3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
20 * @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
22 * @param out_val 出力先文字列ポインタ
25 void cnv_stat(int val, char *out_val)
30 int bonus = (val - 18);
34 sprintf(out_val, "18/%3s", "***");
36 else if (bonus >= 100)
38 sprintf(out_val, "18/%03d", bonus);
42 sprintf(out_val, " 18/%02d", bonus);
49 sprintf(out_val, " %2d", val);
54 * @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。
55 * Modify a stat value by a "modifier", return new value
61 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
62 * Or even: 18/13, 18/23, 18/33, ..., 18/220
63 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
64 * Or even: 18/13, 18/03, 18, 17, ..., 3
67 s16b modify_stat_value(int value, int amount)
74 /* Apply each point */
75 for (i = 0; i < amount; i++)
77 /* One point at a time */
78 if (value < 18) value++;
80 /* Ten "points" at a time */
88 /* Apply each point */
89 for (i = 0; i < (0 - amount); i++)
91 /* Ten points at a time */
92 if (value >= 18+10) value -= 10;
94 /* Hack -- prevent weirdness */
95 else if (value > 18) value = 18;
97 /* One point at a time */
98 else if (value > 3) value--;
102 /* Return new value */
103 return (s16b)(value);
109 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
110 * Print character info at given row, column in a 13 char field
116 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
118 /* Dump 13 spaces to clear */
119 c_put_str(TERM_WHITE, " ", row, col);
121 /* Dump the info itself */
122 c_put_str(TERM_L_BLUE, info, row, col);
126 * @brief ゲーム時刻を表示する /
134 /* Dump 13 spaces to clear */
135 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
137 extract_day_hour_min(&day, &hour, &min);
139 /* Dump the info itself */
140 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
141 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
143 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
147 * @brief 現在のマップ名を返す /
148 * @return マップ名の文字列参照ポインタ
150 concptr map_name(void)
152 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
153 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
154 return _("クエスト", "Quest");
155 else if (p_ptr->wild_mode)
156 return _("地上", "Surface");
157 else if (p_ptr->inside_arena)
158 return _("アリーナ", "Arena");
159 else if (p_ptr->inside_battle)
160 return _("闘技場", "Monster Arena");
161 else if (!dun_level && p_ptr->town_num)
162 return town[p_ptr->town_num].name;
164 return d_name+d_info[dungeon_type].name;
168 * @brief 現在のマップ名を描画する / Print dungeon
171 static void prt_dungeon(void)
173 concptr dungeon_name;
176 /* Dump 13 spaces to clear */
177 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
179 dungeon_name = map_name();
181 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
182 if (col < 0) col = 0;
184 /* Dump the info itself */
185 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
191 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
192 * @param stat 描画するステータスのID
195 static void prt_stat(int stat)
199 /* Display "injured" stat */
200 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
202 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
203 cnv_stat(p_ptr->stat_use[stat], tmp);
204 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
207 /* Display "healthy" stat */
210 put_str(stat_names[stat], ROW_STAT + stat, 0);
211 cnv_stat(p_ptr->stat_use[stat], tmp);
212 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
215 /* Indicate natural maximum */
216 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
219 /* 日本語にかぶらないように表示位置を変更 */
220 put_str("!", ROW_STAT + stat, 5);
222 put_str("!", ROW_STAT + stat, 3);
230 * 画面下部に表示する状態表示定義ID / Data structure for status bar
232 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
233 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
234 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
235 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
236 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
237 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
238 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
239 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
240 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
241 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
242 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
243 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
244 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
245 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
246 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
247 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
248 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
249 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
250 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
251 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
252 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
253 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
254 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
255 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
256 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
257 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
258 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
259 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
260 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
261 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
262 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
263 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
264 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
265 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
266 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
267 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
268 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
269 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
270 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
271 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
272 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
273 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
274 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
275 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
276 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
277 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
278 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
279 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
280 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
281 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
282 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
283 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
284 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
285 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
286 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
287 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
288 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
289 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
290 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
291 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
292 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
293 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
294 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
295 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
296 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
297 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
298 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
307 {TERM_YELLOW, "つ", "つよし"},
308 {TERM_VIOLET, "幻", "幻覚"},
309 {TERM_L_DARK, "盲", "盲目"},
310 {TERM_RED, "痺", "麻痺"},
311 {TERM_VIOLET, "乱", "混乱"},
312 {TERM_GREEN, "毒", "毒"},
313 {TERM_BLUE, "恐", "恐怖"},
314 {TERM_L_BLUE, "浮", "浮遊"},
315 {TERM_SLATE, "反", "反射"},
316 {TERM_SLATE, "壁", "壁抜け"},
317 {TERM_L_DARK, "幽", "幽体"},
318 {TERM_SLATE, "邪", "防邪"},
319 {TERM_VIOLET, "変", "変わり身"},
320 {TERM_YELLOW, "魔", "魔法鎧"},
321 {TERM_L_UMBER, "伸", "伸び"},
322 {TERM_WHITE, "石", "石肌"},
323 {TERM_L_BLUE, "分", "分身"},
324 {TERM_SLATE, "防", "魔法防御"},
325 {TERM_YELLOW, "究", "究極"},
326 {TERM_YELLOW, "無", "無敵"},
327 {TERM_L_GREEN, "酸", "酸免疫"},
328 {TERM_GREEN, "酸", "耐酸"},
329 {TERM_L_BLUE, "電", "電免疫"},
330 {TERM_BLUE, "電", "耐電"},
331 {TERM_L_RED, "火", "火免疫"},
332 {TERM_RED, "火", "耐火"},
333 {TERM_WHITE, "冷", "冷免疫"},
334 {TERM_SLATE, "冷", "耐冷"},
335 {TERM_GREEN, "毒", "耐毒"},
336 {TERM_L_DARK, "獄", "耐地獄"},
337 {TERM_L_BLUE, "時", "耐時間"},
338 {TERM_L_DARK, "鏡", "鏡オーラ"},
339 {TERM_L_RED, "オ", "火オーラ"},
340 {TERM_WHITE, "闘", "闘気"},
341 {TERM_WHITE, "聖", "聖オーラ"},
342 {TERM_VIOLET, "目", "目には目"},
343 {TERM_WHITE, "祝", "祝福"},
344 {TERM_WHITE, "勇", "勇"},
345 {TERM_RED, "狂", "狂乱"},
346 {TERM_L_RED, "火", "魔剣火"},
347 {TERM_WHITE, "冷", "魔剣冷"},
348 {TERM_L_BLUE, "電", "魔剣電"},
349 {TERM_SLATE, "酸", "魔剣酸"},
350 {TERM_L_GREEN, "毒", "魔剣毒"},
351 {TERM_RED, "乱", "混乱打撃"},
352 {TERM_L_BLUE, "視", "透明視"},
353 {TERM_ORANGE, "テ", "テレパシ"},
354 {TERM_L_BLUE, "回", "回復"},
355 {TERM_L_RED, "赤", "赤外"},
356 {TERM_UMBER, "隠", "隠密"},
357 {TERM_YELLOW, "隠", "超隠密"},
358 {TERM_WHITE, "帰", "帰還"},
359 {TERM_WHITE, "現", "現実変容"},
361 {TERM_WHITE, "オ", "氷オーラ"},
362 {TERM_BLUE, "オ", "電オーラ"},
363 {TERM_L_DARK, "オ", "影オーラ"},
364 {TERM_YELLOW, "腕", "腕力強化"},
365 {TERM_RED, "肉", "肉体強化"},
366 {TERM_L_DARK, "殖", "反増殖"},
367 {TERM_ORANGE, "テ", "反テレポ"},
368 {TERM_RED, "魔", "反魔法"},
369 {TERM_SLATE, "我", "我慢"},
370 {TERM_SLATE, "宣", "宣告"},
371 {TERM_L_DARK, "剣", "魔剣化"},
372 {TERM_RED, "吸", "吸血打撃"},
373 {TERM_WHITE, "回", "回復"},
374 {TERM_L_DARK, "感", "邪悪感知"},
379 {TERM_YELLOW, "Ts", "Tsuyoshi"},
380 {TERM_VIOLET, "Ha", "Halluc"},
381 {TERM_L_DARK, "Bl", "Blind"},
382 {TERM_RED, "Pa", "Paralyzed"},
383 {TERM_VIOLET, "Cf", "Confused"},
384 {TERM_GREEN, "Po", "Poisoned"},
385 {TERM_BLUE, "Af", "Afraid"},
386 {TERM_L_BLUE, "Lv", "Levit"},
387 {TERM_SLATE, "Rf", "Reflect"},
388 {TERM_SLATE, "Pw", "PassWall"},
389 {TERM_L_DARK, "Wr", "Wraith"},
390 {TERM_SLATE, "Ev", "PrtEvl"},
391 {TERM_VIOLET, "Kw", "Kawarimi"},
392 {TERM_YELLOW, "Md", "MgcArm"},
393 {TERM_L_UMBER, "Eh", "Expand"},
394 {TERM_WHITE, "Ss", "StnSkn"},
395 {TERM_L_BLUE, "Ms", "MltShdw"},
396 {TERM_SLATE, "Rm", "ResMag"},
397 {TERM_YELLOW, "Ul", "Ultima"},
398 {TERM_YELLOW, "Iv", "Invuln"},
399 {TERM_L_GREEN, "IAc", "ImmAcid"},
400 {TERM_GREEN, "Ac", "Acid"},
401 {TERM_L_BLUE, "IEl", "ImmElec"},
402 {TERM_BLUE, "El", "Elec"},
403 {TERM_L_RED, "IFi", "ImmFire"},
404 {TERM_RED, "Fi", "Fire"},
405 {TERM_WHITE, "ICo", "ImmCold"},
406 {TERM_SLATE, "Co", "Cold"},
407 {TERM_GREEN, "Po", "Pois"},
408 {TERM_L_DARK, "Nt", "Nthr"},
409 {TERM_L_BLUE, "Ti", "Time"},
410 {TERM_L_DARK, "Mr", "Mirr"},
411 {TERM_L_RED, "SFi", "SFire"},
412 {TERM_WHITE, "Fo", "Force"},
413 {TERM_WHITE, "Ho", "Holy"},
414 {TERM_VIOLET, "Ee", "EyeEye"},
415 {TERM_WHITE, "Bs", "Bless"},
416 {TERM_WHITE, "He", "Hero"},
417 {TERM_RED, "Br", "Berserk"},
418 {TERM_L_RED, "BFi", "BFire"},
419 {TERM_WHITE, "BCo", "BCold"},
420 {TERM_L_BLUE, "BEl", "BElec"},
421 {TERM_SLATE, "BAc", "BAcid"},
422 {TERM_L_GREEN, "BPo", "BPois"},
423 {TERM_RED, "TCf", "TchCnf"},
424 {TERM_L_BLUE, "Se", "SInv"},
425 {TERM_ORANGE, "Te", "Telepa"},
426 {TERM_L_BLUE, "Rg", "Regen"},
427 {TERM_L_RED, "If", "Infr"},
428 {TERM_UMBER, "Sl", "Stealth"},
429 {TERM_YELLOW, "Stlt", "Stealth"},
430 {TERM_WHITE, "Rc", "Recall"},
431 {TERM_WHITE, "Al", "Alter"},
433 {TERM_WHITE, "SCo", "SCold"},
434 {TERM_BLUE, "SEl", "SElec"},
435 {TERM_L_DARK, "SSh", "SShadow"},
436 {TERM_YELLOW, "EMi", "ExMight"},
437 {TERM_RED, "Bu", "BuildUp"},
438 {TERM_L_DARK, "AMl", "AntiMulti"},
439 {TERM_ORANGE, "AT", "AntiTele"},
440 {TERM_RED, "AM", "AntiMagic"},
441 {TERM_SLATE, "Pa", "Patience"},
442 {TERM_SLATE, "Rv", "Revenge"},
443 {TERM_L_DARK, "Rs", "RuneSword"},
444 {TERM_RED, "Vm", "Vampiric"},
445 {TERM_WHITE, "Cu", "Cure"},
446 {TERM_L_DARK, "ET", "EvilTele"},
452 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
453 * @param FLG フラグ位置(ビット)
456 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
459 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
460 * @param FLG フラグ位置(ビット)
463 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
467 * @brief 下部に状態表示を行う / Show status bar
470 static void prt_status(void)
472 BIT_FLAGS bar_flags[3];
473 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
475 TERM_LEN col = 0, num = 0;
478 Term_get_size(&wid, &hgt);
479 row_statbar = hgt + ROW_STATBAR;
480 max_col_statbar = wid + MAX_COL_STATBAR;
482 Term_erase(0, row_statbar, max_col_statbar);
484 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
487 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
490 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
493 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
496 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
499 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
502 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
504 /* Times see-invisible */
505 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
508 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
510 /* Timed regenerate */
511 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
513 /* Timed infra-vision */
514 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
516 /* Protection from evil */
517 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
519 /* Invulnerability */
520 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
523 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
526 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
528 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
531 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
533 /* Super Heroism / berserk */
534 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
537 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
540 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
542 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
544 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
546 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
549 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
550 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
552 /* Oppose Lightning */
553 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
554 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
557 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
558 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
561 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
562 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
565 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
568 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
571 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
574 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
577 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
579 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
581 /* Confusing Hands */
582 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
584 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
586 /* Ultimate-resistance */
587 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
590 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
592 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
594 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
597 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
598 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
599 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
600 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
601 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
602 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
604 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
607 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
609 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
612 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
614 /* An Eye for an Eye */
615 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
618 if (p_ptr->realm1 == REALM_HEX)
620 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
621 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
622 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
623 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
624 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
625 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
626 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
627 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
628 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
629 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
630 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
631 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
632 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
633 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
634 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
635 if (hex_spelling(HEX_CURE_LIGHT) ||
636 hex_spelling(HEX_CURE_SERIOUS) ||
637 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
639 if (HEX_REVENGE_TURN(p_ptr))
641 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
642 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
646 /* Calcurate length */
647 for (i = 0; bar[i].sstr; i++)
651 col += strlen(bar[i].lstr) + 1;
656 /* If there are not excess spaces for long strings, use short one */
657 if (col - 1 > max_col_statbar)
662 for (i = 0; bar[i].sstr; i++)
666 col += strlen(bar[i].sstr);
670 /* If there are excess spaces for short string, use more */
671 if (col - 1 <= max_col_statbar - (num-1))
679 /* Centering display column */
680 col = (max_col_statbar - col) / 2;
682 /* Display status bar */
683 for (i = 0; bar[i].sstr; i++)
688 if (space == 2) str = bar[i].lstr;
689 else str = bar[i].sstr;
691 c_put_str(bar[i].attr, str, row_statbar, col);
693 if (space > 0) col++;
694 if (col > max_col_statbar) break;
701 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
704 static void prt_title(void)
711 p = _("[ウィザード]", "[=-WIZARD-=]");
713 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
715 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
717 p = _("*真・勝利者*", "*TRUEWINNER*");
721 p = _("***勝利者***", "***WINNER***");
728 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
732 prt_field(p, ROW_TITLE, COL_TITLE);
737 * @brief プレイヤーのレベルを表示する / Prints level
740 static void prt_level(void)
744 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
746 if (p_ptr->lev >= p_ptr->max_plv)
748 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
749 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
753 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
754 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
760 * @brief プレイヤーの経験値を表示する / Display the experience
763 static void prt_exp(void)
767 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
769 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
773 if (p_ptr->lev >= PY_MAX_LEVEL)
775 (void)sprintf(out_val, "********");
779 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
783 if (p_ptr->exp >= p_ptr->max_exp)
785 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
786 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
787 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
791 put_str(_("x経験", "Exp "), ROW_EXP, 0);
792 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
797 * @brief プレイヤーの所持金を表示する / Prints current gold
800 static void prt_gold(void)
803 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
804 sprintf(tmp, "%9ld", (long)p_ptr->au);
805 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
810 * @brief プレイヤーのACを表示する / Prints current AC
813 static void prt_ac(void)
818 /* AC の表示方式を変更している */
819 put_str(" AC( )", ROW_AC, COL_AC);
820 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
823 put_str("Cur AC ", ROW_AC, COL_AC);
824 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
832 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
835 static void prt_hp(void)
837 /* ヒットポイントの表示方法を変更 */
843 put_str("HP", ROW_CURHP, COL_CURHP);
846 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
848 if (p_ptr->chp >= p_ptr->mhp)
850 color = TERM_L_GREEN;
852 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
861 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
864 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
867 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
868 color = TERM_L_GREEN;
870 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
875 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
878 static void prt_sp(void)
880 /* マジックポイントの表示方法を変更している */
885 /* Do not show mana unless it matters */
886 if (!mp_ptr->spell_book) return;
889 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
892 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
894 if (p_ptr->csp >= p_ptr->msp)
896 color = TERM_L_GREEN;
898 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
907 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
910 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
913 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
914 color = TERM_L_GREEN;
916 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
921 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
924 static void prt_depth(void)
927 TERM_LEN wid, hgt, row_depth, col_depth;
928 TERM_COLOR attr = TERM_WHITE;
930 Term_get_size(&wid, &hgt);
931 col_depth = wid + COL_DEPTH;
932 row_depth = hgt + ROW_DEPTH;
936 strcpy(depths, _("地上", "Surf."));
938 else if (p_ptr->inside_quest && !dungeon_type)
940 strcpy(depths, _("地上", "Quest"));
944 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
945 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
947 /* Get color of level based on feeling -JSV- */
948 switch (p_ptr->feeling)
950 case 0: attr = TERM_SLATE; break; /* Unknown */
951 case 1: attr = TERM_L_BLUE; break; /* Special */
952 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
953 case 3: attr = TERM_RED; break; /* Very dangerous */
954 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
955 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
956 case 6: attr = TERM_YELLOW; break; /* Nervous */
957 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
958 case 8: attr = TERM_L_WHITE; break; /* Don't like */
959 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
960 case 10: attr = TERM_WHITE; break; /* Boring place */
964 /* Right-Adjust the "depth", and clear old values */
965 c_prt(attr, format("%7s", depths), row_depth, col_depth);
970 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
973 static void prt_hunger(void)
975 if(p_ptr->wizard && p_ptr->inside_arena) return;
977 /* Fainting / Starving */
978 if (p_ptr->food < PY_FOOD_FAINT)
980 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
984 else if (p_ptr->food < PY_FOOD_WEAK)
986 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
990 else if (p_ptr->food < PY_FOOD_ALERT)
992 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
996 else if (p_ptr->food < PY_FOOD_FULL)
998 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1002 else if (p_ptr->food < PY_FOOD_MAX)
1004 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1010 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1016 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1019 * Display is always exactly 10 characters wide (see below)
1020 * This function was a major bottleneck when resting, so a lot of
1021 * the text formatting code was optimized in place below.
