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.
16 * @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
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @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。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @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 /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @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。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @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。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
749 p = _("[ウィザード]", "[=-WIZARD-=]");
751 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
753 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
755 p = _("*真・勝利者*", "*TRUEWINNER*");
759 p = _("***勝利者***", "***WINNER***");
766 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
770 prt_field(p, ROW_TITLE, COL_TITLE);
775 * @brief プレイヤーのレベルを表示する / Prints level
778 static void prt_level(void)
782 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
784 if (p_ptr->lev >= p_ptr->max_plv)
787 put_str("レベル ", ROW_LEVEL, 0);
788 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
790 put_str("LEVEL ", ROW_LEVEL, 0);
791 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
798 put_str("xレベル", ROW_LEVEL, 0);
799 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
801 put_str("Level ", ROW_LEVEL, 0);
802 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
810 * @brief プレイヤーの経験値を表示する / Display the experience
813 static void prt_exp(void)
817 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
819 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
823 if (p_ptr->lev >= PY_MAX_LEVEL)
825 (void)sprintf(out_val, "********");
830 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
832 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
837 if (p_ptr->exp >= p_ptr->max_exp)
840 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
841 else put_str("経験 ", ROW_EXP, 0);
842 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
844 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
845 else put_str("EXP ", ROW_EXP, 0);
846 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
852 put_str(_("x経験", "Exp "), ROW_EXP, 0);
854 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
856 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
863 * @brief プレイヤーの所持金を表示する / Prints current gold
866 static void prt_gold(void)
869 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
870 sprintf(tmp, "%9ld", (long)p_ptr->au);
871 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
876 * @brief プレイヤーのACを表示する / Prints current AC
879 static void prt_ac(void)
884 /* AC の表示方式を変更している */
885 put_str(" AC( )", ROW_AC, COL_AC);
886 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
887 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
889 put_str("Cur AC ", ROW_AC, COL_AC);
890 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
891 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
898 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
901 static void prt_hp(void)
903 /* ヒットポイントの表示方法を変更 */
909 put_str("HP", ROW_CURHP, COL_CURHP);
912 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
914 if (p_ptr->chp >= p_ptr->mhp)
916 color = TERM_L_GREEN;
918 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
927 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
930 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
933 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
934 color = TERM_L_GREEN;
936 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
941 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
944 static void prt_sp(void)
946 /* マジックポイントの表示方法を変更している */
951 /* Do not show mana unless it matters */
952 if (!mp_ptr->spell_book) return;
955 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
958 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
960 if (p_ptr->csp >= p_ptr->msp)
962 color = TERM_L_GREEN;
964 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
973 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
976 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
979 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
980 color = TERM_L_GREEN;
982 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
987 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
990 static void prt_depth(void)
993 int wid, hgt, row_depth, col_depth;
994 byte attr = TERM_WHITE;
996 Term_get_size(&wid, &hgt);
997 col_depth = wid + COL_DEPTH;
998 row_depth = hgt + ROW_DEPTH;
1002 strcpy(depths, _("地上", "Surf."));
1004 else if (p_ptr->inside_quest && !dungeon_type)
1006 strcpy(depths, _("地上", "Quest"));
1010 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1011 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1013 /* Get color of level based on feeling -JSV- */
1014 switch (p_ptr->feeling)
1016 case 0: attr = TERM_SLATE; break; /* Unknown */
1017 case 1: attr = TERM_L_BLUE; break; /* Special */
1018 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1019 case 3: attr = TERM_RED; break; /* Very dangerous */
1020 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1021 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1022 case 6: attr = TERM_YELLOW; break; /* Nervous */
1023 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1024 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1025 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1026 case 10: attr = TERM_WHITE; break; /* Boring place */
1030 /* Right-Adjust the "depth", and clear old values */
1031 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1036 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1039 static void prt_hunger(void)
1041 if(p_ptr->wizard && p_ptr->inside_arena) return;
1043 /* Fainting / Starving */
1044 if (p_ptr->food < PY_FOOD_FAINT)
1046 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1050 else if (p_ptr->food < PY_FOOD_WEAK)
1052 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1056 else if (p_ptr->food < PY_FOOD_ALERT)
1058 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1062 else if (p_ptr->food < PY_FOOD_FULL)
1064 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1068 else if (p_ptr->food < PY_FOOD_MAX)
1070 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1076 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1082 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1085 * Display is always exactly 10 characters wide (see below)
1086 * This function was a major bottleneck when resting, so a lot of
1087 * the text formatting code was optimized in place below.
1089 static void prt_state(void)
1091 byte attr = TERM_WHITE;
1098 if (command_rep > 999)
1100 (void)sprintf(text, "%2d00", command_rep / 100);
1104 (void)sprintf(text, " %2d", command_rep);
1111 switch(p_ptr->action)
1115 strcpy(text, _("探索", "Sear"));
1122 /* Start with "Rest" */
1123 strcpy(text, _(" ", " "));
1125 /* Extensive (timed) rest */
1126 if (resting >= 1000)
1131 text[1] = '0' + (i % 10);
1132 text[0] = '0' + (i / 10);
1135 /* Long (timed) rest */
1136 else if (resting >= 100)
1139 text[3] = '0' + (i % 10);
1141 text[2] = '0' + (i % 10);
1142 text[1] = '0' + (i / 10);
1145 /* Medium (timed) rest */
1146 else if (resting >= 10)
1149 text[3] = '0' + (i % 10);
1150 text[2] = '0' + (i / 10);
1153 /* Short (timed) rest */
1154 else if (resting > 0)
1157 text[3] = '0' + (i);
1160 /* Rest until healed */
1161 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1163 text[0] = text[1] = text[2] = text[3] = '*';
1166 /* Rest until done */
1167 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1169 text[0] = text[1] = text[2] = text[3] = '&';
1175 strcpy(text, _("学習", "lear"));
1176 if (new_mane) attr = TERM_L_RED;
1181 strcpy(text, _("釣り", "fish"));
1187 for (i = 0; i < MAX_KAMAE; i++)
1188 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1191 case 0: attr = TERM_GREEN;break;
1192 case 1: attr = TERM_WHITE;break;
1193 case 2: attr = TERM_L_BLUE;break;
1194 case 3: attr = TERM_L_RED;break;
1196 strcpy(text, kamae_shurui[i].desc);
1202 for (i = 0; i < MAX_KATA; i++)
1203 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1204 strcpy(text, kata_shurui[i].desc);
1209 strcpy(text, _("歌 ", "Sing"));
1212 case ACTION_HAYAGAKE:
1214 strcpy(text, _("速駆", "Fast"));
1219 strcpy(text, _("詠唱", "Spel"));
1230 /* Display the info (or blanks) */
1231 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1236 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1239 static void prt_speed(void)
1241 int i = p_ptr->pspeed;
1242 bool is_fast = IS_FAST();
1244 byte attr = TERM_WHITE;
1246 int wid, hgt, row_speed, col_speed;
1248 Term_get_size(&wid, &hgt);
1249 col_speed = wid + COL_SPEED;
1250 row_speed = hgt + ROW_SPEED;
1252 /* Hack -- Visually "undo" the Search Mode Slowdown */
1253 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1260 monster_type *m_ptr = &m_list[p_ptr->riding];
1261 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1262 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1263 else attr = TERM_GREEN;
1265 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1266 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1267 else attr = TERM_L_GREEN;
1269 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1271 sprintf(buf, "Fast(+%d)", (i - 110));
1281 monster_type *m_ptr = &m_list[p_ptr->riding];
1282 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1283 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1284 else attr = TERM_RED;
1286 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1287 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288 else attr = TERM_L_UMBER;
1290 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1292 sprintf(buf, "Slow(-%d)", (110 - i));
1295 else if (p_ptr->riding)
1298 strcpy(buf, _("乗馬中", "Riding"));
1301 /* Display the speed */
1302 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1307 * @brief プレイヤーの呪文学習可能状態を表示する
1310 static void prt_study(void)
1312 int wid, hgt, row_study, col_study;
1314 Term_get_size(&wid, &hgt);
1315 col_study = wid + COL_STUDY;
1316 row_study = hgt + ROW_STUDY;
1318 if (p_ptr->new_spells)
1320 put_str(_("学習", "Stud"), row_study, col_study);
1324 put_str(" ", row_study, col_study);
1330 * @brief プレイヤーのものまね可能状態を表示する
1333 static void prt_imitation(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->pclass == CLASS_IMITATOR)
1343 if (p_ptr->mane_num)
1346 if (new_mane) attr = TERM_L_RED;
1347 else attr = TERM_WHITE;
1348 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1352 put_str(" ", row_study, col_study);
1358 * @brief プレイヤーの負傷状態を表示する
1361 static void prt_cut(void)
1367 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1371 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1375 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1379 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1383 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1387 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1391 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1395 put_str(" ", ROW_CUT, COL_CUT);
1401 * @brief プレイヤーの朦朧状態を表示する
1404 static void prt_stun(void)
1406 int s = p_ptr->stun;
1410 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1414 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1418 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1422 put_str(" ", ROW_STUN, COL_STUN);
1429 * @brief モンスターの体力ゲージを表示する
1430 * @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。
1434 * Redraw the "monster health bar" -DRS-
1435 * Rather extensive modifications by -BEN-
1437 * The "monster health bar" provides visual feedback on the "health"
1438 * of the monster currently being "tracked". There are several ways
1439 * to "track" a monster, including targetting it, attacking it, and
1440 * affecting it (and nobody else) with a ranged attack.
1442 * Display the monster health bar (affectionately known as the
1443 * "health-o-meter"). Clear health bar if nothing is being tracked.
1444 * Auto-track current target monster when bored. Note that the
1445 * health-bar stops tracking any monster that "disappears".
1448 static void health_redraw(bool riding)
1452 monster_type *m_ptr;
1456 health_who = p_ptr->riding;
1457 row = ROW_RIDING_INFO;
1458 col = COL_RIDING_INFO;
1462 health_who = p_ptr->health_who;
1467 m_ptr = &m_list[health_who];
1469 if (p_ptr->wizard && p_ptr->inside_battle)
1474 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1475 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1476 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1477 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1481 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));
1482 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1483 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1488 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));
1489 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1490 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1495 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));
1496 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1497 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1502 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));
1503 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1504 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1513 /* Erase the health bar */
1514 Term_erase(col, row, 12);
1517 /* Tracking an unseen monster */
1518 else if (!m_ptr->ml)
1520 /* Indicate that the monster health is "unknown" */
1521 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1524 /* Tracking a hallucinatory monster */
1525 else if (p_ptr->image)
1527 /* Indicate that the monster health is "unknown" */
1528 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1531 /* Tracking a dead monster (???) */
1532 else if (m_ptr->hp < 0)
1534 /* Indicate that the monster health is "unknown" */
1535 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1538 /* Tracking a visible monster */
1541 /* Extract the "percent" of health */
1542 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1543 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1545 /* Convert percent into "health" */
1546 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1548 /* Default to almost dead */
1549 byte attr = TERM_RED;
1552 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1555 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1558 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1561 else if (pct >= 100) attr = TERM_L_GREEN;
1563 /* Somewhat Wounded */
1564 else if (pct >= 60) attr = TERM_YELLOW;
1567 else if (pct >= 25) attr = TERM_ORANGE;
1570 else if (pct >= 10) attr = TERM_L_RED;
1572 /* Default to "unknown" */
1573 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1575 /* Dump the current "health" (use '*' symbols) */
1576 Term_putstr(col + 1, row, len, attr, "**********");
1584 * @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)
1587 static void prt_frame_basic(void)
1591 /* Race and Class */
1592 if (p_ptr->mimic_form)
1593 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1597 my_strcpy(str, rp_ptr->title, sizeof(str));
1598 prt_field(str, ROW_RACE, COL_RACE);
1600 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1601 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1607 /* Level/Experience */
1612 for (i = 0; i < 6; i++) prt_stat(i);
1630 health_redraw(FALSE);
1631 health_redraw(TRUE);
1636 * @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)
1639 static void prt_frame_extra(void)
1664 * @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
1667 static void fix_inven(void)
1672 for (j = 0; j < 8; j++)
1677 if (!angband_term[j]) continue;
1679 /* No relevant flags */
1680 if (!(window_flag[j] & (PW_INVEN))) continue;
1683 Term_activate(angband_term[j]);
1685 /* Display inventory */
1696 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1699 * @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
1700 * @param n_same モンスターの数の現在数
1704 * nnn : number or unique(U) or wanted unique(W)
1705 * X : symbol of monster
1706 * LV : monster lv if known
1707 * name: name of monster
1711 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1714 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1715 monster_race* r_ptr = &r_info[r_idx];
1719 //Number of 'U'nique
1720 if(r_ptr->flags1&RF1_UNIQUE){//unique
1721 bool is_kubi = FALSE;
1722 for(i=0;i<MAX_KUBI;i++){
1723 if(kubi_r_idx[i] == r_idx){
1728 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1730 sprintf(buf, "%3d", n_same);
1731 Term_addstr(-1, TERM_WHITE, buf);
1734 Term_addstr(-1, TERM_WHITE, " ");
1735 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1736 //Term_addstr(-1, TERM_WHITE, "/");
1737 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1739 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1740 sprintf(buf, " %2d", (int)r_ptr->level);
1744 Term_addstr(-1, TERM_WHITE, buf);
1746 sprintf(buf, " %s ", r_name+r_ptr->name);
1747 Term_addstr(-1, TERM_WHITE, buf);
1749 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1753 * @brief モンスターの出現リストを表示する / Print monster info in line
1756 * @param max_lines 最大何行描画するか
1758 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1760 monster_type* last_mons = NULL;
1761 monster_type* m_ptr = NULL;
1765 for(i=0;i<temp_n;i++){
1766 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1767 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1768 m_ptr = &m_list[c_ptr->m_idx];
1769 if(is_pet(m_ptr))continue;//pet
1770 if(!m_ptr->r_idx)continue;//dead?
