3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
17 * @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
19 * @param out_val 出力先文字列ポインタ
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
51 * @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。
52 * Modify a stat value by a "modifier", return new value
58 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
59 * Or even: 18/13, 18/23, 18/33, ..., 18/220
60 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
61 * Or even: 18/13, 18/03, 18, 17, ..., 3
64 s16b modify_stat_value(int value, int amount)
71 /* Apply each point */
72 for (i = 0; i < amount; i++)
74 /* One point at a time */
75 if (value < 18) value++;
77 /* Ten "points" at a time */
85 /* Apply each point */
86 for (i = 0; i < (0 - amount); i++)
88 /* Ten points at a time */
89 if (value >= 18+10) value -= 10;
91 /* Hack -- prevent weirdness */
92 else if (value > 18) value = 18;
94 /* One point at a time */
95 else if (value > 3) value--;
99 /* Return new value */
100 return (s16b)(value);
106 * @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 /
107 * Print character info at given row, column in a 13 char field
113 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
115 /* Dump 13 spaces to clear */
116 c_put_str(TERM_WHITE, " ", row, col);
118 /* Dump the info itself */
119 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時刻を表示する /
131 /* Dump 13 spaces to clear */
132 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
134 extract_day_hour_min(&day, &hour, &min);
136 /* Dump the info itself */
137 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
138 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
140 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
144 * @brief 現在のマップ名を返す /
145 * @return マップ名の文字列参照ポインタ
147 concptr map_name(void)
149 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
150 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
151 return _("クエスト", "Quest");
152 else if (p_ptr->wild_mode)
153 return _("地上", "Surface");
154 else if (p_ptr->inside_arena)
155 return _("アリーナ", "Arena");
156 else if (p_ptr->inside_battle)
157 return _("闘技場", "Monster Arena");
158 else if (!dun_level && p_ptr->town_num)
159 return town[p_ptr->town_num].name;
161 return d_name+d_info[dungeon_type].name;
165 * @brief 現在のマップ名を描画する / Print dungeon
168 static void prt_dungeon(void)
170 concptr dungeon_name;
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
176 dungeon_name = map_name();
178 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
179 if (col < 0) col = 0;
181 /* Dump the info itself */
182 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
188 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
189 * @param stat 描画するステータスのID
192 static void prt_stat(int stat)
196 /* Display "injured" stat */
197 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
199 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
200 cnv_stat(p_ptr->stat_use[stat], tmp);
201 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
204 /* Display "healthy" stat */
207 put_str(stat_names[stat], ROW_STAT + stat, 0);
208 cnv_stat(p_ptr->stat_use[stat], tmp);
209 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
212 /* Indicate natural maximum */
213 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
216 /* 日本語にかぶらないように表示位置を変更 */
217 put_str("!", ROW_STAT + stat, 5);
219 put_str("!", ROW_STAT + stat, 3);
227 * 画面下部に表示する状態表示定義ID / Data structure for status bar
229 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
230 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
231 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
232 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
233 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
234 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
235 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
236 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
237 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
238 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
239 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
240 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
241 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
242 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
243 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
244 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
245 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
246 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
247 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
248 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
249 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
250 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