1023 static void prt_state(void)
1025 TERM_COLOR attr = TERM_WHITE;
1031 if (command_rep > 999)
1033 (void)sprintf(text, "%2d00", command_rep / 100);
1037 (void)sprintf(text, " %2d", command_rep);
1044 switch(p_ptr->action)
1048 strcpy(text, _("探索", "Sear"));
1055 /* Start with "Rest" */
1056 strcpy(text, _(" ", " "));
1058 /* Extensive (timed) rest */
1059 if (resting >= 1000)
1064 text[1] = '0' + (i % 10);
1065 text[0] = '0' + (i / 10);
1068 /* Long (timed) rest */
1069 else if (resting >= 100)
1072 text[3] = '0' + (i % 10);
1074 text[2] = '0' + (i % 10);
1075 text[1] = '0' + (i / 10);
1078 /* Medium (timed) rest */
1079 else if (resting >= 10)
1082 text[3] = '0' + (i % 10);
1083 text[2] = '0' + (i / 10);
1086 /* Short (timed) rest */
1087 else if (resting > 0)
1090 text[3] = '0' + (i);
1093 /* Rest until healed */
1094 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1096 text[0] = text[1] = text[2] = text[3] = '*';
1099 /* Rest until done */
1100 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1102 text[0] = text[1] = text[2] = text[3] = '&';
1108 strcpy(text, _("学習", "lear"));
1109 if (new_mane) attr = TERM_L_RED;
1114 strcpy(text, _("釣り", "fish"));
1120 for (i = 0; i < MAX_KAMAE; i++)
1121 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1124 case 0: attr = TERM_GREEN;break;
1125 case 1: attr = TERM_WHITE;break;
1126 case 2: attr = TERM_L_BLUE;break;
1127 case 3: attr = TERM_L_RED;break;
1129 strcpy(text, kamae_shurui[i].desc);
1135 for (i = 0; i < MAX_KATA; i++)
1136 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1137 strcpy(text, kata_shurui[i].desc);
1142 strcpy(text, _("歌 ", "Sing"));
1145 case ACTION_HAYAGAKE:
1147 strcpy(text, _("速駆", "Fast"));
1152 strcpy(text, _("詠唱", "Spel"));
1163 /* Display the info (or blanks) */
1164 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1169 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1172 static void prt_speed(void)
1174 int i = p_ptr->pspeed;
1175 bool is_fast = IS_FAST();
1177 TERM_COLOR attr = TERM_WHITE;
1179 TERM_LEN wid, hgt, row_speed, col_speed;
1181 Term_get_size(&wid, &hgt);
1182 col_speed = wid + COL_SPEED;
1183 row_speed = hgt + ROW_SPEED;
1185 /* Hack -- Visually "undo" the Search Mode Slowdown */
1186 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1193 monster_type *m_ptr = &m_list[p_ptr->riding];
1194 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1195 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1196 else attr = TERM_GREEN;
1198 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1199 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1200 else attr = TERM_L_GREEN;
1202 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1204 sprintf(buf, "Fast(+%d)", (i - 110));
1214 monster_type *m_ptr = &m_list[p_ptr->riding];
1215 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1216 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1217 else attr = TERM_RED;
1219 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1220 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1221 else attr = TERM_L_UMBER;
1223 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1225 sprintf(buf, "Slow(-%d)", (110 - i));
1228 else if (p_ptr->riding)
1231 strcpy(buf, _("乗馬中", "Riding"));
1234 /* Display the speed */
1235 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1240 * @brief プレイヤーの呪文学習可能状態を表示する
1243 static void prt_study(void)
1245 TERM_LEN wid, hgt, row_study, col_study;
1247 Term_get_size(&wid, &hgt);
1248 col_study = wid + COL_STUDY;
1249 row_study = hgt + ROW_STUDY;
1251 if (p_ptr->new_spells)
1253 put_str(_("学習", "Stud"), row_study, col_study);
1257 put_str(" ", row_study, col_study);
1263 * @brief プレイヤーのものまね可能状態を表示する
1266 static void prt_imitation(void)
1268 TERM_LEN wid, hgt, row_study, col_study;
1270 Term_get_size(&wid, &hgt);
1271 col_study = wid + COL_STUDY;
1272 row_study = hgt + ROW_STUDY;
1274 if (p_ptr->pclass == CLASS_IMITATOR)
1276 if (p_ptr->mane_num)
1279 if (new_mane) attr = TERM_L_RED;
1280 else attr = TERM_WHITE;
1281 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1285 put_str(" ", row_study, col_study);
1291 * @brief プレイヤーの負傷状態を表示する
1294 static void prt_cut(void)
1300 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1304 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1308 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1312 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1316 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1320 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1324 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1328 put_str(" ", ROW_CUT, COL_CUT);
1334 * @brief プレイヤーの朦朧状態を表示する
1337 static void prt_stun(void)
1339 int s = p_ptr->stun;
1343 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1347 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1351 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1355 put_str(" ", ROW_STUN, COL_STUN);
1362 * @brief モンスターの体力ゲージを表示する
1363 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1367 * Redraw the "monster health bar" -DRS-
1368 * Rather extensive modifications by -BEN-
1370 * The "monster health bar" provides visual feedback on the "health"
1371 * of the monster currently being "tracked". There are several ways
1372 * to "track" a monster, including targetting it, attacking it, and
1373 * affecting it (and nobody else) with a ranged attack.
1375 * Display the monster health bar (affectionately known as the
1376 * "health-o-meter"). Clear health bar if nothing is being tracked.
1377 * Auto-track current target monster when bored. Note that the
1378 * health-bar stops tracking any monster that "disappears".
1381 static void health_redraw(bool riding)
1385 monster_type *m_ptr;
1389 health_who = p_ptr->riding;
1390 row = ROW_RIDING_INFO;
1391 col = COL_RIDING_INFO;
1395 health_who = p_ptr->health_who;
1400 m_ptr = &m_list[health_who];
1402 if (p_ptr->wizard && p_ptr->inside_battle)
1407 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1408 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1409 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1410 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1414 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1415 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1416 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1421 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1422 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1423 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1428 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1429 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1430 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1435 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1436 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1437 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1446 /* Erase the health bar */
1447 Term_erase(col, row, 12);
1450 /* Tracking an unseen monster */
1451 else if (!m_ptr->ml)
1453 /* Indicate that the monster health is "unknown" */
1454 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1457 /* Tracking a hallucinatory monster */
1458 else if (p_ptr->image)
1460 /* Indicate that the monster health is "unknown" */
1461 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1464 /* Tracking a dead monster (???) */
1465 else if (m_ptr->hp < 0)
1467 /* Indicate that the monster health is "unknown" */
1468 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1471 /* Tracking a visible monster */
1474 /* Extract the "percent" of health */
1475 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1476 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1478 /* Convert percent into "health" */
1479 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1481 /* Default to almost dead */
1482 TERM_COLOR attr = TERM_RED;
1485 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1488 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1491 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1494 else if (pct >= 100) attr = TERM_L_GREEN;
1496 /* Somewhat Wounded */
1497 else if (pct >= 60) attr = TERM_YELLOW;
1500 else if (pct >= 25) attr = TERM_ORANGE;
1503 else if (pct >= 10) attr = TERM_L_RED;
1505 /* Default to "unknown" */
1506 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1508 /* Dump the current "health" (use '*' symbols) */
1509 Term_putstr(col + 1, row, len, attr, "**********");
1517 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1520 static void prt_frame_basic(void)
1524 /* Race and Class */
1525 if (p_ptr->mimic_form)
1526 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1530 my_strcpy(str, rp_ptr->title, sizeof(str));
1531 prt_field(str, ROW_RACE, COL_RACE);
1533 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1534 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1540 /* Level/Experience */
1545 for (i = 0; i < A_MAX; i++) prt_stat(i);
1563 health_redraw(FALSE);
1564 health_redraw(TRUE);
1569 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1572 static void prt_frame_extra(void)
1597 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1600 static void fix_inven(void)
1605 for (j = 0; j < 8; j++)
1610 if (!angband_term[j]) continue;
1612 /* No relevant flags */
1613 if (!(window_flag[j] & (PW_INVEN))) continue;
1616 Term_activate(angband_term[j]);
1618 /* Display inventory */
1629 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1632 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1633 * @param n_same モンスターの数の現在数
1637 * nnn : number or unique(U) or wanted unique(W)
1638 * X : symbol of monster
1639 * LV : monster lv if known
1640 * name: name of monster
1644 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1647 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1648 monster_race* r_ptr = &r_info[r_idx];
1652 //Number of 'U'nique
1653 if(r_ptr->flags1&RF1_UNIQUE){//unique
1654 bool is_kubi = FALSE;
1655 for(i=0;i<MAX_KUBI;i++){
1656 if(kubi_r_idx[i] == r_idx){
1661 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1663 sprintf(buf, "%3d", n_same);
1664 Term_addstr(-1, TERM_WHITE, buf);
1667 Term_addstr(-1, TERM_WHITE, " ");
1668 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1669 //Term_addstr(-1, TERM_WHITE, "/");
1670 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1672 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1673 sprintf(buf, " %2d", (int)r_ptr->level);
1677 Term_addstr(-1, TERM_WHITE, buf);
1679 sprintf(buf, " %s ", r_name+r_ptr->name);
1680 Term_addstr(-1, TERM_WHITE, buf);
1682 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1686 * @brief モンスターの出現リストを表示する / Print monster info in line
1689 * @param max_lines 最大何行描画するか
1691 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1693 monster_type* last_mons = NULL;
1694 monster_type* m_ptr = NULL;
1698 for(i=0;i<temp_n;i++){
1699 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1700 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1701 m_ptr = &m_list[c_ptr->m_idx];
1702 if(is_pet(m_ptr))continue;//pet
1703 if(!m_ptr->r_idx)continue;//dead?
1706 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1707 monster_race* r_ptr = &r_info[r_idx];
1708 concptr name = (r_name + r_ptr->name);
1709 concptr ename = (r_name + r_ptr->name);
1710 //ミミック類や「それ」等は、一覧に出てはいけない
1711 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1712 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1714 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1715 (strcmp(ename, "Null the Living Void")==0))continue;
1716 //"金無垢の指輪"は、一覧に出てはいけない
1717 if((strcmp(name, "金無垢の指輪")==0)||
1718 (strcmp(ename, "Plain Gold Ring")==0))continue;
1722 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1723 if(!last_mons){//先頭モンスター
1729 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1731 continue;//表示処理を次に回す
1733 //print last mons info
1734 print_monster_line(x, line++, last_mons, n_same);
1737 if(line-y-1==max_lines){//残り1行
1741 if(line-y-1==max_lines && i!=temp_n){
1742 Term_gotoxy(x, line);
1743 Term_addstr(-1, TERM_WHITE, "-- and more --");
1745 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1750 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1753 static void fix_monster_list(void)
1759 for (j = 0; j < 8; j++)
1764 if (!angband_term[j]) continue;
1766 /* No relevant flags */
1767 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1770 Term_activate(angband_term[j]);
1771 Term_get_size(&w, &h);
1775 target_set_prepare_look();//モンスター一覧を生成,ソート
1776 print_monster_list(0, 0, h);
1787 * @brief 現在の装備品をサブウィンドウに表示する /
1788 * Hack -- display equipment in sub-windows
1791 static void fix_equip(void)
1796 for (j = 0; j < 8; j++)
1801 if (!angband_term[j]) continue;
1803 /* No relevant flags */
1804 if (!(window_flag[j] & (PW_EQUIP))) continue;
1807 Term_activate(angband_term[j]);
1809 /* Display equipment */
1820 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1821 * Hack -- display spells in sub-windows
1824 static void fix_spell(void)
1829 for (j = 0; j < 8; j++)
1834 if (!angband_term[j]) continue;
1836 /* No relevant flags */
1837 if (!(window_flag[j] & (PW_SPELL))) continue;
1840 Term_activate(angband_term[j]);
1842 /* Display spell list */
1843 display_spell_list();
1853 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1854 * Hack -- display character in sub-windows
1857 static void fix_player(void)
1862 for (j = 0; j < 8; j++)
1867 if (!angband_term[j]) continue;
1869 /* No relevant flags */
1870 if (!(window_flag[j] & (PW_PLAYER))) continue;
1873 Term_activate(angband_term[j]);
1885 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1886 * Hack -- display recent messages in sub-windows
1887 * Adjust for width and split messages
1890 static void fix_message(void)
1897 for (j = 0; j < 8; j++)
1902 if (!angband_term[j]) continue;
1904 /* No relevant flags */
1905 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1908 Term_activate(angband_term[j]);
1910 Term_get_size(&w, &h);
1913 for (i = 0; i < h; i++)
1915 /* Dump the message on the appropriate line */
1916 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1919 Term_locate(&x, &y);
1921 /* Clear to end of line */
1922 Term_erase(x, y, 255);
1933 * @brief 簡易マップをサブウィンドウに表示する /
1934 * Hack -- display overhead view in sub-windows
1935 * Adjust for width and split messages
1938 * Note that the "player" symbol does NOT appear on the map.
