void free_turn(player_type *creature_ptr)
4147 creature_ptr->energy_use = 0;
4151 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4154 * @return 配置に成功したらTRUE
4156 bool player_place(POSITION y, POSITION x)
4158 /* Paranoia XXX XXX */
4159 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4161 /* Save player location */
4170 * @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
4173 void wreck_the_pattern(void)
4177 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4179 if (pattern_type == PATTERN_TILE_WRECKED)
4181 /* Ruined already */
4185 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4186 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4188 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4189 to_ruin = randint1(45) + 35;
4193 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4195 if (pattern_tile(r_y, r_x) &&
4196 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4198 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4202 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4207 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4208 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4209 * @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
4212 void sanity_blast(monster_type *m_ptr, bool necro)
4216 if (p_ptr->inside_battle || !character_dungeon) return;
4218 if (!necro && m_ptr)
4220 GAME_TEXT m_name[MAX_NLEN];
4221 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4223 power = r_ptr->level / 2;
4225 monster_desc(m_name, m_ptr, 0);
4227 if (!(r_ptr->flags1 & RF1_UNIQUE))
4229 if (r_ptr->flags1 & RF1_FRIENDS)
4234 if (!is_loading_now)
4235 return; /* No effect yet, just loaded... */
4238 return; /* Cannot see it for some reason */
4240 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4244 return; /* Pet eldritch horrors are safe most of the time */
4246 if (randint1(100) > power) return;
4248 if (saving_throw(p_ptr->skill_sav - power))
4250 return; /* Save, no adverse effects */
4255 /* Something silly happens... */
4256 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4257 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4261 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4262 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4265 return; /* Never mind; we can't see it clearly enough */
4268 /* Something frightening happens... */
4269 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4270 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4272 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4274 /* Demon characters are unaffected */
4275 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4276 if (p_ptr->wizard) return;
4278 /* Undead characters are 50% likely to be unaffected */
4279 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4280 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4281 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4283 if (saving_throw(25 + p_ptr->lev)) return;
4288 monster_race *r_ptr;
4289 GAME_TEXT m_name[MAX_NLEN];
4292 get_mon_num_prep(get_nightmare, NULL);
4294 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4295 power = r_ptr->level + 10;
4296 desc = r_name + r_ptr->name;
4298 get_mon_num_prep(NULL, NULL);
4301 if (!(r_ptr->flags1 & RF1_UNIQUE))
4302 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4305 sprintf(m_name, "%s", desc);
4307 if (!(r_ptr->flags1 & RF1_UNIQUE))
4309 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4313 if (saving_throw(p_ptr->skill_sav * 100 / power))
4315 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4322 /* Something silly happens... */
4323 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4324 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4328 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4329 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4332 /* Never mind; we can't see it clearly enough */
4336 /* Something frightening happens... */
4337 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4338 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4340 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4342 if (!p_ptr->mimic_form)
4344 switch (p_ptr->prace)
4346 /* Demons may make a saving throw */
4349 if (saving_throw(20 + p_ptr->lev)) return;
4351 /* Undead may make a saving throw */
4356 if (saving_throw(10 + p_ptr->lev)) return;
4362 /* Demons may make a saving throw */
4363 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4365 if (saving_throw(20 + p_ptr->lev)) return;
4367 /* Undead may make a saving throw */
4368 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4370 if (saving_throw(10 + p_ptr->lev)) return;
4376 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!"));
4379 if (saving_throw(p_ptr->skill_sav - power))
4385 (void)do_dec_stat(A_INT);
4386 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4389 (void)do_dec_stat(A_WIS);
4390 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4392 switch (randint1(21))
4395 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4397 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4399 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!"));
4403 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!"));
4406 if (p_ptr->muta3 & MUT3_HYPER_INT)
4408 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."));
4409 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4411 p_ptr->muta3 |= MUT3_MORONIC;
4417 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4419 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4421 /* Duh, the following should never happen, but anyway... */
4422 if (p_ptr->muta3 & MUT3_FEARLESS)
4424 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."));
4425 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4428 p_ptr->muta2 |= MUT2_COWARDICE;
4434 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4436 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!"));
4437 p_ptr->muta2 |= MUT2_HALLU;
4443 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4445 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!"));
4446 p_ptr->muta2 |= MUT2_BERS_RAGE;
4456 if (!p_ptr->resist_conf)
4458 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4460 if (!p_ptr->free_act)
4462 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4464 if (!p_ptr->resist_chaos)