1773 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1774 monster_race* r_ptr = &r_info[r_idx];
1775 cptr name = (r_name + r_ptr->name);
1776 cptr ename = (r_name + r_ptr->name);
1777 //ミミック類や「それ」等は、一覧に出てはいけない
1778 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1779 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1781 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1782 (strcmp(ename, "Null the Living Void")==0))continue;
1783 //"金無垢の指輪"は、一覧に出てはいけない
1784 if((strcmp(name, "金無垢の指輪")==0)||
1785 (strcmp(ename, "Plain Gold Ring")==0))continue;
1789 //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.
1790 if(!last_mons){//先頭モンスター
1796 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1798 continue;//表示処理を次に回す
1800 //print last mons info
1801 print_monster_line(x, line++, last_mons, n_same);
1804 if(line-y-1==max_lines){//残り1行
1808 if(line-y-1==max_lines && i!=temp_n){
1809 Term_gotoxy(x, line);
1810 Term_addstr(-1, TERM_WHITE, "-- and more --");
1812 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1817 * @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
1820 static void fix_monster_list(void)
1826 for (j = 0; j < 8; j++)
1831 if (!angband_term[j]) continue;
1833 /* No relevant flags */
1834 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1837 Term_activate(angband_term[j]);
1838 Term_get_size(&w, &h);
1842 target_set_prepare_look();//モンスター一覧を生成,ソート
1843 print_monster_list(0, 0, h);
1854 * @brief 現在の装備品をサブウィンドウに表示する /
1855 * Hack -- display equipment in sub-windows
1858 static void fix_equip(void)
1863 for (j = 0; j < 8; j++)
1868 if (!angband_term[j]) continue;
1870 /* No relevant flags */
1871 if (!(window_flag[j] & (PW_EQUIP))) continue;
1874 Term_activate(angband_term[j]);
1876 /* Display equipment */
1887 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1888 * Hack -- display spells in sub-windows
1891 static void fix_spell(void)
1896 for (j = 0; j < 8; j++)
1901 if (!angband_term[j]) continue;
1903 /* No relevant flags */
1904 if (!(window_flag[j] & (PW_SPELL))) continue;
1907 Term_activate(angband_term[j]);
1909 /* Display spell list */
1910 display_spell_list();
1920 * @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 /
1921 * Hack -- display character in sub-windows
1924 static void fix_player(void)
1929 for (j = 0; j < 8; j++)
1934 if (!angband_term[j]) continue;
1936 /* No relevant flags */
1937 if (!(window_flag[j] & (PW_PLAYER))) continue;
1940 Term_activate(angband_term[j]);
1944 /* Display player */
1954 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1955 * Hack -- display recent messages in sub-windows
1956 * Adjust for width and split messages
1959 static void fix_message(void)
1966 for (j = 0; j < 8; j++)
1971 if (!angband_term[j]) continue;
1973 /* No relevant flags */
1974 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1977 Term_activate(angband_term[j]);
1979 Term_get_size(&w, &h);
1982 for (i = 0; i < h; i++)
1984 /* Dump the message on the appropriate line */
1985 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1988 Term_locate(&x, &y);
1990 /* Clear to end of line */
1991 Term_erase(x, y, 255);
2002 * @brief 簡易マップをサブウィンドウに表示する /
2003 * Hack -- display overhead view in sub-windows
2004 * Adjust for width and split messages
2007 * Note that the "player" symbol does NOT appear on the map.
2009 static void fix_overhead(void)
2015 for (j = 0; j < 8; j++)
2021 if (!angband_term[j]) continue;
2023 /* No relevant flags */
2024 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2027 Term_activate(angband_term[j]);
2029 /* Full map in too small window is useless */
2030 Term_get_size(&wid, &hgt);
2031 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2034 display_map(&cy, &cx);
2045 * @brief ダンジョンの地形をサブウィンドウに表示する /
2046 * Hack -- display dungeon view in sub-windows
2049 static void fix_dungeon(void)
2054 for (j = 0; j < 8; j++)
2059 if (!angband_term[j]) continue;
2061 /* No relevant flags */
2062 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2065 Term_activate(angband_term[j]);
2067 /* Redraw dungeon view */
2078 * @brief モンスターの思い出をサブウィンドウに表示する /
2079 * Hack -- display dungeon view in sub-windows
2082 static void fix_monster(void)
2087 for (j = 0; j < 8; j++)
2092 if (!angband_term[j]) continue;
2094 /* No relevant flags */
2095 if (!(window_flag[j] & (PW_MONSTER))) continue;
2098 Term_activate(angband_term[j]);
2100 /* Display monster race info */
2101 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2111 * @brief ベースアイテム情報をサブウィンドウに表示する /
2112 * Hack -- display object recall in sub-windows
2115 static void fix_object(void)
2120 for (j = 0; j < 8; j++)
2125 if (!angband_term[j]) continue;
2127 /* No relevant flags */
2128 if (!(window_flag[j] & (PW_OBJECT))) continue;
2131 Term_activate(angband_term[j]);
2133 /* Display monster race info */
2134 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2145 * @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。 /
2146 * Calculate number of spells player should have, and forget,
2147 * or remember, spells until that number is properly reflected.
2150 * Note that this function induces various "status" messages,
2151 * which must be bypasses until the character is created.
2153 static void calc_spells(void)
2155 int i, j, k, levels;
2157 int num_boukyaku = 0;
2159 const magic_type *s_ptr;
2166 /* Hack -- must be literate */
2167 if (!mp_ptr->spell_book) return;
2169 /* Hack -- wait for creation */
2170 if (!character_generated) return;
2172 /* Hack -- handle "xtra" mode */
2173 if (character_xtra) return;
2175 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2177 p_ptr->new_spells = 0;
2181 p = spell_category_name(mp_ptr->spell_book);
2183 /* Determine the number of spells allowed */
2184 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2186 /* Hack -- no negative spells */
2187 if (levels < 0) levels = 0;
2189 /* Extract total allowed spells */
2190 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2192 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2196 if (p_ptr->pclass == CLASS_SAMURAI)
2200 else if (p_ptr->realm2 == REALM_NONE)
2202 num_allowed = (num_allowed+1)/2;
2203 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2205 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2207 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2211 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2214 /* Count the number of spells we know */
2215 for (j = 0; j < 64; j++)
2217 /* Count known spells */
2219 (p_ptr->spell_forgotten1 & (1L << j)) :
2220 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2226 /* See how many spells we must forget or may learn */
2227 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2229 /* Forget spells which are too hard */
2230 for (i = 63; i >= 0; i--)
2232 /* Efficiency -- all done */
2233 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2235 /* Access the spell */
2236 j = p_ptr->spell_order[i];
2238 /* Skip non-spells */
2239 if (j >= 99) continue;
2243 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2246 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2248 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2251 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2253 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2255 /* Skip spells we are allowed to know */
2256 if (s_ptr->slevel <= p_ptr->lev) continue;
2260 (p_ptr->spell_learned1 & (1L << j)) :
2261 (p_ptr->spell_learned2 & (1L << (j - 32))))
2263 /* Mark as forgotten */
2266 p_ptr->spell_forgotten1 |= (1L << j);
2267 which = p_ptr->realm1;
2271 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2272 which = p_ptr->realm2;
2275 /* No longer known */
2278 p_ptr->spell_learned1 &= ~(1L << j);
2279 which = p_ptr->realm1;
2283 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2284 which = p_ptr->realm2;
2288 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2290 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2294 /* One more can be learned */
2295 p_ptr->new_spells++;
2300 /* Forget spells if we know too many spells */
2301 for (i = 63; i >= 0; i--)
2303 /* Stop when possible */
2304 if (p_ptr->new_spells >= 0) break;
2306 /* Efficiency -- all done */
2307 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2309 /* Get the (i+1)th spell learned */
2310 j = p_ptr->spell_order[i];
2312 /* Skip unknown spells */
2313 if (j >= 99) continue;
2315 /* Forget it (if learned) */
2317 (p_ptr->spell_learned1 & (1L << j)) :
2318 (p_ptr->spell_learned2 & (1L << (j - 32))))
2320 /* Mark as forgotten */
2323 p_ptr->spell_forgotten1 |= (1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2329 which = p_ptr->realm2;
2332 /* No longer known */
2335 p_ptr->spell_learned1 &= ~(1L << j);
2336 which = p_ptr->realm1;
2340 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2341 which = p_ptr->realm2;
2345 msg_format("%sの%sを忘れてしまった。",
2346 do_spell(which, j%32, SPELL_NAME), p );
2348 msg_format("You have forgotten the %s of %s.", p,
2349 do_spell(which, j%32, SPELL_NAME));
2353 /* One more can be learned */
2354 p_ptr->new_spells++;
2359 /* Check for spells to remember */
2360 for (i = 0; i < 64; i++)
2362 /* None left to remember */
2363 if (p_ptr->new_spells <= 0) break;
2365 /* Efficiency -- all done */
2366 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2368 /* Get the next spell we learned */
2369 j = p_ptr->spell_order[i];
2371 /* Skip unknown spells */
2374 /* Access the spell */
2375 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2378 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2380 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2383 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2385 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2387 /* Skip spells we cannot remember */
2388 if (s_ptr->slevel > p_ptr->lev) continue;
2390 /* First set of spells */
2392 (p_ptr->spell_forgotten1 & (1L << j)) :
2393 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2395 /* No longer forgotten */
2398 p_ptr->spell_forgotten1 &= ~(1L << j);
2399 which = p_ptr->realm1;
2403 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2404 which = p_ptr->realm2;
2407 /* Known once more */
2410 p_ptr->spell_learned1 |= (1L << j);
2411 which = p_ptr->realm1;
2415 p_ptr->spell_learned2 |= (1L << (j - 32));
2416 which = p_ptr->realm2;
2420 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2422 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2426 /* One less can be learned */
2427 p_ptr->new_spells--;
2433 if (p_ptr->realm2 == REALM_NONE)
2435 /* Count spells that can be learned */
2436 for (j = 0; j < 32; j++)
2438 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2439 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2441 /* Skip spells we cannot remember */
2442 if (s_ptr->slevel > p_ptr->lev) continue;
2444 /* Skip spells we already know */
2445 if (p_ptr->spell_learned1 & (1L << j))
2454 if ((p_ptr->new_spells > k) &&
2455 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2457 p_ptr->new_spells = (s16b)k;
2461 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2463 /* Spell count changed */
2464 if (p_ptr->old_spells != p_ptr->new_spells)
2466 /* Message if needed */
2467 if (p_ptr->new_spells)
2470 if( p_ptr->new_spells < 10 ){
2471 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2473 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2476 msg_format("You can learn %d more %s%s.",
2477 p_ptr->new_spells, p,
2478 (p_ptr->new_spells != 1) ? "s" : "");
2483 /* Save the new_spells value */
2484 p_ptr->old_spells = p_ptr->new_spells;
2486 /* Redraw Study Status */
2487 p_ptr->redraw |= (PR_STUDY);
2489 /* Redraw object recall */
2490 p_ptr->window |= (PW_OBJECT);
2495 * @brief プレイヤーの最大MPを計算する /
2496 * Calculate maximum mana. You do not need to know any spells.
2497 * Note that mana is lowered by heavy (or inappropriate) armor.
2500 * This function induces status messages.
