4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
120 s32b len = 20L * TOWN_DAWN;
121 s32b tick = turn % len + len / 4;
123 /* Dump 13 spaces to clear */
124 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
126 /* Dump the info itself */
127 c_put_str(TERM_WHITE, format(
133 ((p_ptr->prace == RACE_VAMPIRE) ||
134 (p_ptr->prace == RACE_SKELETON) ||
135 (p_ptr->prace == RACE_ZOMBIE) ||
136 (p_ptr->prace == RACE_SPECTRE))
137 ? (turn - (15L * TOWN_DAWN)) / len + 1
138 : (turn + (5L * TOWN_DAWN))/ len + 1),
141 c_put_str(TERM_WHITE, format("%2d:%02d",
142 (24 * tick / len) % 24,
143 (1440 * tick / len) % 60),
150 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
151 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
157 else if (p_ptr->wild_mode)
163 else if (p_ptr->inside_arena)
167 return "Monster Arena";
169 else if (p_ptr->inside_battle)
175 else if (!dun_level && p_ptr->town_num)
176 return town[p_ptr->town_num].name;
178 return d_name+d_info[dungeon_type].name;
184 static void prt_dungeon(void)
189 /* Dump 13 spaces to clear */
190 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
192 dungeon_name = map_name();
194 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
195 if (col < 0) col = 0;
197 /* Dump the info itself */
198 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
206 * Print character stat in given row, column
208 static void prt_stat(int stat)
212 /* Display "injured" stat */
213 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
215 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
216 cnv_stat(p_ptr->stat_use[stat], tmp);
217 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
220 /* Display "healthy" stat */
223 put_str(stat_names[stat], ROW_STAT + stat, 0);
224 cnv_stat(p_ptr->stat_use[stat], tmp);
225 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
228 /* Indicate natural maximum */
229 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
232 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
233 put_str("!", ROW_STAT + stat, 5);
235 put_str("!", ROW_STAT + stat, 3);
242 /* Show status bar */
244 static void prt_status(void)
250 c_put_str(TERM_YELLOW, "¤Ä", ROW_STATBAR, COL_STATBAR);
252 c_put_str(TERM_YELLOW, "Ts", ROW_STATBAR, COL_STATBAR);
257 else if (p_ptr->image)
260 c_put_str(TERM_VIOLET, "¸¸", ROW_STATBAR, COL_STATBAR);
262 c_put_str(TERM_VIOLET, "Hu", ROW_STATBAR, COL_STATBAR);
267 put_str(" ", ROW_STATBAR, COL_STATBAR);
274 c_put_str(TERM_L_DARK, "ÌÕ", ROW_STATBAR, COL_STATBAR+2);
276 c_put_str(TERM_L_DARK, "Bl", ROW_STATBAR, COL_STATBAR+2);
281 put_str(" ", ROW_STATBAR, COL_STATBAR+2);
285 if (p_ptr->paralyzed)
288 c_put_str(TERM_RED, "áã", ROW_STATBAR, COL_STATBAR+4);
290 c_put_str(TERM_RED, "Pa", ROW_STATBAR, COL_STATBAR+4);
295 put_str(" ", ROW_STATBAR, COL_STATBAR+4);
302 c_put_str(TERM_VIOLET, "Íð", ROW_STATBAR, COL_STATBAR+6);
304 c_put_str(TERM_VIOLET, "Cf", ROW_STATBAR, COL_STATBAR+6);
309 put_str(" ", ROW_STATBAR, COL_STATBAR+6);
316 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+8);
318 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+8);
323 put_str(" ", ROW_STATBAR, COL_STATBAR+8);
326 /* Times see-invisible */
327 if (p_ptr->tim_invis)
330 c_put_str(TERM_L_BLUE, "ȑ", ROW_STATBAR, COL_STATBAR+10);
332 c_put_str(TERM_L_BLUE, "Se", ROW_STATBAR, COL_STATBAR+10);
337 put_str(" ", ROW_STATBAR, COL_STATBAR+10);
341 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
344 c_put_str(TERM_ORANGE, "¥Æ", ROW_STATBAR, COL_STATBAR+12);
346 c_put_str(TERM_ORANGE, "Te", ROW_STATBAR, COL_STATBAR+12);
351 put_str(" ", ROW_STATBAR, COL_STATBAR+12);
354 /* Timed regenerate */
355 if (p_ptr->tim_regen)
358 c_put_str(TERM_L_BLUE, "²ó", ROW_STATBAR, COL_STATBAR+14);
360 c_put_str(TERM_L_BLUE, "Rg", ROW_STATBAR, COL_STATBAR+14);
365 put_str(" ", ROW_STATBAR, COL_STATBAR+14);
368 /* Timed infra-vision */
369 if (p_ptr->tim_infra)
372 c_put_str(TERM_L_RED, "ÀÖ", ROW_STATBAR, COL_STATBAR+16);
374 c_put_str(TERM_L_RED, "If", ROW_STATBAR, COL_STATBAR+16);
379 put_str(" ", ROW_STATBAR, COL_STATBAR+16);
382 /* Protection from evil */
386 c_put_str(TERM_SLATE, "¼Ù", ROW_STATBAR, COL_STATBAR+18);
388 c_put_str(TERM_SLATE, "Ev", ROW_STATBAR, COL_STATBAR+18);
393 put_str(" ", ROW_STATBAR, COL_STATBAR+18);
396 /* Invulnerability */
397 if (p_ptr->invuln || music_singing(MUSIC_INVULN))
400 c_put_str(TERM_YELLOW, "̵", ROW_STATBAR, COL_STATBAR+20);
402 c_put_str(TERM_YELLOW, "Iv", ROW_STATBAR, COL_STATBAR+20);
407 put_str(" ", ROW_STATBAR, COL_STATBAR+20);
411 if (p_ptr->wraith_form)
414 c_put_str(TERM_L_DARK, "ͩ", ROW_STATBAR, COL_STATBAR+22);
416 c_put_str(TERM_L_DARK, "Gh", ROW_STATBAR, COL_STATBAR+22);
420 else if (p_ptr->kabenuke)
423 c_put_str(TERM_SLATE, "ÊÉ", ROW_STATBAR, COL_STATBAR+22);
425 c_put_str(TERM_SLATE, "Wp", ROW_STATBAR, COL_STATBAR+22);
428 else if (p_ptr->tim_reflect)
431 c_put_str(TERM_SLATE, "ȿ", ROW_STATBAR, COL_STATBAR+22);
433 c_put_str(TERM_SLATE, "Rf", ROW_STATBAR, COL_STATBAR+22);
438 put_str(" ", ROW_STATBAR, COL_STATBAR+22);
442 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
445 c_put_str(TERM_WHITE, "ͦ", ROW_STATBAR, COL_STATBAR+24);
447 c_put_str(TERM_WHITE, "He", ROW_STATBAR, COL_STATBAR+24);
452 put_str(" ", ROW_STATBAR, COL_STATBAR+24);
455 /* Super Heroism / berserk */
459 c_put_str(TERM_RED, "¶¸", ROW_STATBAR, COL_STATBAR+26);
461 c_put_str(TERM_RED, "Br", ROW_STATBAR, COL_STATBAR+26);
466 put_str(" ", ROW_STATBAR, COL_STATBAR+26);
470 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
473 c_put_str(TERM_WHITE, "½Ë", ROW_STATBAR, COL_STATBAR+28);
475 c_put_str(TERM_WHITE, "Bs", ROW_STATBAR, COL_STATBAR+28);
480 put_str(" ", ROW_STATBAR, COL_STATBAR+28);
487 c_put_str(TERM_YELLOW, "Ëâ", ROW_STATBAR, COL_STATBAR+30);
489 c_put_str(TERM_YELLOW, "Md", ROW_STATBAR, COL_STATBAR+30);
492 else if (p_ptr->tsubureru)
495 c_put_str(TERM_L_UMBER, "¿", ROW_STATBAR, COL_STATBAR+30);
497 c_put_str(TERM_L_UMBER, "Eh", ROW_STATBAR, COL_STATBAR+30);
500 else if (p_ptr->shield)
503 c_put_str(TERM_WHITE, "ÀÐ", ROW_STATBAR, COL_STATBAR+30);
505 c_put_str(TERM_WHITE, "Ss", ROW_STATBAR, COL_STATBAR+30);
508 else if (p_ptr->special_defense & NINJA_KAWARIMI)
511 c_put_str(TERM_VIOLET, "ÊÑ", ROW_STATBAR, COL_STATBAR+30);
513 c_put_str(TERM_VIOLET, "Qa", ROW_STATBAR, COL_STATBAR+30);
518 put_str(" ", ROW_STATBAR, COL_STATBAR+30);
522 if (p_ptr->special_defense & DEFENSE_ACID)
525 c_put_str(TERM_L_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
527 c_put_str(TERM_L_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
530 else if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
533 c_put_str(TERM_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
535 c_put_str(TERM_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
540 put_str(" ", ROW_STATBAR, COL_STATBAR+32);
543 /* Oppose Lightning */
544 if (p_ptr->special_defense & DEFENSE_ELEC)
547 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
549 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
552 else if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
555 c_put_str(TERM_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
557 c_put_str(TERM_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
562 put_str(" ", ROW_STATBAR, COL_STATBAR+34);
566 if (p_ptr->special_defense & DEFENSE_FIRE)
569 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
571 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
574 else if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
577 c_put_str(TERM_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
579 c_put_str(TERM_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
584 put_str(" ", ROW_STATBAR, COL_STATBAR+36);
588 if (p_ptr->special_defense & DEFENSE_COLD)
591 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+38);
593 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+38);
596 else if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
599 c_put_str(TERM_SLATE, "Îä", ROW_STATBAR, COL_STATBAR+38);
601 c_put_str(TERM_SLATE, "Co", ROW_STATBAR, COL_STATBAR+38);
606 put_str(" ", ROW_STATBAR, COL_STATBAR+38);
610 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
613 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+40);
615 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+40);
620 put_str(" ", ROW_STATBAR, COL_STATBAR+40);
624 if (p_ptr->word_recall)
627 c_put_str(TERM_WHITE, "µ¢", ROW_STATBAR, COL_STATBAR+42);
629 c_put_str(TERM_WHITE, "Wr", ROW_STATBAR, COL_STATBAR+42);
634 put_str(" ", ROW_STATBAR, COL_STATBAR+42);
641 c_put_str(TERM_BLUE, "¶²", ROW_STATBAR, COL_STATBAR+44);
643 c_put_str(TERM_BLUE, "Fe", ROW_STATBAR, COL_STATBAR+44);
648 put_str(" ", ROW_STATBAR, COL_STATBAR+44);
652 if (p_ptr->tim_res_time)
655 c_put_str(TERM_L_BLUE, "»þ", ROW_STATBAR, COL_STATBAR+46);
657 c_put_str(TERM_L_BLUE, "Ti", ROW_STATBAR, COL_STATBAR+46);
660 else if (p_ptr->multishadow)
663 c_put_str(TERM_L_BLUE, "ʬ", ROW_STATBAR, COL_STATBAR+46);
665 c_put_str(TERM_L_BLUE, "Ms", ROW_STATBAR, COL_STATBAR+46);
670 put_str(" ", ROW_STATBAR, COL_STATBAR+46);
673 /* Confusing Hands */
674 if (p_ptr->special_attack & ATTACK_CONFUSE)
677 c_put_str(TERM_RED, "Íð", ROW_STATBAR, COL_STATBAR+48);
679 c_put_str(TERM_RED, "Cf", ROW_STATBAR, COL_STATBAR+48);
684 put_str(" ", ROW_STATBAR, COL_STATBAR+48);
687 if (p_ptr->resist_magic)
690 c_put_str(TERM_SLATE, "ËÉ", ROW_STATBAR, COL_STATBAR+50);
692 c_put_str(TERM_SLATE, "Rm", ROW_STATBAR, COL_STATBAR+50);
697 put_str(" ", ROW_STATBAR, COL_STATBAR+50);
700 /* Ultimate-resistance */
704 c_put_str(TERM_YELLOW, "µæ", ROW_STATBAR, COL_STATBAR+52);
706 c_put_str(TERM_YELLOW, "Ul", ROW_STATBAR, COL_STATBAR+52);
710 else if (p_ptr->tim_ffall)
713 c_put_str(TERM_L_BLUE, "Éâ", ROW_STATBAR, COL_STATBAR+52);
715 c_put_str(TERM_L_BLUE, "Lv", ROW_STATBAR, COL_STATBAR+52);
718 else if (p_ptr->tim_res_nether)
721 c_put_str(TERM_L_DARK, "¹ö", ROW_STATBAR, COL_STATBAR+52);
723 c_put_str(TERM_L_DARK, "Nt", ROW_STATBAR, COL_STATBAR+52);
726 else if (p_ptr->dustrobe)
729 c_put_str(TERM_L_DARK, "¶À", ROW_STATBAR, COL_STATBAR+52);
731 c_put_str(TERM_L_DARK, "Am", ROW_STATBAR, COL_STATBAR+52);
736 put_str(" ", ROW_STATBAR, COL_STATBAR+52);
740 if (p_ptr->special_attack & ATTACK_FIRE)
743 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+54);
745 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+54);
748 else if (p_ptr->special_attack & ATTACK_COLD)
751 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+54);
753 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+54);
756 else if (p_ptr->special_attack & ATTACK_ELEC)
759 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+54);
761 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+54);
764 else if (p_ptr->special_attack & ATTACK_ACID)
767 c_put_str(TERM_SLATE, "»À", ROW_STATBAR, COL_STATBAR+54);
769 c_put_str(TERM_SLATE, "Ac", ROW_STATBAR, COL_STATBAR+54);
772 else if (p_ptr->special_attack & ATTACK_POIS)
775 c_put_str(TERM_L_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+54);
777 c_put_str(TERM_L_GREEN, "Po", ROW_STATBAR, COL_STATBAR+54);
780 else if (p_ptr->special_defense & NINJA_S_STEALTH)
783 c_put_str(TERM_YELLOW, "Ķ", ROW_STATBAR, COL_STATBAR+54);
785 c_put_str(TERM_YELLOW, "St", ROW_STATBAR, COL_STATBAR+54);
790 put_str(" ", ROW_STATBAR, COL_STATBAR+54);
794 if (p_ptr->tim_sh_fire)
797 c_put_str(TERM_L_RED, "¥ª", ROW_STATBAR, COL_STATBAR+56);
799 c_put_str(TERM_L_RED, "Sf", ROW_STATBAR, COL_STATBAR+56);
802 else if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
805 c_put_str(TERM_UMBER, "±£", ROW_STATBAR, COL_STATBAR+56);
807 c_put_str(TERM_UMBER, "Sl", ROW_STATBAR, COL_STATBAR+56);
810 else if (p_ptr->special_defense & NINJA_S_STEALTH)
813 c_put_str(TERM_YELLOW, "±£", ROW_STATBAR, COL_STATBAR+56);
815 c_put_str(TERM_YELLOW, "lt", ROW_STATBAR, COL_STATBAR+56);
818 else if (p_ptr->tim_sh_touki)
821 c_put_str(TERM_WHITE, "Ʈ", ROW_STATBAR, COL_STATBAR+56);
823 c_put_str(TERM_WHITE, "Ae", ROW_STATBAR, COL_STATBAR+56);
828 put_str(" ", ROW_STATBAR, COL_STATBAR+56);
835 * Prints "title", including "wizard" or "winner" as needed.