251 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
252 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
253 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
254 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
255 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
256 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
257 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
258 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
259 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
260 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
261 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
262 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
263 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
264 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
265 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
266 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
267 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
268 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
269 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
270 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
271 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
272 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
273 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
274 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
275 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
276 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
277 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
278 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
279 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
280 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
281 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
282 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
283 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
284 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
285 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
286 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
287 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
288 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
289 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
290 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
291 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
292 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
293 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
294 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
295 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
304 {TERM_YELLOW, "つ", "つよし"},
305 {TERM_VIOLET, "幻", "幻覚"},
306 {TERM_L_DARK, "盲", "盲目"},
307 {TERM_RED, "痺", "麻痺"},
308 {TERM_VIOLET, "乱", "混乱"},
309 {TERM_GREEN, "毒", "毒"},
310 {TERM_BLUE, "恐", "恐怖"},
311 {TERM_L_BLUE, "浮", "浮遊"},
312 {TERM_SLATE, "反", "反射"},
313 {TERM_SLATE, "壁", "壁抜け"},
314 {TERM_L_DARK, "幽", "幽体"},
315 {TERM_SLATE, "邪", "防邪"},
316 {TERM_VIOLET, "変", "変わり身"},
317 {TERM_YELLOW, "魔", "魔法鎧"},
318 {TERM_L_UMBER, "伸", "伸び"},
319 {TERM_WHITE, "石", "石肌"},
320 {TERM_L_BLUE, "分", "分身"},
321 {TERM_SLATE, "防", "魔法防御"},
322 {TERM_YELLOW, "究", "究極"},
323 {TERM_YELLOW, "無", "無敵"},
324 {TERM_L_GREEN, "酸", "酸免疫"},
325 {TERM_GREEN, "酸", "耐酸"},
326 {TERM_L_BLUE, "電", "電免疫"},
327 {TERM_BLUE, "電", "耐電"},
328 {TERM_L_RED, "火", "火免疫"},
329 {TERM_RED, "火", "耐火"},
330 {TERM_WHITE, "冷", "冷免疫"},
331 {TERM_SLATE, "冷", "耐冷"},
332 {TERM_GREEN, "毒", "耐毒"},
333 {TERM_L_DARK, "獄", "耐地獄"},
334 {TERM_L_BLUE, "時", "耐時間"},
335 {TERM_L_DARK, "鏡", "鏡オーラ"},
336 {TERM_L_RED, "オ", "火オーラ"},
337 {TERM_WHITE, "闘", "闘気"},
338 {TERM_WHITE, "聖", "聖オーラ"},
339 {TERM_VIOLET, "目", "目には目"},
340 {TERM_WHITE, "祝", "祝福"},
341 {TERM_WHITE, "勇", "勇"},
342 {TERM_RED, "狂", "狂乱"},
343 {TERM_L_RED, "火", "魔剣火"},
344 {TERM_WHITE, "冷", "魔剣冷"},
345 {TERM_L_BLUE, "電", "魔剣電"},
346 {TERM_SLATE, "酸", "魔剣酸"},
347 {TERM_L_GREEN, "毒", "魔剣毒"},
348 {TERM_RED, "乱", "混乱打撃"},
349 {TERM_L_BLUE, "視", "透明視"},
350 {TERM_ORANGE, "テ", "テレパシ"},
351 {TERM_L_BLUE, "回", "回復"},
352 {TERM_L_RED, "赤", "赤外"},
353 {TERM_UMBER, "隠", "隠密"},
354 {TERM_YELLOW, "隠", "超隠密"},
355 {TERM_WHITE, "帰", "帰還"},
356 {TERM_WHITE, "現", "現実変容"},
358 {TERM_WHITE, "オ", "氷オーラ"},
359 {TERM_BLUE, "オ", "電オーラ"},
360 {TERM_L_DARK, "オ", "影オーラ"},
361 {TERM_YELLOW, "腕", "腕力強化"},
362 {TERM_RED, "肉", "肉体強化"},
363 {TERM_L_DARK, "殖", "反増殖"},
364 {TERM_ORANGE, "テ", "反テレポ"},
365 {TERM_RED, "魔", "反魔法"},
366 {TERM_SLATE, "我", "我慢"},
367 {TERM_SLATE, "宣", "宣告"},
368 {TERM_L_DARK, "剣", "魔剣化"},
369 {TERM_RED, "吸", "吸血打撃"},
370 {TERM_WHITE, "回", "回復"},
371 {TERM_L_DARK, "感", "邪悪感知"},
376 {TERM_YELLOW, "Ts", "Tsuyoshi"},
377 {TERM_VIOLET, "Ha", "Halluc"},
378 {TERM_L_DARK, "Bl", "Blind"},
379 {TERM_RED, "Pa", "Paralyzed"},