2502 static void calc_mana(void)
2504 int msp, levels, cur_wgt, max_wgt;
2509 /* Hack -- Must be literate */
2510 if (!mp_ptr->spell_book) return;
2512 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2513 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2514 (p_ptr->pclass == CLASS_BLUE_MAGE))
2516 levels = p_ptr->lev;
2520 if(mp_ptr->spell_first > p_ptr->lev)
2525 /* Display mana later */
2526 p_ptr->redraw |= (PR_MANA);
2530 /* Extract "effective" player level */
2531 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2534 if (p_ptr->pclass == CLASS_SAMURAI)
2536 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2537 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2541 /* Extract total mana */
2542 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2544 /* Hack -- usually add one mana */
2547 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2549 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2551 /* Hack: High mages have a 25% mana bonus */
2552 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2554 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2557 /* Only mages are affected */
2558 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2560 BIT_FLAGS flgs[TR_FLAG_SIZE];
2562 /* Assume player is not encumbered by gloves */
2563 p_ptr->cumber_glove = FALSE;
2565 /* Get the gloves */
2566 o_ptr = &inventory[INVEN_HANDS];
2568 /* Examine the gloves */
2569 object_flags(o_ptr, flgs);
2571 /* Normal gloves hurt mage-type spells */
2573 !(have_flag(flgs, TR_FREE_ACT)) &&
2574 !(have_flag(flgs, TR_DEC_MANA)) &&
2575 !(have_flag(flgs, TR_EASY_SPELL)) &&
2576 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2577 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2580 p_ptr->cumber_glove = TRUE;
2583 msp = (3 * msp) / 4;
2588 /* Assume player not encumbered by armor */
2589 p_ptr->cumber_armor = FALSE;
2591 /* Weigh the armor */
2593 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2594 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2595 cur_wgt += inventory[INVEN_BODY].weight;
2596 cur_wgt += inventory[INVEN_HEAD].weight;
2597 cur_wgt += inventory[INVEN_OUTER].weight;
2598 cur_wgt += inventory[INVEN_HANDS].weight;
2599 cur_wgt += inventory[INVEN_FEET].weight;
2601 /* Subtract a percentage of maximum mana. */
2602 switch (p_ptr->pclass)
2604 /* For these classes, mana is halved if armour
2605 * is 30 pounds over their weight limit. */
2607 case CLASS_HIGH_MAGE:
2608 case CLASS_BLUE_MAGE:
2610 case CLASS_FORCETRAINER:
2611 case CLASS_SORCERER:
2613 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2614 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2618 /* Mana halved if armour is 40 pounds over weight limit. */
2623 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2624 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2628 case CLASS_MINDCRAFTER:
2629 case CLASS_BEASTMASTER:
2630 case CLASS_MIRROR_MASTER:
2632 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2633 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2637 /* Mana halved if armour is 50 pounds over weight limit. */
2640 case CLASS_RED_MAGE:
2641 case CLASS_WARRIOR_MAGE:
2643 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2644 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2648 /* Mana halved if armour is 60 pounds over weight limit. */
2650 case CLASS_CHAOS_WARRIOR:
2652 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2653 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2657 /* For new classes created, but not yet added to this formula. */
2664 /* Determine the weight allowance */
2665 max_wgt = mp_ptr->spell_weight;
2667 /* Heavy armor penalizes mana by a percentage. -LM- */
2668 if ((cur_wgt - max_wgt) > 0)
2671 p_ptr->cumber_armor = TRUE;
2673 /* Subtract a percentage of maximum mana. */
2674 switch (p_ptr->pclass)
2676 /* For these classes, mana is halved if armour
2677 * is 30 pounds over their weight limit. */
2679 case CLASS_HIGH_MAGE:
2680 case CLASS_BLUE_MAGE:
2682 msp -= msp * (cur_wgt - max_wgt) / 600;
2686 /* Mana halved if armour is 40 pounds over weight limit. */
2688 case CLASS_MINDCRAFTER:
2689 case CLASS_BEASTMASTER:
2691 case CLASS_FORCETRAINER:
2693 case CLASS_MIRROR_MASTER:
2695 msp -= msp * (cur_wgt - max_wgt) / 800;
2699 case CLASS_SORCERER:
2701 msp -= msp * (cur_wgt - max_wgt) / 900;
2705 /* Mana halved if armour is 50 pounds over weight limit. */
2709 case CLASS_RED_MAGE:
2711 msp -= msp * (cur_wgt - max_wgt) / 1000;
2715 /* Mana halved if armour is 60 pounds over weight limit. */
2717 case CLASS_CHAOS_WARRIOR:
2718 case CLASS_WARRIOR_MAGE:
2720 msp -= msp * (cur_wgt - max_wgt) / 1200;
2726 p_ptr->cumber_armor = FALSE;
2730 /* For new classes created, but not yet added to this formula. */
2733 msp -= msp * (cur_wgt - max_wgt) / 800;
2739 /* Mana can never be negative */
2740 if (msp < 0) msp = 0;
2743 /* Maximum mana has changed */
2744 if (p_ptr->msp != msp)
2746 /* Enforce maximum */
2747 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2750 p_ptr->csp_frac = 0;
2754 /* レベルアップの時は上昇量を表示する */
2755 if ((level_up == 1) && (msp > p_ptr->msp))
2757 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2763 /* Display mana later */
2764 p_ptr->redraw |= (PR_MANA);
2766 p_ptr->window |= (PW_PLAYER);
2767 p_ptr->window |= (PW_SPELL);
2771 /* Hack -- handle "xtra" mode */
2772 if (character_xtra) return;
2774 /* Take note when "glove state" changes */
2775 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2777 if (p_ptr->cumber_glove)
2779 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."));
2783 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."));
2787 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2791 /* Take note when "armor state" changes */
2792 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2794 if (p_ptr->cumber_armor)
2796 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."));
2800 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."));
2804 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2811 * @brief プレイヤーの最大HPを計算する /
2812 * Calculate the players (maximal) hit points
2813 * Adjust current hitpoints if necessary
2817 static void calc_hitpoints(void)
2822 /* Un-inflate "half-hitpoint bonus per level" value */
2823 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2825 /* Calculate hitpoints */
2826 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2828 if (p_ptr->mimic_form)
2830 if (p_ptr->pclass == CLASS_SORCERER)
2831 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2833 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2834 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2837 if (p_ptr->pclass == CLASS_SORCERER)
2839 if (p_ptr->lev < 30)
2840 mhp = (mhp * (45+p_ptr->lev) / 100);
2842 mhp = (mhp * 75 / 100);
2843 bonus = (bonus * 65 / 100);
2848 if (p_ptr->pclass == CLASS_BERSERKER)
2850 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2853 /* Always have at least one hitpoint per level */
2854 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2856 /* Factor in the hero / superhero settings */
2857 if (IS_HERO()) mhp += 10;
2858 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2859 if (p_ptr->tsuyoshi) mhp += 50;
2861 /* Factor in the hex spell settings */
2862 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2863 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2865 /* New maximum hitpoints */
2866 if (p_ptr->mhp != mhp)
2868 /* Enforce maximum */
2869 if (p_ptr->chp >= mhp)
2872 p_ptr->chp_frac = 0;
2876 /* レベルアップの時は上昇量を表示する */
2877 if ((level_up == 1) && (mhp > p_ptr->mhp))
2879 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2882 /* Save the new max-hitpoints */
2885 /* Display hitpoints (later) */
2886 p_ptr->redraw |= (PR_HP);
2888 p_ptr->window |= (PW_PLAYER);
2893 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2896 * SWD: Experimental modification: multiple light sources have additive effect.
2898 static void calc_torch(void)
2902 BIT_FLAGS flgs[TR_FLAG_SIZE];
2904 /* Assume no light */
2905 p_ptr->cur_lite = 0;
2907 /* Loop through all wielded items */
2908 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2910 o_ptr = &inventory[i];
2911 /* Skip empty slots */
2912 if (!o_ptr->k_idx) continue;
2914 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2917 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2919 if (o_ptr->tval == TV_LITE)
2921 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2922 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2926 /* Extract the flags */
2927 object_flags(o_ptr, flgs);
2929 /* calc the lite_radius */
2932 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2933 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2934 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2935 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2936 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2937 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2938 p_ptr->cur_lite += (s16b)rad;
2941 /* max radius is 14 (was 5) without rewriting other code -- */
2942 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2943 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2944 p_ptr->cur_lite = 1;
2947 * check if the player doesn't have light radius,
2948 * but does weakly glow as an intrinsic.
2950 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2952 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2953 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2955 /* end experimental mods */
2957 /* Notice changes in the "lite radius" */
2958 if (p_ptr->old_lite != p_ptr->cur_lite)
2960 /* Hack -- PU_MON_LITE for monsters' darkness */
2961 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2963 /* Remember the old lite */
2964 p_ptr->old_lite = p_ptr->cur_lite;
2966 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2967 set_superstealth(FALSE);
2973 * @brief プレイヤーの所持重量制限を計算する /
2974 * Computes current weight limit.
2977 WEIGHT weight_limit(void)
2981 /* Weight limit based only on strength */
2982 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2983 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2985 /* Return the result */
2990 * @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 /
2991 * @param i 判定する手のID(右手:0 左手:1)
2992 * @return 持っているならばTRUE
2994 bool buki_motteruka(int i)
2996 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3000 * @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 /
3001 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3002 * @return 重すぎるならばTRUE
3004 bool is_heavy_shoot(object_type *o_ptr)
3006 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3007 /* It is hard to carholdry a heavy bow */
3008 return (hold < o_ptr->weight / 10);
3012 * @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 /
3013 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3014 * @return 対応する矢/弾薬のベースアイテムID
3016 int bow_tval_ammo(object_type *o_ptr)
3018 /* Analyze the launcher */
3019 switch (o_ptr->sval)
3049 * @brief 装備中の射撃武器の威力倍率を返す /
3050 * calcurate the fire rate of target object
3051 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3052 * @return 射撃倍率の値(100で1.00倍)
3054 s16b calc_num_fire(object_type *o_ptr)
3056 int extra_shots = 0;
3059 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3061 BIT_FLAGS flgs[TR_FLAG_SIZE];
3063 /* Scan the usable inventory */
3064 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3066 q_ptr = &inventory[i];
3068 /* Skip non-objects */
3069 if (!q_ptr->k_idx) continue;
3071 /* Do not apply current equip */
3072 if (i == INVEN_BOW) continue;
3074 /* Extract the item flags */
3075 object_flags(q_ptr, flgs);
3078 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3081 object_flags(o_ptr, flgs);
3082 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3084 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3088 num += (extra_shots * 100);
3090 /* Hack -- Rangers love Bows */
3091 if ((p_ptr->pclass == CLASS_RANGER) &&
3092 (tval_ammo == TV_ARROW))
3094 num += (p_ptr->lev * 4);
3097 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3098 (tval_ammo == TV_ARROW))
3100 num += (p_ptr->lev * 3);
3103 if (p_ptr->pclass == CLASS_ARCHER)
3105 if (tval_ammo == TV_ARROW)
3106 num += ((p_ptr->lev * 5)+50);
3107 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3108 num += (p_ptr->lev * 4);
3112 * Addendum -- also "Reward" high level warriors,
3113 * with _any_ missile weapon -- TY
3115 if (p_ptr->pclass == CLASS_WARRIOR &&
3116 (tval_ammo <= TV_BOLT) &&
3117 (tval_ammo >= TV_SHOT))
3119 num += (p_ptr->lev * 2);
3121 if ((p_ptr->pclass == CLASS_ROGUE) &&
3122 (tval_ammo == TV_SHOT))
3124 num += (p_ptr->lev * 4);
3131 * @brief プレイヤーの全ステータスを更新する /
3132 * Calculate the players current "state", taking into account
3133 * not only race/class intrinsics, but also objects being worn
3134 * and temporary spell effects.
3138 * See also calc_mana() and calc_hitpoints().
3140 * Take note of the new "speed code", in particular, a very strong
3141 * player will start slowing down as soon as he reaches 150 pounds,
3142 * but not until he reaches 450 pounds will he be half as fast as
3143 * a normal kobold. This both hurts and helps the player, hurts
3144 * because in the old days a player could just avoid 300 pounds,
3145 * and helps because now carrying 300 pounds is not very painful.
3147 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3148 * damage, since that would affect non-combat things. These values
3149 * are actually added in later, at the appropriate place.
3151 * This function induces various "status" messages.