1940 static void fix_overhead(void)
1946 for (j = 0; j < 8; j++)
1952 if (!angband_term[j]) continue;
1954 /* No relevant flags */
1955 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1958 Term_activate(angband_term[j]);
1960 /* Full map in too small window is useless */
1961 Term_get_size(&wid, &hgt);
1962 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1965 display_map(&cy, &cx);
1976 * @brief ダンジョンの地形をサブウィンドウに表示する /
1977 * Hack -- display dungeon view in sub-windows
1980 static void fix_dungeon(void)
1985 for (j = 0; j < 8; j++)
1990 if (!angband_term[j]) continue;
1992 /* No relevant flags */
1993 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1996 Term_activate(angband_term[j]);
1998 /* Redraw dungeon view */
2009 * @brief モンスターの思い出をサブウィンドウに表示する /
2010 * Hack -- display dungeon view in sub-windows
2013 static void fix_monster(void)
2018 for (j = 0; j < 8; j++)
2023 if (!angband_term[j]) continue;
2025 /* No relevant flags */
2026 if (!(window_flag[j] & (PW_MONSTER))) continue;
2029 Term_activate(angband_term[j]);
2031 /* Display monster race info */
2032 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2042 * @brief ベースアイテム情報をサブウィンドウに表示する /
2043 * Hack -- display object recall in sub-windows
2046 static void fix_object(void)
2051 for (j = 0; j < 8; j++)
2056 if (!angband_term[j]) continue;
2058 /* No relevant flags */
2059 if (!(window_flag[j] & (PW_OBJECT))) continue;
2062 Term_activate(angband_term[j]);
2064 /* Display monster race info */
2065 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2076 * @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。 /
2077 * Calculate number of spells player should have, and forget,
2078 * or remember, spells until that number is properly reflected.
2081 * Note that this function induces various "status" messages,
2082 * which must be bypasses until the character is created.
2084 static void calc_spells(void)
2086 int i, j, k, levels;
2088 int num_boukyaku = 0;
2090 const magic_type *s_ptr;
2097 /* Hack -- must be literate */
2098 if (!mp_ptr->spell_book) return;
2100 /* Hack -- wait for creation */
2101 if (!character_generated) return;
2103 /* Hack -- handle "xtra" mode */
2104 if (character_xtra) return;
2106 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2108 p_ptr->new_spells = 0;
2112 p = spell_category_name(mp_ptr->spell_book);
2114 /* Determine the number of spells allowed */
2115 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2117 /* Hack -- no negative spells */
2118 if (levels < 0) levels = 0;
2120 /* Extract total allowed spells */
2121 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2123 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2127 if (p_ptr->pclass == CLASS_SAMURAI)
2131 else if (p_ptr->realm2 == REALM_NONE)
2133 num_allowed = (num_allowed+1)/2;
2134 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2136 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2138 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2142 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2145 /* Count the number of spells we know */
2146 for (j = 0; j < 64; j++)
2148 /* Count known spells */
2150 (p_ptr->spell_forgotten1 & (1L << j)) :
2151 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2157 /* See how many spells we must forget or may learn */
2158 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2160 /* Forget spells which are too hard */
2161 for (i = 63; i >= 0; i--)
2163 /* Efficiency -- all done */
2164 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2166 /* Access the spell */
2167 j = p_ptr->spell_order[i];
2169 /* Skip non-spells */
2170 if (j >= 99) continue;
2174 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2177 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2179 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2182 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2184 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2186 /* Skip spells we are allowed to know */
2187 if (s_ptr->slevel <= p_ptr->lev) continue;
2191 (p_ptr->spell_learned1 & (1L << j)) :
2192 (p_ptr->spell_learned2 & (1L << (j - 32))))
2194 /* Mark as forgotten */
2197 p_ptr->spell_forgotten1 |= (1L << j);
2198 which = p_ptr->realm1;
2202 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2203 which = p_ptr->realm2;
2206 /* No longer known */
2209 p_ptr->spell_learned1 &= ~(1L << j);
2210 which = p_ptr->realm1;
2214 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2215 which = p_ptr->realm2;
2219 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2221 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2225 /* One more can be learned */
2226 p_ptr->new_spells++;
2231 /* Forget spells if we know too many spells */
2232 for (i = 63; i >= 0; i--)
2234 /* Stop when possible */
2235 if (p_ptr->new_spells >= 0) break;
2237 /* Efficiency -- all done */
2238 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2240 /* Get the (i+1)th spell learned */
2241 j = p_ptr->spell_order[i];
2243 /* Skip unknown spells */
2244 if (j >= 99) continue;
2246 /* Forget it (if learned) */
2248 (p_ptr->spell_learned1 & (1L << j)) :
2249 (p_ptr->spell_learned2 & (1L << (j - 32))))
2251 /* Mark as forgotten */
2254 p_ptr->spell_forgotten1 |= (1L << j);
2255 which = p_ptr->realm1;
2259 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2260 which = p_ptr->realm2;
2263 /* No longer known */
2266 p_ptr->spell_learned1 &= ~(1L << j);
2267 which = p_ptr->realm1;
2271 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2272 which = p_ptr->realm2;
2276 msg_format("%sの%sを忘れてしまった。",
2277 do_spell(which, j%32, SPELL_NAME), p );
2279 msg_format("You have forgotten the %s of %s.", p,
2280 do_spell(which, j%32, SPELL_NAME));
2284 /* One more can be learned */
2285 p_ptr->new_spells++;
2290 /* Check for spells to remember */
2291 for (i = 0; i < 64; i++)
2293 /* None left to remember */
2294 if (p_ptr->new_spells <= 0) break;
2296 /* Efficiency -- all done */
2297 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2299 /* Get the next spell we learned */
2300 j = p_ptr->spell_order[i];
2302 /* Skip unknown spells */
2305 /* Access the spell */
2306 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2309 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2311 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2314 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2316 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2318 /* Skip spells we cannot remember */
2319 if (s_ptr->slevel > p_ptr->lev) continue;
2321 /* First set of spells */
2323 (p_ptr->spell_forgotten1 & (1L << j)) :
2324 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2326 /* No longer forgotten */
2329 p_ptr->spell_forgotten1 &= ~(1L << j);
2330 which = p_ptr->realm1;
2334 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2335 which = p_ptr->realm2;
2338 /* Known once more */
2341 p_ptr->spell_learned1 |= (1L << j);
2342 which = p_ptr->realm1;
2346 p_ptr->spell_learned2 |= (1L << (j - 32));
2347 which = p_ptr->realm2;
2351 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2353 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2357 /* One less can be learned */
2358 p_ptr->new_spells--;
2364 if (p_ptr->realm2 == REALM_NONE)
2366 /* Count spells that can be learned */
2367 for (j = 0; j < 32; j++)
2369 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2370 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2372 /* Skip spells we cannot remember */
2373 if (s_ptr->slevel > p_ptr->lev) continue;
2375 /* Skip spells we already know */
2376 if (p_ptr->spell_learned1 & (1L << j))
2385 if ((p_ptr->new_spells > k) &&
2386 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2388 p_ptr->new_spells = (s16b)k;
2392 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2394 /* Spell count changed */
2395 if (p_ptr->old_spells != p_ptr->new_spells)
2397 /* Message if needed */
2398 if (p_ptr->new_spells)
2401 if( p_ptr->new_spells < 10 ){
2402 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2404 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2407 msg_format("You can learn %d more %s%s.",
2408 p_ptr->new_spells, p,
2409 (p_ptr->new_spells != 1) ? "s" : "");
2414 /* Save the new_spells value */
2415 p_ptr->old_spells = p_ptr->new_spells;
2417 /* Redraw Study Status */
2418 p_ptr->redraw |= (PR_STUDY);
2420 /* Redraw object recall */
2421 p_ptr->window |= (PW_OBJECT);
2426 * @brief プレイヤーの最大MPを計算する /
2427 * Calculate maximum mana. You do not need to know any spells.
2428 * Note that mana is lowered by heavy (or inappropriate) armor.
2431 * This function induces status messages.
2433 static void calc_mana(void)
2435 int msp, levels, cur_wgt, max_wgt;
2440 /* Hack -- Must be literate */
2441 if (!mp_ptr->spell_book) return;
2443 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2444 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2445 (p_ptr->pclass == CLASS_BLUE_MAGE))
2447 levels = p_ptr->lev;
2451 if(mp_ptr->spell_first > p_ptr->lev)
2456 /* Display mana later */
2457 p_ptr->redraw |= (PR_MANA);
2461 /* Extract "effective" player level */
2462 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2465 if (p_ptr->pclass == CLASS_SAMURAI)
2467 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2468 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2472 /* Extract total mana */
2473 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2475 /* Hack -- usually add one mana */
2478 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2480 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2482 /* Hack: High mages have a 25% mana bonus */
2483 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2485 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2488 /* Only mages are affected */
2489 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2491 BIT_FLAGS flgs[TR_FLAG_SIZE];
2493 /* Assume player is not encumbered by gloves */
2494 p_ptr->cumber_glove = FALSE;
2496 /* Get the gloves */
2497 o_ptr = &inventory[INVEN_HANDS];
2499 /* Examine the gloves */
2500 object_flags(o_ptr, flgs);
2502 /* Normal gloves hurt mage-type spells */
2504 !(have_flag(flgs, TR_FREE_ACT)) &&
2505 !(have_flag(flgs, TR_DEC_MANA)) &&
2506 !(have_flag(flgs, TR_EASY_SPELL)) &&
2507 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2508 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2511 p_ptr->cumber_glove = TRUE;
2514 msp = (3 * msp) / 4;
2519 /* Assume player not encumbered by armor */
2520 p_ptr->cumber_armor = FALSE;
2522 /* Weigh the armor */
2524 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2525 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2526 cur_wgt += inventory[INVEN_BODY].weight;
2527 cur_wgt += inventory[INVEN_HEAD].weight;
2528 cur_wgt += inventory[INVEN_OUTER].weight;
2529 cur_wgt += inventory[INVEN_HANDS].weight;
2530 cur_wgt += inventory[INVEN_FEET].weight;
2532 /* Subtract a percentage of maximum mana. */
2533 switch (p_ptr->pclass)
2535 /* For these classes, mana is halved if armour
2536 * is 30 pounds over their weight limit. */
2538 case CLASS_HIGH_MAGE:
2539 case CLASS_BLUE_MAGE:
2541 case CLASS_FORCETRAINER:
2542 case CLASS_SORCERER:
2544 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2545 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2549 /* Mana halved if armour is 40 pounds over weight limit. */
2554 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2555 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2559 case CLASS_MINDCRAFTER:
2560 case CLASS_BEASTMASTER:
2561 case CLASS_MIRROR_MASTER:
2563 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2564 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2568 /* Mana halved if armour is 50 pounds over weight limit. */
2571 case CLASS_RED_MAGE:
2572 case CLASS_WARRIOR_MAGE:
2574 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2575 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2579 /* Mana halved if armour is 60 pounds over weight limit. */
2581 case CLASS_CHAOS_WARRIOR:
2583 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2584 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2588 /* For new classes created, but not yet added to this formula. */
2595 /* Determine the weight allowance */
2596 max_wgt = mp_ptr->spell_weight;
2598 /* Heavy armor penalizes mana by a percentage. -LM- */
2599 if ((cur_wgt - max_wgt) > 0)
2602 p_ptr->cumber_armor = TRUE;
2604 /* Subtract a percentage of maximum mana. */
2605 switch (p_ptr->pclass)
2607 /* For these classes, mana is halved if armour
2608 * is 30 pounds over their weight limit. */
2610 case CLASS_HIGH_MAGE:
2611 case CLASS_BLUE_MAGE:
2613 msp -= msp * (cur_wgt - max_wgt) / 600;
2617 /* Mana halved if armour is 40 pounds over weight limit. */
2619 case CLASS_MINDCRAFTER:
2620 case CLASS_BEASTMASTER:
2622 case CLASS_FORCETRAINER:
2624 case CLASS_MIRROR_MASTER:
2626 msp -= msp * (cur_wgt - max_wgt) / 800;
2630 case CLASS_SORCERER:
2632 msp -= msp * (cur_wgt - max_wgt) / 900;
2636 /* Mana halved if armour is 50 pounds over weight limit. */
2640 case CLASS_RED_MAGE:
2642 msp -= msp * (cur_wgt - max_wgt) / 1000;
2646 /* Mana halved if armour is 60 pounds over weight limit. */
2648 case CLASS_CHAOS_WARRIOR:
2649 case CLASS_WARRIOR_MAGE:
2651 msp -= msp * (cur_wgt - max_wgt) / 1200;
2657 p_ptr->cumber_armor = FALSE;
2661 /* For new classes created, but not yet added to this formula. */
2664 msp -= msp * (cur_wgt - max_wgt) / 800;
2670 /* Mana can never be negative */
2671 if (msp < 0) msp = 0;
2674 /* Maximum mana has changed */
2675 if (p_ptr->msp != msp)
2677 /* Enforce maximum */
2678 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2681 p_ptr->csp_frac = 0;
2685 /* レベルアップの時は上昇量を表示する */
2686 if ((level_up == 1) && (msp > p_ptr->msp))
2688 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2694 /* Display mana later */
2695 p_ptr->redraw |= (PR_MANA);
2697 p_ptr->window |= (PW_PLAYER);
2698 p_ptr->window |= (PW_SPELL);
2702 /* Hack -- handle "xtra" mode */
2703 if (character_xtra) return;
2705 /* Take note when "glove state" changes */
2706 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2708 if (p_ptr->cumber_glove)
2710 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."));
2714 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."));
2718 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2722 /* Take note when "armor state" changes */
2723 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2725 if (p_ptr->cumber_armor)
2727 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."));
2731 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."));
2735 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2742 * @brief プレイヤーの最大HPを計算する /
2743 * Calculate the players (maximal) hit points
2744 * Adjust current hitpoints if necessary
2748 static void calc_hitpoints(void)
2753 /* Un-inflate "half-hitpoint bonus per level" value */
2754 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2756 /* Calculate hitpoints */
2757 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2759 if (p_ptr->mimic_form)
2761 if (p_ptr->pclass == CLASS_SORCERER)
2762 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2764 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2765 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2768 if (p_ptr->pclass == CLASS_SORCERER)
2770 if (p_ptr->lev < 30)
2771 mhp = (mhp * (45+p_ptr->lev) / 100);
2773 mhp = (mhp * 75 / 100);
2774 bonus = (bonus * 65 / 100);
2779 if (p_ptr->pclass == CLASS_BERSERKER)
2781 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2784 /* Always have at least one hitpoint per level */
2785 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2787 /* Factor in the hero / superhero settings */
2788 if (IS_HERO()) mhp += 10;
2789 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2790 if (p_ptr->tsuyoshi) mhp += 50;
2792 /* Factor in the hex spell settings */
2793 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2794 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2796 /* New maximum hitpoints */
2797 if (p_ptr->mhp != mhp)
2799 /* Enforce maximum */
2800 if (p_ptr->chp >= mhp)
2803 p_ptr->chp_frac = 0;
2807 /* レベルアップの時は上昇量を表示する */
2808 if ((level_up == 1) && (mhp > p_ptr->mhp))
2810 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2813 /* Save the new max-hitpoints */
2816 /* Display hitpoints (later) */
2817 p_ptr->redraw |= (PR_HP);
2819 p_ptr->window |= (PW_PLAYER);
2824 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2827 * SWD: Experimental modification: multiple light sources have additive effect.