380 {TERM_VIOLET, "Cf", "Confused"},
381 {TERM_GREEN, "Po", "Poisoned"},
382 {TERM_BLUE, "Af", "Afraid"},
383 {TERM_L_BLUE, "Lv", "Levit"},
384 {TERM_SLATE, "Rf", "Reflect"},
385 {TERM_SLATE, "Pw", "PassWall"},
386 {TERM_L_DARK, "Wr", "Wraith"},
387 {TERM_SLATE, "Ev", "PrtEvl"},
388 {TERM_VIOLET, "Kw", "Kawarimi"},
389 {TERM_YELLOW, "Md", "MgcArm"},
390 {TERM_L_UMBER, "Eh", "Expand"},
391 {TERM_WHITE, "Ss", "StnSkn"},
392 {TERM_L_BLUE, "Ms", "MltShdw"},
393 {TERM_SLATE, "Rm", "ResMag"},
394 {TERM_YELLOW, "Ul", "Ultima"},
395 {TERM_YELLOW, "Iv", "Invuln"},
396 {TERM_L_GREEN, "IAc", "ImmAcid"},
397 {TERM_GREEN, "Ac", "Acid"},
398 {TERM_L_BLUE, "IEl", "ImmElec"},
399 {TERM_BLUE, "El", "Elec"},
400 {TERM_L_RED, "IFi", "ImmFire"},
401 {TERM_RED, "Fi", "Fire"},
402 {TERM_WHITE, "ICo", "ImmCold"},
403 {TERM_SLATE, "Co", "Cold"},
404 {TERM_GREEN, "Po", "Pois"},
405 {TERM_L_DARK, "Nt", "Nthr"},
406 {TERM_L_BLUE, "Ti", "Time"},
407 {TERM_L_DARK, "Mr", "Mirr"},
408 {TERM_L_RED, "SFi", "SFire"},
409 {TERM_WHITE, "Fo", "Force"},
410 {TERM_WHITE, "Ho", "Holy"},
411 {TERM_VIOLET, "Ee", "EyeEye"},
412 {TERM_WHITE, "Bs", "Bless"},
413 {TERM_WHITE, "He", "Hero"},
414 {TERM_RED, "Br", "Berserk"},
415 {TERM_L_RED, "BFi", "BFire"},
416 {TERM_WHITE, "BCo", "BCold"},
417 {TERM_L_BLUE, "BEl", "BElec"},
418 {TERM_SLATE, "BAc", "BAcid"},
419 {TERM_L_GREEN, "BPo", "BPois"},
420 {TERM_RED, "TCf", "TchCnf"},
421 {TERM_L_BLUE, "Se", "SInv"},
422 {TERM_ORANGE, "Te", "Telepa"},
423 {TERM_L_BLUE, "Rg", "Regen"},
424 {TERM_L_RED, "If", "Infr"},
425 {TERM_UMBER, "Sl", "Stealth"},
426 {TERM_YELLOW, "Stlt", "Stealth"},
427 {TERM_WHITE, "Rc", "Recall"},
428 {TERM_WHITE, "Al", "Alter"},
430 {TERM_WHITE, "SCo", "SCold"},
431 {TERM_BLUE, "SEl", "SElec"},
432 {TERM_L_DARK, "SSh", "SShadow"},
433 {TERM_YELLOW, "EMi", "ExMight"},
434 {TERM_RED, "Bu", "BuildUp"},
435 {TERM_L_DARK, "AMl", "AntiMulti"},
436 {TERM_ORANGE, "AT", "AntiTele"},
437 {TERM_RED, "AM", "AntiMagic"},
438 {TERM_SLATE, "Pa", "Patience"},
439 {TERM_SLATE, "Rv", "Revenge"},
440 {TERM_L_DARK, "Rs", "RuneSword"},
441 {TERM_RED, "Vm", "Vampiric"},
442 {TERM_WHITE, "Cu", "Cure"},
443 {TERM_L_DARK, "ET", "EvilTele"},
449 * @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。
450 * @param FLG フラグ位置(ビット)
453 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
456 * @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。
457 * @param FLG フラグ位置(ビット)
460 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
464 * @brief 下部に状態表示を行う / Show status bar
467 static void prt_status(void)
469 BIT_FLAGS bar_flags[3];
470 TERM_LEN wid, hgt, row_statbar, max_col_statbar;
472 TERM_LEN col = 0, num = 0;
475 Term_get_size(&wid, &hgt);
476 row_statbar = hgt + ROW_STATBAR;
477 max_col_statbar = wid + MAX_COL_STATBAR;
479 Term_erase(0, row_statbar, max_col_statbar);
481 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
484 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
487 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
490 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
493 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
496 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
499 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
501 /* Times see-invisible */
502 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
505 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
507 /* Timed regenerate */
508 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
510 /* Timed infra-vision */
511 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
513 /* Protection from evil */
514 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
516 /* Invulnerability */
517 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
520 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
523 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
525 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
528 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
530 /* Super Heroism / berserk */
531 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
534 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
537 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
539 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
541 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
543 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
546 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
547 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
549 /* Oppose Lightning */
550 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
551 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
554 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
555 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
558 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
