3 * @brief 雑多なその他の処理1 / misc code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (p_ptr->magic_num2[2])
679 if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
680 if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == -1)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == -2)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1721 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1724 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725 * @param n_same モンスターの数の現在数
1729 * nnn : number or unique(U) or wanted unique(W)
1730 * X : symbol of monster
1731 * LV : monster lv if known
1732 * name: name of monster
1736 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1739 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740 monster_race* r_ptr = &r_info[r_idx];
1744 //Number of 'U'nique
1745 if(r_ptr->flags1&RF1_UNIQUE){//unique
1746 bool is_kubi = FALSE;
1747 for(i=0;i<MAX_KUBI;i++){
1748 if(kubi_r_idx[i] == r_idx){
1753 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1755 sprintf(buf, "%3d", n_same);
1756 Term_addstr(-1, TERM_WHITE, buf);
1759 Term_addstr(-1, TERM_WHITE, " ");
1760 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761 //Term_addstr(-1, TERM_WHITE, "/");
1762 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1764 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765 sprintf(buf, " %2d", (int)r_ptr->level);
1769 Term_addstr(-1, TERM_WHITE, buf);
1771 sprintf(buf, " %s ", r_name+r_ptr->name);
1772 Term_addstr(-1, TERM_WHITE, buf);
1774 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1778 * @brief モンスターの出現リストを表示する / Print monster info in line
1781 * @param max_lines 最大何行描画するか
1783 void print_monster_list(int x, int y, int max_lines){
1785 monster_type* last_mons = NULL;
1786 monster_type* m_ptr = NULL;
1790 for(i=0;i<temp_n;i++){
1791 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793 m_ptr = &m_list[c_ptr->m_idx];
1794 if(is_pet(m_ptr))continue;//pet
1795 if(!m_ptr->r_idx)continue;//dead?
1798 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799 monster_race* r_ptr = &r_info[r_idx];
1800 cptr name = (r_name + r_ptr->name);
1801 cptr ename = (r_name + r_ptr->name);
1802 //ミミック類や「それ」等は、一覧に出てはいけない
1803 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1806 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807 (strcmp(ename, "Null the Living Void")==0))continue;
1808 //"金無垢の指輪"は、一覧に出てはいけない
1809 if((strcmp(name, "金無垢の指輪")==0)||
1810 (strcmp(ename, "Plain Gold Ring")==0))continue;
1814 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815 if(!last_mons){//先頭モンスター
1821 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1823 continue;//表示処理を次に回す
1825 //print last mons info
1826 print_monster_line(x, line++, last_mons, n_same);
1829 if(line-y-1==max_lines){//残り1行
1833 if(line-y-1==max_lines && i!=temp_n){
1834 Term_gotoxy(x, line);
1835 Term_addstr(-1, TERM_WHITE, "-- and more --");
1837 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1842 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1845 static void fix_monster_list(void)
1851 for (j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1862 Term_activate(angband_term[j]);
1863 Term_get_size(&w, &h);
1867 target_set_prepare_look();//モンスター一覧を生成,ソート
1868 print_monster_list(0, 0, h);
1881 * @brief 現在の装備品をサブウィンドウに表示する /
1882 * Hack -- display equipment in sub-windows
1885 static void fix_equip(void)
1890 for (j = 0; j < 8; j++)
1895 if (!angband_term[j]) continue;
1897 /* No relevant flags */
1898 if (!(window_flag[j] & (PW_EQUIP))) continue;
1901 Term_activate(angband_term[j]);
1903 /* Display equipment */
1916 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1917 * Hack -- display spells in sub-windows
1920 static void fix_spell(void)
1925 for (j = 0; j < 8; j++)
1930 if (!angband_term[j]) continue;
1932 /* No relevant flags */
1933 if (!(window_flag[j] & (PW_SPELL))) continue;
1936 Term_activate(angband_term[j]);
1938 /* Display spell list */
1939 display_spell_list();
1951 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1952 * Hack -- display character in sub-windows
1955 static void fix_player(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_PLAYER))) continue;
1971 Term_activate(angband_term[j]);
1975 /* Display player */
1987 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1988 * Hack -- display recent messages in sub-windows
1989 * XXX XXX XXX Adjust for width and split messages
1992 static void fix_message(void)
1999 for (j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2010 Term_activate(angband_term[j]);
2013 Term_get_size(&w, &h);
2016 for (i = 0; i < h; i++)
2018 /* Dump the message on the appropriate line */
2019 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2022 Term_locate(&x, &y);
2024 /* Clear to end of line */
2025 Term_erase(x, y, 255);
2038 * @brief 簡易マップをサブウィンドウに表示する /
2039 * Hack -- display overhead view in sub-windows
2040 * XXX XXX XXX Adjust for width and split messages
2043 * Note that the "player" symbol does NOT appear on the map.
2045 static void fix_overhead(void)
2052 for (j = 0; j < 8; j++)
2058 if (!angband_term[j]) continue;
2060 /* No relevant flags */
2061 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2064 Term_activate(angband_term[j]);
2066 /* Full map in too small window is useless */
2067 Term_get_size(&wid, &hgt);
2068 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2071 display_map(&cy, &cx);
2084 * @brief ダンジョンの地形をサブウィンドウに表示する /
2085 * Hack -- display dungeon view in sub-windows
2088 static void fix_dungeon(void)
2093 for (j = 0; j < 8; j++)
2098 if (!angband_term[j]) continue;
2100 /* No relevant flags */
2101 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2104 Term_activate(angband_term[j]);
2106 /* Redraw dungeon view */
2119 * @brief モンスターの思い出をサブウィンドウに表示する /
2120 * Hack -- display dungeon view in sub-windows
2123 static void fix_monster(void)
2128 for (j = 0; j < 8; j++)
2133 if (!angband_term[j]) continue;
2135 /* No relevant flags */
2136 if (!(window_flag[j] & (PW_MONSTER))) continue;
2139 Term_activate(angband_term[j]);
2141 /* Display monster race info */
2142 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2154 * @brief ベースアイテム情報をサブウィンドウに表示する /
2155 * Hack -- display object recall in sub-windows
2158 static void fix_object(void)
2163 for (j = 0; j < 8; j++)
2168 if (!angband_term[j]) continue;
2170 /* No relevant flags */
2171 if (!(window_flag[j] & (PW_OBJECT))) continue;
2174 Term_activate(angband_term[j]);
2176 /* Display monster race info */
2177 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2190 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2191 * Calculate number of spells player should have, and forget,
2192 * or remember, spells until that number is properly reflected.
2195 * Note that this function induces various "status" messages,
2196 * which must be bypasses until the character is created.
2198 static void calc_spells(void)
2200 int i, j, k, levels;
2202 int num_boukyaku = 0;
2204 const magic_type *s_ptr;
2211 /* Hack -- must be literate */
2212 if (!mp_ptr->spell_book) return;
2214 /* Hack -- wait for creation */
2215 if (!character_generated) return;
2217 /* Hack -- handle "xtra" mode */
2218 if (character_xtra) return;
2220 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2222 p_ptr->new_spells = 0;
2226 p = spell_category_name(mp_ptr->spell_book);
2228 /* Determine the number of spells allowed */
2229 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2231 /* Hack -- no negative spells */
2232 if (levels < 0) levels = 0;
2234 /* Extract total allowed spells */
2235 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2237 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2241 if (p_ptr->pclass == CLASS_SAMURAI)
2245 else if (p_ptr->realm2 == REALM_NONE)
2247 num_allowed = (num_allowed+1)/2;
2248 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2250 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2252 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2256 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2259 /* Count the number of spells we know */
2260 for (j = 0; j < 64; j++)
2262 /* Count known spells */
2264 (p_ptr->spell_forgotten1 & (1L << j)) :
2265 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2271 /* See how many spells we must forget or may learn */
2272 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2274 /* Forget spells which are too hard */
2275 for (i = 63; i >= 0; i--)
2277 /* Efficiency -- all done */
2278 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2280 /* Access the spell */
2281 j = p_ptr->spell_order[i];
2283 /* Skip non-spells */
2284 if (j >= 99) continue;
2288 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2291 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2293 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2296 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2298 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2300 /* Skip spells we are allowed to know */
2301 if (s_ptr->slevel <= p_ptr->lev) continue;
2305 (p_ptr->spell_learned1 & (1L << j)) :
2306 (p_ptr->spell_learned2 & (1L << (j - 32))))
2308 /* Mark as forgotten */
2311 p_ptr->spell_forgotten1 |= (1L << j);
2312 which = p_ptr->realm1;
2316 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317 which = p_ptr->realm2;
2320 /* No longer known */
2323 p_ptr->spell_learned1 &= ~(1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329 which = p_ptr->realm2;
2334 msg_format("%sの%sを忘れてしまった。",
2335 do_spell(which, j%32, SPELL_NAME), p );
2337 msg_format("You have forgotten the %s of %s.", p,
2338 do_spell(which, j%32, SPELL_NAME));
2342 /* One more can be learned */
2343 p_ptr->new_spells++;
2348 /* Forget spells if we know too many spells */
2349 for (i = 63; i >= 0; i--)
2351 /* Stop when possible */
2352 if (p_ptr->new_spells >= 0) break;
2354 /* Efficiency -- all done */
2355 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2357 /* Get the (i+1)th spell learned */
2358 j = p_ptr->spell_order[i];
2360 /* Skip unknown spells */
2361 if (j >= 99) continue;
2363 /* Forget it (if learned) */
2365 (p_ptr->spell_learned1 & (1L << j)) :
2366 (p_ptr->spell_learned2 & (1L << (j - 32))))
2368 /* Mark as forgotten */
2371 p_ptr->spell_forgotten1 |= (1L << j);
2372 which = p_ptr->realm1;
2376 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2377 which = p_ptr->realm2;
2380 /* No longer known */
2383 p_ptr->spell_learned1 &= ~(1L << j);
2384 which = p_ptr->realm1;
2388 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2389 which = p_ptr->realm2;
2394 msg_format("%sの%sを忘れてしまった。",
2395 do_spell(which, j%32, SPELL_NAME), p );
2397 msg_format("You have forgotten the %s of %s.", p,
2398 do_spell(which, j%32, SPELL_NAME));
2402 /* One more can be learned */
2403 p_ptr->new_spells++;
2408 /* Check for spells to remember */
2409 for (i = 0; i < 64; i++)
2411 /* None left to remember */
2412 if (p_ptr->new_spells <= 0) break;
2414 /* Efficiency -- all done */
2415 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2417 /* Get the next spell we learned */
2418 j = p_ptr->spell_order[i];
2420 /* Skip unknown spells */
2423 /* Access the spell */
2424 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2427 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2429 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2432 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2434 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2436 /* Skip spells we cannot remember */
2437 if (s_ptr->slevel > p_ptr->lev) continue;
2439 /* First set of spells */
2441 (p_ptr->spell_forgotten1 & (1L << j)) :
2442 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2444 /* No longer forgotten */
2447 p_ptr->spell_forgotten1 &= ~(1L << j);
2448 which = p_ptr->realm1;
2452 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2453 which = p_ptr->realm2;
2456 /* Known once more */
2459 p_ptr->spell_learned1 |= (1L << j);
2460 which = p_ptr->realm1;
2464 p_ptr->spell_learned2 |= (1L << (j - 32));
2465 which = p_ptr->realm2;
2470 msg_format("%sの%sを思い出した。",
2471 do_spell(which, j%32, SPELL_NAME), p );
2473 msg_format("You have remembered the %s of %s.",
2474 p, do_spell(which, j%32, SPELL_NAME));
2478 /* One less can be learned */
2479 p_ptr->new_spells--;
2485 if (p_ptr->realm2 == REALM_NONE)
2487 /* Count spells that can be learned */
2488 for (j = 0; j < 32; j++)
2490 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2491 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2493 /* Skip spells we cannot remember */
2494 if (s_ptr->slevel > p_ptr->lev) continue;
2496 /* Skip spells we already know */
2497 if (p_ptr->spell_learned1 & (1L << j))
2506 if ((p_ptr->new_spells > k) &&
2507 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2509 p_ptr->new_spells = (s16b)k;
2513 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2515 /* Spell count changed */
2516 if (p_ptr->old_spells != p_ptr->new_spells)
2518 /* Message if needed */
2519 if (p_ptr->new_spells)
2523 if( p_ptr->new_spells < 10 ){
2524 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2526 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2529 msg_format("You can learn %d more %s%s.",
2530 p_ptr->new_spells, p,
2531 (p_ptr->new_spells != 1) ? "s" : "");
2536 /* Save the new_spells value */
2537 p_ptr->old_spells = p_ptr->new_spells;
2539 /* Redraw Study Status */
2540 p_ptr->redraw |= (PR_STUDY);
2542 /* Redraw object recall */
2543 p_ptr->window |= (PW_OBJECT);
2548 * @brief プレイヤーの最大MPを計算する /
2549 * Calculate maximum mana. You do not need to know any spells.