837 static void prt_title(void)
846 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
855 else if (total_winner || (p_ptr->lev > PY_MAX_LEVEL))
857 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
860 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
870 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
883 mb_strlcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 14);
885 strncpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 13);
891 prt_field(p, ROW_TITLE, COL_TITLE);
898 static void prt_level(void)
903 sprintf(tmp, "%5d", p_ptr->lev);
905 sprintf(tmp, "%6d", p_ptr->lev);
909 if (p_ptr->lev >= p_ptr->max_plv)
912 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
913 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
915 put_str("LEVEL ", ROW_LEVEL, 0);
916 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
923 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
924 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
926 put_str("Level ", ROW_LEVEL, 0);
927 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
935 * Display the experience
937 static void prt_exp(void)
941 if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
942 (void)strcpy(out_val, "*******");
945 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
947 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
951 if (p_ptr->exp >= p_ptr->max_exp)
954 put_str("·Ð¸³ ", ROW_EXP, 0);
955 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
957 put_str("EXP ", ROW_EXP, 0);
958 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
965 put_str("x·Ð¸³", ROW_EXP, 0);
966 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
968 put_str("Exp ", ROW_EXP, 0);
969 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
977 * Prints current gold
979 static void prt_gold(void)
984 put_str("¡ð ", ROW_GOLD, COL_GOLD);
986 put_str("AU ", ROW_GOLD, COL_GOLD);
989 sprintf(tmp, "%9ld", (long)p_ptr->au);
990 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
998 static void prt_ac(void)
1003 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
1004 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
1005 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1006 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
1008 put_str("Cur AC ", ROW_AC, COL_AC);
1009 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1010 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
1017 * Prints Cur/Max hit points
1019 static void prt_hp(void)
1021 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
1027 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
1029 put_str("HP", ROW_CURHP, COL_CURHP);
1031 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1032 sprintf(tmp, "%4d", p_ptr->chp);
1034 if (p_ptr->chp >= p_ptr->mhp)
1036 color = TERM_L_GREEN;
1038 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1040 color = TERM_YELLOW;
1047 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
1050 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
1052 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1053 sprintf(tmp, "%4d", p_ptr->mhp);
1054 color = TERM_L_GREEN;
1056 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
1061 * Prints players max/cur spell points
1063 static void prt_sp(void)
1065 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
1070 /* Do not show mana unless it matters */
1071 if (!mp_ptr->spell_book) return;
1074 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
1077 put_str("MP", ROW_CURSP, COL_CURSP);
1079 put_str("SP", ROW_CURSP, COL_CURSP);
1082 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1083 sprintf(tmp, "%4d", p_ptr->csp);
1085 if (p_ptr->csp >= p_ptr->msp)
1087 color = TERM_L_GREEN;
1089 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
1091 color = TERM_YELLOW;
1098 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1101 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1103 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1104 sprintf(tmp, "%4d", p_ptr->msp);
1105 color = TERM_L_GREEN;
1107 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1112 * Prints depth in stat area
1114 static void prt_depth(void)
1121 strcpy(depths, "ÃϾå");
1123 strcpy(depths, "Surf.");
1126 else if (p_ptr->inside_quest && !dungeon_type)
1129 strcpy(depths, "ÃϾå");
1131 strcpy(depths, "Quest");
1135 else if (depth_in_feet)
1138 (void)sprintf(depths, "%d ft", dun_level * 50);
1140 (void)sprintf(depths, "%d ft", dun_level * 50);
1147 sprintf(depths, "%d ³¬", dun_level);
1149 (void)sprintf(depths, "Lev %d", dun_level);
1154 /* Right-Adjust the "depth", and clear old values */
1155 prt(format("%7s", depths), ROW_DEPTH, COL_DEPTH);
1160 * Prints status of hunger
1162 static void prt_hunger(void)
1164 /* Fainting / Starving */
1165 if (p_ptr->food < PY_FOOD_FAINT)
1168 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1170 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1176 else if (p_ptr->food < PY_FOOD_WEAK)
1179 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1181 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1187 else if (p_ptr->food < PY_FOOD_ALERT)
1190 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1192 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1198 else if (p_ptr->food < PY_FOOD_FULL)
1200 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1204 else if (p_ptr->food < PY_FOOD_MAX)
1207 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1209 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1218 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1220 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1228 * Prints Searching, Resting, Paralysis, or 'count' status
1229 * Display is always exactly 10 characters wide (see below)
1231 * This function was a major bottleneck when resting, so a lot of
1232 * the text formatting code was optimized in place below.
1234 static void prt_state(void)
1236 byte attr = TERM_WHITE;
1243 if (command_rep > 999)
1246 sprintf(text, "%2d00", command_rep / 100);
1248 (void)sprintf(text, "%2d00", command_rep / 100);
1255 sprintf(text, " %2d", command_rep);
1257 (void)sprintf(text, " %2d", command_rep);
1266 switch(p_ptr->action)
1271 strcpy(text, "õº÷");
1273 strcpy(text, "Sear");
1281 /* Start with "Rest" */
1289 /* Extensive (timed) rest */
1290 if (resting >= 1000)
1295 text[1] = '0' + (i % 10);
1296 text[0] = '0' + (i / 10);
1299 /* Long (timed) rest */
1300 else if (resting >= 100)
1303 text[3] = '0' + (i % 10);
1305 text[2] = '0' + (i % 10);
1306 text[1] = '0' + (i / 10);
1309 /* Medium (timed) rest */
1310 else if (resting >= 10)
1313 text[3] = '0' + (i % 10);
1314 text[2] = '0' + (i / 10);
1317 /* Short (timed) rest */
1318 else if (resting > 0)
1321 text[3] = '0' + (i);
1324 /* Rest until healed */
1325 else if (resting == -1)
1327 text[0] = text[1] = text[2] = text[3] = '*';
1330 /* Rest until done */
1331 else if (resting == -2)
1333 text[0] = text[1] = text[2] = text[3] = '&';
1340 strcpy(text, "³Ø½¬");
1342 strcpy(text, "lear");
1344 if (new_mane) attr = TERM_L_RED;
1350 strcpy(text, "Äà¤ê");
1352 strcpy(text, "fish");
1359 for (i = 0; i < MAX_KAMAE; i++)
1360 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1363 case 0: attr = TERM_GREEN;break;
1364 case 1: attr = TERM_WHITE;break;
1365 case 2: attr = TERM_L_BLUE;break;
1366 case 3: attr = TERM_L_RED;break;
1368 strcpy(text, kamae_shurui[i].desc);
1374 for (i = 0; i < MAX_KATA; i++)
1375 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1376 strcpy(text, kata_shurui[i].desc);
1382 strcpy(text, "²Î ");
1384 strcpy(text, "Sing");
1388 case ACTION_HAYAGAKE:
1391 strcpy(text, "®¶î");
1393 strcpy(text, "Fast");
1405 /* Display the info (or blanks) */
1406 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1411 * Prints the speed of a character. -CJS-
1413 static void prt_speed(void)
1415 int i = p_ptr->pspeed;
1416 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1418 byte attr = TERM_WHITE;
1421 /* Hack -- Visually "undo" the Search Mode Slowdown */
1422 if (p_ptr->action == ACTION_SEARCH) i += 10;
1429 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1430 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1431 else attr = TERM_GREEN;
1433 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1434 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1435 else attr = TERM_L_GREEN;
1437 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1439 sprintf(buf, "Fast(+%d)", (i - 110));
1449 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1450 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1451 else attr = TERM_RED;
1453 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1454 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1455 else attr = TERM_L_UMBER;
1457 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1459 sprintf(buf, "Slow(-%d)", (110 - i));
1462 else if (p_ptr->riding)
1466 strcpy(buf, "¾èÇÏÃæ");
1468 strcpy(buf, "Riding");
1472 /* Display the speed */
1473 c_put_str(attr, format("%-9s", buf), ROW_SPEED, COL_SPEED);
1477 static void prt_study(void)
1479 if (p_ptr->new_spells)
1482 put_str("³Ø½¬", ROW_STUDY, COL_STUDY);
1484 put_str("Stud", ROW_STUDY, COL_STUDY);
1490 put_str(" ", ROW_STUDY, COL_STUDY);
1495 static void prt_mane(void)
1497 if (p_ptr->pclass == CLASS_IMITATOR)
1502 if (new_mane) attr = TERM_L_RED;
1503 else attr = TERM_WHITE;
1505 c_put_str(attr, "¤Þ¤Í", ROW_STUDY, COL_STUDY);
1507 c_put_str(attr, "Mane", ROW_STUDY, COL_STUDY);
1512 put_str(" ", ROW_STUDY, COL_STUDY);
1518 static void prt_cut(void)
1525 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1527 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1534 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1536 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1543 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1545 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1552 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1554 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1561 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1563 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1570 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1572 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1579 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1581 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1587 put_str(" ", ROW_CUT, COL_CUT);
1593 static void prt_stun(void)
1595 int s = p_ptr->stun;
1600 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1602 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1609 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1611 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1618 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1620 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1626 put_str(" ", ROW_STUN, COL_STUN);
1633 * Redraw the "monster health bar" -DRS-
1634 * Rather extensive modifications by -BEN-
1636 * The "monster health bar" provides visual feedback on the "health"
1637 * of the monster currently being "tracked". There are several ways
1638 * to "track" a monster, including targetting it, attacking it, and
1639 * affecting it (and nobody else) with a ranged attack.
1641 * Display the monster health bar (affectionately known as the
1642 * "health-o-meter"). Clear health bar if nothing is being tracked.
1643 * Auto-track current target monster when bored. Note that the
1644 * health-bar stops tracking any monster that "disappears".
1646 static void health_redraw(void)
1649 #ifdef DRS_SHOW_HEALTH_BAR
1652 if (!p_ptr->health_who)
1654 /* Erase the health bar */
1655 Term_erase(COL_INFO, ROW_INFO, 12);
1658 /* Tracking an unseen monster */
1659 else if (!m_list[p_ptr->health_who].ml)
1661 /* Indicate that the monster health is "unknown" */
1662 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1665 /* Tracking a hallucinatory monster */
1666 else if (p_ptr->image)
1668 /* Indicate that the monster health is "unknown" */
1669 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1672 /* Tracking a dead monster (???) */
1673 else if (!m_list[p_ptr->health_who].hp < 0)
1675 /* Indicate that the monster health is "unknown" */
1676 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1679 /* Tracking a visible monster */
1684 monster_type *m_ptr = &m_list[p_ptr->health_who];
1686 /* Default to almost dead */
1687 byte attr = TERM_RED;
1689 /* Extract the "percent" of health */
1690 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1691 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1694 if (pct >= 10) attr = TERM_L_RED;
1697 if (pct >= 25) attr = TERM_ORANGE;
1699 /* Somewhat Wounded */
1700 if (pct >= 60) attr = TERM_YELLOW;
1703 if (pct >= 100) attr = TERM_L_GREEN;
1706 if (m_ptr->monfear) attr = TERM_VIOLET;
1709 if (m_ptr->csleep) attr = TERM_BLUE;
1712 if (m_ptr->invulner) attr = TERM_WHITE;
1714 /* Convert percent into "health" */
1715 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1717 /* Default to "unknown" */
1718 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1720 /* Dump the current "health" (use '*' symbols) */
1721 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1730 static void riding_health_redraw(void)
1733 #ifdef DRS_SHOW_HEALTH_BAR
1738 /* Erase the health bar */
1739 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1742 /* Tracking a hallucinatory monster */
1743 else if (p_ptr->image)
1745 /* Indicate that the monster health is "unknown" */
1746 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1749 /* Tracking a dead monster (???) */
1750 else if (!m_list[p_ptr->health_who].hp < 0)
1752 /* Indicate that the monster health is "unknown" */
1753 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1756 /* Tracking a visible monster */
1761 monster_type *m_ptr = &m_list[p_ptr->riding];
1763 /* Default to almost dead */
1764 byte attr = TERM_RED;
1766 /* Extract the "percent" of health */
1767 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1768 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1771 if (pct >= 10) attr = TERM_L_RED;
1774 if (pct >= 25) attr = TERM_ORANGE;
1776 /* Somewhat Wounded */
1777 if (pct >= 60) attr = TERM_YELLOW;
1780 if (pct >= 100) attr = TERM_L_GREEN;
1783 if (m_ptr->monfear) attr = TERM_VIOLET;
1786 if (m_ptr->csleep) attr = TERM_BLUE;
1789 if (m_ptr->invulner) attr = TERM_WHITE;
1791 /* Convert percent into "health" */
1792 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1794 /* Default to "unknown" */
1795 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1797 /* Dump the current "health" (use '*' symbols) */
1798 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1808 * Display basic info (mostly left of map)
1810 static void prt_frame_basic(void)
1814 /* Race and Class */
1815 if (p_ptr->mimic_form)
1816 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1821 mb_strlcpy(str, rp_ptr->title, 14);
1822 prt_field(str, ROW_RACE, COL_RACE);
1824 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
1827 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1828 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1834 /* Level/Experience */
1839 for (i = 0; i < 6; i++) prt_stat(i);
1858 riding_health_redraw();
1863 * Display extra info (mostly below map)
1865 static void prt_frame_extra(void)
1890 * Hack -- display inventory in sub-windows
1892 static void fix_inven(void)
1897 for (j = 0; j < 8; j++)
1902 if (!angband_term[j]) continue;
1904 /* No relevant flags */
1905 if (!(window_flag[j] & (PW_INVEN))) continue;
1908 Term_activate(angband_term[j]);
1910 /* Display inventory */
1924 * Hack -- display equipment in sub-windows
1926 static void fix_equip(void)
1931 for (j = 0; j < 8; j++)
1936 if (!angband_term[j]) continue;
1938 /* No relevant flags */
1939 if (!(window_flag[j] & (PW_EQUIP))) continue;
1942 Term_activate(angband_term[j]);
1944 /* Display equipment */
1957 * Hack -- display equipment in sub-windows
1959 static void fix_spell(void)
1964 for (j = 0; j < 8; j++)
1969 if (!angband_term[j]) continue;
1971 /* No relevant flags */
1972 if (!(window_flag[j] & (PW_SPELL))) continue;
1975 Term_activate(angband_term[j]);
1977 /* Display spell list */
1978 display_spell_list();
1990 * Hack -- display character in sub-windows
1992 static void fix_player(void)
1997 for (j = 0; j < 8; j++)
2002 if (!angband_term[j]) continue;
2004 /* No relevant flags */
2005 if (!(window_flag[j] & (PW_PLAYER))) continue;
2008 Term_activate(angband_term[j]);
2012 /* Display player */
2026 * Hack -- display recent messages in sub-windows
2028 * XXX XXX XXX Adjust for width and split messages
2030 static void fix_message(void)
2037 for (j = 0; j < 8; j++)
2042 if (!angband_term[j]) continue;
2044 /* No relevant flags */
2045 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2048 Term_activate(angband_term[j]);
2051 Term_get_size(&w, &h);
2054 for (i = 0; i < h; i++)
2056 /* Dump the message on the appropriate line */
2057 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2060 Term_locate(&x, &y);
2062 /* Clear to end of line */
2063 Term_erase(x, y, 255);
2076 * Hack -- display overhead view in sub-windows
2078 * Note that the "player" symbol does NOT appear on the map.