559 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
562 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
565 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
568 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
571 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
574 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
576 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
578 /* Confusing Hands */
579 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
581 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
583 /* Ultimate-resistance */
584 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
587 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
589 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
591 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
594 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
595 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
596 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
597 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
598 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
599 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
601 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
604 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
606 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
609 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
611 /* An Eye for an Eye */
612 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
615 if (p_ptr->realm1 == REALM_HEX)
617 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
618 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
619 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
620 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
621 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
622 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
623 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
624 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
625 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
626 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
627 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
628 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
629 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
630 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
631 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
632 if (hex_spelling(HEX_CURE_LIGHT) ||
633 hex_spelling(HEX_CURE_SERIOUS) ||
634 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
636 if (HEX_REVENGE_TURN(p_ptr))
638 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
639 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
643 /* Calcurate length */
644 for (i = 0; bar[i].sstr; i++)
648 col += strlen(bar[i].lstr) + 1;
653 /* If there are not excess spaces for long strings, use short one */
654 if (col - 1 > max_col_statbar)
659 for (i = 0; bar[i].sstr; i++)
663 col += strlen(bar[i].sstr);
667 /* If there are excess spaces for short string, use more */
668 if (col - 1 <= max_col_statbar - (num-1))
676 /* Centering display column */
677 col = (max_col_statbar - col) / 2;
679 /* Display status bar */
680 for (i = 0; bar[i].sstr; i++)
685 if (space == 2) str = bar[i].lstr;
686 else str = bar[i].sstr;
688 c_put_str(bar[i].attr, str, row_statbar, col);
690 if (space > 0) col++;
691 if (col > max_col_statbar) break;
698 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
701 static void prt_title(void)
708 p = _("[ウィザード]", "[=-WIZARD-=]");
710 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
712 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
714 p = _("*真・勝利者*", "*TRUEWINNER*");
718 p = _("***勝利者***", "***WINNER***");
725 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
729 prt_field(p, ROW_TITLE, COL_TITLE);
734 * @brief プレイヤーのレベルを表示する / Prints level
737 static void prt_level(void)
741 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
743 if (p_ptr->lev >= p_ptr->max_plv)
745 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
746 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
750 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
751 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
757 * @brief プレイヤーの経験値を表示する / Display the experience
760 static void prt_exp(void)
764 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
766 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
770 if (p_ptr->lev >= PY_MAX_LEVEL)
772 (void)sprintf(out_val, "********");
776 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
780 if (p_ptr->exp >= p_ptr->max_exp)
782 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
783 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
784 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