2829 static void calc_torch(void)
2833 BIT_FLAGS flgs[TR_FLAG_SIZE];
2835 /* Assume no light */
2836 p_ptr->cur_lite = 0;
2838 /* Loop through all wielded items */
2839 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2841 o_ptr = &inventory[i];
2842 /* Skip empty slots */
2843 if (!o_ptr->k_idx) continue;
2845 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2848 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2850 if (o_ptr->tval == TV_LITE)
2852 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2853 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2856 object_flags(o_ptr, flgs);
2858 /* calc the lite_radius */
2861 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2862 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2863 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2864 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2865 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2866 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2867 p_ptr->cur_lite += (s16b)rad;
2870 /* max radius is 14 (was 5) without rewriting other code -- */
2871 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2872 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2873 p_ptr->cur_lite = 1;
2876 * check if the player doesn't have light radius,
2877 * but does weakly glow as an intrinsic.
2879 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2881 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2882 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2884 /* end experimental mods */
2886 /* Notice changes in the "lite radius" */
2887 if (p_ptr->old_lite != p_ptr->cur_lite)
2889 /* Hack -- PU_MON_LITE for monsters' darkness */
2890 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2892 /* Remember the old lite */
2893 p_ptr->old_lite = p_ptr->cur_lite;
2895 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2896 set_superstealth(FALSE);
2902 * @brief プレイヤーの所持重量制限を計算する /
2903 * Computes current weight limit.
2906 WEIGHT weight_limit(void)
2910 /* Weight limit based only on strength */
2911 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2912 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2914 /* Return the result */
2919 * @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 /
2920 * @param i 判定する手のID(右手:0 左手:1)
2921 * @return 持っているならばTRUE
2923 bool buki_motteruka(int i)
2925 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2929 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
2930 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2931 * @return 重すぎるならばTRUE
2933 bool is_heavy_shoot(object_type *o_ptr)
2935 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2936 /* It is hard to carholdry a heavy bow */
2937 return (hold < o_ptr->weight / 10);
2941 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
2942 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2943 * @return 対応する矢/弾薬のベースアイテムID
2945 int bow_tval_ammo(object_type *o_ptr)
2947 /* Analyze the launcher */
2948 switch (o_ptr->sval)
2978 * @brief 装備中の射撃武器の威力倍率を返す /
2979 * calcurate the fire rate of target object
2980 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
2981 * @return 射撃倍率の値(100で1.00倍)
2983 s16b calc_num_fire(object_type *o_ptr)
2985 int extra_shots = 0;
2988 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
2990 BIT_FLAGS flgs[TR_FLAG_SIZE];
2992 /* Scan the usable inventory */
2993 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2995 q_ptr = &inventory[i];
2997 /* Skip non-objects */
2998 if (!q_ptr->k_idx) continue;
3000 /* Do not apply current equip */
3001 if (i == INVEN_BOW) continue;
3003 /* Extract the item flags */
3004 object_flags(q_ptr, flgs);
3007 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3010 object_flags(o_ptr, flgs);
3011 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3013 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3017 num += (extra_shots * 100);
3019 /* Hack -- Rangers love Bows */
3020 if ((p_ptr->pclass == CLASS_RANGER) &&
3021 (tval_ammo == TV_ARROW))
3023 num += (p_ptr->lev * 4);
3026 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3027 (tval_ammo == TV_ARROW))
3029 num += (p_ptr->lev * 3);
3032 if (p_ptr->pclass == CLASS_ARCHER)
3034 if (tval_ammo == TV_ARROW)
3035 num += ((p_ptr->lev * 5)+50);
3036 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3037 num += (p_ptr->lev * 4);
3041 * Addendum -- also "Reward" high level warriors,
3042 * with _any_ missile weapon -- TY
3044 if (p_ptr->pclass == CLASS_WARRIOR &&
3045 (tval_ammo <= TV_BOLT) &&
3046 (tval_ammo >= TV_SHOT))
3048 num += (p_ptr->lev * 2);
3050 if ((p_ptr->pclass == CLASS_ROGUE) &&
3051 (tval_ammo == TV_SHOT))
3053 num += (p_ptr->lev * 4);
3060 * @brief プレイヤーの全ステータスを更新する /
3061 * Calculate the players current "state", taking into account
3062 * not only race/class intrinsics, but also objects being worn
3063 * and temporary spell effects.
3067 * See also calc_mana() and calc_hitpoints().
3069 * Take note of the new "speed code", in particular, a very strong
3070 * player will start slowing down as soon as he reaches 150 pounds,
3071 * but not until he reaches 450 pounds will he be half as fast as
3072 * a normal kobold. This both hurts and helps the player, hurts
3073 * because in the old days a player could just avoid 300 pounds,
3074 * and helps because now carrying 300 pounds is not very painful.
3076 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3077 * damage, since that would affect non-combat things. These values
3078 * are actually added in later, at the appropriate place.
3080 * This function induces various "status" messages.
3083 void calc_bonuses(void)
3085 int i, j, hold, neutral[2];
3087 int default_hand = 0;
3088 int empty_hands_status = empty_hands(TRUE);
3091 BIT_FLAGS flgs[TR_FLAG_SIZE];
3093 bool yoiyami = FALSE;
3094 bool down_saving = FALSE;
3096 bool have_dd_s = FALSE, have_dd_t = FALSE;
3098 bool have_sw = FALSE, have_kabe = FALSE;
3099 bool easy_2weapon = FALSE;
3100 bool riding_levitation = FALSE;
3101 OBJECT_IDX this_o_idx, next_o_idx = 0;
3102 const player_race *tmp_rp_ptr;
3104 /* Save the old vision stuff */
3105 bool old_telepathy = p_ptr->telepathy;
3106 bool old_esp_animal = p_ptr->esp_animal;
3107 bool old_esp_undead = p_ptr->esp_undead;
3108 bool old_esp_demon = p_ptr->esp_demon;
3109 bool old_esp_orc = p_ptr->esp_orc;
3110 bool old_esp_troll = p_ptr->esp_troll;
3111 bool old_esp_giant = p_ptr->esp_giant;
3112 bool old_esp_dragon = p_ptr->esp_dragon;
3113 bool old_esp_human = p_ptr->esp_human;
3114 bool old_esp_evil = p_ptr->esp_evil;
3115 bool old_esp_good = p_ptr->esp_good;
3116 bool old_esp_nonliving = p_ptr->esp_nonliving;
3117 bool old_esp_unique = p_ptr->esp_unique;
3118 bool old_see_inv = p_ptr->see_inv;
3119 bool old_mighty_throw = p_ptr->mighty_throw;
3121 /* Current feature under player. */
3122 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
3124 /* Save the old armor class */
3125 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
3126 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
3129 /* Clear extra blows/shots */
3130 extra_blows[0] = extra_blows[1] = 0;
3132 /* Clear the stat modifiers */
3133 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
3136 /* Clear the Displayed/Real armor class */
3137 p_ptr->dis_ac = p_ptr->ac = 0;
3139 /* Clear the Displayed/Real Bonuses */
3140 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3141 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3142 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3143 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3144 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3145 p_ptr->dis_to_a = p_ptr->to_a = 0;
3149 p_ptr->to_m_chance = 0;
3151 /* Clear the Extra Dice Bonuses */
3152 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3153 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3155 /* Start with "normal" speed */
3158 /* Start with a single blow per turn */
3159 p_ptr->num_blow[0] = 1;
3160 p_ptr->num_blow[1] = 1;
3162 /* Start with a single shot per turn */
3163 p_ptr->num_fire = 100;
3165 /* Reset the "xtra" tval */
3166 p_ptr->tval_xtra = 0;
3168 /* Reset the "ammo" tval */
3169 p_ptr->tval_ammo = 0;
3171 /* Clear all the flags */
3173 p_ptr->bless_blade = FALSE;
3174 p_ptr->xtra_might = FALSE;
3175 p_ptr->impact[0] = FALSE;
3176 p_ptr->impact[1] = FALSE;
3177 p_ptr->pass_wall = FALSE;
3178 p_ptr->kill_wall = FALSE;
3179 p_ptr->dec_mana = FALSE;
3180 p_ptr->easy_spell = FALSE;
3181 p_ptr->heavy_spell = FALSE;
3182 p_ptr->see_inv = FALSE;
3183 p_ptr->free_act = FALSE;
3184 p_ptr->slow_digest = FALSE;
3185 p_ptr->regenerate = FALSE;
3186 p_ptr->can_swim = FALSE;
3187 p_ptr->levitation = FALSE;
3188 p_ptr->hold_exp = FALSE;
3189 p_ptr->telepathy = FALSE;
3190 p_ptr->esp_animal = FALSE;
3191 p_ptr->esp_undead = FALSE;
3192 p_ptr->esp_demon = FALSE;
3193 p_ptr->esp_orc = FALSE;
3194 p_ptr->esp_troll = FALSE;
3195 p_ptr->esp_giant = FALSE;
3196 p_ptr->esp_dragon = FALSE;
3197 p_ptr->esp_human = FALSE;
3198 p_ptr->esp_evil = FALSE;
3199 p_ptr->esp_good = FALSE;
3200 p_ptr->esp_nonliving = FALSE;
3201 p_ptr->esp_unique = FALSE;
3202 p_ptr->lite = FALSE;
3203 p_ptr->sustain_str = FALSE;
3204 p_ptr->sustain_int = FALSE;
3205 p_ptr->sustain_wis = FALSE;
3206 p_ptr->sustain_con = FALSE;
3207 p_ptr->sustain_dex = FALSE;
3208 p_ptr->sustain_chr = FALSE;
3209 p_ptr->resist_acid = FALSE;
3210 p_ptr->resist_elec = FALSE;
3211 p_ptr->resist_fire = FALSE;
3212 p_ptr->resist_cold = FALSE;
3213 p_ptr->resist_pois = FALSE;
3214 p_ptr->resist_conf = FALSE;
3215 p_ptr->resist_sound = FALSE;
3216 p_ptr->resist_lite = FALSE;
3217 p_ptr->resist_dark = FALSE;
3218 p_ptr->resist_chaos = FALSE;
3219 p_ptr->resist_disen = FALSE;
3220 p_ptr->resist_shard = FALSE;
3221 p_ptr->resist_nexus = FALSE;
3222 p_ptr->resist_blind = FALSE;
3223 p_ptr->resist_neth = FALSE;
3224 p_ptr->resist_time = FALSE;
3225 p_ptr->resist_water = FALSE;
3226 p_ptr->resist_fear = FALSE;
3227 p_ptr->reflect = FALSE;
3228 p_ptr->sh_fire = FALSE;
3229 p_ptr->sh_elec = FALSE;
3230 p_ptr->sh_cold = FALSE;
3231 p_ptr->anti_magic = FALSE;
3232 p_ptr->anti_tele = FALSE;
3233 p_ptr->warning = FALSE;
3234 p_ptr->mighty_throw = FALSE;
3235 p_ptr->see_nocto = FALSE;
3237 p_ptr->immune_acid = FALSE;
3238 p_ptr->immune_elec = FALSE;
3239 p_ptr->immune_fire = FALSE;
3240 p_ptr->immune_cold = FALSE;
3242 p_ptr->ryoute = FALSE;
3243 p_ptr->migite = FALSE;
3244 p_ptr->hidarite = FALSE;
3245 p_ptr->no_flowed = FALSE;
3247 p_ptr->align = friend_align;
3249 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3250 else tmp_rp_ptr = &race_info[p_ptr->prace];
3252 /* Base infravision (purely racial) */
3253 p_ptr->see_infra = tmp_rp_ptr->infra;
3255 /* Base skill -- disarming */
3256 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3258 /* Base skill -- magic devices */
3259 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3261 /* Base skill -- saving throw */
3262 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3264 /* Base skill -- stealth */
3265 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3267 /* Base skill -- searching ability */
3268 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3270 /* Base skill -- searching frequency */
3271 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3273 /* Base skill -- combat (normal) */
3274 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3276 /* Base skill -- combat (shooting) */
3277 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3279 /* Base skill -- combat (throwing) */
3280 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3282 /* Base skill -- digging */
3283 p_ptr->skill_dig = 0;
3285 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3286 if (buki_motteruka(INVEN_LARM))
3288 p_ptr->hidarite = TRUE;
3289 if (!p_ptr->migite) default_hand = 1;
3292 if (CAN_TWO_HANDS_WIELDING())
3294 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3295 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3297 p_ptr->ryoute = TRUE;
3299 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3300 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3302 p_ptr->ryoute = TRUE;
3306 switch (p_ptr->pclass)
3309 case CLASS_FORCETRAINER:
3310 case CLASS_BERSERKER:
3311 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3313 p_ptr->migite = TRUE;
3314 p_ptr->ryoute = TRUE;
3321 if (!p_ptr->migite && !p_ptr->hidarite)
3323 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3324 else if (empty_hands_status == EMPTY_HAND_LARM)
3326 p_ptr->hidarite = TRUE;
3331 if (p_ptr->special_defense & KAMAE_MASK)
3333 if (!(empty_hands_status & EMPTY_HAND_RARM))
3335 set_action(ACTION_NONE);
3339 switch (p_ptr->pclass)
3342 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3343 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3346 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3348 case CLASS_CHAOS_WARRIOR:
3349 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3350 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3352 case CLASS_MINDCRAFTER:
3353 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3354 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3355 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3356 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3359 case CLASS_FORCETRAINER:
3360 /* Unencumbered Monks become faster every 10 levels */
3361 if (!(heavy_armor()))
3363 if (!(prace_is_(RACE_KLACKON) ||
3364 prace_is_(RACE_SPRITE) ||
3365 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3366 new_speed += (p_ptr->lev) / 10;
3368 /* Free action if unencumbered at level 25 */
3369 if (p_ptr->lev > 24)
3370 p_ptr->free_act = TRUE;
3373 case CLASS_SORCERER:
3375 p_ptr->dis_to_a -= 50;
3378 p_ptr->resist_sound = TRUE;
3381 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3383 case CLASS_BERSERKER:
3385 p_ptr->sustain_str = TRUE;
3386 p_ptr->sustain_dex = TRUE;
3387 p_ptr->sustain_con = TRUE;
3388 p_ptr->regenerate = TRUE;
3389 p_ptr->free_act = TRUE;
3391 if (p_ptr->lev > 29) new_speed++;
3392 if (p_ptr->lev > 39) new_speed++;
3393 if (p_ptr->lev > 44) new_speed++;
3394 if (p_ptr->lev > 49) new_speed++;
3395 p_ptr->to_a += 10+p_ptr->lev/2;
3396 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3397 p_ptr->skill_dig += (100+p_ptr->lev*8);
3398 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3399 p_ptr->redraw |= PR_STATUS;
3401 case CLASS_MIRROR_MASTER:
3402 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3405 /* Unencumbered Ninjas become faster every 10 levels */
3408 new_speed -= (p_ptr->lev) / 10;
3409 p_ptr->skill_stl -= (p_ptr->lev)/10;
3411 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3412 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3415 if (!(prace_is_(RACE_KLACKON) ||
3416 prace_is_(RACE_SPRITE) ||
3417 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3418 new_speed += (p_ptr->lev) / 10;
3419 p_ptr->skill_stl += (p_ptr->lev)/10;
3421 /* Free action if unencumbered at level 25 */
3422 if (p_ptr->lev > 24)
3423 p_ptr->free_act = TRUE;
3425 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3426 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3428 p_ptr->to_a += p_ptr->lev/2+5;
3429 p_ptr->dis_to_a += p_ptr->lev/2+5;
3431 p_ptr->slow_digest = TRUE;
3432 p_ptr->resist_fear = TRUE;
3433 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3434 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3435 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3436 if (p_ptr->lev > 44)
3438 p_ptr->oppose_pois = 1;
3439 p_ptr->redraw |= PR_STATUS;
3441 p_ptr->see_nocto = TRUE;
3446 if (p_ptr->mimic_form)