2080 static void fix_overhead(void)
2087 for (j = 0; j < 8; j++)
2092 if (!angband_term[j]) continue;
2094 /* No relevant flags */
2095 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2098 Term_activate(angband_term[j]);
2101 display_map(&cy, &cx);
2113 * Hack -- display dungeon view in sub-windows
2115 static void fix_dungeon(void)
2120 for (j = 0; j < 8; j++)
2125 if (!angband_term[j]) continue;
2127 /* No relevant flags */
2128 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2131 Term_activate(angband_term[j]);
2133 /* Redraw dungeon view */
2146 * Hack -- display monster recall in sub-windows
2148 static void fix_monster(void)
2153 for (j = 0; j < 8; j++)
2158 if (!angband_term[j]) continue;
2160 /* No relevant flags */
2161 if (!(window_flag[j] & (PW_MONSTER))) continue;
2164 Term_activate(angband_term[j]);
2166 /* Display monster race info */
2167 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2179 * Hack -- display object recall in sub-windows
2181 static void fix_object(void)
2186 for (j = 0; j < 8; j++)
2191 if (!angband_term[j]) continue;
2193 /* No relevant flags */
2194 if (!(window_flag[j] & (PW_OBJECT))) continue;
2197 Term_activate(angband_term[j]);
2199 /* Display monster race info */
2200 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2212 * Calculate number of spells player should have, and forget,
2213 * or remember, spells until that number is properly reflected.
2215 * Note that this function induces various "status" messages,
2216 * which must be bypasses until the character is created.
2218 static void calc_spells(void)
2220 int i, j, k, levels;
2222 int num_boukyaku = 0;
2225 int use_realm1 = p_ptr->realm1 - 1;
2226 int use_realm2 = p_ptr->realm2 - 1;
2233 /* Hack -- must be literate */
2234 if (!mp_ptr->spell_book) return;
2236 /* Hack -- wait for creation */
2237 if (!character_generated) return;
2239 /* Hack -- handle "xtra" mode */
2240 if (character_xtra) return;
2242 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2244 p_ptr->new_spells = 0;
2248 p = spell_categoly_name(mp_ptr->spell_book);
2250 /* Determine the number of spells allowed */
2251 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2253 /* Hack -- no negative spells */
2254 if (levels < 0) levels = 0;
2256 /* Extract total allowed spells */
2257 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2259 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2263 if (p_ptr->pclass == CLASS_SAMURAI)
2267 else if (p_ptr->realm2 == REALM_NONE)
2269 num_allowed = (num_allowed+1)/2;
2270 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2272 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2274 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2278 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2281 /* Count the number of spells we know */
2282 for (j = 0; j < 64; j++)
2284 /* Count known spells */
2286 (spell_forgotten1 & (1L << j)) :
2287 (spell_forgotten2 & (1L << (j - 32))))
2293 /* See how many spells we must forget or may learn */
2294 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2296 /* Forget spells which are too hard */
2297 for (i = 63; i >= 0; i--)
2299 /* Efficiency -- all done */
2300 if (!spell_learned1 && !spell_learned2) break;
2302 /* Access the spell */
2305 /* Skip non-spells */
2306 if (j >= 99) continue;
2310 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2313 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2315 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2318 s_ptr = &mp_ptr->info[use_realm1][j];
2320 s_ptr = &mp_ptr->info[use_realm2][j%32];
2322 /* Skip spells we are allowed to know */
2323 if (s_ptr->slevel <= p_ptr->lev) continue;
2327 (spell_learned1 & (1L << j)) :
2328 (spell_learned2 & (1L << (j - 32))))
2330 /* Mark as forgotten */
2333 spell_forgotten1 |= (1L << j);
2338 spell_forgotten2 |= (1L << (j - 32));
2342 /* No longer known */
2345 spell_learned1 &= ~(1L << j);
2350 spell_learned2 &= ~(1L << (j - 32));
2356 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2357 spell_names[technic2magic(which+1)-1][j%32], p );
2359 msg_format("You have forgotten the %s of %s.", p,
2360 spell_names[technic2magic(which+1)-1][j%32]);
2364 /* One more can be learned */
2365 p_ptr->new_spells++;
2370 /* Forget spells if we know too many spells */
2371 for (i = 63; i >= 0; i--)
2373 /* Stop when possible */
2374 if (p_ptr->new_spells >= 0) break;
2376 /* Efficiency -- all done */
2377 if (!spell_learned1 && !spell_learned2) break;
2379 /* Get the (i+1)th spell learned */
2382 /* Skip unknown spells */
2383 if (j >= 99) continue;
2385 /* Forget it (if learned) */
2387 (spell_learned1 & (1L << j)) :
2388 (spell_learned2 & (1L << (j - 32))))
2390 /* Mark as forgotten */
2393 spell_forgotten1 |= (1L << j);
2398 spell_forgotten2 |= (1L << (j - 32));
2402 /* No longer known */
2405 spell_learned1 &= ~(1L << j);
2410 spell_learned2 &= ~(1L << (j - 32));
2416 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2417 spell_names[technic2magic(which+1)-1][j%32], p );
2419 msg_format("You have forgotten the %s of %s.", p,
2420 spell_names[technic2magic(which+1)-1][j%32]);
2424 /* One more can be learned */
2425 p_ptr->new_spells++;
2430 /* Check for spells to remember */
2431 for (i = 0; i < 64; i++)
2433 /* None left to remember */
2434 if (p_ptr->new_spells <= 0) break;
2436 /* Efficiency -- all done */
2437 if (!spell_forgotten1 && !spell_forgotten2) break;
2439 /* Get the next spell we learned */
2442 /* Skip unknown spells */
2445 /* Access the spell */
2446 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2449 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2451 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2454 s_ptr = &mp_ptr->info[use_realm1][j];
2456 s_ptr = &mp_ptr->info[use_realm2][j%32];
2458 /* Skip spells we cannot remember */
2459 if (s_ptr->slevel > p_ptr->lev) continue;
2461 /* First set of spells */
2463 (spell_forgotten1 & (1L << j)) :
2464 (spell_forgotten2 & (1L << (j - 32))))
2466 /* No longer forgotten */
2469 spell_forgotten1 &= ~(1L << j);
2474 spell_forgotten2 &= ~(1L << (j - 32));
2478 /* Known once more */
2481 spell_learned1 |= (1L << j);
2486 spell_learned2 |= (1L << (j - 32));
2492 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2493 spell_names[technic2magic(which+1)-1][j%32], p );
2495 msg_format("You have remembered the %s of %s.",
2496 p, spell_names[technic2magic(which+1)-1][j%32]);
2500 /* One less can be learned */
2501 p_ptr->new_spells--;
2507 if (p_ptr->realm2 == REALM_NONE)
2509 /* Count spells that can be learned */
2510 for (j = 0; j < 32; j++)
2512 if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
2513 else s_ptr = &mp_ptr->info[use_realm1][j];
2515 /* Skip spells we cannot remember */
2516 if (s_ptr->slevel > p_ptr->lev) continue;
2518 /* Skip spells we already know */
2519 if (spell_learned1 & (1L << j))
2528 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2531 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2533 /* Spell count changed */
2534 if (p_ptr->old_spells != p_ptr->new_spells)
2536 /* Message if needed */
2537 if (p_ptr->new_spells)
2541 if( p_ptr->new_spells < 10 ){
2542 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2544 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2547 msg_format("You can learn %d more %s%s.",
2548 p_ptr->new_spells, p,
2549 (p_ptr->new_spells != 1) ? "s" : "");
2554 /* Save the new_spells value */
2555 p_ptr->old_spells = p_ptr->new_spells;
2557 /* Redraw Study Status */
2558 p_ptr->redraw |= (PR_STUDY);
2564 * Calculate maximum mana. You do not need to know any spells.
2565 * Note that mana is lowered by heavy (or inappropriate) armor.
2567 * This function induces status messages.