3154 void calc_bonuses(void)
3156 int i, j, hold, neutral[2];
3158 int default_hand = 0;
3159 int empty_hands_status = empty_hands(TRUE);
3162 BIT_FLAGS flgs[TR_FLAG_SIZE];
3164 bool yoiyami = FALSE;
3165 bool down_saving = FALSE;
3167 bool have_dd_s = FALSE, have_dd_t = FALSE;
3169 bool have_sw = FALSE, have_kabe = FALSE;
3170 bool easy_2weapon = FALSE;
3171 bool riding_levitation = FALSE;
3172 OBJECT_IDX this_o_idx, next_o_idx = 0;
3173 const player_race *tmp_rp_ptr;
3175 /* Save the old vision stuff */
3176 bool old_telepathy = p_ptr->telepathy;
3177 bool old_esp_animal = p_ptr->esp_animal;
3178 bool old_esp_undead = p_ptr->esp_undead;
3179 bool old_esp_demon = p_ptr->esp_demon;
3180 bool old_esp_orc = p_ptr->esp_orc;
3181 bool old_esp_troll = p_ptr->esp_troll;
3182 bool old_esp_giant = p_ptr->esp_giant;
3183 bool old_esp_dragon = p_ptr->esp_dragon;
3184 bool old_esp_human = p_ptr->esp_human;
3185 bool old_esp_evil = p_ptr->esp_evil;
3186 bool old_esp_good = p_ptr->esp_good;
3187 bool old_esp_nonliving = p_ptr->esp_nonliving;
3188 bool old_esp_unique = p_ptr->esp_unique;
3189 bool old_see_inv = p_ptr->see_inv;
3190 bool old_mighty_throw = p_ptr->mighty_throw;
3192 /* Save the old armor class */
3193 s16b old_dis_ac = p_ptr->dis_ac;
3194 s16b old_dis_to_a = p_ptr->dis_to_a;
3197 /* Clear extra blows/shots */
3198 extra_blows[0] = extra_blows[1] = 0;
3200 /* Clear the stat modifiers */
3201 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3204 /* Clear the Displayed/Real armor class */
3205 p_ptr->dis_ac = p_ptr->ac = 0;
3207 /* Clear the Displayed/Real Bonuses */
3208 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3209 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3210 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3211 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3212 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3213 p_ptr->dis_to_a = p_ptr->to_a = 0;
3217 p_ptr->to_m_chance = 0;
3219 /* Clear the Extra Dice Bonuses */
3220 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3221 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3223 /* Start with "normal" speed */
3226 /* Start with a single blow per turn */
3227 p_ptr->num_blow[0] = 1;
3228 p_ptr->num_blow[1] = 1;
3230 /* Start with a single shot per turn */
3231 p_ptr->num_fire = 100;
3233 /* Reset the "xtra" tval */
3234 p_ptr->tval_xtra = 0;
3236 /* Reset the "ammo" tval */
3237 p_ptr->tval_ammo = 0;
3239 /* Clear all the flags */
3241 p_ptr->bless_blade = FALSE;
3242 p_ptr->xtra_might = FALSE;
3243 p_ptr->impact[0] = FALSE;
3244 p_ptr->impact[1] = FALSE;
3245 p_ptr->pass_wall = FALSE;
3246 p_ptr->kill_wall = FALSE;
3247 p_ptr->dec_mana = FALSE;
3248 p_ptr->easy_spell = FALSE;
3249 p_ptr->heavy_spell = FALSE;
3250 p_ptr->see_inv = FALSE;
3251 p_ptr->free_act = FALSE;
3252 p_ptr->slow_digest = FALSE;
3253 p_ptr->regenerate = FALSE;
3254 p_ptr->can_swim = FALSE;
3255 p_ptr->levitation = FALSE;
3256 p_ptr->hold_exp = FALSE;
3257 p_ptr->telepathy = FALSE;
3258 p_ptr->esp_animal = FALSE;
3259 p_ptr->esp_undead = FALSE;
3260 p_ptr->esp_demon = FALSE;
3261 p_ptr->esp_orc = FALSE;
3262 p_ptr->esp_troll = FALSE;
3263 p_ptr->esp_giant = FALSE;
3264 p_ptr->esp_dragon = FALSE;
3265 p_ptr->esp_human = FALSE;
3266 p_ptr->esp_evil = FALSE;
3267 p_ptr->esp_good = FALSE;
3268 p_ptr->esp_nonliving = FALSE;
3269 p_ptr->esp_unique = FALSE;
3270 p_ptr->lite = FALSE;
3271 p_ptr->sustain_str = FALSE;
3272 p_ptr->sustain_int = FALSE;
3273 p_ptr->sustain_wis = FALSE;
3274 p_ptr->sustain_con = FALSE;
3275 p_ptr->sustain_dex = FALSE;
3276 p_ptr->sustain_chr = FALSE;
3277 p_ptr->resist_acid = FALSE;
3278 p_ptr->resist_elec = FALSE;
3279 p_ptr->resist_fire = FALSE;
3280 p_ptr->resist_cold = FALSE;
3281 p_ptr->resist_pois = FALSE;
3282 p_ptr->resist_conf = FALSE;
3283 p_ptr->resist_sound = FALSE;
3284 p_ptr->resist_lite = FALSE;
3285 p_ptr->resist_dark = FALSE;
3286 p_ptr->resist_chaos = FALSE;
3287 p_ptr->resist_disen = FALSE;
3288 p_ptr->resist_shard = FALSE;
3289 p_ptr->resist_nexus = FALSE;
3290 p_ptr->resist_blind = FALSE;
3291 p_ptr->resist_neth = FALSE;
3292 p_ptr->resist_time = FALSE;
3293 p_ptr->resist_fear = FALSE;
3294 p_ptr->reflect = FALSE;
3295 p_ptr->sh_fire = FALSE;
3296 p_ptr->sh_elec = FALSE;
3297 p_ptr->sh_cold = FALSE;
3298 p_ptr->anti_magic = FALSE;
3299 p_ptr->anti_tele = FALSE;
3300 p_ptr->warning = FALSE;
3301 p_ptr->mighty_throw = FALSE;
3302 p_ptr->see_nocto = FALSE;
3304 p_ptr->immune_acid = FALSE;
3305 p_ptr->immune_elec = FALSE;
3306 p_ptr->immune_fire = FALSE;
3307 p_ptr->immune_cold = FALSE;
3309 p_ptr->ryoute = FALSE;
3310 p_ptr->migite = FALSE;
3311 p_ptr->hidarite = FALSE;
3312 p_ptr->no_flowed = FALSE;
3314 p_ptr->align = friend_align;
3316 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3317 else tmp_rp_ptr = &race_info[p_ptr->prace];
3319 /* Base infravision (purely racial) */
3320 p_ptr->see_infra = tmp_rp_ptr->infra;
3322 /* Base skill -- disarming */
3323 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3325 /* Base skill -- magic devices */
3326 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3328 /* Base skill -- saving throw */
3329 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3331 /* Base skill -- stealth */
3332 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3334 /* Base skill -- searching ability */
3335 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3337 /* Base skill -- searching frequency */
3338 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3340 /* Base skill -- combat (normal) */
3341 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3343 /* Base skill -- combat (shooting) */
3344 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3346 /* Base skill -- combat (throwing) */
3347 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3349 /* Base skill -- digging */
3350 p_ptr->skill_dig = 0;
3352 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3353 if (buki_motteruka(INVEN_LARM))
3355 p_ptr->hidarite = TRUE;
3356 if (!p_ptr->migite) default_hand = 1;
3359 if (CAN_TWO_HANDS_WIELDING())
3361 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3362 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3364 p_ptr->ryoute = TRUE;
3366 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3367 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3369 p_ptr->ryoute = TRUE;
3373 switch (p_ptr->pclass)
3376 case CLASS_FORCETRAINER:
3377 case CLASS_BERSERKER:
3378 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3380 p_ptr->migite = TRUE;
3381 p_ptr->ryoute = TRUE;
3388 if (!p_ptr->migite && !p_ptr->hidarite)
3390 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3391 else if (empty_hands_status == EMPTY_HAND_LARM)
3393 p_ptr->hidarite = TRUE;
3398 if (p_ptr->special_defense & KAMAE_MASK)
3400 if (!(empty_hands_status & EMPTY_HAND_RARM))
3402 set_action(ACTION_NONE);
3406 switch (p_ptr->pclass)
3409 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3410 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3413 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3415 case CLASS_CHAOS_WARRIOR:
3416 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3417 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3419 case CLASS_MINDCRAFTER:
3420 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3421 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3422 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3423 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3426 case CLASS_FORCETRAINER:
3427 /* Unencumbered Monks become faster every 10 levels */
3428 if (!(heavy_armor()))
3430 if (!(prace_is_(RACE_KLACKON) ||
3431 prace_is_(RACE_SPRITE) ||
3432 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3433 new_speed += (p_ptr->lev) / 10;
3435 /* Free action if unencumbered at level 25 */
3436 if (p_ptr->lev > 24)
3437 p_ptr->free_act = TRUE;
3440 case CLASS_SORCERER:
3442 p_ptr->dis_to_a -= 50;
3445 p_ptr->resist_sound = TRUE;
3448 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3450 case CLASS_BERSERKER:
3452 p_ptr->sustain_str = TRUE;
3453 p_ptr->sustain_dex = TRUE;
3454 p_ptr->sustain_con = TRUE;
3455 p_ptr->regenerate = TRUE;
3456 p_ptr->free_act = TRUE;
3458 if (p_ptr->lev > 29) new_speed++;
3459 if (p_ptr->lev > 39) new_speed++;
3460 if (p_ptr->lev > 44) new_speed++;
3461 if (p_ptr->lev > 49) new_speed++;
3462 p_ptr->to_a += 10+p_ptr->lev/2;
3463 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3464 p_ptr->skill_dig += (100+p_ptr->lev*8);
3465 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3466 p_ptr->redraw |= PR_STATUS;
3468 case CLASS_MIRROR_MASTER:
3469 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3472 /* Unencumbered Ninjas become faster every 10 levels */
3475 new_speed -= (p_ptr->lev) / 10;
3476 p_ptr->skill_stl -= (p_ptr->lev)/10;
3478 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3479 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3482 if (!(prace_is_(RACE_KLACKON) ||
3483 prace_is_(RACE_SPRITE) ||
3484 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3485 new_speed += (p_ptr->lev) / 10;
3486 p_ptr->skill_stl += (p_ptr->lev)/10;
3488 /* Free action if unencumbered at level 25 */
3489 if (p_ptr->lev > 24)
3490 p_ptr->free_act = TRUE;
3492 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3493 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3495 p_ptr->to_a += p_ptr->lev/2+5;
3496 p_ptr->dis_to_a += p_ptr->lev/2+5;
3498 p_ptr->slow_digest = TRUE;
3499 p_ptr->resist_fear = TRUE;
3500 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3501 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3502 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3503 if (p_ptr->lev > 44)
3505 p_ptr->oppose_pois = 1;
3506 p_ptr->redraw |= PR_STATUS;
3508 p_ptr->see_nocto = TRUE;
3513 if (p_ptr->mimic_form)
3515 switch (p_ptr->mimic_form)
3518 p_ptr->hold_exp = TRUE;
3519 p_ptr->resist_chaos = TRUE;
3520 p_ptr->resist_neth = TRUE;
3521 p_ptr->resist_fire = TRUE;
3522 p_ptr->oppose_fire = 1;
3523 p_ptr->see_inv=TRUE;
3525 p_ptr->redraw |= PR_STATUS;
3527 p_ptr->dis_to_a += 10;
3528 p_ptr->align -= 200;
3530 case MIMIC_DEMON_LORD:
3531 p_ptr->hold_exp = TRUE;
3532 p_ptr->resist_chaos = TRUE;
3533 p_ptr->resist_neth = TRUE;
3534 p_ptr->immune_fire = TRUE;
3535 p_ptr->resist_acid = TRUE;
3536 p_ptr->resist_fire = TRUE;
3537 p_ptr->resist_cold = TRUE;
3538 p_ptr->resist_elec = TRUE;
3539 p_ptr->resist_pois = TRUE;
3540 p_ptr->resist_conf = TRUE;
3541 p_ptr->resist_disen = TRUE;
3542 p_ptr->resist_nexus = TRUE;
3543 p_ptr->resist_fear = TRUE;
3544 p_ptr->sh_fire = TRUE;
3545 p_ptr->see_inv = TRUE;
3546 p_ptr->telepathy = TRUE;
3547 p_ptr->levitation = TRUE;
3548 p_ptr->kill_wall = TRUE;
3551 p_ptr->dis_to_a += 20;
3552 p_ptr->align -= 200;
3555 p_ptr->resist_dark = TRUE;
3556 p_ptr->hold_exp = TRUE;
3557 p_ptr->resist_neth = TRUE;
3558 p_ptr->resist_cold = TRUE;
3559 p_ptr->resist_pois = TRUE;
3560 p_ptr->see_inv = TRUE;
3563 p_ptr->dis_to_a += 10;
3564 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3570 switch (p_ptr->prace)
3573 p_ptr->resist_lite = TRUE;
3576 p_ptr->hold_exp = TRUE;
3579 p_ptr->free_act = TRUE;
3582 p_ptr->resist_blind = TRUE;
3585 p_ptr->resist_dark = TRUE;
3587 case RACE_HALF_TROLL:
3588 p_ptr->sustain_str = TRUE;
3590 if (p_ptr->lev > 14)
3592 /* High level trolls heal fast... */
3593 p_ptr->regenerate = TRUE;
3595 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3597 p_ptr->slow_digest = TRUE;
3598 /* Let's not make Regeneration
3599 * a disadvantage for the poor warriors who can
3600 * never learn a spell that satisfies hunger (actually
3601 * neither can rogues, but half-trolls are not
3602 * supposed to play rogues) */
3607 p_ptr->sustain_con = TRUE;
3608 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3611 p_ptr->resist_lite = TRUE;
3612 p_ptr->see_inv = TRUE;
3614 case RACE_BARBARIAN:
3615 p_ptr->resist_fear = TRUE;
3617 case RACE_HALF_OGRE:
3618 p_ptr->resist_dark = TRUE;
3619 p_ptr->sustain_str = TRUE;
3621 case RACE_HALF_GIANT:
3622 p_ptr->sustain_str = TRUE;
3623 p_ptr->resist_shard = TRUE;
3625 case RACE_HALF_TITAN:
3626 p_ptr->resist_chaos = TRUE;
3629 p_ptr->resist_sound = TRUE;
3632 p_ptr->resist_acid = TRUE;
3633 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3636 p_ptr->resist_conf = TRUE;
3637 p_ptr->resist_acid = TRUE;
3639 /* Klackons become faster */
3640 new_speed += (p_ptr->lev) / 10;
3643 p_ptr->resist_pois = TRUE;
3646 p_ptr->resist_disen = TRUE;
3647 p_ptr->resist_dark = TRUE;
3650 p_ptr->resist_dark = TRUE;
3651 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3653 case RACE_DRACONIAN:
3654 p_ptr->levitation = TRUE;