3448 switch (p_ptr->mimic_form)
3451 p_ptr->hold_exp = TRUE;
3452 p_ptr->resist_chaos = TRUE;
3453 p_ptr->resist_neth = TRUE;
3454 p_ptr->resist_fire = TRUE;
3455 p_ptr->oppose_fire = 1;
3456 p_ptr->see_inv=TRUE;
3458 p_ptr->redraw |= PR_STATUS;
3460 p_ptr->dis_to_a += 10;
3461 p_ptr->align -= 200;
3463 case MIMIC_DEMON_LORD:
3464 p_ptr->hold_exp = TRUE;
3465 p_ptr->resist_chaos = TRUE;
3466 p_ptr->resist_neth = TRUE;
3467 p_ptr->immune_fire = TRUE;
3468 p_ptr->resist_acid = TRUE;
3469 p_ptr->resist_fire = TRUE;
3470 p_ptr->resist_cold = TRUE;
3471 p_ptr->resist_elec = TRUE;
3472 p_ptr->resist_pois = TRUE;
3473 p_ptr->resist_conf = TRUE;
3474 p_ptr->resist_disen = TRUE;
3475 p_ptr->resist_nexus = TRUE;
3476 p_ptr->resist_fear = TRUE;
3477 p_ptr->sh_fire = TRUE;
3478 p_ptr->see_inv = TRUE;
3479 p_ptr->telepathy = TRUE;
3480 p_ptr->levitation = TRUE;
3481 p_ptr->kill_wall = TRUE;
3484 p_ptr->dis_to_a += 20;
3485 p_ptr->align -= 200;
3488 p_ptr->resist_dark = TRUE;
3489 p_ptr->hold_exp = TRUE;
3490 p_ptr->resist_neth = TRUE;
3491 p_ptr->resist_cold = TRUE;
3492 p_ptr->resist_pois = TRUE;
3493 p_ptr->see_inv = TRUE;
3496 p_ptr->dis_to_a += 10;
3497 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3503 switch (p_ptr->prace)
3506 p_ptr->resist_lite = TRUE;
3509 p_ptr->hold_exp = TRUE;
3512 p_ptr->free_act = TRUE;
3515 p_ptr->resist_blind = TRUE;
3518 p_ptr->resist_dark = TRUE;
3520 case RACE_HALF_TROLL:
3521 p_ptr->sustain_str = TRUE;
3523 if (p_ptr->lev > 14)
3525 /* High level trolls heal fast... */
3526 p_ptr->regenerate = TRUE;
3528 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3530 p_ptr->slow_digest = TRUE;
3531 /* Let's not make Regeneration
3532 * a disadvantage for the poor warriors who can
3533 * never learn a spell that satisfies hunger (actually
3534 * neither can rogues, but half-trolls are not
3535 * supposed to play rogues) */
3540 p_ptr->sustain_con = TRUE;
3541 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3544 p_ptr->resist_lite = TRUE;
3545 p_ptr->see_inv = TRUE;
3547 case RACE_BARBARIAN:
3548 p_ptr->resist_fear = TRUE;
3550 case RACE_HALF_OGRE:
3551 p_ptr->resist_dark = TRUE;
3552 p_ptr->sustain_str = TRUE;
3554 case RACE_HALF_GIANT:
3555 p_ptr->sustain_str = TRUE;
3556 p_ptr->resist_shard = TRUE;
3558 case RACE_HALF_TITAN:
3559 p_ptr->resist_chaos = TRUE;
3562 p_ptr->resist_sound = TRUE;
3565 p_ptr->resist_acid = TRUE;
3566 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3569 p_ptr->resist_conf = TRUE;
3570 p_ptr->resist_acid = TRUE;
3572 /* Klackons become faster */
3573 new_speed += (p_ptr->lev) / 10;
3576 p_ptr->resist_pois = TRUE;
3579 p_ptr->resist_disen = TRUE;
3580 p_ptr->resist_dark = TRUE;
3583 p_ptr->resist_dark = TRUE;
3584 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3586 case RACE_DRACONIAN:
3587 p_ptr->levitation = TRUE;
3588 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3589 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3590 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3591 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3592 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3594 case RACE_MIND_FLAYER:
3595 p_ptr->sustain_int = TRUE;
3596 p_ptr->sustain_wis = TRUE;
3597 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3598 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3601 p_ptr->resist_fire = TRUE;
3602 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3605 p_ptr->slow_digest = TRUE;
3606 p_ptr->free_act = TRUE;
3607 p_ptr->see_inv = TRUE;
3608 p_ptr->resist_pois = TRUE;
3609 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3612 p_ptr->resist_shard = TRUE;
3613 p_ptr->hold_exp = TRUE;
3614 p_ptr->see_inv = TRUE;
3615 p_ptr->resist_pois = TRUE;
3616 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3619 p_ptr->resist_neth = TRUE;
3620 p_ptr->hold_exp = TRUE;
3621 p_ptr->see_inv = TRUE;
3622 p_ptr->resist_pois = TRUE;
3623 p_ptr->slow_digest = TRUE;
3624 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3627 p_ptr->resist_dark = TRUE;
3628 p_ptr->hold_exp = TRUE;
3629 p_ptr->resist_neth = TRUE;
3630 p_ptr->resist_cold = TRUE;
3631 p_ptr->resist_pois = TRUE;
3632 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3635 p_ptr->levitation = TRUE;
3636 p_ptr->free_act = TRUE;
3637 p_ptr->resist_neth = TRUE;
3638 p_ptr->hold_exp = TRUE;
3639 p_ptr->see_inv = TRUE;
3640 p_ptr->resist_pois = TRUE;
3641 p_ptr->slow_digest = TRUE;
3642 p_ptr->resist_cold = TRUE;
3643 p_ptr->pass_wall = TRUE;
3644 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3647 p_ptr->levitation = TRUE;
3648 p_ptr->resist_lite = TRUE;
3650 /* Sprites become faster */
3651 new_speed += (p_ptr->lev) / 10;
3654 p_ptr->resist_conf = TRUE;
3655 p_ptr->resist_sound = TRUE;
3658 /* Ents dig like maniacs, but only with their hands. */
3659 if (!inventory[INVEN_RARM].k_idx)
3660 p_ptr->skill_dig += p_ptr->lev * 10;
3661 /* Ents get tougher and stronger as they age, but lose dexterity. */
3662 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3663 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3664 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3666 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3667 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3668 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3670 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3671 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3672 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3675 p_ptr->levitation = TRUE;
3676 p_ptr->see_inv = TRUE;
3677 p_ptr->align += 200;
3680 p_ptr->resist_fire = TRUE;
3681 p_ptr->resist_neth = TRUE;
3682 p_ptr->hold_exp = TRUE;
3683 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3684 if (p_ptr->lev > 44)
3686 p_ptr->oppose_fire = 1;
3687 p_ptr->redraw |= PR_STATUS;
3689 p_ptr->align -= 200;
3692 p_ptr->sustain_con = TRUE;
3695 p_ptr->levitation = TRUE;
3698 p_ptr->resist_conf = TRUE;
3701 p_ptr->slow_digest = TRUE;
3702 p_ptr->free_act = TRUE;
3703 p_ptr->resist_pois = TRUE;
3704 p_ptr->hold_exp = TRUE;
3707 p_ptr->resist_water = TRUE;
3715 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3717 p_ptr->see_inv = TRUE;
3718 p_ptr->free_act = TRUE;
3719 p_ptr->slow_digest = TRUE;
3720 p_ptr->regenerate = TRUE;
3721 p_ptr->levitation = TRUE;
3722 p_ptr->hold_exp = TRUE;
3723 p_ptr->telepathy = TRUE;
3725 p_ptr->sustain_str = TRUE;
3726 p_ptr->sustain_int = TRUE;
3727 p_ptr->sustain_wis = TRUE;
3728 p_ptr->sustain_con = TRUE;
3729 p_ptr->sustain_dex = TRUE;
3730 p_ptr->sustain_chr = TRUE;
3731 p_ptr->resist_acid = TRUE;
3732 p_ptr->resist_elec = TRUE;
3733 p_ptr->resist_fire = TRUE;
3734 p_ptr->resist_cold = TRUE;
3735 p_ptr->resist_pois = TRUE;
3736 p_ptr->resist_conf = TRUE;
3737 p_ptr->resist_sound = TRUE;
3738 p_ptr->resist_lite = TRUE;
3739 p_ptr->resist_dark = TRUE;
3740 p_ptr->resist_chaos = TRUE;
3741 p_ptr->resist_disen = TRUE;
3742 p_ptr->resist_shard = TRUE;
3743 p_ptr->resist_nexus = TRUE;
3744 p_ptr->resist_blind = TRUE;
3745 p_ptr->resist_neth = TRUE;
3746 p_ptr->resist_fear = TRUE;
3747 p_ptr->reflect = TRUE;
3748 p_ptr->sh_fire = TRUE;
3749 p_ptr->sh_elec = TRUE;
3750 p_ptr->sh_cold = TRUE;
3752 p_ptr->dis_to_a += 100;
3754 /* Temporary shield */
3755 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3758 p_ptr->dis_to_a += 50;
3761 if (p_ptr->tim_res_nether)
3763 p_ptr->resist_neth = TRUE;
3765 if (p_ptr->tim_sh_fire)
3767 p_ptr->sh_fire = TRUE;
3769 if (p_ptr->tim_res_time)
3771 p_ptr->resist_time = TRUE;
3775 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3777 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3778 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3779 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3781 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
3783 p_ptr->to_m_chance += 5;
3784 p_ptr->resist_conf = TRUE;
3788 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3790 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3792 p_ptr->resist_blind = TRUE;
3793 p_ptr->resist_conf = TRUE;
3794 p_ptr->hold_exp = TRUE;
3795 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3797 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3798 /* Munchkin become faster */
3799 new_speed += (p_ptr->lev) / 10 + 5;
3802 if (music_singing(MUSIC_WALL))
3804 p_ptr->kill_wall = TRUE;
3807 /* Hack -- apply racial/class stat maxes */
3808 /* Apply the racial modifiers */
3809 for (i = 0; i < A_MAX; i++)
3811 /* Modify the stats for "race" */
3812 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3816 /* I'm adding the mutations here for the lack of a better place... */
3819 /* Hyper Strength */
3820 if (p_ptr->muta3 & MUT3_HYPER_STR)
3822 p_ptr->stat_add[A_STR] += 4;
3826 if (p_ptr->muta3 & MUT3_PUNY)
3828 p_ptr->stat_add[A_STR] -= 4;
3831 /* Living computer */
3832 if (p_ptr->muta3 & MUT3_HYPER_INT)
3834 p_ptr->stat_add[A_INT] += 4;
3835 p_ptr->stat_add[A_WIS] += 4;
3839 if (p_ptr->muta3 & MUT3_MORONIC)
3841 p_ptr->stat_add[A_INT] -= 4;
3842 p_ptr->stat_add[A_WIS] -= 4;
3845 if (p_ptr->muta3 & MUT3_RESILIENT)
3847 p_ptr->stat_add[A_CON] += 4;
3850 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3852 p_ptr->stat_add[A_CON] += 2;
3856 if (p_ptr->muta3 & MUT3_ALBINO)
3858 p_ptr->stat_add[A_CON] -= 4;
3861 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3863 p_ptr->stat_add[A_CON] -= 2;
3864 p_ptr->stat_add[A_CHR] -= 1;
3865 p_ptr->regenerate = FALSE;
3866 /* Cancel innate regeneration */
3869 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3871 p_ptr->stat_add[A_CHR] -= 4;
3874 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3876 p_ptr->stat_add[A_CHR] -= 1;
3879 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3881 p_ptr->skill_fos += 15;
3882 p_ptr->skill_srh += 15;
3885 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3887 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3890 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3892 p_ptr->skill_stl -= 3;
3895 if (p_ptr->muta3 & MUT3_INFRAVIS)
3897 p_ptr->see_infra += 3;
3900 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3905 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3910 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3912 p_ptr->sh_elec = TRUE;
3915 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3917 p_ptr->sh_fire = TRUE;
3921 if (p_ptr->muta3 & MUT3_WART_SKIN)
3923 p_ptr->stat_add[A_CHR] -= 2;
3925 p_ptr->dis_to_a += 5;
3928 if (p_ptr->muta3 & MUT3_SCALES)
3930 p_ptr->stat_add[A_CHR] -= 1;
3932 p_ptr->dis_to_a += 10;
3935 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3937 p_ptr->stat_add[A_DEX] -= 1;
3939 p_ptr->dis_to_a += 25;
3942 if (p_ptr->muta3 & MUT3_WINGS)
3944 p_ptr->levitation = TRUE;
3947 if (p_ptr->muta3 & MUT3_FEARLESS)
3949 p_ptr->resist_fear = TRUE;
3952 if (p_ptr->muta3 & MUT3_REGEN)
3954 p_ptr->regenerate = TRUE;
3957 if (p_ptr->muta3 & MUT3_ESP)
3959 p_ptr->telepathy = TRUE;
3962 if (p_ptr->muta3 & MUT3_LIMBER)
3964 p_ptr->stat_add[A_DEX] += 3;
3967 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3969 p_ptr->stat_add[A_DEX] -= 3;
3972 if (p_ptr->muta3 & MUT3_MOTION)
3974 p_ptr->free_act = TRUE;
3975 p_ptr->skill_stl += 1;
3978 if (p_ptr->muta3 & MUT3_ILL_NORM)
3980 p_ptr->stat_add[A_CHR] = 0;
3984 if (p_ptr->tsuyoshi)
3986 p_ptr->stat_add[A_STR] += 4;
3987 p_ptr->stat_add[A_CON] += 4;
3990 /* Scan the usable inventory */
3991 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3993 int bonus_to_h, bonus_to_d;
3994 o_ptr = &inventory[i];
3996 /* Skip non-objects */
3997 if (!o_ptr->k_idx) continue;
3999 /* Extract the item flags */
4000 object_flags(o_ptr, flgs);
4002 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4003 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4006 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4007 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4008 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4009 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4010 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4011 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4013 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4015 /* Affect stealth */
4016 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4018 /* Affect searching ability (factor of five) */
4019 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4021 /* Affect searching frequency (factor of five) */
4022 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4024 /* Affect infravision */
4025 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4027 /* Affect digging (factor of 20) */
4028 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4031 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4034 if (have_flag(flgs, TR_BLOWS))
4036 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4037 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4038 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4041 /* Hack -- cause earthquakes */
4042 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4045 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4046 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4047 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4048 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4049 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4050 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4051 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4052 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4053 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4054 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4055 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4056 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4057 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4058 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4059 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4060 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4061 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4062 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4063 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4064 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4065 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4066 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4067 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4068 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4069 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4070 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4071 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4072 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4073 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4074 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4075 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4076 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4077 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4078 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4079 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4081 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4082 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4083 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4084 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4085 if (have_flag(flgs, TR_WARNING)){
4086 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4087 p_ptr->warning = TRUE;
4090 if (have_flag(flgs, TR_TELEPORT))
4092 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4095 concptr insc = quark_str(o_ptr->inscription);
4097 if (o_ptr->inscription && my_strchr(insc, '.'))