2569 static void calc_mana(void)
2571 int msp, levels, cur_wgt, max_wgt;
2576 /* Hack -- Must be literate */
2577 if (!mp_ptr->spell_book) return;
2579 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2580 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2581 (p_ptr->pclass == CLASS_BLUE_MAGE))
2583 levels = p_ptr->lev;
2587 if(mp_ptr->spell_first > p_ptr->lev)
2592 /* Display mana later */
2593 p_ptr->redraw |= (PR_MANA);
2597 /* Extract "effective" player level */
2598 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2601 if (p_ptr->pclass == CLASS_SAMURAI)
2603 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2604 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2608 /* Extract total mana */
2609 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2611 /* Hack -- usually add one mana */
2614 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2616 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2618 /* Hack: High mages have a 25% mana bonus */
2619 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2621 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2624 /* Only mages are affected */
2625 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2629 /* Assume player is not encumbered by gloves */
2630 p_ptr->cumber_glove = FALSE;
2632 /* Get the gloves */
2633 o_ptr = &inventory[INVEN_HANDS];
2635 /* Examine the gloves */
2636 object_flags(o_ptr, &f1, &f2, &f3);
2638 /* Normal gloves hurt mage-type spells */
2640 !(f2 & (TR2_FREE_ACT)) &&
2641 !(f1 & (TR1_MAGIC_MASTERY)) &&
2642 !((f1 & (TR1_DEX)) && (o_ptr->pval > 0)))
2645 p_ptr->cumber_glove = TRUE;
2648 msp = (3 * msp) / 4;
2653 /* Assume player not encumbered by armor */
2654 p_ptr->cumber_armor = FALSE;
2656 /* Weigh the armor */
2658 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2660 cur_wgt += inventory[INVEN_BODY].weight;
2661 cur_wgt += inventory[INVEN_HEAD].weight;
2662 cur_wgt += inventory[INVEN_OUTER].weight;
2663 cur_wgt += inventory[INVEN_HANDS].weight;
2664 cur_wgt += inventory[INVEN_FEET].weight;
2666 /* Subtract a percentage of maximum mana. */
2667 switch (p_ptr->pclass)
2669 /* For these classes, mana is halved if armour
2670 * is 30 pounds over their weight limit. */
2672 case CLASS_HIGH_MAGE:
2673 case CLASS_BLUE_MAGE:
2675 case CLASS_FORCETRAINER:
2676 case CLASS_SORCERER:
2678 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2679 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2683 /* Mana halved if armour is 40 pounds over weight limit. */
2688 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2689 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2693 case CLASS_MINDCRAFTER:
2694 case CLASS_BEASTMASTER:
2695 case CLASS_MIRROR_MASTER:
2697 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2698 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2702 /* Mana halved if armour is 50 pounds over weight limit. */
2705 case CLASS_RED_MAGE:
2706 case CLASS_WARRIOR_MAGE:
2708 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2709 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2713 /* Mana halved if armour is 60 pounds over weight limit. */
2715 case CLASS_CHAOS_WARRIOR:
2717 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2718 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2722 /* For new classes created, but not yet added to this formula. */
2729 /* Determine the weight allowance */
2730 max_wgt = mp_ptr->spell_weight;
2732 /* Heavy armor penalizes mana by a percentage. -LM- */
2733 if ((cur_wgt - max_wgt) > 0)
2736 p_ptr->cumber_armor = TRUE;
2738 /* Subtract a percentage of maximum mana. */
2739 switch (p_ptr->pclass)
2741 /* For these classes, mana is halved if armour
2742 * is 30 pounds over their weight limit. */
2744 case CLASS_HIGH_MAGE:
2745 case CLASS_BLUE_MAGE:
2747 msp -= msp * (cur_wgt - max_wgt) / 600;
2751 /* Mana halved if armour is 40 pounds over weight limit. */
2753 case CLASS_MINDCRAFTER:
2754 case CLASS_BEASTMASTER:
2756 case CLASS_FORCETRAINER:
2758 case CLASS_MIRROR_MASTER:
2760 msp -= msp * (cur_wgt - max_wgt) / 800;
2764 case CLASS_SORCERER:
2766 msp -= msp * (cur_wgt - max_wgt) / 900;
2770 /* Mana halved if armour is 50 pounds over weight limit. */
2774 case CLASS_RED_MAGE:
2776 msp -= msp * (cur_wgt - max_wgt) / 1000;
2780 /* Mana halved if armour is 60 pounds over weight limit. */
2782 case CLASS_CHAOS_WARRIOR:
2783 case CLASS_WARRIOR_MAGE:
2785 msp -= msp * (cur_wgt - max_wgt) / 1200;
2791 p_ptr->cumber_armor = FALSE;
2795 /* For new classes created, but not yet added to this formula. */
2798 msp -= msp * (cur_wgt - max_wgt) / 800;
2804 /* Mana can never be negative */
2805 if (msp < 0) msp = 0;
2808 /* Maximum mana has changed */
2809 if (p_ptr->msp != msp)
2811 /* Enforce maximum */
2812 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2815 p_ptr->csp_frac = 0;
2819 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2820 if ((level_up == 1) && (msp > p_ptr->msp))
2822 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2823 (msp - p_ptr->msp));
2829 /* Display mana later */
2830 p_ptr->redraw |= (PR_MANA);
2833 p_ptr->window |= (PW_PLAYER);
2834 p_ptr->window |= (PW_SPELL);
2838 /* Hack -- handle "xtra" mode */
2839 if (character_xtra) return;
2841 /* Take note when "glove state" changes */
2842 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2845 if (p_ptr->cumber_glove)
2848 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2850 msg_print("Your covered hands feel unsuitable for spellcasting.");
2857 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2859 msg_print("Your hands feel more suitable for spellcasting.");
2865 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2869 /* Take note when "armor state" changes */
2870 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2873 if (p_ptr->cumber_armor)
2876 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2878 msg_print("The weight of your equipment encumbers your movement.");
2885 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2887 msg_print("You feel able to move more freely.");
2893 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2900 * Calculate the players (maximal) hit points
2901 * Adjust current hitpoints if necessary
2903 static void calc_hitpoints(void)
2908 /* Un-inflate "half-hitpoint bonus per level" value */
2909 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2911 /* Calculate hitpoints */
2912 mhp = player_hp[p_ptr->lev - 1];
2914 if (p_ptr->mimic_form)
2916 if (p_ptr->pclass == CLASS_SORCERER)
2917 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2919 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2920 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2923 if (p_ptr->pclass == CLASS_SORCERER)
2925 if (p_ptr->lev < 30)
2926 mhp = (mhp * (45+p_ptr->lev) / 100);
2928 mhp = (mhp * 75 / 100);
2929 bonus = (bonus * 65 / 100);
2934 if (p_ptr->pclass == CLASS_BERSERKER)
2936 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2939 /* Always have at least one hitpoint per level */
2940 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2942 /* Factor in the hero / superhero settings */
2943 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
2944 if (p_ptr->shero) mhp += 30;
2945 if (p_ptr->tsuyoshi) mhp += 50;
2947 /* New maximum hitpoints */
2948 if (p_ptr->mhp != mhp)
2950 /* Enforce maximum */
2951 if (p_ptr->chp >= mhp)
2954 p_ptr->chp_frac = 0;
2958 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2959 if ((level_up == 1) && (mhp > p_ptr->mhp))
2961 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2962 (mhp - p_ptr->mhp) );
2965 /* Save the new max-hitpoints */
2968 /* Display hitpoints (later) */
2969 p_ptr->redraw |= (PR_HP);
2972 p_ptr->window |= (PW_PLAYER);
2979 * Extract and set the current "lite radius"
2981 * SWD: Experimental modification: multiple light sources have additive effect.
2984 static void calc_torch(void)
2990 /* Assume no light */
2991 p_ptr->cur_lite = 0;
2993 /* Loop through all wielded items */
2994 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2996 o_ptr = &inventory[i];
2998 /* Examine actual lites */
2999 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
3001 if (o_ptr->name2 == EGO_LITE_DARKNESS)
3003 if (o_ptr->sval == SV_LITE_TORCH)
3005 p_ptr->cur_lite -= 1;
3008 /* Lanterns (with fuel) provide more lite */
3009 else if (o_ptr->sval == SV_LITE_LANTERN)
3011 p_ptr->cur_lite -= 2;
3014 else if (o_ptr->sval == SV_LITE_FEANOR)
3016 p_ptr->cur_lite -= 3;
3019 /* Torches (with fuel) provide some lite */
3020 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
3022 p_ptr->cur_lite += 1;
3025 /* Lanterns (with fuel) provide more lite */
3026 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
3028 p_ptr->cur_lite += 2;
3031 else if (o_ptr->sval == SV_LITE_FEANOR)
3033 p_ptr->cur_lite += 2;
3036 /* Artifact Lites provide permanent, bright, lite */
3037 else if (artifact_p(o_ptr))
3039 p_ptr->cur_lite += 3;
3042 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3046 /* Skip empty slots */
3047 if (!o_ptr->k_idx) continue;
3049 /* Extract the flags */
3050 object_flags(o_ptr, &f1, &f2, &f3);
3052 /* does this item glow? */
3055 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
3056 else p_ptr->cur_lite++;
3062 /* max radius is 5 without rewriting other code -- */
3063 /* see cave.c:update_lite() and defines.h:LITE_MAX */
3064 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3065 p_ptr->cur_lite = 1;
3066 if (p_ptr->cur_lite > 5) p_ptr->cur_lite = 5;
3067 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3069 /* check if the player doesn't have a lite source, */
3070 /* but does glow as an intrinsic. */
3071 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
3073 /* end experimental mods */
3075 /* Reduce lite when running if requested */
3076 if (running && view_reduce_lite)
3078 /* Reduce the lite radius if needed */
3079 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
3082 /* Notice changes in the "lite radius" */
3083 if (p_ptr->old_lite != p_ptr->cur_lite)
3085 /* Update the lite */
3086 p_ptr->update |= (PU_LITE);
3088 /* Update the monsters */
3089 p_ptr->update |= (PU_MONSTERS);
3091 /* Remember the old lite */
3092 p_ptr->old_lite = p_ptr->cur_lite;
3094 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3095 set_superstealth(FALSE);
3102 * Computes current weight limit.
3104 static int weight_limit(void)
3108 /* Weight limit based only on strength */
3109 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
3110 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
3112 /* Return the result */
3117 bool buki_motteruka(int i)
3119 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
3123 * Calculate the players current "state", taking into account
3124 * not only race/class intrinsics, but also objects being worn
3125 * and temporary spell effects.
3127 * See also calc_mana() and calc_hitpoints().
3129 * Take note of the new "speed code", in particular, a very strong
3130 * player will start slowing down as soon as he reaches 150 pounds,
3131 * but not until he reaches 450 pounds will he be half as fast as
3132 * a normal kobold. This both hurts and helps the player, hurts
3133 * because in the old days a player could just avoid 300 pounds,
3134 * and helps because now carrying 300 pounds is not very painful.
3136 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3137 * damage, since that would affect non-combat things. These values
3138 * are actually added in later, at the appropriate place.
3140 * This function induces various "status" messages.
3142 void calc_bonuses(void)
3144 int i, j, hold, neutral[2];
3155 bool yoiyami = FALSE;
3156 bool down_saving = FALSE;
3157 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3158 bool easy_2weapon = FALSE;
3159 s16b this_o_idx, next_o_idx = 0;
3160 player_race *tmp_rp_ptr;
3163 /* Save the old speed */
3164 old_speed = p_ptr->pspeed;
3166 /* Save the old vision stuff */
3167 old_telepathy = p_ptr->telepathy;
3168 old_see_inv = p_ptr->see_inv;
3170 /* Save the old armor class */
3171 old_dis_ac = p_ptr->dis_ac;
3172 old_dis_to_a = p_ptr->dis_to_a;
3175 /* Clear extra blows/shots */
3176 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3178 /* Clear the stat modifiers */
3179 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3182 /* Clear the Displayed/Real armor class */
3183 p_ptr->dis_ac = p_ptr->ac = 0;
3185 /* Clear the Displayed/Real Bonuses */
3186 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3187 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3188 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3189 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3190 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3191 p_ptr->dis_to_a = p_ptr->to_a = 0;
3195 /* Start with "normal" speed */
3196 p_ptr->pspeed = 110;
3198 /* Start with a single blow per turn */
3199 p_ptr->num_blow[0] = 1;
3200 p_ptr->num_blow[1] = 1;
3202 /* Start with a single shot per turn */
3203 p_ptr->num_fire = 100;
3205 /* Reset the "xtra" tval */
3206 p_ptr->tval_xtra = 0;
3208 /* Reset the "ammo" tval */
3209 p_ptr->tval_ammo = 0;
3211 /* Clear all the flags */
3212 p_ptr->aggravate = FALSE;
3213 p_ptr->teleport = FALSE;
3214 p_ptr->exp_drain = FALSE;
3215 p_ptr->bless_blade = FALSE;
3216 p_ptr->xtra_might = FALSE;
3217 p_ptr->impact[0] = FALSE;
3218 p_ptr->impact[1] = FALSE;
3219 p_ptr->pass_wall = FALSE;
3220 p_ptr->kill_wall = FALSE;
3221 p_ptr->dec_mana = FALSE;
3222 p_ptr->easy_spell = FALSE;
3223 p_ptr->heavy_spell = FALSE;
3224 p_ptr->see_inv = FALSE;
3225 p_ptr->free_act = FALSE;
3226 p_ptr->slow_digest = FALSE;
3227 p_ptr->regenerate = FALSE;
3228 p_ptr->can_swim = FALSE;
3229 p_ptr->ffall = FALSE;
3230 p_ptr->hold_life = FALSE;
3231 p_ptr->telepathy = FALSE;
3232 p_ptr->lite = FALSE;
3233 p_ptr->sustain_str = FALSE;
3234 p_ptr->sustain_int = FALSE;
3235 p_ptr->sustain_wis = FALSE;
3236 p_ptr->sustain_con = FALSE;
3237 p_ptr->sustain_dex = FALSE;
3238 p_ptr->sustain_chr = FALSE;
3239 p_ptr->resist_acid = FALSE;
3240 p_ptr->resist_elec = FALSE;
3241 p_ptr->resist_fire = FALSE;
3242 p_ptr->resist_cold = FALSE;
3243 p_ptr->resist_pois = FALSE;
3244 p_ptr->resist_conf = FALSE;
3245 p_ptr->resist_sound = FALSE;
3246 p_ptr->resist_lite = FALSE;
3247 p_ptr->resist_dark = FALSE;
3248 p_ptr->resist_chaos = FALSE;
3249 p_ptr->resist_disen = FALSE;
3250 p_ptr->resist_shard = FALSE;
3251 p_ptr->resist_nexus = FALSE;
3252 p_ptr->resist_blind = FALSE;
3253 p_ptr->resist_neth = FALSE;
3254 p_ptr->resist_time = FALSE;
3255 p_ptr->resist_fear = FALSE;
3256 p_ptr->reflect = FALSE;
3257 p_ptr->sh_fire = FALSE;
3258 p_ptr->sh_elec = FALSE;
3259 p_ptr->sh_cold = FALSE;
3260 p_ptr->anti_magic = FALSE;
3261 p_ptr->anti_tele = FALSE;
3262 p_ptr->warning = FALSE;
3263 p_ptr->mighty_throw = FALSE;
3265 p_ptr->immune_acid = FALSE;
3266 p_ptr->immune_elec = FALSE;
3267 p_ptr->immune_fire = FALSE;
3268 p_ptr->immune_cold = FALSE;
3270 p_ptr->ryoute = FALSE;
3271 p_ptr->migite = FALSE;
3272 p_ptr->hidarite = FALSE;
3273 p_ptr->no_flowed = FALSE;
3277 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3278 else tmp_rp_ptr = &race_info[p_ptr->prace];