3655 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3656 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3657 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3658 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3659 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3661 case RACE_MIND_FLAYER:
3662 p_ptr->sustain_int = TRUE;
3663 p_ptr->sustain_wis = TRUE;
3664 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3665 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3668 p_ptr->resist_fire = TRUE;
3669 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3672 p_ptr->slow_digest = TRUE;
3673 p_ptr->free_act = TRUE;
3674 p_ptr->see_inv = TRUE;
3675 p_ptr->resist_pois = TRUE;
3676 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3679 p_ptr->resist_shard = TRUE;
3680 p_ptr->hold_exp = TRUE;
3681 p_ptr->see_inv = TRUE;
3682 p_ptr->resist_pois = TRUE;
3683 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3686 p_ptr->resist_neth = TRUE;
3687 p_ptr->hold_exp = TRUE;
3688 p_ptr->see_inv = TRUE;
3689 p_ptr->resist_pois = TRUE;
3690 p_ptr->slow_digest = TRUE;
3691 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3694 p_ptr->resist_dark = TRUE;
3695 p_ptr->hold_exp = TRUE;
3696 p_ptr->resist_neth = TRUE;
3697 p_ptr->resist_cold = TRUE;
3698 p_ptr->resist_pois = TRUE;
3699 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3702 p_ptr->levitation = TRUE;
3703 p_ptr->free_act = TRUE;
3704 p_ptr->resist_neth = TRUE;
3705 p_ptr->hold_exp = TRUE;
3706 p_ptr->see_inv = TRUE;
3707 p_ptr->resist_pois = TRUE;
3708 p_ptr->slow_digest = TRUE;
3709 p_ptr->resist_cold = TRUE;
3710 p_ptr->pass_wall = TRUE;
3711 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3714 p_ptr->levitation = TRUE;
3715 p_ptr->resist_lite = TRUE;
3717 /* Sprites become faster */
3718 new_speed += (p_ptr->lev) / 10;
3721 p_ptr->resist_conf = TRUE;
3722 p_ptr->resist_sound = TRUE;
3725 /* Ents dig like maniacs, but only with their hands. */
3726 if (!inventory[INVEN_RARM].k_idx)
3727 p_ptr->skill_dig += p_ptr->lev * 10;
3728 /* Ents get tougher and stronger as they age, but lose dexterity. */
3729 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3730 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3731 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3733 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3734 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3735 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3737 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3738 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3739 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3742 p_ptr->levitation = TRUE;
3743 p_ptr->see_inv = TRUE;
3744 p_ptr->align += 200;
3747 p_ptr->resist_fire = TRUE;
3748 p_ptr->resist_neth = TRUE;
3749 p_ptr->hold_exp = TRUE;
3750 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3751 if (p_ptr->lev > 44)
3753 p_ptr->oppose_fire = 1;
3754 p_ptr->redraw |= PR_STATUS;
3756 p_ptr->align -= 200;
3759 p_ptr->sustain_con = TRUE;
3762 p_ptr->levitation = TRUE;
3765 p_ptr->resist_conf = TRUE;
3768 p_ptr->slow_digest = TRUE;
3769 p_ptr->free_act = TRUE;
3770 p_ptr->resist_pois = TRUE;
3771 p_ptr->hold_exp = TRUE;
3779 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3781 p_ptr->see_inv = TRUE;
3782 p_ptr->free_act = TRUE;
3783 p_ptr->slow_digest = TRUE;
3784 p_ptr->regenerate = TRUE;
3785 p_ptr->levitation = TRUE;
3786 p_ptr->hold_exp = TRUE;
3787 p_ptr->telepathy = TRUE;
3789 p_ptr->sustain_str = TRUE;
3790 p_ptr->sustain_int = TRUE;
3791 p_ptr->sustain_wis = TRUE;
3792 p_ptr->sustain_con = TRUE;
3793 p_ptr->sustain_dex = TRUE;
3794 p_ptr->sustain_chr = TRUE;
3795 p_ptr->resist_acid = TRUE;
3796 p_ptr->resist_elec = TRUE;
3797 p_ptr->resist_fire = TRUE;
3798 p_ptr->resist_cold = TRUE;
3799 p_ptr->resist_pois = TRUE;
3800 p_ptr->resist_conf = TRUE;
3801 p_ptr->resist_sound = TRUE;
3802 p_ptr->resist_lite = TRUE;
3803 p_ptr->resist_dark = TRUE;
3804 p_ptr->resist_chaos = TRUE;
3805 p_ptr->resist_disen = TRUE;
3806 p_ptr->resist_shard = TRUE;
3807 p_ptr->resist_nexus = TRUE;
3808 p_ptr->resist_blind = TRUE;
3809 p_ptr->resist_neth = TRUE;
3810 p_ptr->resist_fear = TRUE;
3811 p_ptr->reflect = TRUE;
3812 p_ptr->sh_fire = TRUE;
3813 p_ptr->sh_elec = TRUE;
3814 p_ptr->sh_cold = TRUE;
3816 p_ptr->dis_to_a += 100;
3818 /* Temporary shield */
3819 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3822 p_ptr->dis_to_a += 50;
3825 if (p_ptr->tim_res_nether)
3827 p_ptr->resist_neth = TRUE;
3829 if (p_ptr->tim_sh_fire)
3831 p_ptr->sh_fire = TRUE;
3833 if (p_ptr->tim_res_time)
3835 p_ptr->resist_time = TRUE;
3839 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3840 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3841 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3842 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3845 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3847 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3849 p_ptr->resist_blind = TRUE;
3850 p_ptr->resist_conf = TRUE;
3851 p_ptr->hold_exp = TRUE;
3852 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3854 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3855 /* Munchkin become faster */
3856 new_speed += (p_ptr->lev) / 10 + 5;
3859 if (music_singing(MUSIC_WALL))
3861 p_ptr->kill_wall = TRUE;
3864 /* Hack -- apply racial/class stat maxes */
3865 /* Apply the racial modifiers */
3866 for (i = 0; i < 6; i++)
3868 /* Modify the stats for "race" */
3869 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3873 /* I'm adding the mutations here for the lack of a better place... */
3876 /* Hyper Strength */
3877 if (p_ptr->muta3 & MUT3_HYPER_STR)
3879 p_ptr->stat_add[A_STR] += 4;
3883 if (p_ptr->muta3 & MUT3_PUNY)
3885 p_ptr->stat_add[A_STR] -= 4;
3888 /* Living computer */
3889 if (p_ptr->muta3 & MUT3_HYPER_INT)
3891 p_ptr->stat_add[A_INT] += 4;
3892 p_ptr->stat_add[A_WIS] += 4;
3896 if (p_ptr->muta3 & MUT3_MORONIC)
3898 p_ptr->stat_add[A_INT] -= 4;
3899 p_ptr->stat_add[A_WIS] -= 4;
3902 if (p_ptr->muta3 & MUT3_RESILIENT)
3904 p_ptr->stat_add[A_CON] += 4;
3907 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3909 p_ptr->stat_add[A_CON] += 2;
3913 if (p_ptr->muta3 & MUT3_ALBINO)
3915 p_ptr->stat_add[A_CON] -= 4;
3918 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3920 p_ptr->stat_add[A_CON] -= 2;
3921 p_ptr->stat_add[A_CHR] -= 1;
3922 p_ptr->regenerate = FALSE;
3923 /* Cancel innate regeneration */
3926 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3928 p_ptr->stat_add[A_CHR] -= 4;
3931 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3933 p_ptr->stat_add[A_CHR] -= 1;
3936 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3938 p_ptr->skill_fos += 15;
3939 p_ptr->skill_srh += 15;
3942 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3944 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3947 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3949 p_ptr->skill_stl -= 3;
3952 if (p_ptr->muta3 & MUT3_INFRAVIS)
3954 p_ptr->see_infra += 3;
3957 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3962 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3967 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3969 p_ptr->sh_elec = TRUE;
3972 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3974 p_ptr->sh_fire = TRUE;
3978 if (p_ptr->muta3 & MUT3_WART_SKIN)
3980 p_ptr->stat_add[A_CHR] -= 2;
3982 p_ptr->dis_to_a += 5;
3985 if (p_ptr->muta3 & MUT3_SCALES)
3987 p_ptr->stat_add[A_CHR] -= 1;
3989 p_ptr->dis_to_a += 10;
3992 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3994 p_ptr->stat_add[A_DEX] -= 1;
3996 p_ptr->dis_to_a += 25;
3999 if (p_ptr->muta3 & MUT3_WINGS)
4001 p_ptr->levitation = TRUE;
4004 if (p_ptr->muta3 & MUT3_FEARLESS)
4006 p_ptr->resist_fear = TRUE;
4009 if (p_ptr->muta3 & MUT3_REGEN)
4011 p_ptr->regenerate = TRUE;
4014 if (p_ptr->muta3 & MUT3_ESP)
4016 p_ptr->telepathy = TRUE;
4019 if (p_ptr->muta3 & MUT3_LIMBER)
4021 p_ptr->stat_add[A_DEX] += 3;
4024 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4026 p_ptr->stat_add[A_DEX] -= 3;
4029 if (p_ptr->muta3 & MUT3_MOTION)
4031 p_ptr->free_act = TRUE;
4032 p_ptr->skill_stl += 1;
4035 if (p_ptr->muta3 & MUT3_ILL_NORM)
4037 p_ptr->stat_add[A_CHR] = 0;
4041 if (p_ptr->tsuyoshi)
4043 p_ptr->stat_add[A_STR] += 4;
4044 p_ptr->stat_add[A_CON] += 4;
4047 /* Scan the usable inventory */
4048 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4050 int bonus_to_h, bonus_to_d;
4051 o_ptr = &inventory[i];
4053 /* Skip non-objects */
4054 if (!o_ptr->k_idx) continue;
4056 /* Extract the item flags */
4057 object_flags(o_ptr, flgs);
4059 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4060 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4063 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4064 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4065 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4066 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4067 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4068 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4070 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4072 /* Affect stealth */
4073 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4075 /* Affect searching ability (factor of five) */
4076 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4078 /* Affect searching frequency (factor of five) */
4079 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4081 /* Affect infravision */
4082 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4084 /* Affect digging (factor of 20) */
4085 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4088 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4091 if (have_flag(flgs, TR_BLOWS))
4093 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4094 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4095 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4098 /* Hack -- cause earthquakes */
4099 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4102 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4103 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4104 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4105 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4106 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4107 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4108 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4109 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4110 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4111 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4112 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4113 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4114 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4115 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4116 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4117 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4118 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4119 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4120 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4121 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4122 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4123 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4124 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4125 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4126 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4127 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4128 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4129 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4130 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4131 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4132 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4133 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4134 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4135 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4136 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4138 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4139 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4140 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4141 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4142 if (have_flag(flgs, TR_WARNING)){
4143 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4144 p_ptr->warning = TRUE;
4147 if (have_flag(flgs, TR_TELEPORT))
4149 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4152 cptr insc = quark_str(o_ptr->inscription);
4154 if (o_ptr->inscription && my_strchr(insc, '.'))
4157 * {.} will stop random teleportation.