4100 * {.} will stop random teleportation.
4105 /* Controlled random teleportation */
4106 p_ptr->cursed |= TRC_TELEPORT_SELF;
4111 /* Immunity flags */
4112 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4113 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4114 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4115 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4117 /* Resistance flags */
4118 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4119 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4120 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4121 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4122 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4123 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4124 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4125 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4126 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4127 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4128 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4129 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4130 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4131 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4132 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4133 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4135 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4136 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4137 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4138 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4139 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4140 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4143 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4144 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4145 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4146 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4147 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4148 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4150 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4151 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4152 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4153 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4154 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4155 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4156 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4158 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4160 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4162 p_ptr->to_m_chance += 10;
4166 p_ptr->to_m_chance += 3;
4170 if (o_ptr->tval == TV_CAPTURE) continue;
4172 /* Modify the base armor class */
4173 p_ptr->ac += o_ptr->ac;
4175 /* The base armor class is always known */
4176 p_ptr->dis_ac += o_ptr->ac;
4178 /* Apply the bonuses to armor class */
4179 p_ptr->to_a += o_ptr->to_a;
4181 /* Apply the mental bonuses to armor class, if known */
4182 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4184 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4186 int slot = i - INVEN_RARM;
4189 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4191 p_ptr->to_h[slot] -= 15;
4192 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4196 p_ptr->to_h[slot] -= 5;
4197 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4202 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4204 p_ptr->to_h_b -= 15;
4205 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4210 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4215 if (o_ptr->curse_flags & TRC_LOW_AC)
4217 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4220 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4225 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4229 /* Hack -- do not apply "weapon" bonuses */
4230 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4231 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4233 /* Hack -- do not apply "bow" bonuses */
4234 if (i == INVEN_BOW) continue;
4236 bonus_to_h = o_ptr->to_h;
4237 bonus_to_d = o_ptr->to_d;
4239 if (p_ptr->pclass == CLASS_NINJA)
4241 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4242 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4245 /* To Bow and Natural attack */
4247 /* Apply the bonuses to hit/damage */
4248 p_ptr->to_h_b += (s16b)bonus_to_h;
4249 p_ptr->to_h_m += (s16b)bonus_to_h;
4250 p_ptr->to_d_m += (s16b)bonus_to_d;
4252 /* Apply the mental bonuses tp hit/damage, if known */
4253 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4256 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4258 /* Apply the bonuses to hit/damage */
4259 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4260 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4262 /* Apply the mental bonuses tp hit/damage, if known */
4263 if (object_is_known(o_ptr))
4265 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4266 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4269 else if (p_ptr->migite && p_ptr->hidarite)
4271 /* Apply the bonuses to hit/damage */
4272 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4273 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4274 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4275 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4277 /* Apply the mental bonuses tp hit/damage, if known */
4278 if (object_is_known(o_ptr))
4280 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4281 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4282 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4283 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4288 /* Apply the bonuses to hit/damage */
4289 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4290 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4292 /* Apply the mental bonuses to hit/damage, if known */
4293 if (object_is_known(o_ptr))
4295 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4296 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4301 /* Shield skill bonus */
4302 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
4304 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4305 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4308 if (old_mighty_throw != p_ptr->mighty_throw)
4310 /* Redraw average damege display of Shuriken */
4311 p_ptr->window |= PW_INVEN;
4314 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4316 /* Monks get extra ac for armour _not worn_ */
4317 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4319 if (!(inventory[INVEN_BODY].k_idx))
4321 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4322 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4324 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4326 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4327 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4329 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4331 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4332 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4334 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4336 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4337 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4339 if (!(inventory[INVEN_HANDS].k_idx))
4341 p_ptr->to_a += (p_ptr->lev / 2);
4342 p_ptr->dis_to_a += (p_ptr->lev / 2);
4344 if (!(inventory[INVEN_FEET].k_idx))
4346 p_ptr->to_a += (p_ptr->lev / 3);
4347 p_ptr->dis_to_a += (p_ptr->lev / 3);
4349 if (p_ptr->special_defense & KAMAE_BYAKKO)
4351 p_ptr->stat_add[A_STR] += 2;
4352 p_ptr->stat_add[A_DEX] += 2;
4353 p_ptr->stat_add[A_CON] -= 3;
4355 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4358 else if (p_ptr->special_defense & KAMAE_GENBU)
4360 p_ptr->stat_add[A_INT] -= 1;
4361 p_ptr->stat_add[A_WIS] -= 1;
4362 p_ptr->stat_add[A_DEX] -= 2;
4363 p_ptr->stat_add[A_CON] += 3;
4365 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4367 p_ptr->stat_add[A_STR] -= 2;
4368 p_ptr->stat_add[A_INT] += 1;
4369 p_ptr->stat_add[A_WIS] += 1;
4370 p_ptr->stat_add[A_DEX] += 2;
4371 p_ptr->stat_add[A_CON] -= 2;
4375 if (p_ptr->special_defense & KATA_KOUKIJIN)
4377 for (i = 0; i < A_MAX; i++)
4378 p_ptr->stat_add[i] += 5;
4380 p_ptr->dis_to_a -= 50;
4383 /* Hack -- aura of fire also provides light */
4384 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4386 /* Golems also get an intrinsic AC bonus */
4387 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4389 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4390 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4394 if (p_ptr->realm1 == REALM_HEX)
4396 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4397 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4398 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4399 if (hex_spelling(HEX_BUILDING))
4401 p_ptr->stat_add[A_STR] += 4;
4402 p_ptr->stat_add[A_DEX] += 4;
4403 p_ptr->stat_add[A_CON] += 4;
4405 if (hex_spelling(HEX_DEMON_AURA))
4407 p_ptr->sh_fire = TRUE;
4408 p_ptr->regenerate = TRUE;
4410 if (hex_spelling(HEX_ICE_ARMOR))
4412 p_ptr->sh_cold = TRUE;
4414 p_ptr->dis_to_a += 30;
4416 if (hex_spelling(HEX_SHOCK_CLOAK))
4418 p_ptr->sh_elec = TRUE;
4421 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4423 ARMOUR_CLASS ac = 0;
4424 o_ptr = &inventory[i];
4425 if (!o_ptr->k_idx) continue;
4426 if (!object_is_armour(o_ptr)) continue;
4427 if (!object_is_cursed(o_ptr)) continue;
4429 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4430 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4431 p_ptr->to_a += (s16b)ac;
4432 p_ptr->dis_to_a += (s16b)ac;
4436 /* Calculate stats */
4437 for (i = 0; i < A_MAX; i++)
4441 /* Extract the new "stat_use" value for the stat */
4442 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4444 /* Notice changes */
4445 if (p_ptr->stat_top[i] != top)
4447 /* Save the new value */
4448 p_ptr->stat_top[i] = (s16b)top;
4450 /* Redisplay the stats later */
4451 p_ptr->redraw |= (PR_STATS);
4453 p_ptr->window |= (PW_PLAYER);
4457 /* Extract the new "stat_use" value for the stat */
4458 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4460 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4462 /* 10 to 18/90 charisma, guaranteed, based on level */
4463 if (use < 8 + 2 * p_ptr->lev)
4465 use = 8 + 2 * p_ptr->lev;
4469 /* Notice changes */
4470 if (p_ptr->stat_use[i] != use)
4472 /* Save the new value */
4473 p_ptr->stat_use[i] = (s16b)use;
4475 /* Redisplay the stats later */
4476 p_ptr->redraw |= (PR_STATS);
4478 p_ptr->window |= (PW_PLAYER);
4482 /* Values: 3, 4, ..., 17 */
4483 if (use <= 18) ind = (use - 3);
4485 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4486 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4488 /* Range: 18/220+ */
4491 /* Notice changes */
4492 if (p_ptr->stat_ind[i] != ind)
4494 /* Save the new index */
4495 p_ptr->stat_ind[i] = (s16b)ind;
4497 /* Change in CON affects Hitpoints */
4500 p_ptr->update |= (PU_HP);
4503 /* Change in INT may affect Mana/Spells */
4504 else if (i == A_INT)
4506 if (mp_ptr->spell_stat == A_INT)
4508 p_ptr->update |= (PU_MANA | PU_SPELLS);
4512 /* Change in WIS may affect Mana/Spells */
4513 else if (i == A_WIS)
4515 if (mp_ptr->spell_stat == A_WIS)
4517 p_ptr->update |= (PU_MANA | PU_SPELLS);
4521 /* Change in WIS may affect Mana/Spells */
4522 else if (i == A_CHR)
4524 if (mp_ptr->spell_stat == A_CHR)
4526 p_ptr->update |= (PU_MANA | PU_SPELLS);
4530 p_ptr->window |= (PW_PLAYER);
4535 /* Apply temporary "stun" */
4536 if (p_ptr->stun > 50)
4538 p_ptr->to_h[0] -= 20;
4539 p_ptr->to_h[1] -= 20;
4540 p_ptr->to_h_b -= 20;
4541 p_ptr->to_h_m -= 20;
4542 p_ptr->dis_to_h[0] -= 20;
4543 p_ptr->dis_to_h[1] -= 20;
4544 p_ptr->dis_to_h_b -= 20;
4545 p_ptr->to_d[0] -= 20;
4546 p_ptr->to_d[1] -= 20;
4547 p_ptr->to_d_m -= 20;
4548 p_ptr->dis_to_d[0] -= 20;
4549 p_ptr->dis_to_d[1] -= 20;
4551 else if (p_ptr->stun)
4553 p_ptr->to_h[0] -= 5;
4554 p_ptr->to_h[1] -= 5;
4557 p_ptr->dis_to_h[0] -= 5;
4558 p_ptr->dis_to_h[1] -= 5;
4559 p_ptr->dis_to_h_b -= 5;
4560 p_ptr->to_d[0] -= 5;
4561 p_ptr->to_d[1] -= 5;
4563 p_ptr->dis_to_d[0] -= 5;
4564 p_ptr->dis_to_d[1] -= 5;
4568 if (p_ptr->wraith_form)
4570 p_ptr->reflect = TRUE;
4571 p_ptr->pass_wall = TRUE;
4574 if (p_ptr->kabenuke)
4576 p_ptr->pass_wall = TRUE;
4579 /* Temporary blessing */
4583 p_ptr->dis_to_a += 5;
4584 p_ptr->to_h[0] += 10;
4585 p_ptr->to_h[1] += 10;
4586 p_ptr->to_h_b += 10;
4587 p_ptr->to_h_m += 10;
4588 p_ptr->dis_to_h[0] += 10;
4589 p_ptr->dis_to_h[1] += 10;
4590 p_ptr->dis_to_h_b += 10;
4593 if (p_ptr->magicdef)
4595 p_ptr->resist_blind = TRUE;
4596 p_ptr->resist_conf = TRUE;
4597 p_ptr->reflect = TRUE;
4598 p_ptr->free_act = TRUE;
4599 p_ptr->levitation = TRUE;
4602 /* Temporary "Hero" */
4605 p_ptr->to_h[0] += 12;
4606 p_ptr->to_h[1] += 12;
4607 p_ptr->to_h_b += 12;
4608 p_ptr->to_h_m += 12;
4609 p_ptr->dis_to_h[0] += 12;
4610 p_ptr->dis_to_h[1] += 12;
4611 p_ptr->dis_to_h_b += 12;
4614 /* Temporary "Beserk" */
4617 p_ptr->to_h[0] += 12;
4618 p_ptr->to_h[1] += 12;
4619 p_ptr->to_h_b -= 12;
4620 p_ptr->to_h_m += 12;
4621 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4622 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4623 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4624 p_ptr->dis_to_h[0] += 12;
4625 p_ptr->dis_to_h[1] += 12;
4626 p_ptr->dis_to_h_b -= 12;
4627 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4628 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4630 p_ptr->dis_to_a -= 10;
4631 p_ptr->skill_stl -= 7;
4632 p_ptr->skill_dev -= 20;
4633 p_ptr->skill_sav -= 30;
4634 p_ptr->skill_srh -= 15;
4635 p_ptr->skill_fos -= 15;
4636 p_ptr->skill_tht -= 20;
4637 p_ptr->skill_dig += 30;
4640 /* Temporary "fast" */
4646 /* Temporary "slow" */
4652 /* Temporary "telepathy" */
4655 p_ptr->telepathy = TRUE;
4658 if (p_ptr->ele_immune)
4660 if (p_ptr->special_defense & DEFENSE_ACID)
4661 p_ptr->immune_acid = TRUE;
4662 else if (p_ptr->special_defense & DEFENSE_ELEC)
4663 p_ptr->immune_elec = TRUE;
4664 else if (p_ptr->special_defense & DEFENSE_FIRE)
4665 p_ptr->immune_fire = TRUE;
4666 else if (p_ptr->special_defense & DEFENSE_COLD)
4667 p_ptr->immune_cold = TRUE;
4670 /* Temporary see invisible */
4671 if (p_ptr->tim_invis)
4673 p_ptr->see_inv = TRUE;
4676 /* Temporary infravision boost */
4677 if (p_ptr->tim_infra)
4679 p_ptr->see_infra+=3;
4682 /* Temporary regeneration boost */
4683 if (p_ptr->tim_regen)
4685 p_ptr->regenerate = TRUE;
4688 /* Temporary levitation */
4689 if (p_ptr->tim_levitation)
4691 p_ptr->levitation = TRUE;
4694 /* Temporary reflection */
4695 if (p_ptr->tim_reflect)
4697 p_ptr->reflect = TRUE;
4700 /* Hack -- Hero/Shero -> Res fear */
4701 if (IS_HERO() || p_ptr->shero)
4703 p_ptr->resist_fear = TRUE;
4707 /* Hack -- Telepathy Change */
4708 if (p_ptr->telepathy != old_telepathy)
4710 p_ptr->update |= (PU_MONSTERS);
4713 if ((p_ptr->esp_animal != old_esp_animal) ||
4714 (p_ptr->esp_undead != old_esp_undead) ||
4715 (p_ptr->esp_demon != old_esp_demon) ||
4716 (p_ptr->esp_orc != old_esp_orc) ||
4717 (p_ptr->esp_troll != old_esp_troll) ||
4718 (p_ptr->esp_giant != old_esp_giant) ||
4719 (p_ptr->esp_dragon != old_esp_dragon) ||
4720 (p_ptr->esp_human != old_esp_human) ||
4721 (p_ptr->esp_evil != old_esp_evil) ||
4722 (p_ptr->esp_good != old_esp_good) ||
4723 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4724 (p_ptr->esp_unique != old_esp_unique))
4726 p_ptr->update |= (PU_MONSTERS);
4729 /* Hack -- See Invis Change */
4730 if (p_ptr->see_inv != old_see_inv)
4732 p_ptr->update |= (PU_MONSTERS);
4735 /* Bloating slows the player down (a little) */
4736 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4738 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4740 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4741 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4743 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4744 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4747 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4749 int penalty1, penalty2;