3280 /* Base infravision (purely racial) */
3281 p_ptr->see_infra = tmp_rp_ptr->infra;
3283 /* Base skill -- disarming */
3284 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3286 /* Base skill -- magic devices */
3287 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3289 /* Base skill -- saving throw */
3290 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3292 /* Base skill -- stealth */
3293 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3295 /* Base skill -- searching ability */
3296 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3298 /* Base skill -- searching frequency */
3299 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3301 /* Base skill -- combat (normal) */
3302 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3304 /* Base skill -- combat (shooting) */
3305 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3307 /* Base skill -- combat (throwing) */
3308 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3310 /* Base skill -- digging */
3311 p_ptr->skill_dig = 0;
3313 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3314 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3315 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3316 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3318 if (p_ptr->special_defense & KAMAE_MASK)
3320 if (empty_hands(TRUE) < 2)
3322 set_action(ACTION_NONE);
3326 switch (p_ptr->pclass)
3329 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3330 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3333 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3335 case CLASS_CHAOS_WARRIOR:
3336 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3337 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3339 case CLASS_MINDCRAFTER:
3340 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3341 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3342 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3343 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3346 case CLASS_FORCETRAINER:
3347 /* Unencumbered Monks become faster every 10 levels */
3348 if (!(heavy_armor()))
3350 if (!((p_ptr->prace == RACE_KLACKON) ||
3351 (p_ptr->prace == RACE_SPRITE) ||
3352 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3353 p_ptr->pspeed += (p_ptr->lev) / 10;
3355 /* Free action if unencumbered at level 25 */
3356 if (p_ptr->lev > 24)
3357 p_ptr->free_act = TRUE;
3360 case CLASS_SORCERER:
3362 p_ptr->dis_to_a -= 50;
3365 p_ptr->resist_sound = TRUE;
3368 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3370 case CLASS_BERSERKER:
3372 p_ptr->sustain_str = TRUE;
3373 p_ptr->sustain_dex = TRUE;
3374 p_ptr->sustain_con = TRUE;
3375 p_ptr->regenerate = TRUE;
3376 p_ptr->free_act = TRUE;
3378 if (p_ptr->lev > 29) p_ptr->pspeed++;
3379 if (p_ptr->lev > 39) p_ptr->pspeed++;
3380 if (p_ptr->lev > 44) p_ptr->pspeed++;
3381 if (p_ptr->lev > 49) p_ptr->pspeed++;
3382 p_ptr->to_a += 10+p_ptr->lev/2;
3383 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3384 p_ptr->skill_dig += (100+p_ptr->lev*8);
3385 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3386 p_ptr->redraw |= PR_STATUS;
3388 case CLASS_MIRROR_MASTER:
3389 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3392 /* Unencumbered Monks become faster every 10 levels */
3395 p_ptr->pspeed -= (p_ptr->lev) / 10;
3396 p_ptr->skill_stl -= (p_ptr->lev)/10;
3398 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3401 if (!((p_ptr->prace == RACE_KLACKON) ||
3402 (p_ptr->prace == RACE_SPRITE) ||
3403 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3404 p_ptr->pspeed += (p_ptr->lev) / 10;
3405 p_ptr->skill_stl += (p_ptr->lev)/10;
3407 /* Free action if unencumbered at level 25 */
3408 if (p_ptr->lev > 24)
3409 p_ptr->free_act = TRUE;
3411 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3413 p_ptr->to_a += p_ptr->lev/2+5;
3414 p_ptr->dis_to_a += p_ptr->lev/2+5;
3416 p_ptr->slow_digest = TRUE;
3417 p_ptr->resist_fear = TRUE;
3418 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3419 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3420 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3421 if (p_ptr->lev > 44)
3423 p_ptr->oppose_pois = 1;
3424 p_ptr->redraw |= PR_STATUS;
3430 if (p_ptr->mimic_form)
3432 switch(p_ptr->mimic_form)
3435 p_ptr->hold_life=TRUE;
3436 p_ptr->resist_chaos=TRUE;
3437 p_ptr->resist_neth=TRUE;
3438 p_ptr->resist_fire=TRUE;
3439 p_ptr->oppose_fire = 1;
3440 p_ptr->see_inv=TRUE;
3442 p_ptr->redraw |= PR_STATUS;
3444 p_ptr->dis_to_a += 10;
3446 case MIMIC_DEMON_LORD:
3447 p_ptr->hold_life=TRUE;
3448 p_ptr->resist_chaos=TRUE;
3449 p_ptr->resist_neth=TRUE;
3450 p_ptr->immune_fire=TRUE;
3451 p_ptr->resist_acid = TRUE;
3452 p_ptr->resist_fire=TRUE;
3453 p_ptr->resist_cold = TRUE;
3454 p_ptr->resist_elec = TRUE;
3455 p_ptr->resist_pois = TRUE;
3456 p_ptr->resist_conf = TRUE;
3457 p_ptr->resist_disen = TRUE;
3458 p_ptr->resist_nexus = TRUE;
3459 p_ptr->resist_fear = TRUE;
3460 p_ptr->sh_fire = TRUE;
3461 p_ptr->see_inv = TRUE;
3462 p_ptr->telepathy = TRUE;
3463 p_ptr->ffall = TRUE;
3464 p_ptr->kill_wall = TRUE;
3467 p_ptr->dis_to_a += 20;
3470 p_ptr->resist_dark = TRUE;
3471 p_ptr->hold_life = TRUE;
3472 p_ptr->resist_neth = TRUE;
3473 p_ptr->resist_cold = TRUE;
3474 p_ptr->resist_pois = TRUE;
3475 p_ptr->see_inv = TRUE;
3478 p_ptr->dis_to_a += 10;
3479 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3485 switch (p_ptr->prace)
3488 p_ptr->resist_lite = TRUE;
3491 p_ptr->sustain_dex = TRUE;
3494 p_ptr->free_act = TRUE;
3497 p_ptr->resist_blind = TRUE;
3500 p_ptr->resist_dark = TRUE;
3502 case RACE_HALF_TROLL:
3503 p_ptr->sustain_str = TRUE;
3505 if (p_ptr->lev > 14)
3507 /* High level trolls heal fast... */
3508 p_ptr->regenerate = TRUE;
3510 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3512 p_ptr->slow_digest = TRUE;
3513 /* Let's not make Regeneration
3514 * a disadvantage for the poor warriors who can
3515 * never learn a spell that satisfies hunger (actually
3516 * neither can rogues, but half-trolls are not
3517 * supposed to play rogues) */
3522 p_ptr->sustain_con = TRUE;
3523 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3526 p_ptr->resist_lite = TRUE;
3527 p_ptr->see_inv = TRUE;
3529 case RACE_BARBARIAN:
3530 p_ptr->resist_fear = TRUE;
3532 case RACE_HALF_OGRE:
3533 p_ptr->resist_dark = TRUE;
3534 p_ptr->sustain_str = TRUE;
3536 case RACE_HALF_GIANT:
3537 p_ptr->sustain_str = TRUE;
3538 p_ptr->resist_shard = TRUE;
3540 case RACE_HALF_TITAN:
3541 p_ptr->resist_chaos = TRUE;
3544 p_ptr->resist_sound = TRUE;
3547 p_ptr->resist_acid = TRUE;
3548 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3551 p_ptr->resist_conf = TRUE;
3552 p_ptr->resist_acid = TRUE;
3554 /* Klackons become faster */
3555 p_ptr->pspeed += (p_ptr->lev) / 10;
3558 p_ptr->resist_pois = TRUE;
3561 p_ptr->resist_disen = TRUE;
3562 p_ptr->resist_dark = TRUE;
3565 p_ptr->resist_dark = TRUE;
3566 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3568 case RACE_DRACONIAN:
3569 p_ptr->ffall = TRUE;
3570 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3571 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3572 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3573 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3574 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3576 case RACE_MIND_FLAYER:
3577 p_ptr->sustain_int = TRUE;
3578 p_ptr->sustain_wis = TRUE;
3579 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3580 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3583 p_ptr->resist_fire = TRUE;
3584 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3587 p_ptr->slow_digest = TRUE;
3588 p_ptr->free_act = TRUE;
3589 p_ptr->see_inv = TRUE;
3590 p_ptr->resist_pois = TRUE;
3591 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3594 p_ptr->resist_shard = TRUE;
3595 p_ptr->hold_life = TRUE;
3596 p_ptr->see_inv = TRUE;
3597 p_ptr->resist_pois = TRUE;
3598 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3601 p_ptr->resist_neth = TRUE;
3602 p_ptr->hold_life = TRUE;
3603 p_ptr->see_inv = TRUE;
3604 p_ptr->resist_pois = TRUE;
3605 p_ptr->slow_digest = TRUE;
3606 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3609 p_ptr->resist_dark = TRUE;
3610 p_ptr->hold_life = TRUE;
3611 p_ptr->resist_neth = TRUE;
3612 p_ptr->resist_cold = TRUE;
3613 p_ptr->resist_pois = TRUE;
3614 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3617 p_ptr->ffall = TRUE;
3618 p_ptr->free_act = TRUE;
3619 p_ptr->resist_neth = TRUE;
3620 p_ptr->hold_life = TRUE;
3621 p_ptr->see_inv = TRUE;
3622 p_ptr->resist_pois = TRUE;
3623 p_ptr->slow_digest = TRUE;
3624 p_ptr->resist_cold = TRUE;
3625 p_ptr->pass_wall = TRUE;
3626 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3629 p_ptr->ffall = TRUE;
3630 p_ptr->resist_lite = TRUE;
3632 /* Sprites become faster */
3633 p_ptr->pspeed += (p_ptr->lev) / 10;
3636 p_ptr->resist_conf = TRUE;
3637 p_ptr->resist_sound = TRUE;
3640 /* Ents dig like maniacs, but only with their hands. */
3641 if (!inventory[INVEN_RARM].k_idx)
3642 p_ptr->skill_dig += p_ptr->lev * 10;
3643 /* Ents get tougher and stronger as they age, but lose dexterity. */
3644 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3645 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3646 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3648 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3649 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3650 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3652 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3653 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3654 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3657 p_ptr->ffall = TRUE;
3658 p_ptr->see_inv = TRUE;
3661 p_ptr->resist_fire = TRUE;
3662 p_ptr->resist_neth = TRUE;
3663 p_ptr->hold_life = TRUE;
3665 p_ptr->see_inv = TRUE;
3666 if (p_ptr->lev > 44)
3668 p_ptr->oppose_fire = 1;
3669 p_ptr->redraw |= PR_STATUS;
3673 p_ptr->sustain_con = TRUE;
3676 p_ptr->ffall = TRUE;
3679 p_ptr->resist_conf = TRUE;
3682 p_ptr->slow_digest = TRUE;
3683 p_ptr->free_act = TRUE;
3684 p_ptr->resist_pois = TRUE;
3685 p_ptr->hold_life = TRUE;
3693 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3695 p_ptr->see_inv = TRUE;
3696 p_ptr->free_act = TRUE;
3697 p_ptr->slow_digest = TRUE;
3698 p_ptr->regenerate = TRUE;
3699 p_ptr->ffall = TRUE;
3700 p_ptr->hold_life = TRUE;
3701 p_ptr->telepathy = TRUE;
3703 p_ptr->sustain_str = TRUE;
3704 p_ptr->sustain_int = TRUE;
3705 p_ptr->sustain_wis = TRUE;
3706 p_ptr->sustain_con = TRUE;
3707 p_ptr->sustain_dex = TRUE;
3708 p_ptr->sustain_chr = TRUE;
3709 p_ptr->resist_acid = TRUE;
3710 p_ptr->resist_elec = TRUE;
3711 p_ptr->resist_fire = TRUE;
3712 p_ptr->resist_cold = TRUE;
3713 p_ptr->resist_pois = TRUE;
3714 p_ptr->resist_conf = TRUE;
3715 p_ptr->resist_sound = TRUE;
3716 p_ptr->resist_lite = TRUE;
3717 p_ptr->resist_dark = TRUE;
3718 p_ptr->resist_chaos = TRUE;
3719 p_ptr->resist_disen = TRUE;
3720 p_ptr->resist_shard = TRUE;
3721 p_ptr->resist_nexus = TRUE;
3722 p_ptr->resist_blind = TRUE;
3723 p_ptr->resist_neth = TRUE;
3724 p_ptr->resist_fear = TRUE;
3725 p_ptr->reflect = TRUE;
3726 p_ptr->sh_fire = TRUE;
3727 p_ptr->sh_elec = TRUE;
3728 p_ptr->sh_cold = TRUE;
3730 p_ptr->dis_to_a += 100;
3732 if (p_ptr->tim_res_nether)
3734 p_ptr->resist_neth = TRUE;
3736 if (p_ptr->tim_sh_fire)
3738 p_ptr->sh_fire = TRUE;
3740 if (p_ptr->tim_res_time)
3742 p_ptr->resist_time = TRUE;
3746 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->aggravate = TRUE;
3749 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3751 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3753 p_ptr->resist_blind = TRUE;
3754 p_ptr->resist_conf = TRUE;
3755 p_ptr->hold_life = TRUE;
3756 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3758 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3759 /* Munchkin become faster */
3760 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3765 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3766 p_ptr->pass_wall = FALSE;
3767 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3768 p_ptr->pass_wall = TRUE;
3770 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3772 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3774 /* Hack -- apply racial/class stat maxes */
3775 /* Apply the racial modifiers */
3776 for (i = 0; i < 6; i++)
3778 /* Modify the stats for "race" */
3779 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3783 /* I'm adding the mutations here for the lack of a better place... */
3786 /* Hyper Strength */
3787 if (p_ptr->muta3 & MUT3_HYPER_STR)
3789 p_ptr->stat_add[A_STR] += 4;
3793 if (p_ptr->muta3 & MUT3_PUNY)
3795 p_ptr->stat_add[A_STR] -= 4;
3798 /* Living computer */
3799 if (p_ptr->muta3 & MUT3_HYPER_INT)
3801 p_ptr->stat_add[A_INT] += 4;
3802 p_ptr->stat_add[A_WIS] += 4;
3806 if (p_ptr->muta3 & MUT3_MORONIC)
3808 p_ptr->stat_add[A_INT] -= 4;
3809 p_ptr->stat_add[A_WIS] -= 4;
3812 if (p_ptr->muta3 & MUT3_RESILIENT)
3814 p_ptr->stat_add[A_CON] += 4;
3817 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3819 p_ptr->stat_add[A_CON] += 2;
3823 if (p_ptr->muta3 & MUT3_ALBINO)
3825 p_ptr->stat_add[A_CON] -= 4;
3828 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3830 p_ptr->stat_add[A_CON] -= 2;
3831 p_ptr->stat_add[A_CHR] -= 1;
3832 p_ptr->regenerate = FALSE;
3833 /* Cancel innate regeneration */
3836 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3838 p_ptr->stat_add[A_CHR] -= 4;
3841 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3843 p_ptr->stat_add[A_CHR] -= 1;
3846 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3848 p_ptr->skill_fos += 15;
3849 p_ptr->skill_srh += 15;
3852 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3854 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3857 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3859 p_ptr->skill_stl -= 3;
3862 if (p_ptr->muta3 & MUT3_INFRAVIS)
3864 p_ptr->see_infra += 3;
3867 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3872 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3877 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3879 p_ptr->sh_elec = TRUE;
3882 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3884 p_ptr->sh_fire = TRUE;
3888 if (p_ptr->muta3 & MUT3_WART_SKIN)
3890 p_ptr->stat_add[A_CHR] -= 2;
3892 p_ptr->dis_to_a += 5;
3895 if (p_ptr->muta3 & MUT3_SCALES)
3897 p_ptr->stat_add[A_CHR] -= 1;
3899 p_ptr->dis_to_a += 10;
3902 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3904 p_ptr->stat_add[A_DEX] -= 1;
3906 p_ptr->dis_to_a += 25;
3909 if (p_ptr->muta3 & MUT3_WINGS)
3911 p_ptr->ffall = TRUE;
3914 if (p_ptr->muta3 & MUT3_FEARLESS)
3916 p_ptr->resist_fear = TRUE;
3919 if (p_ptr->muta3 & MUT3_REGEN)
3921 p_ptr->regenerate = TRUE;
3924 if (p_ptr->muta3 & MUT3_ESP)
3926 p_ptr->telepathy = TRUE;
3929 if (p_ptr->muta3 & MUT3_LIMBER)
3931 p_ptr->stat_add[A_DEX] += 3;
3934 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3936 p_ptr->stat_add[A_DEX] -= 3;
3939 if (p_ptr->muta3 & MUT3_MOTION)
3941 p_ptr->free_act = TRUE;
3942 p_ptr->skill_stl += 1;
3945 if (p_ptr->muta3 & MUT3_ILL_NORM)
3947 p_ptr->stat_add[A_CHR] = 0;
3951 if (p_ptr->tsuyoshi)
3953 p_ptr->stat_add[A_STR] += 4;
3954 p_ptr->stat_add[A_CON] += 4;