4162 /* Controlled random teleportation */
4163 p_ptr->cursed |= TRC_TELEPORT_SELF;
4168 /* Immunity flags */
4169 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4170 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4171 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4172 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4174 /* Resistance flags */
4175 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4176 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4177 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4178 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4179 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4180 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4181 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4182 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4183 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4184 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4185 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4186 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4187 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4188 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4189 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4190 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4192 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4193 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4194 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4195 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4196 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4197 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4200 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4201 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4202 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4203 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4204 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4205 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4207 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4208 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4209 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4210 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4211 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4212 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4213 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4215 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4217 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4219 p_ptr->to_m_chance += 10;
4223 p_ptr->to_m_chance += 3;
4227 if (o_ptr->tval == TV_CAPTURE) continue;
4229 /* Modify the base armor class */
4230 p_ptr->ac += o_ptr->ac;
4232 /* The base armor class is always known */
4233 p_ptr->dis_ac += o_ptr->ac;
4235 /* Apply the bonuses to armor class */
4236 p_ptr->to_a += o_ptr->to_a;
4238 /* Apply the mental bonuses to armor class, if known */
4239 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4241 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4243 int slot = i - INVEN_RARM;
4246 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4248 p_ptr->to_h[slot] -= 15;
4249 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4253 p_ptr->to_h[slot] -= 5;
4254 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4259 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4261 p_ptr->to_h_b -= 15;
4262 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4267 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4272 if (o_ptr->curse_flags & TRC_LOW_AC)
4274 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4277 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4282 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4286 /* Hack -- do not apply "weapon" bonuses */
4287 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4288 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4290 /* Hack -- do not apply "bow" bonuses */
4291 if (i == INVEN_BOW) continue;
4293 bonus_to_h = o_ptr->to_h;
4294 bonus_to_d = o_ptr->to_d;
4296 if (p_ptr->pclass == CLASS_NINJA)
4298 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4299 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4302 /* To Bow and Natural attack */
4304 /* Apply the bonuses to hit/damage */
4305 p_ptr->to_h_b += (s16b)bonus_to_h;
4306 p_ptr->to_h_m += (s16b)bonus_to_h;
4307 p_ptr->to_d_m += (s16b)bonus_to_d;
4309 /* Apply the mental bonuses tp hit/damage, if known */
4310 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4313 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4315 /* Apply the bonuses to hit/damage */
4316 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4317 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4319 /* Apply the mental bonuses tp hit/damage, if known */
4320 if (object_is_known(o_ptr))
4322 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4323 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4326 else if (p_ptr->migite && p_ptr->hidarite)
4328 /* Apply the bonuses to hit/damage */
4329 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4330 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4331 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4332 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4334 /* Apply the mental bonuses tp hit/damage, if known */
4335 if (object_is_known(o_ptr))
4337 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4338 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4339 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4340 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4345 /* Apply the bonuses to hit/damage */
4346 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4347 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4349 /* Apply the mental bonuses to hit/damage, if known */
4350 if (object_is_known(o_ptr))
4352 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4353 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4358 if (old_mighty_throw != p_ptr->mighty_throw)
4360 /* Redraw average damege display of Shuriken */
4361 p_ptr->window |= PW_INVEN;
4364 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4366 /* Monks get extra ac for armour _not worn_ */
4367 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4369 if (!(inventory[INVEN_BODY].k_idx))
4371 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4372 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4374 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4376 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4377 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4379 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4381 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4382 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4384 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4386 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4387 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4389 if (!(inventory[INVEN_HANDS].k_idx))
4391 p_ptr->to_a += (p_ptr->lev / 2);
4392 p_ptr->dis_to_a += (p_ptr->lev / 2);
4394 if (!(inventory[INVEN_FEET].k_idx))
4396 p_ptr->to_a += (p_ptr->lev / 3);
4397 p_ptr->dis_to_a += (p_ptr->lev / 3);
4399 if (p_ptr->special_defense & KAMAE_BYAKKO)
4401 p_ptr->stat_add[A_STR] += 2;
4402 p_ptr->stat_add[A_DEX] += 2;
4403 p_ptr->stat_add[A_CON] -= 3;
4405 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4408 else if (p_ptr->special_defense & KAMAE_GENBU)
4410 p_ptr->stat_add[A_INT] -= 1;
4411 p_ptr->stat_add[A_WIS] -= 1;
4412 p_ptr->stat_add[A_DEX] -= 2;
4413 p_ptr->stat_add[A_CON] += 3;
4415 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4417 p_ptr->stat_add[A_STR] -= 2;
4418 p_ptr->stat_add[A_INT] += 1;
4419 p_ptr->stat_add[A_WIS] += 1;
4420 p_ptr->stat_add[A_DEX] += 2;
4421 p_ptr->stat_add[A_CON] -= 2;
4425 if (p_ptr->special_defense & KATA_KOUKIJIN)
4427 for (i = 0; i < 6; i++)
4428 p_ptr->stat_add[i] += 5;
4430 p_ptr->dis_to_a -= 50;
4433 /* Hack -- aura of fire also provides light */
4434 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4436 /* Golems also get an intrinsic AC bonus */
4437 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4439 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4440 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4444 if (p_ptr->realm1 == REALM_HEX)
4446 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4447 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4448 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4449 if (hex_spelling(HEX_BUILDING))
4451 p_ptr->stat_add[A_STR] += 4;
4452 p_ptr->stat_add[A_DEX] += 4;
4453 p_ptr->stat_add[A_CON] += 4;
4455 if (hex_spelling(HEX_DEMON_AURA))
4457 p_ptr->sh_fire = TRUE;
4458 p_ptr->regenerate = TRUE;
4460 if (hex_spelling(HEX_ICE_ARMOR))
4462 p_ptr->sh_cold = TRUE;
4464 p_ptr->dis_to_a += 30;
4466 if (hex_spelling(HEX_SHOCK_CLOAK))
4468 p_ptr->sh_elec = TRUE;
4471 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4473 ARMOUR_CLASS ac = 0;
4474 o_ptr = &inventory[i];
4475 if (!o_ptr->k_idx) continue;
4476 if (!object_is_armour(o_ptr)) continue;
4477 if (!object_is_cursed(o_ptr)) continue;
4479 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4480 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4481 p_ptr->to_a += (s16b)ac;
4482 p_ptr->dis_to_a += (s16b)ac;
4486 /* Calculate stats */
4487 for (i = 0; i < 6; i++)
4491 /* Extract the new "stat_use" value for the stat */
4492 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4494 /* Notice changes */
4495 if (p_ptr->stat_top[i] != top)
4497 /* Save the new value */
4498 p_ptr->stat_top[i] = (s16b)top;
4500 /* Redisplay the stats later */
4501 p_ptr->redraw |= (PR_STATS);
4503 p_ptr->window |= (PW_PLAYER);
4507 /* Extract the new "stat_use" value for the stat */
4508 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4510 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4512 /* 10 to 18/90 charisma, guaranteed, based on level */
4513 if (use < 8 + 2 * p_ptr->lev)
4515 use = 8 + 2 * p_ptr->lev;
4519 /* Notice changes */
4520 if (p_ptr->stat_use[i] != use)
4522 /* Save the new value */
4523 p_ptr->stat_use[i] = (s16b)use;
4525 /* Redisplay the stats later */
4526 p_ptr->redraw |= (PR_STATS);
4528 p_ptr->window |= (PW_PLAYER);
4532 /* Values: 3, 4, ..., 17 */
4533 if (use <= 18) ind = (use - 3);
4535 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4536 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4538 /* Range: 18/220+ */
4541 /* Notice changes */
4542 if (p_ptr->stat_ind[i] != ind)
4544 /* Save the new index */
4545 p_ptr->stat_ind[i] = (s16b)ind;
4547 /* Change in CON affects Hitpoints */
4550 p_ptr->update |= (PU_HP);
4553 /* Change in INT may affect Mana/Spells */
4554 else if (i == A_INT)
4556 if (mp_ptr->spell_stat == A_INT)
4558 p_ptr->update |= (PU_MANA | PU_SPELLS);
4562 /* Change in WIS may affect Mana/Spells */
4563 else if (i == A_WIS)
4565 if (mp_ptr->spell_stat == A_WIS)
4567 p_ptr->update |= (PU_MANA | PU_SPELLS);
4571 /* Change in WIS may affect Mana/Spells */
4572 else if (i == A_CHR)
4574 if (mp_ptr->spell_stat == A_CHR)
4576 p_ptr->update |= (PU_MANA | PU_SPELLS);
4580 p_ptr->window |= (PW_PLAYER);
4585 /* Apply temporary "stun" */
4586 if (p_ptr->stun > 50)
4588 p_ptr->to_h[0] -= 20;
4589 p_ptr->to_h[1] -= 20;
4590 p_ptr->to_h_b -= 20;
4591 p_ptr->to_h_m -= 20;
4592 p_ptr->dis_to_h[0] -= 20;
4593 p_ptr->dis_to_h[1] -= 20;
4594 p_ptr->dis_to_h_b -= 20;
4595 p_ptr->to_d[0] -= 20;
4596 p_ptr->to_d[1] -= 20;
4597 p_ptr->to_d_m -= 20;
4598 p_ptr->dis_to_d[0] -= 20;
4599 p_ptr->dis_to_d[1] -= 20;
4601 else if (p_ptr->stun)
4603 p_ptr->to_h[0] -= 5;
4604 p_ptr->to_h[1] -= 5;
4607 p_ptr->dis_to_h[0] -= 5;
4608 p_ptr->dis_to_h[1] -= 5;
4609 p_ptr->dis_to_h_b -= 5;
4610 p_ptr->to_d[0] -= 5;
4611 p_ptr->to_d[1] -= 5;
4613 p_ptr->dis_to_d[0] -= 5;
4614 p_ptr->dis_to_d[1] -= 5;
4618 if (p_ptr->wraith_form)
4620 p_ptr->reflect = TRUE;
4621 p_ptr->pass_wall = TRUE;
4624 if (p_ptr->kabenuke)
4626 p_ptr->pass_wall = TRUE;
4629 /* Temporary blessing */
4633 p_ptr->dis_to_a += 5;
4634 p_ptr->to_h[0] += 10;
4635 p_ptr->to_h[1] += 10;
4636 p_ptr->to_h_b += 10;
4637 p_ptr->to_h_m += 10;
4638 p_ptr->dis_to_h[0] += 10;
4639 p_ptr->dis_to_h[1] += 10;
4640 p_ptr->dis_to_h_b += 10;
4643 if (p_ptr->magicdef)
4645 p_ptr->resist_blind = TRUE;
4646 p_ptr->resist_conf = TRUE;
4647 p_ptr->reflect = TRUE;
4648 p_ptr->free_act = TRUE;
4649 p_ptr->levitation = TRUE;
4652 /* Temporary "Hero" */
4655 p_ptr->to_h[0] += 12;
4656 p_ptr->to_h[1] += 12;
4657 p_ptr->to_h_b += 12;
4658 p_ptr->to_h_m += 12;
4659 p_ptr->dis_to_h[0] += 12;
4660 p_ptr->dis_to_h[1] += 12;
4661 p_ptr->dis_to_h_b += 12;
4664 /* Temporary "Beserk" */
4667 p_ptr->to_h[0] += 12;
4668 p_ptr->to_h[1] += 12;
4669 p_ptr->to_h_b -= 12;
4670 p_ptr->to_h_m += 12;
4671 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4672 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4673 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4674 p_ptr->dis_to_h[0] += 12;
4675 p_ptr->dis_to_h[1] += 12;
4676 p_ptr->dis_to_h_b -= 12;
4677 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4678 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4680 p_ptr->dis_to_a -= 10;
4681 p_ptr->skill_stl -= 7;
4682 p_ptr->skill_dev -= 20;
4683 p_ptr->skill_sav -= 30;
4684 p_ptr->skill_srh -= 15;
4685 p_ptr->skill_fos -= 15;
4686 p_ptr->skill_tht -= 20;
4687 p_ptr->skill_dig += 30;
4690 /* Temporary "fast" */
4696 /* Temporary "slow" */
4702 /* Temporary "telepathy" */
4705 p_ptr->telepathy = TRUE;
4708 if (p_ptr->ele_immune)
4710 if (p_ptr->special_defense & DEFENSE_ACID)
4711 p_ptr->immune_acid = TRUE;
4712 else if (p_ptr->special_defense & DEFENSE_ELEC)
4713 p_ptr->immune_elec = TRUE;
4714 else if (p_ptr->special_defense & DEFENSE_FIRE)
4715 p_ptr->immune_fire = TRUE;
4716 else if (p_ptr->special_defense & DEFENSE_COLD)
4717 p_ptr->immune_cold = TRUE;
4720 /* Temporary see invisible */
4721 if (p_ptr->tim_invis)
4723 p_ptr->see_inv = TRUE;
4726 /* Temporary infravision boost */
4727 if (p_ptr->tim_infra)
4729 p_ptr->see_infra+=3;
4732 /* Temporary regeneration boost */
4733 if (p_ptr->tim_regen)
4735 p_ptr->regenerate = TRUE;
4738 /* Temporary levitation */
4739 if (p_ptr->tim_levitation)
4741 p_ptr->levitation = TRUE;
4744 /* Temporary reflection */
4745 if (p_ptr->tim_reflect)
4747 p_ptr->reflect = TRUE;
4750 /* Hack -- Hero/Shero -> Res fear */
4751 if (IS_HERO() || p_ptr->shero)
4753 p_ptr->resist_fear = TRUE;
4757 /* Hack -- Telepathy Change */
4758 if (p_ptr->telepathy != old_telepathy)
4760 p_ptr->update |= (PU_MONSTERS);
4763 if ((p_ptr->esp_animal != old_esp_animal) ||
4764 (p_ptr->esp_undead != old_esp_undead) ||
4765 (p_ptr->esp_demon != old_esp_demon) ||
4766 (p_ptr->esp_orc != old_esp_orc) ||
4767 (p_ptr->esp_troll != old_esp_troll) ||
4768 (p_ptr->esp_giant != old_esp_giant) ||
4769 (p_ptr->esp_dragon != old_esp_dragon) ||
4770 (p_ptr->esp_human != old_esp_human) ||
4771 (p_ptr->esp_evil != old_esp_evil) ||
4772 (p_ptr->esp_good != old_esp_good) ||
4773 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4774 (p_ptr->esp_unique != old_esp_unique))
4776 p_ptr->update |= (PU_MONSTERS);
4779 /* Hack -- See Invis Change */
4780 if (p_ptr->see_inv != old_see_inv)
4782 p_ptr->update |= (PU_MONSTERS);
4785 /* Bloating slows the player down (a little) */
4786 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4788 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4790 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4791 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4793 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4794 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4797 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4799 int penalty1, penalty2;