2550 * Note that mana is lowered by heavy (or inappropriate) armor.
2553 * This function induces status messages.
2555 static void calc_mana(void)
2557 int msp, levels, cur_wgt, max_wgt;
2562 /* Hack -- Must be literate */
2563 if (!mp_ptr->spell_book) return;
2565 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2566 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2567 (p_ptr->pclass == CLASS_BLUE_MAGE))
2569 levels = p_ptr->lev;
2573 if(mp_ptr->spell_first > p_ptr->lev)
2578 /* Display mana later */
2579 p_ptr->redraw |= (PR_MANA);
2583 /* Extract "effective" player level */
2584 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2587 if (p_ptr->pclass == CLASS_SAMURAI)
2589 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2590 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2594 /* Extract total mana */
2595 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2597 /* Hack -- usually add one mana */
2600 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2602 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2604 /* Hack: High mages have a 25% mana bonus */
2605 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2607 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2610 /* Only mages are affected */
2611 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2613 u32b flgs[TR_FLAG_SIZE];
2615 /* Assume player is not encumbered by gloves */
2616 p_ptr->cumber_glove = FALSE;
2618 /* Get the gloves */
2619 o_ptr = &inventory[INVEN_HANDS];
2621 /* Examine the gloves */
2622 object_flags(o_ptr, flgs);
2624 /* Normal gloves hurt mage-type spells */
2626 !(have_flag(flgs, TR_FREE_ACT)) &&
2627 !(have_flag(flgs, TR_DEC_MANA)) &&
2628 !(have_flag(flgs, TR_EASY_SPELL)) &&
2629 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2630 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2633 p_ptr->cumber_glove = TRUE;
2636 msp = (3 * msp) / 4;
2641 /* Assume player not encumbered by armor */
2642 p_ptr->cumber_armor = FALSE;
2644 /* Weigh the armor */
2646 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2647 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2648 cur_wgt += inventory[INVEN_BODY].weight;
2649 cur_wgt += inventory[INVEN_HEAD].weight;
2650 cur_wgt += inventory[INVEN_OUTER].weight;
2651 cur_wgt += inventory[INVEN_HANDS].weight;
2652 cur_wgt += inventory[INVEN_FEET].weight;
2654 /* Subtract a percentage of maximum mana. */
2655 switch (p_ptr->pclass)
2657 /* For these classes, mana is halved if armour
2658 * is 30 pounds over their weight limit. */
2660 case CLASS_HIGH_MAGE:
2661 case CLASS_BLUE_MAGE:
2663 case CLASS_FORCETRAINER:
2664 case CLASS_SORCERER:
2666 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2667 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2671 /* Mana halved if armour is 40 pounds over weight limit. */
2676 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2677 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2681 case CLASS_MINDCRAFTER:
2682 case CLASS_BEASTMASTER:
2683 case CLASS_MIRROR_MASTER:
2685 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2686 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2690 /* Mana halved if armour is 50 pounds over weight limit. */
2693 case CLASS_RED_MAGE:
2694 case CLASS_WARRIOR_MAGE:
2696 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2697 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2701 /* Mana halved if armour is 60 pounds over weight limit. */
2703 case CLASS_CHAOS_WARRIOR:
2705 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2706 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2710 /* For new classes created, but not yet added to this formula. */
2717 /* Determine the weight allowance */
2718 max_wgt = mp_ptr->spell_weight;
2720 /* Heavy armor penalizes mana by a percentage. -LM- */
2721 if ((cur_wgt - max_wgt) > 0)
2724 p_ptr->cumber_armor = TRUE;
2726 /* Subtract a percentage of maximum mana. */
2727 switch (p_ptr->pclass)
2729 /* For these classes, mana is halved if armour
2730 * is 30 pounds over their weight limit. */
2732 case CLASS_HIGH_MAGE:
2733 case CLASS_BLUE_MAGE:
2735 msp -= msp * (cur_wgt - max_wgt) / 600;
2739 /* Mana halved if armour is 40 pounds over weight limit. */
2741 case CLASS_MINDCRAFTER:
2742 case CLASS_BEASTMASTER:
2744 case CLASS_FORCETRAINER:
2746 case CLASS_MIRROR_MASTER:
2748 msp -= msp * (cur_wgt - max_wgt) / 800;
2752 case CLASS_SORCERER:
2754 msp -= msp * (cur_wgt - max_wgt) / 900;
2758 /* Mana halved if armour is 50 pounds over weight limit. */
2762 case CLASS_RED_MAGE:
2764 msp -= msp * (cur_wgt - max_wgt) / 1000;
2768 /* Mana halved if armour is 60 pounds over weight limit. */
2770 case CLASS_CHAOS_WARRIOR:
2771 case CLASS_WARRIOR_MAGE:
2773 msp -= msp * (cur_wgt - max_wgt) / 1200;
2779 p_ptr->cumber_armor = FALSE;
2783 /* For new classes created, but not yet added to this formula. */
2786 msp -= msp * (cur_wgt - max_wgt) / 800;
2792 /* Mana can never be negative */
2793 if (msp < 0) msp = 0;
2796 /* Maximum mana has changed */
2797 if (p_ptr->msp != msp)
2799 /* Enforce maximum */
2800 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2803 p_ptr->csp_frac = 0;
2807 /* レベルアップの時は上昇量を表示する */
2808 if ((level_up == 1) && (msp > p_ptr->msp))
2810 msg_format("最大マジック・ポイントが %d 増加した!",
2811 (msp - p_ptr->msp));
2817 /* Display mana later */
2818 p_ptr->redraw |= (PR_MANA);
2821 p_ptr->window |= (PW_PLAYER);
2822 p_ptr->window |= (PW_SPELL);
2826 /* Hack -- handle "xtra" mode */
2827 if (character_xtra) return;
2829 /* Take note when "glove state" changes */
2830 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2833 if (p_ptr->cumber_glove)
2835 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2839 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2843 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2847 /* Take note when "armor state" changes */
2848 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2851 if (p_ptr->cumber_armor)
2853 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2857 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2861 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2868 * @brief プレイヤーの最大HPを計算する /
2869 * Calculate the players (maximal) hit points
2870 * Adjust current hitpoints if necessary
2874 static void calc_hitpoints(void)
2879 /* Un-inflate "half-hitpoint bonus per level" value */
2880 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2882 /* Calculate hitpoints */
2883 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2885 if (p_ptr->mimic_form)
2887 if (p_ptr->pclass == CLASS_SORCERER)
2888 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2890 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2891 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2894 if (p_ptr->pclass == CLASS_SORCERER)
2896 if (p_ptr->lev < 30)
2897 mhp = (mhp * (45+p_ptr->lev) / 100);
2899 mhp = (mhp * 75 / 100);
2900 bonus = (bonus * 65 / 100);
2905 if (p_ptr->pclass == CLASS_BERSERKER)
2907 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2910 /* Always have at least one hitpoint per level */
2911 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2913 /* Factor in the hero / superhero settings */
2914 if (IS_HERO()) mhp += 10;
2915 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2916 if (p_ptr->tsuyoshi) mhp += 50;
2918 /* Factor in the hex spell settings */
2919 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2920 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2922 /* New maximum hitpoints */
2923 if (p_ptr->mhp != mhp)
2925 /* Enforce maximum */
2926 if (p_ptr->chp >= mhp)
2929 p_ptr->chp_frac = 0;
2933 /* レベルアップの時は上昇量を表示する */
2934 if ((level_up == 1) && (mhp > p_ptr->mhp))
2936 msg_format("最大ヒット・ポイントが %d 増加した!",
2937 (mhp - p_ptr->mhp) );
2940 /* Save the new max-hitpoints */
2943 /* Display hitpoints (later) */
2944 p_ptr->redraw |= (PR_HP);
2947 p_ptr->window |= (PW_PLAYER);
2952 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2955 * SWD: Experimental modification: multiple light sources have additive effect.
2957 static void calc_torch(void)
2961 u32b flgs[TR_FLAG_SIZE];
2963 /* Assume no light */
2964 p_ptr->cur_lite = 0;
2966 /* Loop through all wielded items */
2967 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2969 o_ptr = &inventory[i];
2970 /* Skip empty slots */
2971 if (!o_ptr->k_idx) continue;
2973 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2976 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2978 if (o_ptr->tval == TV_LITE)
2980 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2981 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2985 /* Extract the flags */
2986 object_flags(o_ptr, flgs);
2988 /* calc the lite_radius */
2991 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2992 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2993 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2994 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2995 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2996 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2997 p_ptr->cur_lite += (s16b)rad;
3000 /* max radius is 14 (was 5) without rewriting other code -- */
3001 /* see cave.c:update_lite() and defines.h:LITE_MAX */
3002 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3003 p_ptr->cur_lite = 1;
3006 * check if the player doesn't have light radius,
3007 * but does weakly glow as an intrinsic.
3009 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3011 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3012 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3014 /* end experimental mods */
3016 /* Notice changes in the "lite radius" */
3017 if (p_ptr->old_lite != p_ptr->cur_lite)
3020 /* Hack -- PU_MON_LITE for monsters' darkness */
3021 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3023 /* Remember the old lite */
3024 p_ptr->old_lite = p_ptr->cur_lite;
3026 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3027 set_superstealth(FALSE);
3033 * @brief プレイヤーの所持重量制限を計算する /
3034 * Computes current weight limit.