3957 /* Scan the usable inventory */
3958 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3960 int bonus_to_h, bonus_to_d;
3961 o_ptr = &inventory[i];
3963 /* Skip non-objects */
3964 if (!o_ptr->k_idx) continue;
3965 if (o_ptr->tval == TV_CAPTURE) continue;
3967 /* Extract the item flags */
3968 object_flags(o_ptr, &f1, &f2, &f3);
3971 if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3972 if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3973 if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3974 if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3975 if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3976 if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3978 if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3980 /* Affect stealth */
3981 if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3983 /* Affect searching ability (factor of five) */
3984 if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3986 /* Affect searching frequency (factor of five) */
3987 if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3989 /* Affect infravision */
3990 if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
3992 /* Affect digging (factor of 20) */
3993 if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3996 if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
3999 if (f1 & (TR1_BLOWS))
4001 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4002 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4003 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4006 /* Hack -- cause earthquakes */
4007 if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4010 if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
4013 if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
4014 if (f3 & (TR3_AGGRAVATE)) p_ptr->aggravate = TRUE;
4015 if (f3 & (TR3_TELEPORT)) p_ptr->teleport = TRUE;
4016 if (f3 & (TR3_DRAIN_EXP)) p_ptr->exp_drain = TRUE;
4017 if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
4018 if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4019 if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4020 if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
4021 if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
4022 if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
4023 if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
4024 if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
4025 if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
4026 if (f3 & (TR3_WARNING)) p_ptr->warning = TRUE;
4028 /* Immunity flags */
4029 if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
4030 if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
4031 if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
4032 if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
4034 /* Resistance flags */
4035 if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
4036 if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
4037 if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
4038 if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
4039 if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
4040 if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
4041 if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
4042 if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
4043 if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
4044 if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
4045 if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4046 if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
4047 if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4048 if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4049 if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
4050 if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
4052 if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
4053 if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
4054 if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
4055 if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
4056 if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4057 if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
4060 if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
4061 if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
4062 if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4063 if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4064 if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
4065 if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4067 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4068 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4069 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4070 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4071 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
4072 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4073 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4075 /* Modify the base armor class */
4076 p_ptr->ac += o_ptr->ac;
4078 /* The base armor class is always known */
4079 p_ptr->dis_ac += o_ptr->ac;
4081 /* Apply the bonuses to armor class */
4082 p_ptr->to_a += o_ptr->to_a;
4084 /* Apply the mental bonuses to armor class, if known */
4085 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4087 /* Hack -- do not apply "weapon" bonuses */
4088 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4089 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4091 /* Hack -- do not apply "bow" bonuses */
4092 if (i == INVEN_BOW) continue;
4094 bonus_to_h = o_ptr->to_h;
4095 bonus_to_d = o_ptr->to_d;
4097 if (p_ptr->pclass == CLASS_NINJA)
4099 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4100 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4103 /* To Bow and Natural attack */
4105 /* Apply the bonuses to hit/damage */
4106 p_ptr->to_h_b += bonus_to_h;
4107 p_ptr->to_h_m += bonus_to_h;
4108 p_ptr->to_d_m += bonus_to_d;
4110 /* Apply the mental bonuses tp hit/damage, if known */
4111 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4114 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4116 /* Apply the bonuses to hit/damage */
4117 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4118 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4120 /* Apply the mental bonuses tp hit/damage, if known */
4121 if (object_known_p(o_ptr))
4123 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4124 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4127 else if (p_ptr->migite && p_ptr->hidarite)
4129 /* Apply the bonuses to hit/damage */
4130 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4131 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4132 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4133 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4135 /* Apply the mental bonuses tp hit/damage, if known */
4136 if (object_known_p(o_ptr))
4138 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4139 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4140 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4141 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4146 /* Apply the bonuses to hit/damage */
4147 p_ptr->to_h[0] += bonus_to_h;
4148 p_ptr->to_d[0] += bonus_to_d;
4150 /* Apply the mental bonuses tp hit/damage, if known */
4151 if (object_known_p(o_ptr))
4153 p_ptr->dis_to_h[0] += bonus_to_h;
4154 p_ptr->dis_to_d[0] += bonus_to_d;
4159 /* Monks get extra ac for armour _not worn_ */
4160 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4162 if (!(inventory[INVEN_BODY].k_idx))
4164 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4165 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4167 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4169 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4170 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4172 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4174 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4175 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4177 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4179 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4180 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4182 if (!(inventory[INVEN_HANDS].k_idx))
4184 p_ptr->to_a += (p_ptr->lev / 2);
4185 p_ptr->dis_to_a += (p_ptr->lev / 2);
4187 if (!(inventory[INVEN_FEET].k_idx))
4189 p_ptr->to_a += (p_ptr->lev / 3);
4190 p_ptr->dis_to_a += (p_ptr->lev / 3);
4192 if (p_ptr->special_defense & KAMAE_BYAKKO)
4194 p_ptr->stat_add[A_STR] += 2;
4195 p_ptr->stat_add[A_DEX] += 2;
4196 p_ptr->stat_add[A_CON] -= 3;
4198 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4201 else if (p_ptr->special_defense & KAMAE_GENBU)
4203 p_ptr->stat_add[A_INT] -= 1;
4204 p_ptr->stat_add[A_WIS] -= 1;
4205 p_ptr->stat_add[A_DEX] -= 2;
4206 p_ptr->stat_add[A_CON] += 3;
4208 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4210 p_ptr->stat_add[A_STR] -= 2;
4211 p_ptr->stat_add[A_INT] += 1;
4212 p_ptr->stat_add[A_WIS] += 1;
4213 p_ptr->stat_add[A_DEX] += 2;
4214 p_ptr->stat_add[A_CON] -= 2;
4218 if (p_ptr->special_defense & KATA_KOUKIJIN)
4220 for (i = 0; i < 6; i++)
4221 p_ptr->stat_add[i] += 5;
4225 /* Hack -- aura of fire also provides light */
4226 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4228 /* Golems also get an intrinsic AC bonus */
4229 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4231 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4232 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4235 /* Calculate stats */
4236 for (i = 0; i < 6; i++)
4240 /* Extract the new "stat_use" value for the stat */
4241 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4243 /* Notice changes */
4244 if (p_ptr->stat_top[i] != top)
4246 /* Save the new value */
4247 p_ptr->stat_top[i] = top;
4249 /* Redisplay the stats later */
4250 p_ptr->redraw |= (PR_STATS);
4253 p_ptr->window |= (PW_PLAYER);
4257 /* Extract the new "stat_use" value for the stat */
4258 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4260 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4262 /* 10 to 18/90 charisma, guaranteed, based on level */
4263 if (use < 8 + 2 * p_ptr->lev)
4265 use = 8 + 2 * p_ptr->lev;
4269 /* Notice changes */
4270 if (p_ptr->stat_use[i] != use)
4272 /* Save the new value */
4273 p_ptr->stat_use[i] = use;
4275 /* Redisplay the stats later */
4276 p_ptr->redraw |= (PR_STATS);
4279 p_ptr->window |= (PW_PLAYER);
4283 /* Values: 3, 4, ..., 17 */
4284 if (use <= 18) ind = (use - 3);
4286 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4287 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4289 /* Range: 18/220+ */
4292 /* Notice changes */
4293 if (p_ptr->stat_ind[i] != ind)
4295 /* Save the new index */
4296 p_ptr->stat_ind[i] = ind;
4298 /* Change in CON affects Hitpoints */
4301 p_ptr->update |= (PU_HP);
4304 /* Change in INT may affect Mana/Spells */
4305 else if (i == A_INT)
4307 if (mp_ptr->spell_stat == A_INT)
4309 p_ptr->update |= (PU_MANA | PU_SPELLS);
4313 /* Change in WIS may affect Mana/Spells */
4314 else if (i == A_WIS)
4316 if (mp_ptr->spell_stat == A_WIS)
4318 p_ptr->update |= (PU_MANA | PU_SPELLS);
4322 /* Change in WIS may affect Mana/Spells */
4323 else if (i == A_CHR)
4325 if (mp_ptr->spell_stat == A_CHR)
4327 p_ptr->update |= (PU_MANA | PU_SPELLS);
4332 p_ptr->window |= (PW_PLAYER);
4337 /* Apply temporary "stun" */
4338 if (p_ptr->stun > 50)
4340 p_ptr->to_h[0] -= 20;
4341 p_ptr->to_h[1] -= 20;
4342 p_ptr->to_h_b -= 20;
4343 p_ptr->to_h_m -= 20;
4344 p_ptr->dis_to_h[0] -= 20;
4345 p_ptr->dis_to_h[1] -= 20;
4346 p_ptr->dis_to_h_b -= 20;
4347 p_ptr->to_d[0] -= 20;
4348 p_ptr->to_d[1] -= 20;
4349 p_ptr->to_d_m -= 20;
4350 p_ptr->dis_to_d[0] -= 20;
4351 p_ptr->dis_to_d[1] -= 20;
4353 else if (p_ptr->stun)
4355 p_ptr->to_h[0] -= 5;
4356 p_ptr->to_h[1] -= 5;
4359 p_ptr->dis_to_h[0] -= 5;
4360 p_ptr->dis_to_h[1] -= 5;
4361 p_ptr->dis_to_h_b -= 5;
4362 p_ptr->to_d[0] -= 5;
4363 p_ptr->to_d[1] -= 5;
4365 p_ptr->dis_to_d[0] -= 5;
4366 p_ptr->dis_to_d[1] -= 5;
4370 if (p_ptr->wraith_form)
4372 p_ptr->reflect = TRUE;
4375 /* Temporary blessing */
4376 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4379 p_ptr->dis_to_a += 5;
4380 p_ptr->to_h[0] += 10;
4381 p_ptr->to_h[1] += 10;
4382 p_ptr->to_h_b += 10;
4383 p_ptr->to_h_m += 10;
4384 p_ptr->dis_to_h[0] += 10;
4385 p_ptr->dis_to_h[1] += 10;
4386 p_ptr->dis_to_h_b += 10;
4389 /* Temporary shield */
4390 if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
4393 p_ptr->dis_to_a += 50;
4395 if (p_ptr->magicdef)
4397 p_ptr->resist_blind = TRUE;
4398 p_ptr->resist_conf = TRUE;
4399 p_ptr->reflect = TRUE;
4400 p_ptr->free_act = TRUE;
4401 p_ptr->ffall = TRUE;
4404 /* Temporary "Hero" */
4405 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4407 p_ptr->to_h[0] += 12;
4408 p_ptr->to_h[1] += 12;
4409 p_ptr->to_h_b += 12;
4410 p_ptr->to_h_m += 12;
4411 p_ptr->dis_to_h[0] += 12;
4412 p_ptr->dis_to_h[1] += 12;
4413 p_ptr->dis_to_h_b += 12;
4416 /* Temporary "Beserk" */
4419 p_ptr->to_h[0] += 12;
4420 p_ptr->to_h[1] += 12;
4421 p_ptr->to_h_b -= 12;
4422 p_ptr->to_h_m += 12;
4423 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4424 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4425 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4426 p_ptr->dis_to_h[0] += 12;
4427 p_ptr->dis_to_h[1] += 12;
4428 p_ptr->dis_to_h_b -= 12;
4429 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4430 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4432 p_ptr->dis_to_a -= 10;
4433 p_ptr->skill_stl -= 7;
4434 p_ptr->skill_dev -= 20;
4435 p_ptr->skill_sav -= 30;
4436 p_ptr->skill_srh -= 15;
4437 p_ptr->skill_fos -= 15;
4438 p_ptr->skill_tht -= 20;
4439 p_ptr->skill_dig += 30;
4442 /* Temporary "fast" */
4443 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4445 p_ptr->pspeed += 10;
4448 /* Temporary "slow" */
4451 p_ptr->pspeed -= 10;
4454 /* Temporary "telepathy" */
4455 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4457 p_ptr->telepathy = TRUE;
4460 if (p_ptr->ele_immune)
4462 if (p_ptr->special_defense & DEFENSE_ACID)
4463 p_ptr->immune_acid = TRUE;
4464 else if (p_ptr->special_defense & DEFENSE_ELEC)
4465 p_ptr->immune_elec = TRUE;
4466 else if (p_ptr->special_defense & DEFENSE_FIRE)
4467 p_ptr->immune_fire = TRUE;
4468 else if (p_ptr->special_defense & DEFENSE_COLD)
4469 p_ptr->immune_cold = TRUE;
4472 /* Temporary see invisible */
4473 if (p_ptr->tim_invis)
4475 p_ptr->see_inv = TRUE;
4478 /* Temporary infravision boost */
4479 if (p_ptr->tim_infra)
4481 p_ptr->see_infra+=3;
4484 /* Temporary regeneration boost */
4485 if (p_ptr->tim_regen)
4487 p_ptr->regenerate = TRUE;
4490 /* Temporary levitation */
4491 if (p_ptr->tim_ffall)
4493 p_ptr->ffall = TRUE;
4496 /* Hack -- Hero/Shero -> Res fear */
4497 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4499 p_ptr->resist_fear = TRUE;
4503 /* Hack -- Telepathy Change */
4504 if (p_ptr->telepathy != old_telepathy)
4506 p_ptr->update |= (PU_MONSTERS);
4509 /* Hack -- See Invis Change */
4510 if (p_ptr->see_inv != old_see_inv)
4512 p_ptr->update |= (PU_MONSTERS);
4515 /* Bloating slows the player down (a little) */