4800 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4801 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4802 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4804 penalty1 = penalty1 / 2 - 5;
4805 penalty2 = penalty2 / 2 - 5;
4808 p_ptr->dis_to_a += 10;
4812 if (penalty1 > 0) penalty1 /= 2;
4813 if (penalty2 > 0) penalty2 /= 2;
4815 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4817 penalty1 = MAX(0, penalty1 - 10);
4818 penalty2 = MAX(0, penalty2 - 10);
4820 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4822 penalty1 = MIN(0, penalty1);
4823 penalty2 = MIN(0, penalty2);
4825 p_ptr->dis_to_a += 10;
4829 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4831 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4834 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4835 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4836 p_ptr->to_h[0] -= (s16b)penalty1;
4837 p_ptr->to_h[1] -= (s16b)penalty2;
4838 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4839 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4842 /* Extract the current weight (in tenth pounds) */
4843 j = p_ptr->total_weight;
4847 /* Extract the "weight limit" (in tenth pounds) */
4848 i = (int)weight_limit();
4852 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4853 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4854 SPEED speed = riding_m_ptr->mspeed;
4856 if (riding_m_ptr->mspeed > 110)
4858 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4859 if (new_speed < 110) new_speed = 110;
4865 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4866 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4867 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4868 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4869 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4871 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4872 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4874 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;
4876 /* Extract the "weight limit" */
4877 i = 1500 + riding_r_ptr->level * 25;
4880 /* Apply "encumbrance" from weight */
4881 if (j > i) new_speed -= ((j - i) / (i / 5));
4883 /* Searching slows the player down */
4884 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4886 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4887 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4888 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4889 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4890 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4891 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4892 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4893 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4894 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4895 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4896 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4897 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4898 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4900 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4901 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4902 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4903 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4904 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4905 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4906 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4907 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4908 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4909 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4912 /* Obtain the "hold" value */
4913 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4916 /* Examine the "current bow" */
4917 o_ptr = &inventory[INVEN_BOW];
4919 /* It is hard to carholdry a heavy bow */
4920 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4921 if (p_ptr->heavy_shoot)
4923 /* Hard to wield a heavy bow */
4924 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4925 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4928 /* Compute "extra shots" if needed */
4931 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4933 /* Apply special flags */
4934 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4937 p_ptr->num_fire = calc_num_fire(o_ptr);
4939 /* Snipers love Cross bows */
4940 if ((p_ptr->pclass == CLASS_SNIPER) &&
4941 (p_ptr->tval_ammo == TV_BOLT))
4943 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4944 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4949 if (p_ptr->ryoute) hold *= 2;
4951 for(i = 0 ; i < 2 ; i++)
4953 /* Examine the "main weapon" */
4954 o_ptr = &inventory[INVEN_RARM+i];
4956 object_flags(o_ptr, flgs);
4958 /* Assume not heavy */
4959 p_ptr->heavy_wield[i] = FALSE;
4960 p_ptr->icky_wield[i] = FALSE;
4961 p_ptr->riding_wield[i] = FALSE;
4963 if (!buki_motteruka(INVEN_RARM+i))
4965 p_ptr->num_blow[i] = 1;
4968 /* It is hard to hold a heavy weapon */
4969 if (hold < o_ptr->weight / 10)
4971 /* Hard to wield a heavy weapon */
4972 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4973 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4976 p_ptr->heavy_wield[i] = TRUE;
4978 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4980 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4983 p_ptr->dis_to_a += 5;
4986 /* Normal weapons */
4987 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4989 int str_index, dex_index;
4991 int num = 0, wgt = 0, mul = 0, div = 0;
4993 /* Analyze the class */
4994 switch (p_ptr->pclass)
4998 num = 6; wgt = 70; mul = 5; break;
5001 case CLASS_BERSERKER:
5002 num = 6; wgt = 70; mul = 7; break;
5006 case CLASS_HIGH_MAGE:
5007 case CLASS_BLUE_MAGE:
5008 num = 3; wgt = 100; mul = 2; break;
5010 /* Priest, Mindcrafter, Magic-Eater */
5012 case CLASS_MAGIC_EATER:
5013 case CLASS_MINDCRAFTER:
5014 num = 5; wgt = 100; mul = 3; break;
5018 num = 5; wgt = 40; mul = 3; break;
5022 num = 5; wgt = 70; mul = 4; break;
5027 num = 5; wgt = 70; mul = 4; break;
5031 num = 5; wgt = 150; mul = 5; break;
5034 case CLASS_WARRIOR_MAGE:
5035 case CLASS_RED_MAGE:
5036 num = 5; wgt = 70; mul = 3; break;
5039 case CLASS_CHAOS_WARRIOR:
5040 num = 5; wgt = 70; mul = 4; break;
5044 num = 5; wgt = 60; mul = 3; break;
5048 num = 4; wgt = 100; mul = 3; break;
5051 case CLASS_IMITATOR:
5052 num = 5; wgt = 70; mul = 4; break;
5055 case CLASS_BEASTMASTER:
5056 num = 5; wgt = 70; mul = 3; break;
5060 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5061 else {num = 5; wgt = 100; mul = 3;}
5065 case CLASS_SORCERER:
5066 num = 1; wgt = 1; mul = 1; break;
5068 /* Archer, Bard, Sniper */
5072 num = 4; wgt = 70; mul = 2; break;
5075 case CLASS_FORCETRAINER:
5076 num = 4; wgt = 60; mul = 2; break;
5079 case CLASS_MIRROR_MASTER:
5080 num = 3; wgt = 100; mul = 3; break;
5084 num = 4; wgt = 20; mul = 1; break;
5087 /* Hex - extra mights gives +1 bonus to max blows */
5088 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5090 /* Enforce a minimum "weight" (tenth pounds) */
5091 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5093 /* Access the strength vs weight */
5094 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5096 if (p_ptr->ryoute && !omoi) str_index++;
5097 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5100 if (str_index > 11) str_index = 11;
5102 /* Index by dexterity */
5103 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5106 if (dex_index > 11) dex_index = 11;
5108 /* Use the blows table */
5109 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5112 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5114 /* Add in the "bonus blows" */
5115 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5118 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5119 else if (p_ptr->pclass == CLASS_BERSERKER)
5121 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5123 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5125 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5127 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5130 /* Require at least one blow */
5131 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5133 /* Boost digging skill by weapon weight */
5134 p_ptr->skill_dig += (o_ptr->weight / 10);
5138 /* Priest weapon penalty for non-blessed edged weapons */
5139 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5140 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5142 /* Reduce the real bonuses */
5143 p_ptr->to_h[i] -= 2;
5144 p_ptr->to_d[i] -= 2;
5146 /* Reduce the mental bonuses */
5147 p_ptr->dis_to_h[i] -= 2;
5148 p_ptr->dis_to_d[i] -= 2;
5151 p_ptr->icky_wield[i] = TRUE;
5153 else if (p_ptr->pclass == CLASS_BERSERKER)
5155 p_ptr->to_h[i] += p_ptr->lev/5;
5156 p_ptr->to_d[i] += p_ptr->lev/6;
5157 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5158 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5159 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5161 p_ptr->to_h[i] += p_ptr->lev/5;
5162 p_ptr->to_d[i] += p_ptr->lev/6;
5163 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5164 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5167 else if (p_ptr->pclass == CLASS_SORCERER)
5169 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5171 /* Reduce the real bonuses */
5172 p_ptr->to_h[i] -= 200;
5173 p_ptr->to_d[i] -= 200;
5175 /* Reduce the mental bonuses */
5176 p_ptr->dis_to_h[i] -= 200;
5177 p_ptr->dis_to_d[i] -= 200;
5180 p_ptr->icky_wield[i] = TRUE;
5184 /* Reduce the real bonuses */
5185 p_ptr->to_h[i] -= 30;
5186 p_ptr->to_d[i] -= 10;
5188 /* Reduce the mental bonuses */
5189 p_ptr->dis_to_h[i] -= 30;
5190 p_ptr->dis_to_d[i] -= 10;
5194 if (p_ptr->realm1 == REALM_HEX)
5196 if (object_is_cursed(o_ptr))
5198 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5199 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5200 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5201 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5202 if (hex_spelling(HEX_RUNESWORD))
5204 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5205 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5206 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5212 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5214 p_ptr->to_h[i] +=15;
5215 p_ptr->dis_to_h[i] +=15;
5216 p_ptr->to_dd[i] += 2;
5218 else if (!(have_flag(flgs, TR_RIDING)))
5221 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5227 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5229 if (penalty < 30) penalty = 30;
5231 p_ptr->to_h[i] -= (s16b)penalty;
5232 p_ptr->dis_to_h[i] -= (s16b)penalty;
5235 p_ptr->riding_wield[i] = TRUE;
5244 p_ptr->riding_ryoute = FALSE;
5246 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5247 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5249 switch (p_ptr->pclass)
5252 case CLASS_FORCETRAINER:
5253 case CLASS_BERSERKER:
5254 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5255 p_ptr->riding_ryoute = TRUE;
5260 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5262 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5266 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5268 if (penalty < 30) penalty = 30;
5270 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5271 p_ptr->to_h_b -= (s16b)penalty;
5272 p_ptr->dis_to_h_b -= (s16b)penalty;
5275 /* Different calculation for monks with empty hands */
5276 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5277 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5279 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5280 p_ptr->num_blow[0] = 0;
5282 if (p_ptr->pclass == CLASS_FORCETRAINER)
5284 if (blow_base > 18) p_ptr->num_blow[0]++;
5285 if (blow_base > 31) p_ptr->num_blow[0]++;
5286 if (blow_base > 44) p_ptr->num_blow[0]++;
5287 if (blow_base > 58) p_ptr->num_blow[0]++;
5290 p_ptr->to_d[0] += P_PTR_KI / 5;
5291 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5296 if (blow_base > 12) p_ptr->num_blow[0]++;
5297 if (blow_base > 22) p_ptr->num_blow[0]++;
5298 if (blow_base > 31) p_ptr->num_blow[0]++;
5299 if (blow_base > 39) p_ptr->num_blow[0]++;
5300 if (blow_base > 46) p_ptr->num_blow[0]++;
5301 if (blow_base > 53) p_ptr->num_blow[0]++;
5302 if (blow_base > 59) p_ptr->num_blow[0]++;
5305 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5306 p_ptr->num_blow[0] /= 2;
5309 p_ptr->to_h[0] += (p_ptr->lev / 3);
5310 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5312 p_ptr->to_d[0] += (p_ptr->lev / 6);
5313 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5316 if (p_ptr->special_defense & KAMAE_BYAKKO)
5319 p_ptr->dis_to_a -= 40;
5322 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5325 p_ptr->dis_to_a -= 50;
5326 p_ptr->resist_acid = TRUE;
5327 p_ptr->resist_fire = TRUE;
5328 p_ptr->resist_elec = TRUE;
5329 p_ptr->resist_cold = TRUE;
5330 p_ptr->resist_pois = TRUE;
5331 p_ptr->sh_fire = TRUE;
5332 p_ptr->sh_elec = TRUE;
5333 p_ptr->sh_cold = TRUE;
5334 p_ptr->levitation = TRUE;
5336 else if (p_ptr->special_defense & KAMAE_GENBU)
5338 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5339 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5340 p_ptr->reflect = TRUE;
5341 p_ptr->num_blow[0] -= 2;
5342 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5343 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5345 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5347 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5348 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5350 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5351 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5352 p_ptr->num_blow[0] /= 2;
5353 p_ptr->levitation = TRUE;
5356 p_ptr->num_blow[0] += 1+extra_blows[0];
5359 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5361 monk_armour_aux = FALSE;
5365 monk_armour_aux = TRUE;
5368 for (i = 0; i < 2; i++)
5370 if (buki_motteruka(INVEN_RARM+i))
5372 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5373 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5375 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5376 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5377 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5379 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5381 p_ptr->to_h[i] -= 40;
5382 p_ptr->dis_to_h[i] -= 40;
5383 p_ptr->icky_wield[i] = TRUE;
5386 else if (p_ptr->pclass == CLASS_NINJA)
5388 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5390 p_ptr->to_h[i] -= 40;
5391 p_ptr->dis_to_h[i] -= 40;
5392 p_ptr->icky_wield[i] = TRUE;
5393 p_ptr->num_blow[i] /= 2;
5394 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5398 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5402 /* Maximum speed is (+99). (internally it's 110 + 99) */
5403 /* Temporary lightspeed forces to be maximum speed */
5404 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5409 /* Minimum speed is (-99). (internally it's 110 - 99) */
5410 if (new_speed < 11) new_speed = 11;
5412 /* Display the speed (if needed) */
5413 if (p_ptr->pspeed != (byte)new_speed)
5415 p_ptr->pspeed = (byte)new_speed;
5416 p_ptr->redraw |= (PR_SPEED);
5421 if (p_ptr->to_a > (0 - p_ptr->ac))
5422 p_ptr->to_a = 0 - p_ptr->ac;
5423 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5424 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5427 /* Redraw armor (if needed) */
5428 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5430 p_ptr->redraw |= (PR_ARMOR);
5431 p_ptr->window |= (PW_PLAYER);
5434 if (p_ptr->ryoute && !omoi)
5436 int bonus_to_h=0, bonus_to_d=0;
5437 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5438 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);