788 put_str(_("x経験", "Exp "), ROW_EXP, 0);
789 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
794 * @brief プレイヤーの所持金を表示する / Prints current gold
797 static void prt_gold(void)
800 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
801 sprintf(tmp, "%9ld", (long)p_ptr->au);
802 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
807 * @brief プレイヤーのACを表示する / Prints current AC
810 static void prt_ac(void)
815 /* AC の表示方式を変更している */
816 put_str(" AC( )", ROW_AC, COL_AC);
817 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
818 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
820 put_str("Cur AC ", ROW_AC, COL_AC);
821 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
822 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
829 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
832 static void prt_hp(void)
834 /* ヒットポイントの表示方法を変更 */
840 put_str("HP", ROW_CURHP, COL_CURHP);
843 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
845 if (p_ptr->chp >= p_ptr->mhp)
847 color = TERM_L_GREEN;
849 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
858 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
861 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
864 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
865 color = TERM_L_GREEN;
867 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
872 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
875 static void prt_sp(void)
877 /* マジックポイントの表示方法を変更している */
882 /* Do not show mana unless it matters */
883 if (!mp_ptr->spell_book) return;
886 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
889 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
891 if (p_ptr->csp >= p_ptr->msp)
893 color = TERM_L_GREEN;
895 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
904 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
907 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
910 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
911 color = TERM_L_GREEN;
913 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
918 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
921 static void prt_depth(void)
924 TERM_LEN wid, hgt, row_depth, col_depth;
925 TERM_COLOR attr = TERM_WHITE;
927 Term_get_size(&wid, &hgt);
928 col_depth = wid + COL_DEPTH;
929 row_depth = hgt + ROW_DEPTH;
933 strcpy(depths, _("地上", "Surf."));
935 else if (p_ptr->inside_quest && !dungeon_type)
937 strcpy(depths, _("地上", "Quest"));
941 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
942 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
944 /* Get color of level based on feeling -JSV- */
945 switch (p_ptr->feeling)
947 case 0: attr = TERM_SLATE; break; /* Unknown */
948 case 1: attr = TERM_L_BLUE; break; /* Special */
949 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
950 case 3: attr = TERM_RED; break; /* Very dangerous */
951 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
952 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
953 case 6: attr = TERM_YELLOW; break; /* Nervous */
954 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
955 case 8: attr = TERM_L_WHITE; break; /* Don't like */
956 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
957 case 10: attr = TERM_WHITE; break; /* Boring place */
961 /* Right-Adjust the "depth", and clear old values */
962 c_prt(attr, format("%7s", depths), row_depth, col_depth);
967 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
970 static void prt_hunger(void)
972 if(p_ptr->wizard && p_ptr->inside_arena) return;
974 /* Fainting / Starving */
975 if (p_ptr->food < PY_FOOD_FAINT)
977 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
981 else if (p_ptr->food < PY_FOOD_WEAK)
983 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
987 else if (p_ptr->food < PY_FOOD_ALERT)
989 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
993 else if (p_ptr->food < PY_FOOD_FULL)
995 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
999 else if (p_ptr->food < PY_FOOD_MAX)
1001 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1007 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1013 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1016 * Display is always exactly 10 characters wide (see below)
1017 * This function was a major bottleneck when resting, so a lot of
1018 * the text formatting code was optimized in place below.
1020 static void prt_state(void)
1022 TERM_COLOR attr = TERM_WHITE;
1028 if (command_rep > 999)
1030 (void)sprintf(text, "%2d00", command_rep / 100);
1034 (void)sprintf(text, " %2d", command_rep);
1041 switch(p_ptr->action)
1045 strcpy(text, _("探索", "Sear"));
1052 /* Start with "Rest" */
1053 strcpy(text, _(" ", " "));
1055 /* Extensive (timed) rest */
1056 if (resting >= 1000)
1061 text[1] = '0' + (i % 10);