3037 u32b weight_limit(void)
3041 /* Weight limit based only on strength */
3042 i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3043 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3045 /* Return the result */
3050 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3051 * @param i 判定する手のID(右手:0 左手:1)
3052 * @return 持っているならばTRUE
3054 bool buki_motteruka(int i)
3056 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3060 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3061 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3062 * @return 重すぎるならばTRUE
3064 bool is_heavy_shoot(object_type *o_ptr)
3066 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3067 /* It is hard to carholdry a heavy bow */
3068 return (hold < o_ptr->weight / 10);
3072 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3073 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3074 * @return 対応する矢/弾薬のベースアイテムID
3076 int bow_tval_ammo(object_type *o_ptr)
3078 /* Analyze the launcher */
3079 switch (o_ptr->sval)
3109 * @brief 装備中の射撃武器の威力倍率を返す /
3110 * calcurate the fire rate of target object
3111 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3112 * @return 射撃倍率の値(100で1.00倍)
3114 s16b calc_num_fire(object_type *o_ptr)
3116 int extra_shots = 0;
3119 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3121 u32b flgs[TR_FLAG_SIZE];
3123 /* Scan the usable inventory */
3124 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3126 q_ptr = &inventory[i];
3128 /* Skip non-objects */
3129 if (!q_ptr->k_idx) continue;
3131 /* Do not apply current equip */
3132 if (i == INVEN_BOW) continue;
3134 /* Extract the item flags */
3135 object_flags(q_ptr, flgs);
3138 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3141 object_flags(o_ptr, flgs);
3142 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3144 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3148 num += (extra_shots * 100);
3150 /* Hack -- Rangers love Bows */
3151 if ((p_ptr->pclass == CLASS_RANGER) &&
3152 (tval_ammo == TV_ARROW))
3154 num += (p_ptr->lev * 4);
3157 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3158 (tval_ammo == TV_ARROW))
3160 num += (p_ptr->lev * 3);
3163 if (p_ptr->pclass == CLASS_ARCHER)
3165 if (tval_ammo == TV_ARROW)
3166 num += ((p_ptr->lev * 5)+50);
3167 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3168 num += (p_ptr->lev * 4);
3172 * Addendum -- also "Reward" high level warriors,
3173 * with _any_ missile weapon -- TY
3175 if (p_ptr->pclass == CLASS_WARRIOR &&
3176 (tval_ammo <= TV_BOLT) &&
3177 (tval_ammo >= TV_SHOT))
3179 num += (p_ptr->lev * 2);
3181 if ((p_ptr->pclass == CLASS_ROGUE) &&
3182 (tval_ammo == TV_SHOT))
3184 num += (p_ptr->lev * 4);
3191 * @brief プレイヤーの全ステータスを更新する /
3192 * Calculate the players current "state", taking into account
3193 * not only race/class intrinsics, but also objects being worn
3194 * and temporary spell effects.
3198 * See also calc_mana() and calc_hitpoints().
3200 * Take note of the new "speed code", in particular, a very strong
3201 * player will start slowing down as soon as he reaches 150 pounds,
3202 * but not until he reaches 450 pounds will he be half as fast as
3203 * a normal kobold. This both hurts and helps the player, hurts
3204 * because in the old days a player could just avoid 300 pounds,
3205 * and helps because now carrying 300 pounds is not very painful.
3207 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3208 * damage, since that would affect non-combat things. These values
3209 * are actually added in later, at the appropriate place.
3211 * This function induces various "status" messages.
3214 void calc_bonuses(void)
3216 int i, j, hold, neutral[2];
3218 int default_hand = 0;
3219 int empty_hands_status = empty_hands(TRUE);
3222 u32b flgs[TR_FLAG_SIZE];
3224 bool yoiyami = FALSE;
3225 bool down_saving = FALSE;
3227 bool have_dd_s = FALSE, have_dd_t = FALSE;
3229 bool have_sw = FALSE, have_kabe = FALSE;
3230 bool easy_2weapon = FALSE;
3231 bool riding_levitation = FALSE;
3232 s16b this_o_idx, next_o_idx = 0;
3233 const player_race *tmp_rp_ptr;
3235 /* Save the old vision stuff */
3236 bool old_telepathy = p_ptr->telepathy;
3237 bool old_esp_animal = p_ptr->esp_animal;
3238 bool old_esp_undead = p_ptr->esp_undead;
3239 bool old_esp_demon = p_ptr->esp_demon;
3240 bool old_esp_orc = p_ptr->esp_orc;
3241 bool old_esp_troll = p_ptr->esp_troll;
3242 bool old_esp_giant = p_ptr->esp_giant;
3243 bool old_esp_dragon = p_ptr->esp_dragon;
3244 bool old_esp_human = p_ptr->esp_human;
3245 bool old_esp_evil = p_ptr->esp_evil;
3246 bool old_esp_good = p_ptr->esp_good;
3247 bool old_esp_nonliving = p_ptr->esp_nonliving;
3248 bool old_esp_unique = p_ptr->esp_unique;
3249 bool old_see_inv = p_ptr->see_inv;
3250 bool old_mighty_throw = p_ptr->mighty_throw;
3252 /* Save the old armor class */
3253 s16b old_dis_ac = p_ptr->dis_ac;
3254 s16b old_dis_to_a = p_ptr->dis_to_a;
3257 /* Clear extra blows/shots */
3258 extra_blows[0] = extra_blows[1] = 0;
3260 /* Clear the stat modifiers */
3261 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3264 /* Clear the Displayed/Real armor class */
3265 p_ptr->dis_ac = p_ptr->ac = 0;
3267 /* Clear the Displayed/Real Bonuses */
3268 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3269 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3270 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3271 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3272 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3273 p_ptr->dis_to_a = p_ptr->to_a = 0;
3277 p_ptr->to_m_chance = 0;
3279 /* Clear the Extra Dice Bonuses */
3280 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3281 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3283 /* Start with "normal" speed */
3286 /* Start with a single blow per turn */
3287 p_ptr->num_blow[0] = 1;
3288 p_ptr->num_blow[1] = 1;
3290 /* Start with a single shot per turn */
3291 p_ptr->num_fire = 100;
3293 /* Reset the "xtra" tval */
3294 p_ptr->tval_xtra = 0;
3296 /* Reset the "ammo" tval */
3297 p_ptr->tval_ammo = 0;
3299 /* Clear all the flags */
3301 p_ptr->bless_blade = FALSE;
3302 p_ptr->xtra_might = FALSE;
3303 p_ptr->impact[0] = FALSE;
3304 p_ptr->impact[1] = FALSE;
3305 p_ptr->pass_wall = FALSE;
3306 p_ptr->kill_wall = FALSE;
3307 p_ptr->dec_mana = FALSE;
3308 p_ptr->easy_spell = FALSE;
3309 p_ptr->heavy_spell = FALSE;
3310 p_ptr->see_inv = FALSE;
3311 p_ptr->free_act = FALSE;
3312 p_ptr->slow_digest = FALSE;
3313 p_ptr->regenerate = FALSE;
3314 p_ptr->can_swim = FALSE;
3315 p_ptr->levitation = FALSE;
3316 p_ptr->hold_exp = FALSE;
3317 p_ptr->telepathy = FALSE;
3318 p_ptr->esp_animal = FALSE;
3319 p_ptr->esp_undead = FALSE;
3320 p_ptr->esp_demon = FALSE;
3321 p_ptr->esp_orc = FALSE;
3322 p_ptr->esp_troll = FALSE;
3323 p_ptr->esp_giant = FALSE;
3324 p_ptr->esp_dragon = FALSE;
3325 p_ptr->esp_human = FALSE;
3326 p_ptr->esp_evil = FALSE;
3327 p_ptr->esp_good = FALSE;
3328 p_ptr->esp_nonliving = FALSE;
3329 p_ptr->esp_unique = FALSE;
3330 p_ptr->lite = FALSE;
3331 p_ptr->sustain_str = FALSE;
3332 p_ptr->sustain_int = FALSE;
3333 p_ptr->sustain_wis = FALSE;
3334 p_ptr->sustain_con = FALSE;
3335 p_ptr->sustain_dex = FALSE;
3336 p_ptr->sustain_chr = FALSE;
3337 p_ptr->resist_acid = FALSE;
3338 p_ptr->resist_elec = FALSE;
3339 p_ptr->resist_fire = FALSE;
3340 p_ptr->resist_cold = FALSE;
3341 p_ptr->resist_pois = FALSE;
3342 p_ptr->resist_conf = FALSE;
3343 p_ptr->resist_sound = FALSE;
3344 p_ptr->resist_lite = FALSE;
3345 p_ptr->resist_dark = FALSE;
3346 p_ptr->resist_chaos = FALSE;
3347 p_ptr->resist_disen = FALSE;
3348 p_ptr->resist_shard = FALSE;
3349 p_ptr->resist_nexus = FALSE;
3350 p_ptr->resist_blind = FALSE;
3351 p_ptr->resist_neth = FALSE;
3352 p_ptr->resist_time = FALSE;
3353 p_ptr->resist_fear = FALSE;
3354 p_ptr->reflect = FALSE;
3355 p_ptr->sh_fire = FALSE;
3356 p_ptr->sh_elec = FALSE;
3357 p_ptr->sh_cold = FALSE;
3358 p_ptr->anti_magic = FALSE;
3359 p_ptr->anti_tele = FALSE;
3360 p_ptr->warning = FALSE;
3361 p_ptr->mighty_throw = FALSE;
3362 p_ptr->see_nocto = FALSE;
3364 p_ptr->immune_acid = FALSE;
3365 p_ptr->immune_elec = FALSE;
3366 p_ptr->immune_fire = FALSE;
3367 p_ptr->immune_cold = FALSE;
3369 p_ptr->ryoute = FALSE;
3370 p_ptr->migite = FALSE;
3371 p_ptr->hidarite = FALSE;
3372 p_ptr->no_flowed = FALSE;
3374 p_ptr->align = friend_align;
3376 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3377 else tmp_rp_ptr = &race_info[p_ptr->prace];
3379 /* Base infravision (purely racial) */
3380 p_ptr->see_infra = tmp_rp_ptr->infra;
3382 /* Base skill -- disarming */
3383 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3385 /* Base skill -- magic devices */
3386 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3388 /* Base skill -- saving throw */
3389 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3391 /* Base skill -- stealth */
3392 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3394 /* Base skill -- searching ability */
3395 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3397 /* Base skill -- searching frequency */
3398 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3400 /* Base skill -- combat (normal) */
3401 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3403 /* Base skill -- combat (shooting) */
3404 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3406 /* Base skill -- combat (throwing) */
3407 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3409 /* Base skill -- digging */
3410 p_ptr->skill_dig = 0;
3412 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3413 if (buki_motteruka(INVEN_LARM))
3415 p_ptr->hidarite = TRUE;
3416 if (!p_ptr->migite) default_hand = 1;
3419 if (CAN_TWO_HANDS_WIELDING())
3421 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3422 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3424 p_ptr->ryoute = TRUE;
3426 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3427 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3429 p_ptr->ryoute = TRUE;
3433 switch (p_ptr->pclass)
3436 case CLASS_FORCETRAINER:
3437 case CLASS_BERSERKER:
3438 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3440 p_ptr->migite = TRUE;
3441 p_ptr->ryoute = TRUE;
3448 if (!p_ptr->migite && !p_ptr->hidarite)
3450 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3451 else if (empty_hands_status == EMPTY_HAND_LARM)
3453 p_ptr->hidarite = TRUE;
3458 if (p_ptr->special_defense & KAMAE_MASK)
3460 if (!(empty_hands_status & EMPTY_HAND_RARM))
3462 set_action(ACTION_NONE);
3466 switch (p_ptr->pclass)
3469 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3470 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3473 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3475 case CLASS_CHAOS_WARRIOR:
3476 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3477 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3479 case CLASS_MINDCRAFTER:
3480 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3481 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3482 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3483 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3486 case CLASS_FORCETRAINER:
3487 /* Unencumbered Monks become faster every 10 levels */
3488 if (!(heavy_armor()))
3490 if (!(prace_is_(RACE_KLACKON) ||
3491 prace_is_(RACE_SPRITE) ||
3492 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3493 new_speed += (p_ptr->lev) / 10;
3495 /* Free action if unencumbered at level 25 */
3496 if (p_ptr->lev > 24)
3497 p_ptr->free_act = TRUE;
3500 case CLASS_SORCERER:
3502 p_ptr->dis_to_a -= 50;
3505 p_ptr->resist_sound = TRUE;
3508 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3510 case CLASS_BERSERKER:
3512 p_ptr->sustain_str = TRUE;
3513 p_ptr->sustain_dex = TRUE;
3514 p_ptr->sustain_con = TRUE;
3515 p_ptr->regenerate = TRUE;
3516 p_ptr->free_act = TRUE;
3518 if (p_ptr->lev > 29) new_speed++;
3519 if (p_ptr->lev > 39) new_speed++;
3520 if (p_ptr->lev > 44) new_speed++;
3521 if (p_ptr->lev > 49) new_speed++;
3522 p_ptr->to_a += 10+p_ptr->lev/2;
3523 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3524 p_ptr->skill_dig += (100+p_ptr->lev*8);
3525 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3526 p_ptr->redraw |= PR_STATUS;
3528 case CLASS_MIRROR_MASTER:
3529 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3532 /* Unencumbered Ninjas become faster every 10 levels */
3535 new_speed -= (p_ptr->lev) / 10;
3536 p_ptr->skill_stl -= (p_ptr->lev)/10;
3538 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3539 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3542 if (!(prace_is_(RACE_KLACKON) ||
3543 prace_is_(RACE_SPRITE) ||