4750 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4751 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4752 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4754 penalty1 = penalty1 / 2 - 5;
4755 penalty2 = penalty2 / 2 - 5;
4758 p_ptr->dis_to_a += 10;
4762 if (penalty1 > 0) penalty1 /= 2;
4763 if (penalty2 > 0) penalty2 /= 2;
4765 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4767 penalty1 = MAX(0, penalty1 - 10);
4768 penalty2 = MAX(0, penalty2 - 10);
4770 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4772 penalty1 = MIN(0, penalty1);
4773 penalty2 = MIN(0, penalty2);
4775 p_ptr->dis_to_a += 10;
4779 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4781 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4784 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4785 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4786 p_ptr->to_h[0] -= (s16b)penalty1;
4787 p_ptr->to_h[1] -= (s16b)penalty2;
4788 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4789 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4792 /* Extract the current weight (in tenth pounds) */
4793 j = p_ptr->total_weight;
4797 /* Extract the "weight limit" (in tenth pounds) */
4798 i = (int)weight_limit();
4802 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4803 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4804 SPEED speed = riding_m_ptr->mspeed;
4806 if (riding_m_ptr->mspeed > 110)
4808 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4809 if (new_speed < 110) new_speed = 110;
4815 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4816 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4817 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4818 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4819 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4821 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4822 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4824 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;
4826 /* Extract the "weight limit" */
4827 i = 1500 + riding_r_ptr->level * 25;
4830 /* Apply "encumbrance" from weight */
4831 if (j > i) new_speed -= ((j - i) / (i / 5));
4833 /* Searching slows the player down */
4834 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4837 if(p_ptr->prace == RACE_MERFOLK)
4839 if (have_flag(f_ptr->flags, FF_WATER))
4841 new_speed += (2 + p_ptr->lev / 10);
4843 else if (!p_ptr->levitation)
4850 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4851 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4852 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4853 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4854 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4855 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4856 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4857 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4858 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4859 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4860 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4861 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4862 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4864 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4865 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4866 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4867 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4868 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4869 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4870 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4871 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4872 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4873 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4876 /* Obtain the "hold" value */
4877 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4880 /* Examine the "current bow" */
4881 o_ptr = &inventory[INVEN_BOW];
4883 /* It is hard to carholdry a heavy bow */
4884 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4885 if (p_ptr->heavy_shoot)
4887 /* Hard to wield a heavy bow */
4888 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4889 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4892 /* Compute "extra shots" if needed */
4895 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4897 /* Apply special flags */
4898 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4901 p_ptr->num_fire = calc_num_fire(o_ptr);
4903 /* Snipers love Cross bows */
4904 if ((p_ptr->pclass == CLASS_SNIPER) &&
4905 (p_ptr->tval_ammo == TV_BOLT))
4907 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4908 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4913 if (p_ptr->ryoute) hold *= 2;
4915 for(i = 0 ; i < 2 ; i++)
4917 /* Examine the "main weapon" */
4918 o_ptr = &inventory[INVEN_RARM+i];
4920 object_flags(o_ptr, flgs);
4922 /* Assume not heavy */
4923 p_ptr->heavy_wield[i] = FALSE;
4924 p_ptr->icky_wield[i] = FALSE;
4925 p_ptr->riding_wield[i] = FALSE;
4927 if (!buki_motteruka(INVEN_RARM+i))
4929 p_ptr->num_blow[i] = 1;
4932 /* It is hard to hold a heavy weapon */
4933 if (hold < o_ptr->weight / 10)
4935 /* Hard to wield a heavy weapon */
4936 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4937 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4940 p_ptr->heavy_wield[i] = TRUE;
4942 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4944 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4947 p_ptr->dis_to_a += 5;
4950 /* Normal weapons */
4951 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4953 int str_index, dex_index;
4955 int num = 0, wgt = 0, mul = 0, div = 0;
4957 /* Analyze the class */
4958 switch (p_ptr->pclass)
4962 num = 6; wgt = 70; mul = 5; break;
4965 case CLASS_BERSERKER:
4966 num = 6; wgt = 70; mul = 7; break;
4970 case CLASS_HIGH_MAGE:
4971 case CLASS_BLUE_MAGE:
4972 num = 3; wgt = 100; mul = 2; break;
4974 /* Priest, Mindcrafter, Magic-Eater */
4976 case CLASS_MAGIC_EATER:
4977 case CLASS_MINDCRAFTER:
4978 num = 5; wgt = 100; mul = 3; break;
4982 num = 5; wgt = 40; mul = 3; break;
4986 num = 5; wgt = 70; mul = 4; break;
4991 num = 5; wgt = 70; mul = 4; break;
4995 num = 5; wgt = 150; mul = 5; break;
4998 case CLASS_WARRIOR_MAGE:
4999 case CLASS_RED_MAGE:
5000 num = 5; wgt = 70; mul = 3; break;
5003 case CLASS_CHAOS_WARRIOR:
5004 num = 5; wgt = 70; mul = 4; break;
5008 num = 5; wgt = 60; mul = 3; break;
5012 num = 4; wgt = 100; mul = 3; break;
5015 case CLASS_IMITATOR:
5016 num = 5; wgt = 70; mul = 4; break;
5019 case CLASS_BEASTMASTER:
5020 num = 5; wgt = 70; mul = 3; break;
5024 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5025 else {num = 5; wgt = 100; mul = 3;}
5029 case CLASS_SORCERER:
5030 num = 1; wgt = 1; mul = 1; break;
5032 /* Archer, Bard, Sniper */
5036 num = 4; wgt = 70; mul = 2; break;
5039 case CLASS_FORCETRAINER:
5040 num = 4; wgt = 60; mul = 2; break;
5043 case CLASS_MIRROR_MASTER:
5044 num = 3; wgt = 100; mul = 3; break;
5048 num = 4; wgt = 20; mul = 1; break;
5051 /* Hex - extra mights gives +1 bonus to max blows */
5052 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5054 /* Enforce a minimum "weight" (tenth pounds) */
5055 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5057 /* Access the strength vs weight */
5058 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5060 if (p_ptr->ryoute && !omoi) str_index++;
5061 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5064 if (str_index > 11) str_index = 11;
5066 /* Index by dexterity */
5067 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5070 if (dex_index > 11) dex_index = 11;
5072 /* Use the blows table */
5073 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5076 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5078 /* Add in the "bonus blows" */
5079 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5082 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5083 else if (p_ptr->pclass == CLASS_BERSERKER)
5085 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5087 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5089 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5091 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5094 /* Require at least one blow */
5095 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5097 /* Boost digging skill by weapon weight */
5098 p_ptr->skill_dig += (o_ptr->weight / 10);
5102 /* Priest weapon penalty for non-blessed edged weapons */
5103 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5104 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5106 /* Reduce the real bonuses */
5107 p_ptr->to_h[i] -= 2;
5108 p_ptr->to_d[i] -= 2;
5110 /* Reduce the mental bonuses */
5111 p_ptr->dis_to_h[i] -= 2;
5112 p_ptr->dis_to_d[i] -= 2;
5115 p_ptr->icky_wield[i] = TRUE;
5117 else if (p_ptr->pclass == CLASS_BERSERKER)
5119 p_ptr->to_h[i] += p_ptr->lev/5;
5120 p_ptr->to_d[i] += p_ptr->lev/6;
5121 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5122 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5123 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5125 p_ptr->to_h[i] += p_ptr->lev/5;
5126 p_ptr->to_d[i] += p_ptr->lev/6;
5127 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5128 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5131 else if (p_ptr->pclass == CLASS_SORCERER)
5133 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5135 /* Reduce the real bonuses */
5136 p_ptr->to_h[i] -= 200;
5137 p_ptr->to_d[i] -= 200;
5139 /* Reduce the mental bonuses */
5140 p_ptr->dis_to_h[i] -= 200;
5141 p_ptr->dis_to_d[i] -= 200;
5144 p_ptr->icky_wield[i] = TRUE;
5148 /* Reduce the real bonuses */
5149 p_ptr->to_h[i] -= 30;
5150 p_ptr->to_d[i] -= 10;
5152 /* Reduce the mental bonuses */
5153 p_ptr->dis_to_h[i] -= 30;
5154 p_ptr->dis_to_d[i] -= 10;
5158 if (p_ptr->realm1 == REALM_HEX)
5160 if (object_is_cursed(o_ptr))
5162 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5163 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5164 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5165 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5166 if (hex_spelling(HEX_RUNESWORD))
5168 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5169 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5170 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5176 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5178 p_ptr->to_h[i] +=15;
5179 p_ptr->dis_to_h[i] +=15;
5180 p_ptr->to_dd[i] += 2;
5182 else if (!(have_flag(flgs, TR_RIDING)))
5185 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5191 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5193 if (penalty < 30) penalty = 30;
5195 p_ptr->to_h[i] -= (s16b)penalty;
5196 p_ptr->dis_to_h[i] -= (s16b)penalty;
5199 p_ptr->riding_wield[i] = TRUE;
5208 p_ptr->riding_ryoute = FALSE;
5210 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5211 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5213 switch (p_ptr->pclass)
5216 case CLASS_FORCETRAINER:
5217 case CLASS_BERSERKER:
5218 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5219 p_ptr->riding_ryoute = TRUE;
5224 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5226 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5230 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5232 if (penalty < 30) penalty = 30;
5234 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5235 p_ptr->to_h_b -= (s16b)penalty;
5236 p_ptr->dis_to_h_b -= (s16b)penalty;
5239 /* Different calculation for monks with empty hands */
5240 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5241 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5243 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5244 p_ptr->num_blow[0] = 0;
5246 if (p_ptr->pclass == CLASS_FORCETRAINER)
5248 if (blow_base > 18) p_ptr->num_blow[0]++;
5249 if (blow_base > 31) p_ptr->num_blow[0]++;
5250 if (blow_base > 44) p_ptr->num_blow[0]++;
5251 if (blow_base > 58) p_ptr->num_blow[0]++;
5254 p_ptr->to_d[0] += P_PTR_KI / 5;
5255 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5260 if (blow_base > 12) p_ptr->num_blow[0]++;
5261 if (blow_base > 22) p_ptr->num_blow[0]++;
5262 if (blow_base > 31) p_ptr->num_blow[0]++;
5263 if (blow_base > 39) p_ptr->num_blow[0]++;
5264 if (blow_base > 46) p_ptr->num_blow[0]++;
5265 if (blow_base > 53) p_ptr->num_blow[0]++;
5266 if (blow_base > 59) p_ptr->num_blow[0]++;
5269 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5270 p_ptr->num_blow[0] /= 2;
5273 p_ptr->to_h[0] += (p_ptr->lev / 3);
5274 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5276 p_ptr->to_d[0] += (p_ptr->lev / 6);
5277 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5280 if (p_ptr->special_defense & KAMAE_BYAKKO)
5283 p_ptr->dis_to_a -= 40;
5286 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5289 p_ptr->dis_to_a -= 50;
5290 p_ptr->resist_acid = TRUE;
5291 p_ptr->resist_fire = TRUE;
5292 p_ptr->resist_elec = TRUE;
5293 p_ptr->resist_cold = TRUE;
5294 p_ptr->resist_pois = TRUE;
5295 p_ptr->sh_fire = TRUE;
5296 p_ptr->sh_elec = TRUE;
5297 p_ptr->sh_cold = TRUE;
5298 p_ptr->levitation = TRUE;
5300 else if (p_ptr->special_defense & KAMAE_GENBU)
5302 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5303 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5304 p_ptr->reflect = TRUE;
5305 p_ptr->num_blow[0] -= 2;
5306 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5307 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5309 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5311 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5312 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5314 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5315 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5316 p_ptr->num_blow[0] /= 2;
5317 p_ptr->levitation = TRUE;
5320 p_ptr->num_blow[0] += 1+extra_blows[0];
5323 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5325 monk_armour_aux = FALSE;
5329 monk_armour_aux = TRUE;
5332 for (i = 0; i < 2; i++)
5334 if (buki_motteruka(INVEN_RARM+i))
5336 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5337 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5339 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5340 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5341 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5343 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5345 p_ptr->to_h[i] -= 40;
5346 p_ptr->dis_to_h[i] -= 40;
5347 p_ptr->icky_wield[i] = TRUE;
5350 else if (p_ptr->pclass == CLASS_NINJA)
5352 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5354 p_ptr->to_h[i] -= 40;
5355 p_ptr->dis_to_h[i] -= 40;
5356 p_ptr->icky_wield[i] = TRUE;
5357 p_ptr->num_blow[i] /= 2;
5358 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5362 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5366 /* Maximum speed is (+99). (internally it's 110 + 99) */
5367 /* Temporary lightspeed forces to be maximum speed */
5368 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5373 /* Minimum speed is (-99). (internally it's 110 - 99) */
5374 if (new_speed < 11) new_speed = 11;
5376 /* Display the speed (if needed) */
5377 if (p_ptr->pspeed != (byte)new_speed)
5379 p_ptr->pspeed = (byte)new_speed;
5380 p_ptr->redraw |= (PR_SPEED);
5385 if (p_ptr->to_a > (0 - p_ptr->ac))
5386 p_ptr->to_a = 0 - p_ptr->ac;
5387 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5388 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5391 /* Redraw armor (if needed) */
5392 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5394 p_ptr->redraw |= (PR_ARMOR);
5395 p_ptr->window |= (PW_PLAYER);
5398 if (p_ptr->ryoute && !omoi)
5400 int bonus_to_h=0, bonus_to_d=0;
5401 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5402 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);