4516 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4518 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4520 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4522 p_ptr->to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4523 p_ptr->dis_to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4526 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4528 int penalty1, penalty2;
4529 penalty1 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4530 penalty2 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4531 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4533 penalty1 = penalty1 / 2 - 5;
4534 penalty2 = penalty2 / 2 - 5;
4537 p_ptr->dis_to_a += 10;
4541 if (penalty1 > 0) penalty1 /= 2;
4542 if (penalty2 > 0) penalty2 /= 2;
4544 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4546 penalty1 = MAX(0, penalty1 - 10);
4547 penalty2 = MAX(0, penalty2 - 10);
4549 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4551 penalty1 = MIN(0, penalty1);
4552 penalty2 = MIN(0, penalty2);
4554 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4555 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4556 p_ptr->to_h[0] -= penalty1;
4557 p_ptr->to_h[1] -= penalty2;
4558 p_ptr->dis_to_h[0] -= penalty1;
4559 p_ptr->dis_to_h[1] -= penalty2;
4562 /* Extract the current weight (in tenth pounds) */
4563 j = p_ptr->total_weight;
4565 /* Extract the "weight limit" (in tenth pounds) */
4570 int speed = m_list[p_ptr->riding].mspeed;
4571 if (m_list[p_ptr->riding].mspeed > 110)
4573 p_ptr->pspeed = 110 + (s16b)((speed-110)*(skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4574 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4578 p_ptr->pspeed = speed;
4580 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4581 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4582 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4583 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4585 if (skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - skill_exp[GINOU_RIDING]))/2000;
4587 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4590 /* XXX XXX XXX Apply "encumbrance" from weight */
4591 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4593 /* Searching slows the player down */
4594 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4596 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4597 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4598 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4599 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4600 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4601 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4602 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4603 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4604 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4605 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4606 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4607 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4608 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4610 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4611 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4612 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4613 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4614 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4615 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4616 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4617 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4618 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4619 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4622 /* Obtain the "hold" value */
4623 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4626 /* Examine the "current bow" */
4627 o_ptr = &inventory[INVEN_BOW];
4630 /* Assume not heavy */
4631 p_ptr->heavy_shoot = FALSE;
4633 /* It is hard to carholdry a heavy bow */
4634 if (hold < o_ptr->weight / 10)
4636 /* Hard to wield a heavy bow */
4637 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4638 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4641 p_ptr->heavy_shoot = TRUE;
4645 /* Compute "extra shots" if needed */
4648 /* Analyze the launcher */
4649 switch (o_ptr->sval)
4653 p_ptr->tval_ammo = TV_SHOT;
4661 p_ptr->tval_ammo = TV_ARROW;
4668 p_ptr->tval_ammo = TV_BOLT;
4673 p_ptr->tval_ammo = TV_NO_AMMO;
4678 /* Apply special flags */
4679 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4682 p_ptr->num_fire += (extra_shots * 100);
4684 /* Hack -- Rangers love Bows */
4685 if ((p_ptr->pclass == CLASS_RANGER) &&
4686 (p_ptr->tval_ammo == TV_ARROW))
4688 p_ptr->num_fire += (p_ptr->lev * 4);
4691 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4692 (p_ptr->tval_ammo == TV_ARROW))
4694 p_ptr->num_fire += (p_ptr->lev * 3);
4697 if (p_ptr->pclass == CLASS_ARCHER)
4699 if (p_ptr->tval_ammo == TV_ARROW)
4700 p_ptr->num_fire += (p_ptr->lev * 6);
4701 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4702 p_ptr->num_fire += (p_ptr->lev * 4);
4706 * Addendum -- also "Reward" high level warriors,
4707 * with _any_ missile weapon -- TY
4709 if (p_ptr->pclass == CLASS_WARRIOR &&
4710 (p_ptr->tval_ammo <= TV_BOLT) &&
4711 (p_ptr->tval_ammo >= TV_SHOT))
4713 p_ptr->num_fire += (p_ptr->lev * 2);
4715 if ((p_ptr->pclass == CLASS_ROGUE) &&
4716 (p_ptr->tval_ammo == TV_SHOT))
4718 p_ptr->num_fire += (p_ptr->lev * 4);
4726 for(i = 0 ; i < 2 ; i++)
4728 /* Examine the "main weapon" */
4729 o_ptr = &inventory[INVEN_RARM+i];
4731 object_flags(o_ptr, &f1, &f2, &f3);
4733 /* Assume not heavy */
4734 p_ptr->heavy_wield[i] = FALSE;
4735 p_ptr->icky_wield[i] = FALSE;
4736 p_ptr->riding_wield[i] = FALSE;
4738 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4739 /* It is hard to hold a heavy weapon */
4740 if (hold < o_ptr->weight / 10)
4742 /* Hard to wield a heavy weapon */
4743 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4744 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4747 p_ptr->heavy_wield[i] = TRUE;
4749 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4751 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4754 p_ptr->dis_to_a += 5;
4757 /* Normal weapons */
4758 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4760 int str_index, dex_index;
4762 int num = 0, wgt = 0, mul = 0, div = 0;
4764 /* Analyze the class */
4765 switch (p_ptr->pclass)
4769 num = 6; wgt = 70; mul = 5; break;
4772 case CLASS_BERSERKER:
4773 num = 6; wgt = 70; mul = 7; break;
4777 case CLASS_HIGH_MAGE:
4778 case CLASS_BLUE_MAGE:
4779 num = 3; wgt = 100; mul = 2; break;
4781 /* Priest, Mindcrafter */
4783 case CLASS_MAGIC_EATER:
4784 case CLASS_MINDCRAFTER:
4785 num = 5; wgt = 100; mul = 3; break;
4789 num = 5; wgt = 40; mul = 3; break;
4793 num = 5; wgt = 70; mul = 4; break;
4798 num = 5; wgt = 70; mul = 4; break;
4802 num = 5; wgt = 150; mul = 5; break;
4805 case CLASS_WARRIOR_MAGE:
4806 case CLASS_RED_MAGE:
4807 num = 5; wgt = 70; mul = 3; break;
4810 case CLASS_CHAOS_WARRIOR:
4811 num = 5; wgt = 70; mul = 4; break;
4815 num = 5; wgt = 60; mul = 3; break;
4819 num = 4; wgt = 100; mul = 3; break;
4822 case CLASS_IMITATOR:
4823 num = 5; wgt = 70; mul = 4; break;
4826 case CLASS_BEASTMASTER:
4827 num = 5; wgt = 70; mul = 3; break;
4830 if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
4831 else {num = 5; wgt = 100; mul = 3;}
4835 case CLASS_SORCERER:
4836 num = 1; wgt = 1; mul = 1; break;
4838 /* Archer, Magic eater */
4841 num = 4; wgt = 70; mul = 2; break;
4844 case CLASS_FORCETRAINER:
4845 num = 4; wgt = 60; mul = 2; break;
4848 case CLASS_MIRROR_MASTER:
4849 num = 3; wgt = 100; mul = 3; break;
4853 num = 4; wgt = 20; mul = 1; break;
4856 /* Enforce a minimum "weight" (tenth pounds) */
4857 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4859 /* Access the strength vs weight */
4860 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4862 if (p_ptr->ryoute && !omoi) str_index++;
4863 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4866 if (str_index > 11) str_index = 11;
4868 /* Index by dexterity */
4869 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4872 if (dex_index > 11) dex_index = 11;
4874 /* Use the blows table */
4875 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4878 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4880 /* Add in the "bonus blows" */
4881 p_ptr->num_blow[i] += extra_blows[i];
4884 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4885 else if (p_ptr->pclass == CLASS_BERSERKER)
4887 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4889 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4891 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4893 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4896 /* Require at least one blow */
4897 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4899 /* Boost digging skill by weapon weight */
4900 p_ptr->skill_dig += (o_ptr->weight / 10);
4904 /* Priest weapon penalty for non-blessed edged weapons */
4905 if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
4906 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4908 /* Reduce the real bonuses */
4909 p_ptr->to_h[i] -= 2;
4910 p_ptr->to_d[i] -= 2;
4912 /* Reduce the mental bonuses */
4913 p_ptr->dis_to_h[i] -= 2;
4914 p_ptr->dis_to_d[i] -= 2;
4917 p_ptr->icky_wield[i] = TRUE;
4919 else if (p_ptr->pclass == CLASS_BERSERKER)
4921 p_ptr->to_h[i] += p_ptr->lev/5;
4922 p_ptr->to_d[i] += p_ptr->lev/6;
4923 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4924 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4925 if (!p_ptr->hidarite || p_ptr->ryoute)
4927 p_ptr->to_h[i] += p_ptr->lev/5;
4928 p_ptr->to_d[i] += p_ptr->lev/6;
4929 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4930 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4933 else if (p_ptr->pclass == CLASS_SORCERER)
4935 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4937 /* Reduce the real bonuses */
4938 p_ptr->to_h[i] -= 200;
4939 p_ptr->to_d[i] -= 200;
4941 /* Reduce the mental bonuses */
4942 p_ptr->dis_to_h[i] -= 200;
4943 p_ptr->dis_to_d[i] -= 200;
4946 p_ptr->icky_wield[i] = TRUE;
4950 /* Reduce the real bonuses */
4951 p_ptr->to_h[i] -= 30;
4952 p_ptr->to_d[i] -= 10;
4954 /* Reduce the mental bonuses */
4955 p_ptr->dis_to_h[i] -= 30;
4956 p_ptr->dis_to_d[i] -= 10;
4961 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4963 p_ptr->to_h[i] +=15;
4964 p_ptr->dis_to_h[i] +=15;
4966 else if (!(f2 & TR2_RIDING))
4969 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4975 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4977 if (penalty < 30) penalty = 30;
4979 p_ptr->to_h[i] -= penalty;
4980 p_ptr->dis_to_h[i] -= penalty;
4983 p_ptr->riding_wield[i] = TRUE;
4992 p_ptr->riding_ryoute = FALSE;
4993 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
4995 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4997 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5001 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
5003 if (penalty < 30) penalty = 30;
5005 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5006 p_ptr->to_h_b -= penalty;
5007 p_ptr->dis_to_h_b -= penalty;
5010 /* Different calculation for monks with empty hands */
5011 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5013 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5014 p_ptr->num_blow[0] = 0;
5016 if (p_ptr->pclass == CLASS_FORCETRAINER)
5018 if (blow_base > 18) p_ptr->num_blow[0]++;
5019 if (blow_base > 31) p_ptr->num_blow[0]++;
5020 if (blow_base > 44) p_ptr->num_blow[0]++;
5021 if (blow_base > 58) p_ptr->num_blow[0]++;
5025 if (blow_base > 12) p_ptr->num_blow[0]++;
5026 if (blow_base > 22) p_ptr->num_blow[0]++;
5027 if (blow_base > 31) p_ptr->num_blow[0]++;
5028 if (blow_base > 39) p_ptr->num_blow[0]++;
5029 if (blow_base > 46) p_ptr->num_blow[0]++;
5030 if (blow_base > 53) p_ptr->num_blow[0]++;
5031 if (blow_base > 59) p_ptr->num_blow[0]++;
5034 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5035 p_ptr->num_blow[0] /= 2;
5038 p_ptr->to_h[0] += (p_ptr->lev / 3);
5039 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5041 p_ptr->to_d[0] += (p_ptr->lev / 6);
5042 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5045 if (p_ptr->special_defense & KAMAE_BYAKKO)
5048 p_ptr->dis_to_a -= 40;
5051 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5054 p_ptr->dis_to_a -= 50;
5055 p_ptr->resist_acid = TRUE;
5056 p_ptr->resist_fire = TRUE;
5057 p_ptr->resist_elec = TRUE;
5058 p_ptr->resist_cold = TRUE;
5059 p_ptr->resist_pois = TRUE;
5060 p_ptr->sh_fire = TRUE;
5061 p_ptr->sh_elec = TRUE;
5062 p_ptr->sh_cold = TRUE;
5063 p_ptr->ffall = TRUE;
5065 else if (p_ptr->special_defense & KAMAE_GENBU)
5067 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5068 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5069 p_ptr->reflect = TRUE;
5070 p_ptr->num_blow[0] -= 2;
5071 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5072 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5074 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5076 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5077 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5079 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5080 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5081 p_ptr->num_blow[0] /= 2;
5082 p_ptr->ffall = TRUE;
5085 p_ptr->num_blow[0] += 1+extra_blows[0];
5088 monk_armour_aux = FALSE;
5092 monk_armour_aux = TRUE;
5095 for (i = 0 ; i < 2 ; i++)
5097 if(buki_motteruka(INVEN_RARM+i))
5099 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5100 int sval = inventory[INVEN_RARM+i].sval;
5102 p_ptr->to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5103 p_ptr->dis_to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5104 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5106 p_ptr->to_h[i] -= 40;
5107 p_ptr->dis_to_h[i] -= 40;
5108 p_ptr->icky_wield[i] = TRUE;
5110 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5112 p_ptr->to_h[i] -= 40;
5113 p_ptr->dis_to_h[i] -= 40;
5114 p_ptr->icky_wield[i] = TRUE;
5116 else if (p_ptr->pclass == CLASS_NINJA)
5118 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5120 p_ptr->to_h[i] -= 40;
5121 p_ptr->dis_to_h[i] -= 40;
5122 p_ptr->icky_wield[i] = TRUE;
5123 p_ptr->num_blow[i] /= 2;
5124 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5130 /* Temporary lightspeed */
5131 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5133 p_ptr->pspeed = 209;
5135 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5137 /* Display the speed (if needed) */
5138 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5142 if (p_ptr->to_a > (0 - p_ptr->ac))
5143 p_ptr->to_a = 0 - p_ptr->ac;
5144 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5145 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5148 /* Redraw armor (if needed) */
5149 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5152 p_ptr->redraw |= (PR_ARMOR);
5155 p_ptr->window |= (PW_PLAYER);
5159 if (p_ptr->ryoute && !omoi)
5161 int bonus_to_h=0, bonus_to_d=0;
5162 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5163 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);