3544 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3545 new_speed += (p_ptr->lev) / 10;
3546 p_ptr->skill_stl += (p_ptr->lev)/10;
3548 /* Free action if unencumbered at level 25 */
3549 if (p_ptr->lev > 24)
3550 p_ptr->free_act = TRUE;
3552 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3553 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3555 p_ptr->to_a += p_ptr->lev/2+5;
3556 p_ptr->dis_to_a += p_ptr->lev/2+5;
3558 p_ptr->slow_digest = TRUE;
3559 p_ptr->resist_fear = TRUE;
3560 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3561 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3562 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3563 if (p_ptr->lev > 44)
3565 p_ptr->oppose_pois = 1;
3566 p_ptr->redraw |= PR_STATUS;
3568 p_ptr->see_nocto = TRUE;
3573 if (p_ptr->mimic_form)
3575 switch (p_ptr->mimic_form)
3578 p_ptr->hold_exp = TRUE;
3579 p_ptr->resist_chaos = TRUE;
3580 p_ptr->resist_neth = TRUE;
3581 p_ptr->resist_fire = TRUE;
3582 p_ptr->oppose_fire = 1;
3583 p_ptr->see_inv=TRUE;
3585 p_ptr->redraw |= PR_STATUS;
3587 p_ptr->dis_to_a += 10;
3588 p_ptr->align -= 200;
3590 case MIMIC_DEMON_LORD:
3591 p_ptr->hold_exp = TRUE;
3592 p_ptr->resist_chaos = TRUE;
3593 p_ptr->resist_neth = TRUE;
3594 p_ptr->immune_fire = TRUE;
3595 p_ptr->resist_acid = TRUE;
3596 p_ptr->resist_fire = TRUE;
3597 p_ptr->resist_cold = TRUE;
3598 p_ptr->resist_elec = TRUE;
3599 p_ptr->resist_pois = TRUE;
3600 p_ptr->resist_conf = TRUE;
3601 p_ptr->resist_disen = TRUE;
3602 p_ptr->resist_nexus = TRUE;
3603 p_ptr->resist_fear = TRUE;
3604 p_ptr->sh_fire = TRUE;
3605 p_ptr->see_inv = TRUE;
3606 p_ptr->telepathy = TRUE;
3607 p_ptr->levitation = TRUE;
3608 p_ptr->kill_wall = TRUE;
3611 p_ptr->dis_to_a += 20;
3612 p_ptr->align -= 200;
3615 p_ptr->resist_dark = TRUE;
3616 p_ptr->hold_exp = TRUE;
3617 p_ptr->resist_neth = TRUE;
3618 p_ptr->resist_cold = TRUE;
3619 p_ptr->resist_pois = TRUE;
3620 p_ptr->see_inv = TRUE;
3623 p_ptr->dis_to_a += 10;
3624 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3630 switch (p_ptr->prace)
3633 p_ptr->resist_lite = TRUE;
3636 p_ptr->hold_exp = TRUE;
3639 p_ptr->free_act = TRUE;
3642 p_ptr->resist_blind = TRUE;
3645 p_ptr->resist_dark = TRUE;
3647 case RACE_HALF_TROLL:
3648 p_ptr->sustain_str = TRUE;
3650 if (p_ptr->lev > 14)
3652 /* High level trolls heal fast... */
3653 p_ptr->regenerate = TRUE;
3655 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3657 p_ptr->slow_digest = TRUE;
3658 /* Let's not make Regeneration
3659 * a disadvantage for the poor warriors who can
3660 * never learn a spell that satisfies hunger (actually
3661 * neither can rogues, but half-trolls are not
3662 * supposed to play rogues) */
3667 p_ptr->sustain_con = TRUE;
3668 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3671 p_ptr->resist_lite = TRUE;
3672 p_ptr->see_inv = TRUE;
3674 case RACE_BARBARIAN:
3675 p_ptr->resist_fear = TRUE;
3677 case RACE_HALF_OGRE:
3678 p_ptr->resist_dark = TRUE;
3679 p_ptr->sustain_str = TRUE;
3681 case RACE_HALF_GIANT:
3682 p_ptr->sustain_str = TRUE;
3683 p_ptr->resist_shard = TRUE;
3685 case RACE_HALF_TITAN:
3686 p_ptr->resist_chaos = TRUE;
3689 p_ptr->resist_sound = TRUE;
3692 p_ptr->resist_acid = TRUE;
3693 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3696 p_ptr->resist_conf = TRUE;
3697 p_ptr->resist_acid = TRUE;
3699 /* Klackons become faster */
3700 new_speed += (p_ptr->lev) / 10;
3703 p_ptr->resist_pois = TRUE;
3706 p_ptr->resist_disen = TRUE;
3707 p_ptr->resist_dark = TRUE;
3710 p_ptr->resist_dark = TRUE;
3711 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3713 case RACE_DRACONIAN:
3714 p_ptr->levitation = TRUE;
3715 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3716 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3717 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3718 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3719 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3721 case RACE_MIND_FLAYER:
3722 p_ptr->sustain_int = TRUE;
3723 p_ptr->sustain_wis = TRUE;
3724 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3725 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3728 p_ptr->resist_fire = TRUE;
3729 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3732 p_ptr->slow_digest = TRUE;
3733 p_ptr->free_act = TRUE;
3734 p_ptr->see_inv = TRUE;
3735 p_ptr->resist_pois = TRUE;
3736 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3739 p_ptr->resist_shard = TRUE;
3740 p_ptr->hold_exp = TRUE;
3741 p_ptr->see_inv = TRUE;
3742 p_ptr->resist_pois = TRUE;
3743 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3746 p_ptr->resist_neth = TRUE;
3747 p_ptr->hold_exp = TRUE;
3748 p_ptr->see_inv = TRUE;
3749 p_ptr->resist_pois = TRUE;
3750 p_ptr->slow_digest = TRUE;
3751 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3754 p_ptr->resist_dark = TRUE;
3755 p_ptr->hold_exp = TRUE;
3756 p_ptr->resist_neth = TRUE;
3757 p_ptr->resist_cold = TRUE;
3758 p_ptr->resist_pois = TRUE;
3759 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3762 p_ptr->levitation = TRUE;
3763 p_ptr->free_act = TRUE;
3764 p_ptr->resist_neth = TRUE;
3765 p_ptr->hold_exp = TRUE;
3766 p_ptr->see_inv = TRUE;
3767 p_ptr->resist_pois = TRUE;
3768 p_ptr->slow_digest = TRUE;
3769 p_ptr->resist_cold = TRUE;
3770 p_ptr->pass_wall = TRUE;
3771 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3774 p_ptr->levitation = TRUE;
3775 p_ptr->resist_lite = TRUE;
3777 /* Sprites become faster */
3778 new_speed += (p_ptr->lev) / 10;
3781 p_ptr->resist_conf = TRUE;
3782 p_ptr->resist_sound = TRUE;
3785 /* Ents dig like maniacs, but only with their hands. */
3786 if (!inventory[INVEN_RARM].k_idx)
3787 p_ptr->skill_dig += p_ptr->lev * 10;
3788 /* Ents get tougher and stronger as they age, but lose dexterity. */
3789 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3790 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3791 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3793 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3794 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3795 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3797 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3798 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3799 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3802 p_ptr->levitation = TRUE;
3803 p_ptr->see_inv = TRUE;
3804 p_ptr->align += 200;
3807 p_ptr->resist_fire = TRUE;
3808 p_ptr->resist_neth = TRUE;
3809 p_ptr->hold_exp = TRUE;
3810 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3811 if (p_ptr->lev > 44)
3813 p_ptr->oppose_fire = 1;
3814 p_ptr->redraw |= PR_STATUS;
3816 p_ptr->align -= 200;
3819 p_ptr->sustain_con = TRUE;
3822 p_ptr->levitation = TRUE;
3825 p_ptr->resist_conf = TRUE;
3828 p_ptr->slow_digest = TRUE;
3829 p_ptr->free_act = TRUE;
3830 p_ptr->resist_pois = TRUE;
3831 p_ptr->hold_exp = TRUE;
3839 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3841 p_ptr->see_inv = TRUE;
3842 p_ptr->free_act = TRUE;
3843 p_ptr->slow_digest = TRUE;
3844 p_ptr->regenerate = TRUE;
3845 p_ptr->levitation = TRUE;
3846 p_ptr->hold_exp = TRUE;
3847 p_ptr->telepathy = TRUE;
3849 p_ptr->sustain_str = TRUE;
3850 p_ptr->sustain_int = TRUE;
3851 p_ptr->sustain_wis = TRUE;
3852 p_ptr->sustain_con = TRUE;
3853 p_ptr->sustain_dex = TRUE;
3854 p_ptr->sustain_chr = TRUE;
3855 p_ptr->resist_acid = TRUE;
3856 p_ptr->resist_elec = TRUE;
3857 p_ptr->resist_fire = TRUE;
3858 p_ptr->resist_cold = TRUE;
3859 p_ptr->resist_pois = TRUE;
3860 p_ptr->resist_conf = TRUE;
3861 p_ptr->resist_sound = TRUE;
3862 p_ptr->resist_lite = TRUE;
3863 p_ptr->resist_dark = TRUE;
3864 p_ptr->resist_chaos = TRUE;
3865 p_ptr->resist_disen = TRUE;
3866 p_ptr->resist_shard = TRUE;
3867 p_ptr->resist_nexus = TRUE;
3868 p_ptr->resist_blind = TRUE;
3869 p_ptr->resist_neth = TRUE;
3870 p_ptr->resist_fear = TRUE;
3871 p_ptr->reflect = TRUE;
3872 p_ptr->sh_fire = TRUE;
3873 p_ptr->sh_elec = TRUE;
3874 p_ptr->sh_cold = TRUE;
3876 p_ptr->dis_to_a += 100;
3878 /* Temporary shield */
3879 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3882 p_ptr->dis_to_a += 50;
3885 if (p_ptr->tim_res_nether)
3887 p_ptr->resist_neth = TRUE;
3889 if (p_ptr->tim_sh_fire)
3891 p_ptr->sh_fire = TRUE;
3893 if (p_ptr->tim_res_time)
3895 p_ptr->resist_time = TRUE;
3899 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3900 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3901 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3902 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3905 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3907 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3909 p_ptr->resist_blind = TRUE;
3910 p_ptr->resist_conf = TRUE;
3911 p_ptr->hold_exp = TRUE;
3912 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3914 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3915 /* Munchkin become faster */
3916 new_speed += (p_ptr->lev) / 10 + 5;
3919 if (music_singing(MUSIC_WALL))
3921 p_ptr->kill_wall = TRUE;
3924 /* Hack -- apply racial/class stat maxes */
3925 /* Apply the racial modifiers */
3926 for (i = 0; i < 6; i++)
3928 /* Modify the stats for "race" */
3929 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3933 /* I'm adding the mutations here for the lack of a better place... */
3936 /* Hyper Strength */
3937 if (p_ptr->muta3 & MUT3_HYPER_STR)
3939 p_ptr->stat_add[A_STR] += 4;
3943 if (p_ptr->muta3 & MUT3_PUNY)
3945 p_ptr->stat_add[A_STR] -= 4;
3948 /* Living computer */
3949 if (p_ptr->muta3 & MUT3_HYPER_INT)
3951 p_ptr->stat_add[A_INT] += 4;
3952 p_ptr->stat_add[A_WIS] += 4;
3956 if (p_ptr->muta3 & MUT3_MORONIC)
3958 p_ptr->stat_add[A_INT] -= 4;
3959 p_ptr->stat_add[A_WIS] -= 4;
3962 if (p_ptr->muta3 & MUT3_RESILIENT)
3964 p_ptr->stat_add[A_CON] += 4;
3967 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3969 p_ptr->stat_add[A_CON] += 2;
3973 if (p_ptr->muta3 & MUT3_ALBINO)
3975 p_ptr->stat_add[A_CON] -= 4;
3978 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3980 p_ptr->stat_add[A_CON] -= 2;
3981 p_ptr->stat_add[A_CHR] -= 1;
3982 p_ptr->regenerate = FALSE;
3983 /* Cancel innate regeneration */
3986 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3988 p_ptr->stat_add[A_CHR] -= 4;
3991 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3993 p_ptr->stat_add[A_CHR] -= 1;
3996 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3998 p_ptr->skill_fos += 15;
3999 p_ptr->skill_srh += 15;
4002 if (p_ptr->muta3 & MUT3_MAGIC_RES)
4004 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4007 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4009 p_ptr->skill_stl -= 3;
4012 if (p_ptr->muta3 & MUT3_INFRAVIS)
4014 p_ptr->see_infra += 3;
4017 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4022 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4027 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4029 p_ptr->sh_elec = TRUE;
4032 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4034 p_ptr->sh_fire = TRUE;
4038 if (p_ptr->muta3 & MUT3_WART_SKIN)
4040 p_ptr->stat_add[A_CHR] -= 2;
4042 p_ptr->dis_to_a += 5;
4045 if (p_ptr->muta3 & MUT3_SCALES)
4047 p_ptr->stat_add[A_CHR] -= 1;
4049 p_ptr->dis_to_a += 10;
4052 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4054 p_ptr->stat_add[A_DEX] -= 1;
4056 p_ptr->dis_to_a += 25;
4059 if (p_ptr->muta3 & MUT3_WINGS)
4061 p_ptr->levitation = TRUE;
4064 if (p_ptr->muta3 & MUT3_FEARLESS)
4066 p_ptr->resist_fear = TRUE;
4069 if (p_ptr->muta3 & MUT3_REGEN)
4071 p_ptr->regenerate = TRUE;
4074 if (p_ptr->muta3 & MUT3_ESP)
4076 p_ptr->telepathy = TRUE;
4079 if (p_ptr->muta3 & MUT3_LIMBER)
4081 p_ptr->stat_add[A_DEX] += 3;
4084 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4086 p_ptr->stat_add[A_DEX] -= 3;
4089 if (p_ptr->muta3 & MUT3_MOTION)
4091 p_ptr->free_act = TRUE;
4092 p_ptr->skill_stl += 1;
4095 if (p_ptr->muta3 & MUT3_ILL_NORM)
4097 p_ptr->stat_add[A_CHR] = 0;
4101 if (p_ptr->tsuyoshi)
4103 p_ptr->stat_add[A_STR] += 4;
4104 p_ptr->stat_add[A_CON] += 4;
4107 /* Scan the usable inventory */
4108 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4110 int bonus_to_h, bonus_to_d;
4111 o_ptr = &inventory[i];
4113 /* Skip non-objects */
4114 if (!o_ptr->k_idx) continue;
4116 /* Extract the item flags */
4117 object_flags(o_ptr, flgs);
4119 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4120 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4123 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4124 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4125 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4126 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4127 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4128 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4130 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4132 /* Affect stealth */