5404 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5405 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5406 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5407 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5410 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;
5412 /* Affect Skill -- stealth (bonus one) */
5413 p_ptr->skill_stl += 1;
5415 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5417 /* Affect Skill -- disarming (DEX and INT) */
5418 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5419 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5421 /* Affect Skill -- magic devices (INT) */
5422 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5424 /* Affect Skill -- saving throw (WIS) */
5425 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5427 /* Affect Skill -- digging (STR) */
5428 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5430 /* Affect Skill -- disarming (Level, by Class) */
5431 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5433 /* Affect Skill -- magic devices (Level, by Class) */
5434 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5436 /* Affect Skill -- saving throw (Level, by Class) */
5437 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5439 /* Affect Skill -- stealth (Level, by Class) */
5440 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5442 /* Affect Skill -- search ability (Level, by Class) */
5443 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5445 /* Affect Skill -- search frequency (Level, by Class) */
5446 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5448 /* Affect Skill -- combat (normal) (Level, by Class) */
5449 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5451 /* Affect Skill -- combat (shooting) (Level, by Class) */
5452 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5454 /* Affect Skill -- combat (throwing) (Level, by Class) */
5455 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5458 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5460 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5461 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5464 /* Limit Skill -- stealth from 0 to 30 */
5465 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5466 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5468 /* Limit Skill -- digging from 1 up */
5469 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5471 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5473 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5475 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;
5477 if (down_saving) p_ptr->skill_sav /= 2;
5479 /* Hack -- Each elemental immunity includes resistance */
5480 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5481 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5482 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5483 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5485 /* Determine player alignment */
5486 for (i = 0, j = 0; i < 8; i++)
5488 switch (p_ptr->vir_types[i])
5491 p_ptr->align += p_ptr->virtues[i] * 2;
5501 p_ptr->align -= p_ptr->virtues[i];
5504 p_ptr->align += p_ptr->virtues[i];
5509 for (i = 0; i < j; i++)
5511 if (p_ptr->align > 0)
5513 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5514 if (p_ptr->align < 0) p_ptr->align = 0;
5516 else if (p_ptr->align < 0)
5518 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5519 if (p_ptr->align > 0) p_ptr->align = 0;
5523 /* Hack -- handle "xtra" mode */
5524 if (character_xtra) return;
5526 /* Take note when "heavy bow" changes */
5527 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5529 if (p_ptr->heavy_shoot)
5531 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."));
5533 else if (inventory[INVEN_BOW].k_idx)
5535 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."));
5539 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."));
5543 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5546 for (i = 0 ; i < 2 ; i++)
5548 /* Take note when "heavy weapon" changes */
5549 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5551 if (p_ptr->heavy_wield[i])
5553 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."));
5555 else if (buki_motteruka(INVEN_RARM+i))
5557 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5559 else if (p_ptr->heavy_wield[1-i])
5561 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5565 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."));
5569 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5572 /* Take note when "heavy weapon" changes */
5573 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5575 if (p_ptr->riding_wield[i])
5577 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."));
5579 else if (!p_ptr->riding)
5581 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5583 else if (buki_motteruka(INVEN_RARM+i))
5585 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5588 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5591 /* Take note when "illegal weapon" changes */
5592 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5594 if (p_ptr->icky_wield[i])
5596 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."));
5599 chg_virtue(V_FAITH, -1);
5602 else if (buki_motteruka(INVEN_RARM+i))
5604 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."));
5608 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."));
5612 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5616 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5618 if (p_ptr->riding_ryoute)
5621 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" : "");
5623 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5629 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" : "");
5631 msg_print("You began to control riding pet with one hand.");
5635 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5638 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5642 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."));
5645 chg_virtue(V_HARMONY, -1);
5650 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5653 monk_notify_aux = monk_armour_aux;
5656 for (i = 0; i < INVEN_PACK; i++)
5659 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5660 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5662 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5663 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5666 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5668 o_ptr = &o_list[this_o_idx];
5670 /* Acquire next object */
5671 next_o_idx = o_ptr->next_o_idx;
5674 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5675 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5677 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5678 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5681 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5683 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5685 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5686 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5689 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)))
5691 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5692 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5695 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5697 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5698 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5701 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5703 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5704 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5710 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5712 * @details 更新処理の対象はゲーム中の全描画処理
5714 static void redraw_stuff(void)
5716 if (!p_ptr->redraw) return;
5718 /* Character is not ready yet, no screen updates */
5719 if (!character_generated) return;
5721 /* Character is in "icky" mode, no screen updates */
5722 if (character_icky) return;
5724 /* Hack -- clear the screen */
5725 if (p_ptr->redraw & (PR_WIPE))
5727 p_ptr->redraw &= ~(PR_WIPE);
5732 if (p_ptr->redraw & (PR_MAP))
5734 p_ptr->redraw &= ~(PR_MAP);
5738 if (p_ptr->redraw & (PR_BASIC))
5740 p_ptr->redraw &= ~(PR_BASIC);
5741 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5742 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5743 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5744 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5750 if (p_ptr->redraw & (PR_EQUIPPY))
5752 p_ptr->redraw &= ~(PR_EQUIPPY);
5753 print_equippy(); /* To draw / delete equippy chars */
5756 if (p_ptr->redraw & (PR_MISC))
5758 p_ptr->redraw &= ~(PR_MISC);
5759 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5760 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5763 if (p_ptr->redraw & (PR_TITLE))
5765 p_ptr->redraw &= ~(PR_TITLE);
5769 if (p_ptr->redraw & (PR_LEV))
5771 p_ptr->redraw &= ~(PR_LEV);
5775 if (p_ptr->redraw & (PR_EXP))
5777 p_ptr->redraw &= ~(PR_EXP);
5781 if (p_ptr->redraw & (PR_STATS))
5783 p_ptr->redraw &= ~(PR_STATS);
5792 if (p_ptr->redraw & (PR_STATUS))
5794 p_ptr->redraw &= ~(PR_STATUS);
5798 if (p_ptr->redraw & (PR_ARMOR))
5800 p_ptr->redraw &= ~(PR_ARMOR);
5804 if (p_ptr->redraw & (PR_HP))
5806 p_ptr->redraw &= ~(PR_HP);
5810 if (p_ptr->redraw & (PR_MANA))
5812 p_ptr->redraw &= ~(PR_MANA);
5816 if (p_ptr->redraw & (PR_GOLD))
5818 p_ptr->redraw &= ~(PR_GOLD);
5822 if (p_ptr->redraw & (PR_DEPTH))
5824 p_ptr->redraw &= ~(PR_DEPTH);
5828 if (p_ptr->redraw & (PR_HEALTH))
5830 p_ptr->redraw &= ~(PR_HEALTH);
5831 health_redraw(FALSE);
5834 if (p_ptr->redraw & (PR_UHEALTH))
5836 p_ptr->redraw &= ~(PR_UHEALTH);
5837 health_redraw(TRUE);
5840 if (p_ptr->redraw & (PR_EXTRA))
5842 p_ptr->redraw &= ~(PR_EXTRA);
5843 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5844 p_ptr->redraw &= ~(PR_HUNGER);
5845 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5849 if (p_ptr->redraw & (PR_CUT))
5851 p_ptr->redraw &= ~(PR_CUT);
5855 if (p_ptr->redraw & (PR_STUN))
5857 p_ptr->redraw &= ~(PR_STUN);
5861 if (p_ptr->redraw & (PR_HUNGER))
5863 p_ptr->redraw &= ~(PR_HUNGER);
5867 if (p_ptr->redraw & (PR_STATE))
5869 p_ptr->redraw &= ~(PR_STATE);
5873 if (p_ptr->redraw & (PR_SPEED))
5875 p_ptr->redraw &= ~(PR_SPEED);
5879 if (p_ptr->pclass == CLASS_IMITATOR)
5881 if (p_ptr->redraw & (PR_IMITATION))
5883 p_ptr->redraw &= ~(PR_IMITATION);
5887 else if (p_ptr->redraw & (PR_STUDY))
5889 p_ptr->redraw &= ~(PR_STUDY);
5895 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
5897 * @details 更新処理の対象はサブウィンドウ全般
5899 static void window_stuff(void)
5902 BIT_FLAGS mask = 0L;
5905 if (!p_ptr->window) return;
5908 for (j = 0; j < 8; j++)
5910 /* Save usable flags */
5911 if (angband_term[j]) mask |= window_flag[j];
5914 /* Apply usable flags */
5915 p_ptr->window &= mask;
5918 if (!p_ptr->window) return;
5920 /* Display inventory */
5921 if (p_ptr->window & (PW_INVEN))
5923 p_ptr->window &= ~(PW_INVEN);
5927 /* Display equipment */
5928 if (p_ptr->window & (PW_EQUIP))
5930 p_ptr->window &= ~(PW_EQUIP);
5934 /* Display spell list */
5935 if (p_ptr->window & (PW_SPELL))
5937 p_ptr->window &= ~(PW_SPELL);
5941 /* Display player */
5942 if (p_ptr->window & (PW_PLAYER))
5944 p_ptr->window &= ~(PW_PLAYER);
5948 /* Display monster list */
5949 if (p_ptr->window & (PW_MONSTER_LIST))
5951 p_ptr->window &= ~(PW_MONSTER_LIST);
5955 /* Display overhead view */
5956 if (p_ptr->window & (PW_MESSAGE))
5958 p_ptr->window &= ~(PW_MESSAGE);
5962 /* Display overhead view */
5963 if (p_ptr->window & (PW_OVERHEAD))
5965 p_ptr->window &= ~(PW_OVERHEAD);
5969 /* Display overhead view */
5970 if (p_ptr->window & (PW_DUNGEON))
5972 p_ptr->window &= ~(PW_DUNGEON);
5976 /* Display monster recall */
5977 if (p_ptr->window & (PW_MONSTER))
5979 p_ptr->window &= ~(PW_MONSTER);
5983 /* Display object recall */
5984 if (p_ptr->window & (PW_OBJECT))
5986 p_ptr->window &= ~(PW_OBJECT);
5993 * @brief 全更新処理をチェックして処理していく
5994 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5997 void handle_stuff(void)
5999 if (p_ptr->update) update_creature(p_ptr);
6000 if (p_ptr->redraw) redraw_stuff();
6001 if (p_ptr->window) window_stuff();
6004 void update_output(void)
6006 if (p_ptr->redraw) redraw_stuff();
6007 if (p_ptr->window) window_stuff();
6011 * @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"
6013 * @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。
6015 void update_creature(player_type *creature_ptr)
6017 if (!creature_ptr->update) return;
6019 /* Actually do auto-destroy */
6020 if (creature_ptr->update & (PU_AUTODESTROY))
6022 creature_ptr->update &= ~(PU_AUTODESTROY);
6023 autopick_delayed_alter();
6026 /* Combine the pack */
6027 if (creature_ptr->update & (PU_COMBINE))
6029 creature_ptr->update &= ~(PU_COMBINE);
6033 /* Reorder the pack */
6034 if (creature_ptr->update & (PU_REORDER))
6036 creature_ptr->update &= ~(PU_REORDER);
6040 if (creature_ptr->update & (PU_BONUS))
6042 creature_ptr->update &= ~(PU_BONUS);
6046 if (creature_ptr->update & (PU_TORCH))
6048 creature_ptr->update &= ~(PU_TORCH);
6052 if (creature_ptr->update & (PU_HP))
6054 creature_ptr->update &= ~(PU_HP);
6058 if (creature_ptr->update & (PU_MANA))
6060 creature_ptr->update &= ~(PU_MANA);
6064 if (creature_ptr->update & (PU_SPELLS))
6066 creature_ptr->update &= ~(PU_SPELLS);
6070 /* Character is not ready yet, no screen updates */
6071 if (!character_generated) return;
6073 /* Character is in "icky" mode, no screen updates */
6074 if (character_icky) return;
6076 if (creature_ptr->update & (PU_UN_LITE))
6078 creature_ptr->update &= ~(PU_UN_LITE);
6082 if (creature_ptr->update & (PU_UN_VIEW))
6084 creature_ptr->update &= ~(PU_UN_VIEW);
6088 if (creature_ptr->update & (PU_VIEW))
6090 creature_ptr->update &= ~(PU_VIEW);
6094 if (creature_ptr->update & (PU_LITE))
6096 creature_ptr->update &= ~(PU_LITE);
6101 if (creature_ptr->update & (PU_FLOW))
6103 creature_ptr->update &= ~(PU_FLOW);
6107 if (creature_ptr->update & (PU_DISTANCE))
6109 creature_ptr->update &= ~(PU_DISTANCE);
6111 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
6112 /* creature_ptr->update &= ~(PU_MONSTERS); */
6114 update_monsters(TRUE);
6117 if (creature_ptr->update & (PU_MON_LITE))
6119 creature_ptr->update &= ~(PU_MON_LITE);
6124 * Mega-Hack -- Delayed visual update
6125 * Only used if update_view(), update_lite() or update_mon_lite() was called
6127 if (creature_ptr->update & (PU_DELAY_VIS))
6129 creature_ptr->update &= ~(PU_DELAY_VIS);
6130 delayed_visual_update();
6133 if (creature_ptr->update & (PU_MONSTERS))
6135 creature_ptr->update &= ~(PU_MONSTERS);
6136 update_monsters(FALSE);
6141 * @brief プレイヤーの現在開いている手の状態を返す
6142 * @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。
6143 * @return 開いている手のビットフラグ
6145 BIT_FLAGS16 empty_hands(bool riding_control)
6147 BIT_FLAGS16 status = EMPTY_HAND_NONE;
6149 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6150 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6152 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6154 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6155 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6163 * @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。
6164 * @return ペナルティが適用されるならばTRUE。
6166 bool heavy_armor(void)
6168 WEIGHT monk_arm_wgt = 0;
6170 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6172 /* Weight the armor */
6173 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6174 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6175 monk_arm_wgt += inventory[INVEN_BODY].weight;
6176 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6177 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6178 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6179 monk_arm_wgt += inventory[INVEN_FEET].weight;
6181 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6185 * @brief 実ゲームプレイ時間を更新する
6187 void update_playtime(void)
6189 /* Check if the game has started */
6190 if (start_time != 0)
6192 u32b tmp = (u32b)time(NULL);
6193 playtime += (tmp - start_time);