5165 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5166 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5167 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5168 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5171 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5173 /* Affect Skill -- stealth (bonus one) */
5174 p_ptr->skill_stl += 1;
5176 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5177 p_ptr->skill_stl += 99;
5179 /* Affect Skill -- disarming (DEX and INT) */
5180 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5181 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5183 /* Affect Skill -- magic devices (INT) */
5184 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5186 /* Affect Skill -- saving throw (WIS) */
5187 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5189 /* Affect Skill -- digging (STR) */
5190 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5192 /* Affect Skill -- disarming (Level, by Class) */
5193 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5195 /* Affect Skill -- magic devices (Level, by Class) */
5196 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5198 /* Affect Skill -- saving throw (Level, by Class) */
5199 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5201 /* Affect Skill -- stealth (Level, by Class) */
5202 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5204 /* Affect Skill -- search ability (Level, by Class) */
5205 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5207 /* Affect Skill -- search frequency (Level, by Class) */
5208 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5210 /* Affect Skill -- combat (normal) (Level, by Class) */
5211 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5213 /* Affect Skill -- combat (shooting) (Level, by Class) */
5214 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5216 /* Affect Skill -- combat (throwing) (Level, by Class) */
5217 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5220 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && p_ptr->aggravate)
5222 p_ptr->aggravate = FALSE;
5223 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5226 /* Limit Skill -- stealth from 0 to 30 */
5227 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5228 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5230 /* Limit Skill -- digging from 1 up */
5231 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5233 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5235 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5237 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;
5239 if (down_saving) p_ptr->skill_sav /= 2;
5241 /* Hack -- handle "xtra" mode */
5242 if (character_xtra) return;
5244 /* Take note when "heavy bow" changes */
5245 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5248 if (p_ptr->heavy_shoot)
5251 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5253 msg_print("You have trouble wielding such a heavy bow.");
5257 else if (inventory[INVEN_BOW].k_idx)
5260 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5262 msg_print("You have no trouble wielding your bow.");
5269 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5271 msg_print("You feel relieved to put down your heavy bow.");
5277 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5280 for(i = 0 ; i < 2 ; i++)
5282 /* Take note when "heavy weapon" changes */
5283 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5286 if (p_ptr->heavy_wield[i])
5289 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5291 msg_print("You have trouble wielding such a heavy weapon.");
5295 else if (buki_motteruka(INVEN_RARM+i))
5298 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5300 msg_print("You have no trouble wielding your weapon.");
5304 else if (p_ptr->heavy_wield[1-i])
5307 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5309 msg_print("You have still trouble wielding a heavy weapon.");
5316 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5318 msg_print("You feel relieved to put down your heavy weapon.");
5324 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5327 /* Take note when "heavy weapon" changes */
5328 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5331 if (p_ptr->riding_wield[i])
5334 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5336 msg_print("This weapon is not suitable for riding.");
5340 else if (!p_ptr->riding)
5343 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5345 msg_print("This weapon was not suitable for riding.");
5349 else if (buki_motteruka(INVEN_RARM+i))
5352 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5354 msg_print("This weapon is suitable for riding.");
5359 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5362 /* Take note when "illegal weapon" changes */
5363 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5366 if (p_ptr->icky_wield[i])
5369 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5371 msg_print("You do not feel comfortable with your weapon.");
5375 chg_virtue(V_FAITH, -1);
5378 else if (buki_motteruka(INVEN_RARM+i))
5381 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5383 msg_print("You feel comfortable with your weapon.");
5390 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5392 msg_print("You feel more comfortable after removing your weapon.");
5398 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5402 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5405 if (p_ptr->riding_ryoute)
5408 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5410 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5416 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5418 msg_print("You began to control riding pet with one hand.");
5422 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5425 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5430 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5432 msg_print("The weight of your armor disrupts your balance.");
5437 chg_virtue(V_HARMONY, -1);
5442 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5444 msg_print("You regain your balance.");
5447 monk_notify_aux = monk_armour_aux;
5451 p_ptr->align = friend_align;
5453 /* Determine player alignment */
5454 for (i = 0; i < 8; i++)
5456 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5461 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5462 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5463 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5467 if (p_ptr->align > 0)
5469 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5470 if (p_ptr->align < 0) p_ptr->align = 0;
5472 else if (p_ptr->align < 0)
5474 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5475 if (p_ptr->align > 0) p_ptr->align = 0;
5479 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5480 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5481 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5487 for (i = 0; i < INVEN_PACK; i++)
5489 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5490 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5491 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5492 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5494 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5498 /* Acquire object */
5499 o_ptr = &o_list[this_o_idx];
5501 /* Acquire next object */
5502 next_o_idx = o_ptr->next_o_idx;
5504 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5505 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5506 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5507 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5510 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5512 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5514 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5515 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5518 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)))
5520 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5521 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5524 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5526 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5527 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5530 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5532 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5533 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5540 * Handle "p_ptr->notice"
5542 void notice_stuff(void)
5545 if (!p_ptr->notice) return;
5548 /* Combine the pack */
5549 if (p_ptr->notice & (PN_COMBINE))
5551 p_ptr->notice &= ~(PN_COMBINE);
5555 /* Reorder the pack */
5556 if (p_ptr->notice & (PN_REORDER))
5558 p_ptr->notice &= ~(PN_REORDER);
5565 * Handle "p_ptr->update"
5567 void update_stuff(void)
5570 if (!p_ptr->update) return;
5573 if (p_ptr->update & (PU_BONUS))
5575 p_ptr->update &= ~(PU_BONUS);
5579 if (p_ptr->update & (PU_TORCH))
5581 p_ptr->update &= ~(PU_TORCH);
5585 if (p_ptr->update & (PU_HP))
5587 p_ptr->update &= ~(PU_HP);
5591 if (p_ptr->update & (PU_MANA))
5593 p_ptr->update &= ~(PU_MANA);
5597 if (p_ptr->update & (PU_SPELLS))
5599 p_ptr->update &= ~(PU_SPELLS);
5604 /* Character is not ready yet, no screen updates */
5605 if (!character_generated) return;
5608 /* Character is in "icky" mode, no screen updates */
5609 if (character_icky) return;
5612 if (p_ptr->update & (PU_UN_LITE))
5614 p_ptr->update &= ~(PU_UN_LITE);
5618 if (p_ptr->update & (PU_UN_VIEW))
5620 p_ptr->update &= ~(PU_UN_VIEW);
5624 if (p_ptr->update & (PU_VIEW))
5626 p_ptr->update &= ~(PU_VIEW);
5630 if (p_ptr->update & (PU_LITE))
5632 p_ptr->update &= ~(PU_LITE);
5637 if (p_ptr->update & (PU_FLOW))
5639 p_ptr->update &= ~(PU_FLOW);
5643 if (p_ptr->update & (PU_MON_LITE))
5645 p_ptr->update &= ~(PU_MON_LITE);
5649 if (p_ptr->update & (PU_DISTANCE))
5651 p_ptr->update &= ~(PU_DISTANCE);
5652 p_ptr->update &= ~(PU_MONSTERS);
5653 update_monsters(TRUE);
5656 if (p_ptr->update & (PU_MONSTERS))
5658 p_ptr->update &= ~(PU_MONSTERS);
5659 update_monsters(FALSE);
5665 * Handle "p_ptr->redraw"
5667 void redraw_stuff(void)
5670 if (!p_ptr->redraw) return;
5673 /* Character is not ready yet, no screen updates */
5674 if (!character_generated) return;
5677 /* Character is in "icky" mode, no screen updates */
5678 if (character_icky) return;
5682 /* Hack -- clear the screen */
5683 if (p_ptr->redraw & (PR_WIPE))
5685 p_ptr->redraw &= ~(PR_WIPE);
5691 if (p_ptr->redraw & (PR_MAP))
5693 p_ptr->redraw &= ~(PR_MAP);
5698 if (p_ptr->redraw & (PR_BASIC))
5700 p_ptr->redraw &= ~(PR_BASIC);
5701 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5702 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5703 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5704 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5710 if (p_ptr->redraw & (PR_DUNGEON))
5712 p_ptr->redraw &= ~(PR_DUNGEON);
5715 if (p_ptr->redraw & (PR_EQUIPPY))
5717 p_ptr->redraw &= ~(PR_EQUIPPY);
5718 print_equippy(); /* To draw / delete equippy chars */
5721 if (p_ptr->redraw & (PR_MISC))
5723 p_ptr->redraw &= ~(PR_MISC);
5724 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5725 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5729 if (p_ptr->redraw & (PR_TITLE))
5731 p_ptr->redraw &= ~(PR_TITLE);
5735 if (p_ptr->redraw & (PR_LEV))
5737 p_ptr->redraw &= ~(PR_LEV);
5741 if (p_ptr->redraw & (PR_EXP))
5743 p_ptr->redraw &= ~(PR_EXP);
5747 if (p_ptr->redraw & (PR_STATS))
5749 p_ptr->redraw &= ~(PR_STATS);
5758 if (p_ptr->redraw & (PR_STATUS))
5760 p_ptr->redraw &= ~(PR_STATUS);
5764 if (p_ptr->redraw & (PR_ARMOR))
5766 p_ptr->redraw &= ~(PR_ARMOR);
5770 if (p_ptr->redraw & (PR_HP))
5772 p_ptr->redraw &= ~(PR_HP);
5776 if (p_ptr->redraw & (PR_MANA))
5778 p_ptr->redraw &= ~(PR_MANA);
5782 if (p_ptr->redraw & (PR_GOLD))
5784 p_ptr->redraw &= ~(PR_GOLD);
5788 if (p_ptr->redraw & (PR_DEPTH))
5790 p_ptr->redraw &= ~(PR_DEPTH);
5794 if (p_ptr->redraw & (PR_HEALTH))
5796 p_ptr->redraw &= ~(PR_HEALTH);
5800 if (p_ptr->redraw & (PR_UHEALTH))
5802 p_ptr->redraw &= ~(PR_UHEALTH);
5803 riding_health_redraw();
5807 if (p_ptr->redraw & (PR_EXTRA))
5809 p_ptr->redraw &= ~(PR_EXTRA);
5810 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5811 p_ptr->redraw &= ~(PR_HUNGER);
5812 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5816 if (p_ptr->redraw & (PR_CUT))
5818 p_ptr->redraw &= ~(PR_CUT);
5822 if (p_ptr->redraw & (PR_STUN))
5824 p_ptr->redraw &= ~(PR_STUN);
5828 if (p_ptr->redraw & (PR_HUNGER))
5830 p_ptr->redraw &= ~(PR_HUNGER);
5834 if (p_ptr->redraw & (PR_STATE))
5836 p_ptr->redraw &= ~(PR_STATE);
5840 if (p_ptr->redraw & (PR_SPEED))
5842 p_ptr->redraw &= ~(PR_SPEED);
5846 if (p_ptr->pclass == CLASS_IMITATOR)
5848 if (p_ptr->redraw & (PR_MANE))
5850 p_ptr->redraw &= ~(PR_MANE);
5854 else if (p_ptr->redraw & (PR_STUDY))
5856 p_ptr->redraw &= ~(PR_STUDY);
5863 * Handle "p_ptr->window"
5865 void window_stuff(void)
5873 if (!p_ptr->window) return;
5876 for (j = 0; j < 8; j++)
5878 /* Save usable flags */
5879 if (angband_term[j]) mask |= window_flag[j];
5882 /* Apply usable flags */
5883 p_ptr->window &= mask;
5886 if (!p_ptr->window) return;
5889 /* Display inventory */
5890 if (p_ptr->window & (PW_INVEN))
5892 p_ptr->window &= ~(PW_INVEN);
5896 /* Display equipment */
5897 if (p_ptr->window & (PW_EQUIP))
5899 p_ptr->window &= ~(PW_EQUIP);
5903 /* Display spell list */
5904 if (p_ptr->window & (PW_SPELL))
5906 p_ptr->window &= ~(PW_SPELL);
5910 /* Display player */
5911 if (p_ptr->window & (PW_PLAYER))
5913 p_ptr->window &= ~(PW_PLAYER);
5917 /* Display overhead view */
5918 if (p_ptr->window & (PW_MESSAGE))
5920 p_ptr->window &= ~(PW_MESSAGE);
5924 /* Display overhead view */
5925 if (p_ptr->window & (PW_OVERHEAD))
5927 p_ptr->window &= ~(PW_OVERHEAD);
5931 /* Display overhead view */
5932 if (p_ptr->window & (PW_DUNGEON))
5934 p_ptr->window &= ~(PW_DUNGEON);
5938 /* Display monster recall */
5939 if (p_ptr->window & (PW_MONSTER))
5941 p_ptr->window &= ~(PW_MONSTER);
5945 /* Display object recall */
5946 if (p_ptr->window & (PW_OBJECT))
5948 p_ptr->window &= ~(PW_OBJECT);
5955 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5957 void handle_stuff(void)
5960 if (p_ptr->update) update_stuff();
5963 if (p_ptr->redraw) redraw_stuff();
5966 if (p_ptr->window) window_stuff();
5970 s16b empty_hands(bool is_monk)
5973 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5975 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
5976 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
5981 bool heavy_armor(void)
5983 u16b monk_arm_wgt = 0;
5985 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5987 /* Weight the armor */
5988 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5989 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5990 monk_arm_wgt += inventory[INVEN_BODY].weight;
5991 monk_arm_wgt += inventory[INVEN_HEAD].weight;
5992 monk_arm_wgt += inventory[INVEN_OUTER].weight;
5993 monk_arm_wgt += inventory[INVEN_HANDS].weight;
5994 monk_arm_wgt += inventory[INVEN_FEET].weight;
5996 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5999 int number_of_quests(void)
6003 /* Clear the counter */
6006 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6008 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6010 /* Increment count of quests taken. */
6015 /* Return the number of quests taken */