4133 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4135 /* Affect searching ability (factor of five) */
4136 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4138 /* Affect searching frequency (factor of five) */
4139 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4141 /* Affect infravision */
4142 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4144 /* Affect digging (factor of 20) */
4145 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4148 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4151 if (have_flag(flgs, TR_BLOWS))
4153 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4154 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4155 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4158 /* Hack -- cause earthquakes */
4159 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4162 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4163 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4164 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4165 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4166 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4167 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4168 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4169 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4170 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4171 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4172 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4173 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4174 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4175 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4176 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4177 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4178 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4179 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4180 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4181 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4182 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4183 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4184 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4185 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4186 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4187 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4188 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4189 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4190 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4191 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4192 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4193 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4194 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4195 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4196 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4198 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4199 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4200 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4201 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4202 if (have_flag(flgs, TR_WARNING)){
4203 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4204 p_ptr->warning = TRUE;
4207 if (have_flag(flgs, TR_TELEPORT))
4209 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4212 cptr insc = quark_str(o_ptr->inscription);
4214 if (o_ptr->inscription && my_strchr(insc, '.'))
4217 * {.} will stop random teleportation.
4222 /* Controlled random teleportation */
4223 p_ptr->cursed |= TRC_TELEPORT_SELF;
4228 /* Immunity flags */
4229 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4230 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4231 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4232 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4234 /* Resistance flags */
4235 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4236 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4237 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4238 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4239 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4240 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4241 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4242 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4243 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4244 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4245 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4246 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4247 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4248 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4249 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4250 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4252 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4253 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4254 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4255 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4256 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4257 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4260 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4261 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4262 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4263 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4264 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4265 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4267 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4268 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4269 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4270 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4271 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4272 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4273 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4275 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4277 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4279 p_ptr->to_m_chance += 10;
4283 p_ptr->to_m_chance += 3;
4287 if (o_ptr->tval == TV_CAPTURE) continue;
4289 /* Modify the base armor class */
4290 p_ptr->ac += o_ptr->ac;
4292 /* The base armor class is always known */
4293 p_ptr->dis_ac += o_ptr->ac;
4295 /* Apply the bonuses to armor class */
4296 p_ptr->to_a += o_ptr->to_a;
4298 /* Apply the mental bonuses to armor class, if known */
4299 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4301 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4303 int slot = i - INVEN_RARM;
4306 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4308 p_ptr->to_h[slot] -= 15;
4309 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4313 p_ptr->to_h[slot] -= 5;
4314 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4319 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4321 p_ptr->to_h_b -= 15;
4322 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4327 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4332 if (o_ptr->curse_flags & TRC_LOW_AC)
4334 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4337 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4342 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4346 /* Hack -- do not apply "weapon" bonuses */
4347 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4348 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4350 /* Hack -- do not apply "bow" bonuses */
4351 if (i == INVEN_BOW) continue;
4353 bonus_to_h = o_ptr->to_h;
4354 bonus_to_d = o_ptr->to_d;
4356 if (p_ptr->pclass == CLASS_NINJA)
4358 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4359 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4362 /* To Bow and Natural attack */
4364 /* Apply the bonuses to hit/damage */
4365 p_ptr->to_h_b += (s16b)bonus_to_h;
4366 p_ptr->to_h_m += (s16b)bonus_to_h;
4367 p_ptr->to_d_m += (s16b)bonus_to_d;
4369 /* Apply the mental bonuses tp hit/damage, if known */
4370 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4373 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4375 /* Apply the bonuses to hit/damage */
4376 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4377 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4379 /* Apply the mental bonuses tp hit/damage, if known */
4380 if (object_is_known(o_ptr))
4382 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4383 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4386 else if (p_ptr->migite && p_ptr->hidarite)
4388 /* Apply the bonuses to hit/damage */
4389 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4390 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4391 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4392 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4394 /* Apply the mental bonuses tp hit/damage, if known */
4395 if (object_is_known(o_ptr))
4397 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4398 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4399 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4400 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4405 /* Apply the bonuses to hit/damage */
4406 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4407 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4409 /* Apply the mental bonuses to hit/damage, if known */
4410 if (object_is_known(o_ptr))
4412 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4413 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4418 if (old_mighty_throw != p_ptr->mighty_throw)
4420 /* Redraw average damege display of Shuriken */
4421 p_ptr->window |= PW_INVEN;
4424 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4426 /* Monks get extra ac for armour _not worn_ */
4427 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4429 if (!(inventory[INVEN_BODY].k_idx))
4431 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4432 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4434 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4436 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4437 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4439 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4441 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4442 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4444 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4446 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4447 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4449 if (!(inventory[INVEN_HANDS].k_idx))
4451 p_ptr->to_a += (p_ptr->lev / 2);
4452 p_ptr->dis_to_a += (p_ptr->lev / 2);
4454 if (!(inventory[INVEN_FEET].k_idx))
4456 p_ptr->to_a += (p_ptr->lev / 3);
4457 p_ptr->dis_to_a += (p_ptr->lev / 3);
4459 if (p_ptr->special_defense & KAMAE_BYAKKO)
4461 p_ptr->stat_add[A_STR] += 2;
4462 p_ptr->stat_add[A_DEX] += 2;
4463 p_ptr->stat_add[A_CON] -= 3;
4465 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4468 else if (p_ptr->special_defense & KAMAE_GENBU)
4470 p_ptr->stat_add[A_INT] -= 1;
4471 p_ptr->stat_add[A_WIS] -= 1;
4472 p_ptr->stat_add[A_DEX] -= 2;
4473 p_ptr->stat_add[A_CON] += 3;
4475 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4477 p_ptr->stat_add[A_STR] -= 2;
4478 p_ptr->stat_add[A_INT] += 1;
4479 p_ptr->stat_add[A_WIS] += 1;
4480 p_ptr->stat_add[A_DEX] += 2;
4481 p_ptr->stat_add[A_CON] -= 2;
4485 if (p_ptr->special_defense & KATA_KOUKIJIN)
4487 for (i = 0; i < 6; i++)
4488 p_ptr->stat_add[i] += 5;
4490 p_ptr->dis_to_a -= 50;
4493 /* Hack -- aura of fire also provides light */
4494 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4496 /* Golems also get an intrinsic AC bonus */
4497 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4499 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4500 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4504 if (p_ptr->realm1 == REALM_HEX)
4506 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4507 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4508 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4509 if (hex_spelling(HEX_BUILDING))
4511 p_ptr->stat_add[A_STR] += 4;
4512 p_ptr->stat_add[A_DEX] += 4;
4513 p_ptr->stat_add[A_CON] += 4;
4515 if (hex_spelling(HEX_DEMON_AURA))
4517 p_ptr->sh_fire = TRUE;
4518 p_ptr->regenerate = TRUE;
4520 if (hex_spelling(HEX_ICE_ARMOR))
4522 p_ptr->sh_cold = TRUE;
4524 p_ptr->dis_to_a += 30;
4526 if (hex_spelling(HEX_SHOCK_CLOAK))
4528 p_ptr->sh_elec = TRUE;
4531 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4534 o_ptr = &inventory[i];
4535 if (!o_ptr->k_idx) continue;