5440 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5441 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5442 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5443 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5446 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;
5448 /* Affect Skill -- stealth (bonus one) */
5449 p_ptr->skill_stl += 1;
5451 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5453 /* Affect Skill -- disarming (DEX and INT) */
5454 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5455 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5457 /* Affect Skill -- magic devices (INT) */
5458 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5460 /* Affect Skill -- saving throw (WIS) */
5461 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5463 /* Affect Skill -- digging (STR) */
5464 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5466 /* Affect Skill -- disarming (Level, by Class) */
5467 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5469 /* Affect Skill -- magic devices (Level, by Class) */
5470 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5472 /* Affect Skill -- saving throw (Level, by Class) */
5473 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5475 /* Affect Skill -- stealth (Level, by Class) */
5476 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5478 /* Affect Skill -- search ability (Level, by Class) */
5479 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5481 /* Affect Skill -- search frequency (Level, by Class) */
5482 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5484 /* Affect Skill -- combat (normal) (Level, by Class) */
5485 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5487 /* Affect Skill -- combat (shooting) (Level, by Class) */
5488 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5490 /* Affect Skill -- combat (throwing) (Level, by Class) */
5491 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5494 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5496 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5497 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5500 /* Limit Skill -- stealth from 0 to 30 */
5501 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5502 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5504 /* Limit Skill -- digging from 1 up */
5505 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5507 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5509 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5511 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;
5513 if (down_saving) p_ptr->skill_sav /= 2;
5515 /* Hack -- Each elemental immunity includes resistance */
5516 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5517 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5518 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5519 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5521 /* Determine player alignment */
5522 for (i = 0, j = 0; i < 8; i++)
5524 switch (p_ptr->vir_types[i])
5527 p_ptr->align += p_ptr->virtues[i] * 2;
5537 p_ptr->align -= p_ptr->virtues[i];
5540 p_ptr->align += p_ptr->virtues[i];
5545 for (i = 0; i < j; i++)
5547 if (p_ptr->align > 0)
5549 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5550 if (p_ptr->align < 0) p_ptr->align = 0;
5552 else if (p_ptr->align < 0)
5554 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5555 if (p_ptr->align > 0) p_ptr->align = 0;
5559 /* Hack -- handle "xtra" mode */
5560 if (character_xtra) return;
5562 /* Take note when "heavy bow" changes */
5563 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5565 if (p_ptr->heavy_shoot)
5567 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."));
5569 else if (inventory[INVEN_BOW].k_idx)
5571 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."));
5575 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."));
5579 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5582 for (i = 0 ; i < 2 ; i++)
5584 /* Take note when "heavy weapon" changes */
5585 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5587 if (p_ptr->heavy_wield[i])
5589 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."));
5591 else if (buki_motteruka(INVEN_RARM+i))
5593 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5595 else if (p_ptr->heavy_wield[1-i])
5597 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5601 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."));
5605 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5608 /* Take note when "heavy weapon" changes */
5609 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5611 if (p_ptr->riding_wield[i])
5613 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."));
5615 else if (!p_ptr->riding)
5617 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5619 else if (buki_motteruka(INVEN_RARM+i))
5621 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5624 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5627 /* Take note when "illegal weapon" changes */
5628 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5630 if (p_ptr->icky_wield[i])
5632 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."));
5635 chg_virtue(V_FAITH, -1);
5638 else if (buki_motteruka(INVEN_RARM+i))
5640 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."));
5644 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."));
5648 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5652 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5654 if (p_ptr->riding_ryoute)
5657 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" : "");
5659 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5665 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" : "");
5667 msg_print("You began to control riding pet with one hand.");
5671 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5674 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5678 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."));
5681 chg_virtue(V_HARMONY, -1);
5686 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5689 monk_notify_aux = monk_armour_aux;
5692 for (i = 0; i < INVEN_PACK; i++)
5695 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5696 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5698 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5699 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5702 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5704 o_ptr = &o_list[this_o_idx];
5706 /* Acquire next object */
5707 next_o_idx = o_ptr->next_o_idx;
5710 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5711 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5713 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5714 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5717 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5719 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5721 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5722 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5725 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)))
5727 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5728 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5731 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5733 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5734 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5737 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5739 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5740 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5747 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5749 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5751 void notice_stuff(void)
5754 if (!p_ptr->notice) return;
5757 /* Actually do auto-destroy */
5758 if (p_ptr->notice & (PN_AUTODESTROY))
5760 p_ptr->notice &= ~(PN_AUTODESTROY);
5761 autopick_delayed_alter();
5764 /* Combine the pack */
5765 if (p_ptr->notice & (PN_COMBINE))
5767 p_ptr->notice &= ~(PN_COMBINE);
5771 /* Reorder the pack */
5772 if (p_ptr->notice & (PN_REORDER))
5774 p_ptr->notice &= ~(PN_REORDER);
5781 * @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"
5783 * @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。
5785 void update_stuff(void)
5787 if (!p_ptr->update) return;
5790 if (p_ptr->update & (PU_BONUS))
5792 p_ptr->update &= ~(PU_BONUS);
5796 if (p_ptr->update & (PU_TORCH))
5798 p_ptr->update &= ~(PU_TORCH);
5802 if (p_ptr->update & (PU_HP))
5804 p_ptr->update &= ~(PU_HP);
5808 if (p_ptr->update & (PU_MANA))
5810 p_ptr->update &= ~(PU_MANA);
5814 if (p_ptr->update & (PU_SPELLS))
5816 p_ptr->update &= ~(PU_SPELLS);
5821 /* Character is not ready yet, no screen updates */
5822 if (!character_generated) return;
5825 /* Character is in "icky" mode, no screen updates */
5826 if (character_icky) return;
5829 if (p_ptr->update & (PU_UN_LITE))
5831 p_ptr->update &= ~(PU_UN_LITE);
5835 if (p_ptr->update & (PU_UN_VIEW))
5837 p_ptr->update &= ~(PU_UN_VIEW);
5841 if (p_ptr->update & (PU_VIEW))
5843 p_ptr->update &= ~(PU_VIEW);
5847 if (p_ptr->update & (PU_LITE))
5849 p_ptr->update &= ~(PU_LITE);
5854 if (p_ptr->update & (PU_FLOW))
5856 p_ptr->update &= ~(PU_FLOW);
5860 if (p_ptr->update & (PU_DISTANCE))
5862 p_ptr->update &= ~(PU_DISTANCE);
5864 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5865 /* p_ptr->update &= ~(PU_MONSTERS); */
5867 update_monsters(TRUE);
5870 if (p_ptr->update & (PU_MON_LITE))
5872 p_ptr->update &= ~(PU_MON_LITE);
5877 * Mega-Hack -- Delayed visual update
5878 * Only used if update_view(), update_lite() or update_mon_lite() was called
5880 if (p_ptr->update & (PU_DELAY_VIS))
5882 p_ptr->update &= ~(PU_DELAY_VIS);
5883 delayed_visual_update();
5886 if (p_ptr->update & (PU_MONSTERS))
5888 p_ptr->update &= ~(PU_MONSTERS);
5889 update_monsters(FALSE);
5895 * @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"
5897 * @details 更新処理の対象はゲーム中の全描画処理
5899 void redraw_stuff(void)
5902 if (!p_ptr->redraw) return;
5905 /* Character is not ready yet, no screen updates */
5906 if (!character_generated) return;
5909 /* Character is in "icky" mode, no screen updates */
5910 if (character_icky) return;
5914 /* Hack -- clear the screen */
5915 if (p_ptr->redraw & (PR_WIPE))
5917 p_ptr->redraw &= ~(PR_WIPE);
5923 if (p_ptr->redraw & (PR_MAP))
5925 p_ptr->redraw &= ~(PR_MAP);
5930 if (p_ptr->redraw & (PR_BASIC))
5932 p_ptr->redraw &= ~(PR_BASIC);
5933 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5934 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5935 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5936 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5942 if (p_ptr->redraw & (PR_EQUIPPY))
5944 p_ptr->redraw &= ~(PR_EQUIPPY);
5945 print_equippy(); /* To draw / delete equippy chars */
5948 if (p_ptr->redraw & (PR_MISC))
5950 p_ptr->redraw &= ~(PR_MISC);
5951 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5952 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5956 if (p_ptr->redraw & (PR_TITLE))
5958 p_ptr->redraw &= ~(PR_TITLE);
5962 if (p_ptr->redraw & (PR_LEV))
5964 p_ptr->redraw &= ~(PR_LEV);
5968 if (p_ptr->redraw & (PR_EXP))
5970 p_ptr->redraw &= ~(PR_EXP);
5974 if (p_ptr->redraw & (PR_STATS))
5976 p_ptr->redraw &= ~(PR_STATS);
5985 if (p_ptr->redraw & (PR_STATUS))
5987 p_ptr->redraw &= ~(PR_STATUS);
5991 if (p_ptr->redraw & (PR_ARMOR))
5993 p_ptr->redraw &= ~(PR_ARMOR);
5997 if (p_ptr->redraw & (PR_HP))
5999 p_ptr->redraw &= ~(PR_HP);
6003 if (p_ptr->redraw & (PR_MANA))
6005 p_ptr->redraw &= ~(PR_MANA);
6009 if (p_ptr->redraw & (PR_GOLD))
6011 p_ptr->redraw &= ~(PR_GOLD);
6015 if (p_ptr->redraw & (PR_DEPTH))
6017 p_ptr->redraw &= ~(PR_DEPTH);
6021 if (p_ptr->redraw & (PR_HEALTH))
6023 p_ptr->redraw &= ~(PR_HEALTH);
6024 health_redraw(FALSE);
6027 if (p_ptr->redraw & (PR_UHEALTH))
6029 p_ptr->redraw &= ~(PR_UHEALTH);
6030 health_redraw(TRUE);
6034 if (p_ptr->redraw & (PR_EXTRA))
6036 p_ptr->redraw &= ~(PR_EXTRA);
6037 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6038 p_ptr->redraw &= ~(PR_HUNGER);
6039 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6043 if (p_ptr->redraw & (PR_CUT))
6045 p_ptr->redraw &= ~(PR_CUT);
6049 if (p_ptr->redraw & (PR_STUN))
6051 p_ptr->redraw &= ~(PR_STUN);
6055 if (p_ptr->redraw & (PR_HUNGER))
6057 p_ptr->redraw &= ~(PR_HUNGER);
6061 if (p_ptr->redraw & (PR_STATE))
6063 p_ptr->redraw &= ~(PR_STATE);
6067 if (p_ptr->redraw & (PR_SPEED))
6069 p_ptr->redraw &= ~(PR_SPEED);
6073 if (p_ptr->pclass == CLASS_IMITATOR)
6075 if (p_ptr->redraw & (PR_IMITATION))
6077 p_ptr->redraw &= ~(PR_IMITATION);
6081 else if (p_ptr->redraw & (PR_STUDY))
6083 p_ptr->redraw &= ~(PR_STUDY);
6090 * @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"
6092 * @details 更新処理の対象はサブウィンドウ全般
6094 void window_stuff(void)
6098 BIT_FLAGS mask = 0L;
6101 if (!p_ptr->window) return;
6104 for (j = 0; j < 8; j++)
6106 /* Save usable flags */
6107 if (angband_term[j]) mask |= window_flag[j];
6110 /* Apply usable flags */
6111 p_ptr->window &= mask;
6114 if (!p_ptr->window) return;
6116 /* Display inventory */
6117 if (p_ptr->window & (PW_INVEN))
6119 p_ptr->window &= ~(PW_INVEN);
6123 /* Display equipment */
6124 if (p_ptr->window & (PW_EQUIP))
6126 p_ptr->window &= ~(PW_EQUIP);
6130 /* Display spell list */
6131 if (p_ptr->window & (PW_SPELL))
6133 p_ptr->window &= ~(PW_SPELL);
6137 /* Display player */
6138 if (p_ptr->window & (PW_PLAYER))
6140 p_ptr->window &= ~(PW_PLAYER);
6144 /* Display monster list */
6145 if (p_ptr->window & (PW_MONSTER_LIST))
6147 p_ptr->window &= ~(PW_MONSTER_LIST);
6151 /* Display overhead view */
6152 if (p_ptr->window & (PW_MESSAGE))
6154 p_ptr->window &= ~(PW_MESSAGE);
6158 /* Display overhead view */
6159 if (p_ptr->window & (PW_OVERHEAD))
6161 p_ptr->window &= ~(PW_OVERHEAD);
6165 /* Display overhead view */
6166 if (p_ptr->window & (PW_DUNGEON))
6168 p_ptr->window &= ~(PW_DUNGEON);
6172 /* Display monster recall */
6173 if (p_ptr->window & (PW_MONSTER))
6175 p_ptr->window &= ~(PW_MONSTER);
6179 /* Display object recall */
6180 if (p_ptr->window & (PW_OBJECT))
6182 p_ptr->window &= ~(PW_OBJECT);
6189 * @brief 全更新処理をチェックして処理していく
6190 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6193 void handle_stuff(void)
6195 if (p_ptr->update) update_stuff();
6198 if (p_ptr->redraw) redraw_stuff();
6200 if (p_ptr->window) window_stuff();
6204 * @brief プレイヤーの現在開いている手の状態を返す
6205 * @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。
6206 * @return 開いている手のビットフラグ
6208 BIT_FLAGS16 empty_hands(bool riding_control)
6210 BIT_FLAGS16 status = EMPTY_HAND_NONE;
6212 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6213 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6215 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6217 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6218 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6226 * @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。
6227 * @return ペナルティが適用されるならばTRUE。
6229 bool heavy_armor(void)
6231 WEIGHT monk_arm_wgt = 0;
6233 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6235 /* Weight the armor */
6236 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6237 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6238 monk_arm_wgt += inventory[INVEN_BODY].weight;
6239 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6240 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6241 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6242 monk_arm_wgt += inventory[INVEN_FEET].weight;
6244 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6248 * @brief 実ゲームプレイ時間を更新する
6250 void update_playtime(void)
6252 /* Check if the game has started */
6253 if (start_time != 0)
6255 u32b tmp = (u32b)time(NULL);
6256 playtime += (tmp - start_time);