4466 (void)set_image(p_ptr->image + randint0(250) + 150);
4475 if (lose_all_info())
4476 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!"));
4480 p_ptr->update |= PU_BONUS;
4486 * @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 /
4487 * Advance experience levels and print experience
4490 void check_experience(void)
4492 bool level_reward = FALSE;
4493 bool level_mutation = FALSE;
4494 bool level_inc_stat = FALSE;
4495 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4496 PLAYER_LEVEL old_lev = p_ptr->lev;
4498 /* Hack -- lower limit */
4499 if (p_ptr->exp < 0) p_ptr->exp = 0;
4500 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4501 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4503 /* Hack -- upper limit */
4504 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4505 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4506 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4508 /* Hack -- maintain "max" experience */
4509 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4511 /* Hack -- maintain "max max" experience */
4512 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4514 /* Redraw experience */
4515 p_ptr->redraw |= (PR_EXP);
4519 /* Lose levels while possible */
4520 while ((p_ptr->lev > 1) &&
4521 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4525 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4526 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4527 p_ptr->window |= (PW_PLAYER);
4532 /* Gain levels while possible */
4533 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4534 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4539 /* Save the highest level */
4540 if (p_ptr->lev > p_ptr->max_plv)
4542 p_ptr->max_plv = p_ptr->lev;
4544 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4545 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4547 level_reward = TRUE;
4549 if (p_ptr->prace == RACE_BEASTMAN)
4551 if (one_in_(5)) level_mutation = TRUE;
4553 level_inc_stat = TRUE;
4555 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4560 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4562 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4563 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4564 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4574 if (!(p_ptr->max_plv % 10))
4583 cnv_stat(p_ptr->stat_max[0], tmp);
4584 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4585 cnv_stat(p_ptr->stat_max[1], tmp);
4586 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4587 cnv_stat(p_ptr->stat_max[2], tmp);
4588 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4589 cnv_stat(p_ptr->stat_max[3], tmp);
4590 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4591 cnv_stat(p_ptr->stat_max[4], tmp);
4592 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4593 cnv_stat(p_ptr->stat_max[5], tmp);
4594 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4597 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4602 if ((choice >= 'a') && (choice <= 'f')) break;
4604 for (n = 0; n < A_MAX; n++)
4605 if (n != choice - 'a')
4607 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4609 do_inc_stat(choice - 'a');
4612 else if (!(p_ptr->max_plv % 2))
4613 do_inc_stat(randint0(6));
4618 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4619 (void)gain_mutation(p_ptr, 0);
4620 level_mutation = FALSE;
4624 * 報酬でレベルが上ると再帰的に check_experience() が
4629 gain_level_reward(0);
4630 level_reward = FALSE;
4633 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4634 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4635 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4639 /* Load an autopick preference file */
4640 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4644 * @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
4646 * @param out_val 出力先文字列ポインタ
4649 void cnv_stat(int val, char *out_val)
4654 int bonus = (val - 18);
4658 sprintf(out_val, "18/%3s", "***");
4660 else if (bonus >= 100)
4662 sprintf(out_val, "18/%03d", bonus);
4666 sprintf(out_val, " 18/%02d", bonus);
4673 sprintf(out_val, " %2d", val);
4678 * @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。
4679 * Modify a stat value by a "modifier", return new value
4681 * @param amount 加減算値
4685 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4686 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4687 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4688 * Or even: 18/13, 18/03, 18, 17, ..., 3
4691 s16b modify_stat_value(int value, int amount)
4698 /* Apply each point */
4699 for (i = 0; i < amount; i++)
4701 /* One point at a time */
4702 if (value < 18) value++;
4704 /* Ten "points" at a time */
4710 else if (amount < 0)
4712 /* Apply each point */
4713 for (i = 0; i < (0 - amount); i++)
4715 /* Ten points at a time */
4716 if (value >= 18 + 10) value -= 10;
4718 /* Hack -- prevent weirdness */
4719 else if (value > 18) value = 18;
4721 /* One point at a time */
4722 else if (value > 3) value--;
4726 /* Return new value */
4727 return (s16b)(value);
4733 * Hack -- Calculates the total number of points earned -JWT-
4737 long calc_score(void)
4741 u32b point, point_h, point_l;
4742 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4744 if (!preserve_mode) mult += 10;
4745 if (!autoroller) mult += 10;
4746 if (!smart_learn) mult -= 20;
4747 if (smart_cheat) mult += 30;
4748 if (ironman_shops) mult += 50;
4749 if (ironman_small_levels) mult += 10;
4750 if (ironman_empty_levels) mult += 20;
4751 if (!powerup_home) mult += 50;
4752 if (ironman_rooms) mult += 100;
4753 if (ironman_nightmare) mult += 100;
4755 if (mult < 5) mult = 5;
4757 for (i = 0; i < max_d_idx; i++)
4758 if (max_dlv[i] > max_dl)
4759 max_dl = max_dlv[i];
4761 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4762 point_h = point_l / 0x10000L;
4763 point_l = point_l % 0x10000L;
4766 point_h += point_l / 0x10000L;
4767 point_l %= 0x10000L;
4769 point_l += ((point_h % 100) << 16);
4773 point = (point_h << 16) + (point_l);
4774 if (p_ptr->arena_number >= 0)
4775 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4777 if (ironman_downward) point *= 2;
4778 if (p_ptr->pclass == CLASS_BERSERKER)
4780 if (p_ptr->prace == RACE_SPECTRE)
4784 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4787 if (p_ptr->total_winner) point = 2;
4789 if (easy_band) point = (0 - point);