4536 if (!object_is_armour(o_ptr)) continue;
4537 if (!object_is_cursed(o_ptr)) continue;
4539 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4540 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4541 p_ptr->to_a += (s16b)ac;
4542 p_ptr->dis_to_a += (s16b)ac;
4546 /* Calculate stats */
4547 for (i = 0; i < 6; i++)
4551 /* Extract the new "stat_use" value for the stat */
4552 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4554 /* Notice changes */
4555 if (p_ptr->stat_top[i] != top)
4557 /* Save the new value */
4558 p_ptr->stat_top[i] = (s16b)top;
4560 /* Redisplay the stats later */
4561 p_ptr->redraw |= (PR_STATS);
4564 p_ptr->window |= (PW_PLAYER);
4568 /* Extract the new "stat_use" value for the stat */
4569 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4571 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4573 /* 10 to 18/90 charisma, guaranteed, based on level */
4574 if (use < 8 + 2 * p_ptr->lev)
4576 use = 8 + 2 * p_ptr->lev;
4580 /* Notice changes */
4581 if (p_ptr->stat_use[i] != use)
4583 /* Save the new value */
4584 p_ptr->stat_use[i] = (s16b)use;
4586 /* Redisplay the stats later */
4587 p_ptr->redraw |= (PR_STATS);
4590 p_ptr->window |= (PW_PLAYER);
4594 /* Values: 3, 4, ..., 17 */
4595 if (use <= 18) ind = (use - 3);
4597 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4598 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4600 /* Range: 18/220+ */
4603 /* Notice changes */
4604 if (p_ptr->stat_ind[i] != ind)
4606 /* Save the new index */
4607 p_ptr->stat_ind[i] = (s16b)ind;
4609 /* Change in CON affects Hitpoints */
4612 p_ptr->update |= (PU_HP);
4615 /* Change in INT may affect Mana/Spells */
4616 else if (i == A_INT)
4618 if (mp_ptr->spell_stat == A_INT)
4620 p_ptr->update |= (PU_MANA | PU_SPELLS);
4624 /* Change in WIS may affect Mana/Spells */
4625 else if (i == A_WIS)
4627 if (mp_ptr->spell_stat == A_WIS)
4629 p_ptr->update |= (PU_MANA | PU_SPELLS);
4633 /* Change in WIS may affect Mana/Spells */
4634 else if (i == A_CHR)
4636 if (mp_ptr->spell_stat == A_CHR)
4638 p_ptr->update |= (PU_MANA | PU_SPELLS);
4643 p_ptr->window |= (PW_PLAYER);
4648 /* Apply temporary "stun" */
4649 if (p_ptr->stun > 50)
4651 p_ptr->to_h[0] -= 20;
4652 p_ptr->to_h[1] -= 20;
4653 p_ptr->to_h_b -= 20;
4654 p_ptr->to_h_m -= 20;
4655 p_ptr->dis_to_h[0] -= 20;
4656 p_ptr->dis_to_h[1] -= 20;
4657 p_ptr->dis_to_h_b -= 20;
4658 p_ptr->to_d[0] -= 20;
4659 p_ptr->to_d[1] -= 20;
4660 p_ptr->to_d_m -= 20;
4661 p_ptr->dis_to_d[0] -= 20;
4662 p_ptr->dis_to_d[1] -= 20;
4664 else if (p_ptr->stun)
4666 p_ptr->to_h[0] -= 5;
4667 p_ptr->to_h[1] -= 5;
4670 p_ptr->dis_to_h[0] -= 5;
4671 p_ptr->dis_to_h[1] -= 5;
4672 p_ptr->dis_to_h_b -= 5;
4673 p_ptr->to_d[0] -= 5;
4674 p_ptr->to_d[1] -= 5;
4676 p_ptr->dis_to_d[0] -= 5;
4677 p_ptr->dis_to_d[1] -= 5;
4681 if (p_ptr->wraith_form)
4683 p_ptr->reflect = TRUE;
4684 p_ptr->pass_wall = TRUE;
4687 if (p_ptr->kabenuke)
4689 p_ptr->pass_wall = TRUE;
4692 /* Temporary blessing */
4696 p_ptr->dis_to_a += 5;
4697 p_ptr->to_h[0] += 10;
4698 p_ptr->to_h[1] += 10;
4699 p_ptr->to_h_b += 10;
4700 p_ptr->to_h_m += 10;
4701 p_ptr->dis_to_h[0] += 10;
4702 p_ptr->dis_to_h[1] += 10;
4703 p_ptr->dis_to_h_b += 10;
4706 if (p_ptr->magicdef)
4708 p_ptr->resist_blind = TRUE;
4709 p_ptr->resist_conf = TRUE;
4710 p_ptr->reflect = TRUE;
4711 p_ptr->free_act = TRUE;
4712 p_ptr->levitation = TRUE;
4715 /* Temporary "Hero" */
4718 p_ptr->to_h[0] += 12;
4719 p_ptr->to_h[1] += 12;
4720 p_ptr->to_h_b += 12;
4721 p_ptr->to_h_m += 12;
4722 p_ptr->dis_to_h[0] += 12;
4723 p_ptr->dis_to_h[1] += 12;
4724 p_ptr->dis_to_h_b += 12;
4727 /* Temporary "Beserk" */
4730 p_ptr->to_h[0] += 12;
4731 p_ptr->to_h[1] += 12;
4732 p_ptr->to_h_b -= 12;
4733 p_ptr->to_h_m += 12;
4734 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4735 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4736 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4737 p_ptr->dis_to_h[0] += 12;
4738 p_ptr->dis_to_h[1] += 12;
4739 p_ptr->dis_to_h_b -= 12;
4740 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4741 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4743 p_ptr->dis_to_a -= 10;
4744 p_ptr->skill_stl -= 7;
4745 p_ptr->skill_dev -= 20;
4746 p_ptr->skill_sav -= 30;
4747 p_ptr->skill_srh -= 15;
4748 p_ptr->skill_fos -= 15;
4749 p_ptr->skill_tht -= 20;
4750 p_ptr->skill_dig += 30;
4753 /* Temporary "fast" */
4759 /* Temporary "slow" */
4765 /* Temporary "telepathy" */
4768 p_ptr->telepathy = TRUE;
4771 if (p_ptr->ele_immune)
4773 if (p_ptr->special_defense & DEFENSE_ACID)
4774 p_ptr->immune_acid = TRUE;
4775 else if (p_ptr->special_defense & DEFENSE_ELEC)
4776 p_ptr->immune_elec = TRUE;
4777 else if (p_ptr->special_defense & DEFENSE_FIRE)
4778 p_ptr->immune_fire = TRUE;
4779 else if (p_ptr->special_defense & DEFENSE_COLD)
4780 p_ptr->immune_cold = TRUE;
4783 /* Temporary see invisible */
4784 if (p_ptr->tim_invis)
4786 p_ptr->see_inv = TRUE;
4789 /* Temporary infravision boost */
4790 if (p_ptr->tim_infra)
4792 p_ptr->see_infra+=3;
4795 /* Temporary regeneration boost */
4796 if (p_ptr->tim_regen)
4798 p_ptr->regenerate = TRUE;
4801 /* Temporary levitation */
4802 if (p_ptr->tim_levitation)
4804 p_ptr->levitation = TRUE;
4807 /* Temporary reflection */
4808 if (p_ptr->tim_reflect)
4810 p_ptr->reflect = TRUE;
4813 /* Hack -- Hero/Shero -> Res fear */
4814 if (IS_HERO() || p_ptr->shero)
4816 p_ptr->resist_fear = TRUE;
4820 /* Hack -- Telepathy Change */
4821 if (p_ptr->telepathy != old_telepathy)
4823 p_ptr->update |= (PU_MONSTERS);
4826 if ((p_ptr->esp_animal != old_esp_animal) ||
4827 (p_ptr->esp_undead != old_esp_undead) ||
4828 (p_ptr->esp_demon != old_esp_demon) ||
4829 (p_ptr->esp_orc != old_esp_orc) ||
4830 (p_ptr->esp_troll != old_esp_troll) ||
4831 (p_ptr->esp_giant != old_esp_giant) ||
4832 (p_ptr->esp_dragon != old_esp_dragon) ||
4833 (p_ptr->esp_human != old_esp_human) ||
4834 (p_ptr->esp_evil != old_esp_evil) ||
4835 (p_ptr->esp_good != old_esp_good) ||
4836 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4837 (p_ptr->esp_unique != old_esp_unique))
4839 p_ptr->update |= (PU_MONSTERS);
4842 /* Hack -- See Invis Change */
4843 if (p_ptr->see_inv != old_see_inv)
4845 p_ptr->update |= (PU_MONSTERS);
4848 /* Bloating slows the player down (a little) */
4849 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4851 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4853 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4854 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4856 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4857 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4860 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4862 int penalty1, penalty2;
4863 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4864 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4865 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4867 penalty1 = penalty1 / 2 - 5;
4868 penalty2 = penalty2 / 2 - 5;
4871 p_ptr->dis_to_a += 10;
4875 if (penalty1 > 0) penalty1 /= 2;
4876 if (penalty2 > 0) penalty2 /= 2;
4878 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4880 penalty1 = MAX(0, penalty1 - 10);
4881 penalty2 = MAX(0, penalty2 - 10);
4883 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4885 penalty1 = MIN(0, penalty1);
4886 penalty2 = MIN(0, penalty2);
4888 p_ptr->dis_to_a += 10;
4892 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4894 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4897 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4898 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4899 p_ptr->to_h[0] -= (s16b)penalty1;
4900 p_ptr->to_h[1] -= (s16b)penalty2;
4901 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4902 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4905 /* Extract the current weight (in tenth pounds) */
4906 j = p_ptr->total_weight;
4910 /* Extract the "weight limit" (in tenth pounds) */
4911 i = (int)weight_limit();
4915 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4916 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4917 int speed = riding_m_ptr->mspeed;
4919 if (riding_m_ptr->mspeed > 110)
4921 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4922 if (new_speed < 110) new_speed = 110;
4928 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4929 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4930 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4931 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4932 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4934 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4935 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4937 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4939 /* Extract the "weight limit" */
4940 i = 1500 + riding_r_ptr->level * 25;
4943 /* XXX XXX XXX Apply "encumbrance" from weight */
4944 if (j > i) new_speed -= ((j - i) / (i / 5));
4946 /* Searching slows the player down */
4947 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4949 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4950 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4951 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4952 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4953 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4954 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4955 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4956 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4957 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4958 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4959 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4960 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4961 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4963 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4964 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4965 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4966 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4967 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4968 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4969 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4970 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4971 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4972 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4975 /* Obtain the "hold" value */
4976 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4979 /* Examine the "current bow" */
4980 o_ptr = &inventory[INVEN_BOW];
4982 /* It is hard to carholdry a heavy bow */
4983 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4984 if (p_ptr->heavy_shoot)
4986 /* Hard to wield a heavy bow */
4987 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4988 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4991 /* Compute "extra shots" if needed */
4994 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4996 /* Apply special flags */
4997 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
5000 p_ptr->num_fire = calc_num_fire(o_ptr);
5002 /* Snipers love Cross bows */
5003 if ((p_ptr->pclass == CLASS_SNIPER) &&
5004 (p_ptr->tval_ammo == TV_BOLT))
5006 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5007 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5012 if (p_ptr->ryoute) hold *= 2;
5014 for(i = 0 ; i < 2 ; i++)
5016 /* Examine the "main weapon" */
5017 o_ptr = &inventory[INVEN_RARM+i];
5019 object_flags(o_ptr, flgs);
5021 /* Assume not heavy */
5022 p_ptr->heavy_wield[i] = FALSE;
5023 p_ptr->icky_wield[i] = FALSE;
5024 p_ptr->riding_wield[i] = FALSE;
5026 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5027 /* It is hard to hold a heavy weapon */
5028 if (hold < o_ptr->weight / 10)
5030 /* Hard to wield a heavy weapon */
5031 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5032 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5035 p_ptr->heavy_wield[i] = TRUE;
5037 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5039 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5042 p_ptr->dis_to_a += 5;
5045 /* Normal weapons */
5046 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5048 int str_index, dex_index;
5050 int num = 0, wgt = 0, mul = 0, div = 0;
5052 /* Analyze the class */
5053 switch (p_ptr->pclass)
5057 num = 6; wgt = 70; mul = 5; break;
5060 case CLASS_BERSERKER:
5061 num = 6; wgt = 70; mul = 7; break;
5065 case CLASS_HIGH_MAGE:
5066 case CLASS_BLUE_MAGE:
5067 num = 3; wgt = 100; mul = 2; break;
5069 /* Priest, Mindcrafter, Magic-Eater */
5071 case CLASS_MAGIC_EATER:
5072 case CLASS_MINDCRAFTER:
5073 num = 5; wgt = 100; mul = 3; break;
5077 num = 5; wgt = 40; mul = 3; break;
5081 num = 5; wgt = 70; mul = 4; break;
5086 num = 5; wgt = 70; mul = 4; break;
5090 num = 5; wgt = 150; mul = 5; break;
5093 case CLASS_WARRIOR_MAGE:
5094 case CLASS_RED_MAGE:
5095 num = 5; wgt = 70; mul = 3; break;
5098 case CLASS_CHAOS_WARRIOR:
5099 num = 5; wgt = 70; mul = 4; break;
5103 num = 5; wgt = 60; mul = 3; break;
5107 num = 4; wgt = 100; mul = 3; break;
5110 case CLASS_IMITATOR:
5111 num = 5; wgt = 70; mul = 4; break;
5114 case CLASS_BEASTMASTER:
5115 num = 5; wgt = 70; mul = 3; break;
5119 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5120 else {num = 5; wgt = 100; mul = 3;}
5124 case CLASS_SORCERER:
5125 num = 1; wgt = 1; mul = 1; break;
5127 /* Archer, Bard, Sniper */
5131 num = 4; wgt = 70; mul = 2; break;
5134 case CLASS_FORCETRAINER:
5135 num = 4; wgt = 60; mul = 2; break;
5138 case CLASS_MIRROR_MASTER:
5139 num = 3; wgt = 100; mul = 3; break;
5143 num = 4; wgt = 20; mul = 1; break;
5146 /* Hex - extra mights gives +1 bonus to max blows */
5147 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5149 /* Enforce a minimum "weight" (tenth pounds) */
5150 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5152 /* Access the strength vs weight */
5153 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5155 if (p_ptr->ryoute && !omoi) str_index++;
5156 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5159 if (str_index > 11) str_index = 11;
5161 /* Index by dexterity */
5162 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5165 if (dex_index > 11) dex_index = 11;
5167 /* Use the blows table */
5168 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5171 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5173 /* Add in the "bonus blows" */
5174 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5177 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5178 else if (p_ptr->pclass == CLASS_BERSERKER)
5180 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5182 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5184 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5186 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5189 /* Require at least one blow */
5190 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5192 /* Boost digging skill by weapon weight */
5193 p_ptr->skill_dig += (o_ptr->weight / 10);
5197 /* Priest weapon penalty for non-blessed edged weapons */
5198 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5199 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5201 /* Reduce the real bonuses */
5202 p_ptr->to_h[i] -= 2;
5203 p_ptr->to_d[i] -= 2;
5205 /* Reduce the mental bonuses */
5206 p_ptr->dis_to_h[i] -= 2;
5207 p_ptr->dis_to_d[i] -= 2;
5210 p_ptr->icky_wield[i] = TRUE;
5212 else if (p_ptr->pclass == CLASS_BERSERKER)
5214 p_ptr->to_h[i] += p_ptr->lev/5;
5215 p_ptr->to_d[i] += p_ptr->lev/6;
5216 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5217 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5218 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5220 p_ptr->to_h[i] += p_ptr->lev/5;
5221 p_ptr->to_d[i] += p_ptr->lev/6;
5222 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5223 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5226 else if (p_ptr->pclass == CLASS_SORCERER)
5228 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5230 /* Reduce the real bonuses */
5231 p_ptr->to_h[i] -= 200;
5232 p_ptr->to_d[i] -= 200;
5234 /* Reduce the mental bonuses */
5235 p_ptr->dis_to_h[i] -= 200;
5236 p_ptr->dis_to_d[i] -= 200;
5239 p_ptr->icky_wield[i] = TRUE;
5243 /* Reduce the real bonuses */
5244 p_ptr->to_h[i] -= 30;
5245 p_ptr->to_d[i] -= 10;
5247 /* Reduce the mental bonuses */
5248 p_ptr->dis_to_h[i] -= 30;
5249 p_ptr->dis_to_d[i] -= 10;
5253 if (p_ptr->realm1 == REALM_HEX)
5255 if (object_is_cursed(o_ptr))
5257 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5258 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5259 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5260 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5261 if (hex_spelling(HEX_RUNESWORD))
5263 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5264 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5265 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5271 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5273 p_ptr->to_h[i] +=15;
5274 p_ptr->dis_to_h[i] +=15;
5275 p_ptr->to_dd[i] += 2;
5277 else if (!(have_flag(flgs, TR_RIDING)))
5280 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5286 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5288 if (penalty < 30) penalty = 30;
5290 p_ptr->to_h[i] -= (s16b)penalty;
5291 p_ptr->dis_to_h[i] -= (s16b)penalty;
5294 p_ptr->riding_wield[i] = TRUE;
5303 p_ptr->riding_ryoute = FALSE;
5305 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5306 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5308 switch (p_ptr->pclass)
5311 case CLASS_FORCETRAINER:
5312 case CLASS_BERSERKER:
5313 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5314 p_ptr->riding_ryoute = TRUE;
5319 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5321 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5325 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5327 if (penalty < 30) penalty = 30;
5329 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5330 p_ptr->to_h_b -= (s16b)penalty;
5331 p_ptr->dis_to_h_b -= (s16b)penalty;
5334 /* Different calculation for monks with empty hands */
5335 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5336 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5338 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5339 p_ptr->num_blow[0] = 0;
5341 if (p_ptr->pclass == CLASS_FORCETRAINER)
5343 if (blow_base > 18) p_ptr->num_blow[0]++;
5344 if (blow_base > 31) p_ptr->num_blow[0]++;
5345 if (blow_base > 44) p_ptr->num_blow[0]++;
5346 if (blow_base > 58) p_ptr->num_blow[0]++;
5349 p_ptr->to_d[0] += P_PTR_KI / 5;
5350 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5355 if (blow_base > 12) p_ptr->num_blow[0]++;
5356 if (blow_base > 22) p_ptr->num_blow[0]++;
5357 if (blow_base > 31) p_ptr->num_blow[0]++;
5358 if (blow_base > 39) p_ptr->num_blow[0]++;
5359 if (blow_base > 46) p_ptr->num_blow[0]++;
5360 if (blow_base > 53) p_ptr->num_blow[0]++;
5361 if (blow_base > 59) p_ptr->num_blow[0]++;
5364 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5365 p_ptr->num_blow[0] /= 2;
5368 p_ptr->to_h[0] += (p_ptr->lev / 3);
5369 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5371 p_ptr->to_d[0] += (p_ptr->lev / 6);
5372 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5375 if (p_ptr->special_defense & KAMAE_BYAKKO)
5378 p_ptr->dis_to_a -= 40;
5381 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5384 p_ptr->dis_to_a -= 50;
5385 p_ptr->resist_acid = TRUE;
5386 p_ptr->resist_fire = TRUE;
5387 p_ptr->resist_elec = TRUE;
5388 p_ptr->resist_cold = TRUE;
5389 p_ptr->resist_pois = TRUE;
5390 p_ptr->sh_fire = TRUE;
5391 p_ptr->sh_elec = TRUE;
5392 p_ptr->sh_cold = TRUE;
5393 p_ptr->levitation = TRUE;
5395 else if (p_ptr->special_defense & KAMAE_GENBU)
5397 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5398 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5399 p_ptr->reflect = TRUE;
5400 p_ptr->num_blow[0] -= 2;
5401 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5402 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5404 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5406 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5407 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5409 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5410 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5411 p_ptr->num_blow[0] /= 2;
5412 p_ptr->levitation = TRUE;
5415 p_ptr->num_blow[0] += 1+extra_blows[0];
5418 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5420 monk_armour_aux = FALSE;
5424 monk_armour_aux = TRUE;
5427 for (i = 0; i < 2; i++)
5429 if (buki_motteruka(INVEN_RARM+i))
5431 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5432 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5434 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5435 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5436 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5438 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5440 p_ptr->to_h[i] -= 40;
5441 p_ptr->dis_to_h[i] -= 40;
5442 p_ptr->icky_wield[i] = TRUE;
5445 else if (p_ptr->pclass == CLASS_NINJA)
5447 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5449 p_ptr->to_h[i] -= 40;
5450 p_ptr->dis_to_h[i] -= 40;
5451 p_ptr->icky_wield[i] = TRUE;
5452 p_ptr->num_blow[i] /= 2;
5453 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5457 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5461 /* Maximum speed is (+99). (internally it's 110 + 99) */
5462 /* Temporary lightspeed forces to be maximum speed */
5463 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5468 /* Minimum speed is (-99). (internally it's 110 - 99) */
5469 if (new_speed < 11) new_speed = 11;
5471 /* Display the speed (if needed) */
5472 if (p_ptr->pspeed != (byte)new_speed)
5474 p_ptr->pspeed = (byte)new_speed;
5475 p_ptr->redraw |= (PR_SPEED);
5480 if (p_ptr->to_a > (0 - p_ptr->ac))
5481 p_ptr->to_a = 0 - p_ptr->ac;
5482 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5483 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5486 /* Redraw armor (if needed) */
5487 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5490 p_ptr->redraw |= (PR_ARMOR);
5493 p_ptr->window |= (PW_PLAYER);
5497 if (p_ptr->ryoute && !omoi)
5499 int bonus_to_h=0, bonus_to_d=0;
5500 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5501 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);
5503 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5504 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5505 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5506 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5509 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5511 /* Affect Skill -- stealth (bonus one) */
5512 p_ptr->skill_stl += 1;
5514 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5516 /* Affect Skill -- disarming (DEX and INT) */
5517 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5518 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5520 /* Affect Skill -- magic devices (INT) */
5521 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5523 /* Affect Skill -- saving throw (WIS) */
5524 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5526 /* Affect Skill -- digging (STR) */
5527 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5529 /* Affect Skill -- disarming (Level, by Class) */
5530 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5532 /* Affect Skill -- magic devices (Level, by Class) */
5533 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5535 /* Affect Skill -- saving throw (Level, by Class) */
5536 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5538 /* Affect Skill -- stealth (Level, by Class) */
5539 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5541 /* Affect Skill -- search ability (Level, by Class) */
5542 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5544 /* Affect Skill -- search frequency (Level, by Class) */
5545 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5547 /* Affect Skill -- combat (normal) (Level, by Class) */
5548 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5550 /* Affect Skill -- combat (shooting) (Level, by Class) */
5551 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5553 /* Affect Skill -- combat (throwing) (Level, by Class) */
5554 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5557 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5559 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5560 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5563 /* Limit Skill -- stealth from 0 to 30 */
5564 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5565 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5567 /* Limit Skill -- digging from 1 up */
5568 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5570 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5572 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5574 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;
5576 if (down_saving) p_ptr->skill_sav /= 2;
5578 /* Hack -- Each elemental immunity includes resistance */
5579 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5580 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5581 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5582 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5584 /* Determine player alignment */
5585 for (i = 0, j = 0; i < 8; i++)
5587 switch (p_ptr->vir_types[i])
5590 p_ptr->align += p_ptr->virtues[i] * 2;
5600 p_ptr->align -= p_ptr->virtues[i];
5603 p_ptr->align += p_ptr->virtues[i];
5608 for (i = 0; i < j; i++)
5610 if (p_ptr->align > 0)
5612 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5613 if (p_ptr->align < 0) p_ptr->align = 0;
5615 else if (p_ptr->align < 0)
5617 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5618 if (p_ptr->align > 0) p_ptr->align = 0;
5622 /* Hack -- handle "xtra" mode */
5623 if (character_xtra) return;
5625 /* Take note when "heavy bow" changes */
5626 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5629 if (p_ptr->heavy_shoot)
5631 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5633 else if (inventory[INVEN_BOW].k_idx)
5635 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5639 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5643 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5646 for (i = 0 ; i < 2 ; i++)
5648 /* Take note when "heavy weapon" changes */
5649 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5652 if (p_ptr->heavy_wield[i])
5654 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5656 else if (buki_motteruka(INVEN_RARM+i))
5658 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5660 else if (p_ptr->heavy_wield[1-i])
5662 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5666 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5670 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5673 /* Take note when "heavy weapon" changes */
5674 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5677 if (p_ptr->riding_wield[i])
5679 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5681 else if (!p_ptr->riding)
5683 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5685 else if (buki_motteruka(INVEN_RARM+i))
5687 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5690 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5693 /* Take note when "illegal weapon" changes */
5694 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5697 if (p_ptr->icky_wield[i])
5699 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5702 chg_virtue(V_FAITH, -1);
5705 else if (buki_motteruka(INVEN_RARM+i))
5707 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5711 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5715 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5719 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5722 if (p_ptr->riding_ryoute)
5725 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5727 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5733 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5735 msg_print("You began to control riding pet with one hand.");
5739 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5742 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5746 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5749 chg_virtue(V_HARMONY, -1);
5754 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5757 monk_notify_aux = monk_armour_aux;
5760 for (i = 0; i < INVEN_PACK; i++)
5763 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5764 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5766 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5767 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5770 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5772 /* Acquire object */
5773 o_ptr = &o_list[this_o_idx];
5775 /* Acquire next object */
5776 next_o_idx = o_ptr->next_o_idx;
5779 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5780 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5782 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5783 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5786 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5788 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5790 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5791 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5794 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)))
5796 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5797 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5800 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5802 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5803 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5806 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5808 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5809 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5816 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5818 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5820 void notice_stuff(void)
5823 if (!p_ptr->notice) return;
5826 /* Actually do auto-destroy */
5827 if (p_ptr->notice & (PN_AUTODESTROY))
5829 p_ptr->notice &= ~(PN_AUTODESTROY);
5830 autopick_delayed_alter();
5833 /* Combine the pack */
5834 if (p_ptr->notice & (PN_COMBINE))
5836 p_ptr->notice &= ~(PN_COMBINE);
5840 /* Reorder the pack */
5841 if (p_ptr->notice & (PN_REORDER))
5843 p_ptr->notice &= ~(PN_REORDER);
5850 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5852 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5854 void update_stuff(void)
5857 if (!p_ptr->update) return;
5860 if (p_ptr->update & (PU_BONUS))
5862 p_ptr->update &= ~(PU_BONUS);
5866 if (p_ptr->update & (PU_TORCH))
5868 p_ptr->update &= ~(PU_TORCH);
5872 if (p_ptr->update & (PU_HP))
5874 p_ptr->update &= ~(PU_HP);
5878 if (p_ptr->update & (PU_MANA))
5880 p_ptr->update &= ~(PU_MANA);
5884 if (p_ptr->update & (PU_SPELLS))
5886 p_ptr->update &= ~(PU_SPELLS);
5891 /* Character is not ready yet, no screen updates */
5892 if (!character_generated) return;
5895 /* Character is in "icky" mode, no screen updates */
5896 if (character_icky) return;
5899 if (p_ptr->update & (PU_UN_LITE))
5901 p_ptr->update &= ~(PU_UN_LITE);
5905 if (p_ptr->update & (PU_UN_VIEW))
5907 p_ptr->update &= ~(PU_UN_VIEW);
5911 if (p_ptr->update & (PU_VIEW))
5913 p_ptr->update &= ~(PU_VIEW);
5917 if (p_ptr->update & (PU_LITE))
5919 p_ptr->update &= ~(PU_LITE);
5924 if (p_ptr->update & (PU_FLOW))
5926 p_ptr->update &= ~(PU_FLOW);
5930 if (p_ptr->update & (PU_DISTANCE))
5932 p_ptr->update &= ~(PU_DISTANCE);
5934 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5935 /* p_ptr->update &= ~(PU_MONSTERS); */
5937 update_monsters(TRUE);
5940 if (p_ptr->update & (PU_MON_LITE))
5942 p_ptr->update &= ~(PU_MON_LITE);
5947 * Mega-Hack -- Delayed visual update
5948 * Only used if update_view(), update_lite() or update_mon_lite() was called
5950 if (p_ptr->update & (PU_DELAY_VIS))
5952 p_ptr->update &= ~(PU_DELAY_VIS);
5953 delayed_visual_update();
5956 if (p_ptr->update & (PU_MONSTERS))
5958 p_ptr->update &= ~(PU_MONSTERS);
5959 update_monsters(FALSE);
5965 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5967 * @details 更新処理の対象はゲーム中の全描画処理
5969 void redraw_stuff(void)
5972 if (!p_ptr->redraw) return;
5975 /* Character is not ready yet, no screen updates */
5976 if (!character_generated) return;
5979 /* Character is in "icky" mode, no screen updates */
5980 if (character_icky) return;
5984 /* Hack -- clear the screen */
5985 if (p_ptr->redraw & (PR_WIPE))
5987 p_ptr->redraw &= ~(PR_WIPE);
5993 if (p_ptr->redraw & (PR_MAP))
5995 p_ptr->redraw &= ~(PR_MAP);
6000 if (p_ptr->redraw & (PR_BASIC))
6002 p_ptr->redraw &= ~(PR_BASIC);
6003 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
6004 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
6005 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6006 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6012 if (p_ptr->redraw & (PR_EQUIPPY))
6014 p_ptr->redraw &= ~(PR_EQUIPPY);
6015 print_equippy(); /* To draw / delete equippy chars */
6018 if (p_ptr->redraw & (PR_MISC))
6020 p_ptr->redraw &= ~(PR_MISC);
6021 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6022 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6026 if (p_ptr->redraw & (PR_TITLE))
6028 p_ptr->redraw &= ~(PR_TITLE);
6032 if (p_ptr->redraw & (PR_LEV))
6034 p_ptr->redraw &= ~(PR_LEV);
6038 if (p_ptr->redraw & (PR_EXP))
6040 p_ptr->redraw &= ~(PR_EXP);
6044 if (p_ptr->redraw & (PR_STATS))
6046 p_ptr->redraw &= ~(PR_STATS);
6055 if (p_ptr->redraw & (PR_STATUS))
6057 p_ptr->redraw &= ~(PR_STATUS);
6061 if (p_ptr->redraw & (PR_ARMOR))
6063 p_ptr->redraw &= ~(PR_ARMOR);
6067 if (p_ptr->redraw & (PR_HP))
6069 p_ptr->redraw &= ~(PR_HP);
6073 if (p_ptr->redraw & (PR_MANA))
6075 p_ptr->redraw &= ~(PR_MANA);
6079 if (p_ptr->redraw & (PR_GOLD))
6081 p_ptr->redraw &= ~(PR_GOLD);
6085 if (p_ptr->redraw & (PR_DEPTH))
6087 p_ptr->redraw &= ~(PR_DEPTH);
6091 if (p_ptr->redraw & (PR_HEALTH))
6093 p_ptr->redraw &= ~(PR_HEALTH);
6094 health_redraw(FALSE);
6097 if (p_ptr->redraw & (PR_UHEALTH))
6099 p_ptr->redraw &= ~(PR_UHEALTH);
6100 health_redraw(TRUE);
6104 if (p_ptr->redraw & (PR_EXTRA))
6106 p_ptr->redraw &= ~(PR_EXTRA);
6107 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6108 p_ptr->redraw &= ~(PR_HUNGER);
6109 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6113 if (p_ptr->redraw & (PR_CUT))
6115 p_ptr->redraw &= ~(PR_CUT);
6119 if (p_ptr->redraw & (PR_STUN))
6121 p_ptr->redraw &= ~(PR_STUN);
6125 if (p_ptr->redraw & (PR_HUNGER))
6127 p_ptr->redraw &= ~(PR_HUNGER);
6131 if (p_ptr->redraw & (PR_STATE))
6133 p_ptr->redraw &= ~(PR_STATE);
6137 if (p_ptr->redraw & (PR_SPEED))
6139 p_ptr->redraw &= ~(PR_SPEED);
6143 if (p_ptr->pclass == CLASS_IMITATOR)
6145 if (p_ptr->redraw & (PR_IMITATION))
6147 p_ptr->redraw &= ~(PR_IMITATION);
6151 else if (p_ptr->redraw & (PR_STUDY))
6153 p_ptr->redraw &= ~(PR_STUDY);
6160 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6162 * @details 更新処理の対象はサブウィンドウ全般
6164 void window_stuff(void)
6172 if (!p_ptr->window) return;
6175 for (j = 0; j < 8; j++)
6177 /* Save usable flags */
6178 if (angband_term[j]) mask |= window_flag[j];
6181 /* Apply usable flags */
6182 p_ptr->window &= mask;
6185 if (!p_ptr->window) return;
6188 /* Display inventory */
6189 if (p_ptr->window & (PW_INVEN))
6191 p_ptr->window &= ~(PW_INVEN);
6195 /* Display equipment */
6196 if (p_ptr->window & (PW_EQUIP))
6198 p_ptr->window &= ~(PW_EQUIP);
6202 /* Display spell list */
6203 if (p_ptr->window & (PW_SPELL))
6205 p_ptr->window &= ~(PW_SPELL);
6209 /* Display player */
6210 if (p_ptr->window & (PW_PLAYER))
6212 p_ptr->window &= ~(PW_PLAYER);
6216 /* Display monster list */
6217 if (p_ptr->window & (PW_MONSTER_LIST))
6219 p_ptr->window &= ~(PW_MONSTER_LIST);
6223 /* Display overhead view */
6224 if (p_ptr->window & (PW_MESSAGE))
6226 p_ptr->window &= ~(PW_MESSAGE);
6230 /* Display overhead view */
6231 if (p_ptr->window & (PW_OVERHEAD))
6233 p_ptr->window &= ~(PW_OVERHEAD);
6237 /* Display overhead view */
6238 if (p_ptr->window & (PW_DUNGEON))
6240 p_ptr->window &= ~(PW_DUNGEON);
6244 /* Display monster recall */
6245 if (p_ptr->window & (PW_MONSTER))
6247 p_ptr->window &= ~(PW_MONSTER);
6251 /* Display object recall */
6252 if (p_ptr->window & (PW_OBJECT))
6254 p_ptr->window &= ~(PW_OBJECT);
6261 * @brief 全更新処理をチェックして処理していく
6262 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6265 void handle_stuff(void)
6268 if (p_ptr->update) update_stuff();
6271 if (p_ptr->redraw) redraw_stuff();
6274 if (p_ptr->window) window_stuff();
6278 * @brief プレイヤーの現在開いている手の状態を返す
6279 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6280 * @return 開いている手のビットフラグ
6282 s16b empty_hands(bool riding_control)
6284 s16b status = EMPTY_HAND_NONE;
6286 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6287 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6289 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6291 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6292 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6300 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6301 * @return ペナルティが適用されるならばTRUE。
6303 bool heavy_armor(void)
6305 u16b monk_arm_wgt = 0;
6307 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6309 /* Weight the armor */
6310 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6311 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6312 monk_arm_wgt += inventory[INVEN_BODY].weight;
6313 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6314 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6315 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6316 monk_arm_wgt += inventory[INVEN_FEET].weight;
6318 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6322 * @brief 実ゲームプレイ時間を更新する
6324 void update_playtime(void)
6326 /* Check if the game has started */
6327 if (start_time != 0)
6329 u32b tmp = (u32b)time(NULL);
6330 playtime += (tmp - start_time);