1062 text[0] = '0' + (i / 10);
1065 /* Long (timed) rest */
1066 else if (resting >= 100)
1069 text[3] = '0' + (i % 10);
1071 text[2] = '0' + (i % 10);
1072 text[1] = '0' + (i / 10);
1075 /* Medium (timed) rest */
1076 else if (resting >= 10)
1079 text[3] = '0' + (i % 10);
1080 text[2] = '0' + (i / 10);
1083 /* Short (timed) rest */
1084 else if (resting > 0)
1087 text[3] = '0' + (i);
1090 /* Rest until healed */
1091 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1093 text[0] = text[1] = text[2] = text[3] = '*';
1096 /* Rest until done */
1097 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1099 text[0] = text[1] = text[2] = text[3] = '&';
1105 strcpy(text, _("学習", "lear"));
1106 if (new_mane) attr = TERM_L_RED;
1111 strcpy(text, _("釣り", "fish"));
1117 for (i = 0; i < MAX_KAMAE; i++)
1118 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1121 case 0: attr = TERM_GREEN;break;
1122 case 1: attr = TERM_WHITE;break;
1123 case 2: attr = TERM_L_BLUE;break;
1124 case 3: attr = TERM_L_RED;break;
1126 strcpy(text, kamae_shurui[i].desc);
1132 for (i = 0; i < MAX_KATA; i++)
1133 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1134 strcpy(text, kata_shurui[i].desc);
1139 strcpy(text, _("歌 ", "Sing"));
1142 case ACTION_HAYAGAKE:
1144 strcpy(text, _("速駆", "Fast"));
1149 strcpy(text, _("詠唱", "Spel"));
1160 /* Display the info (or blanks) */
1161 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1166 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1169 static void prt_speed(void)
1171 int i = p_ptr->pspeed;
1172 bool is_fast = IS_FAST();
1174 TERM_COLOR attr = TERM_WHITE;
1176 TERM_LEN wid, hgt, row_speed, col_speed;
1178 Term_get_size(&wid, &hgt);
1179 col_speed = wid + COL_SPEED;
1180 row_speed = hgt + ROW_SPEED;
1182 /* Hack -- Visually "undo" the Search Mode Slowdown */
1183 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1190 monster_type *m_ptr = &m_list[p_ptr->riding];
1191 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1192 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1193 else attr = TERM_GREEN;
1195 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1196 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1197 else attr = TERM_L_GREEN;
1199 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1201 sprintf(buf, "Fast(+%d)", (i - 110));
1211 monster_type *m_ptr = &m_list[p_ptr->riding];
1212 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1213 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1214 else attr = TERM_RED;
1216 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1217 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1218 else attr = TERM_L_UMBER;
1220 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1222 sprintf(buf, "Slow(-%d)", (110 - i));
1225 else if (p_ptr->riding)
1228 strcpy(buf, _("乗馬中", "Riding"));
1231 /* Display the speed */
1232 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1237 * @brief プレイヤーの呪文学習可能状態を表示する
1240 static void prt_study(void)
1242 TERM_LEN wid, hgt, row_study, col_study;
1244 Term_get_size(&wid, &hgt);
1245 col_study = wid + COL_STUDY;
1246 row_study = hgt + ROW_STUDY;
1248 if (p_ptr->new_spells)
1250 put_str(_("学習", "Stud"), row_study, col_study);
1254 put_str(" ", row_study, col_study);
1260 * @brief プレイヤーのものまね可能状態を表示する
1263 static void prt_imitation(void)
1265 TERM_LEN wid, hgt, row_study, col_study;
1267 Term_get_size(&wid, &hgt);
1268 col_study = wid + COL_STUDY;
1269 row_study = hgt + ROW_STUDY;
1271 if (p_ptr->pclass == CLASS_IMITATOR)
1273 if (p_ptr->mane_num)
1276 if (new_mane) attr = TERM_L_RED;
1277 else attr = TERM_WHITE;
1278 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1282 put_str(" ", row_study, col_study);
1288 * @brief プレイヤーの負傷状態を表示する
1291 static void prt_cut(void)
1297 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1301 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1305 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1309 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1313 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1317 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1321 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1325 put_str(" ", ROW_CUT, COL_CUT);
1331 * @brief プレイヤーの朦朧状態を表示する
1334 static void prt_stun(void)
1336 int s = p_ptr->stun;
1340 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1344 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1348 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1352 put_str(" ", ROW_STUN, COL_STUN);
1359 * @brief モンスターの体力ゲージを表示する
1360 * @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。
1364 * Redraw the "monster health bar" -DRS-
1365 * Rather extensive modifications by -BEN-
1367 * The "monster health bar" provides visual feedback on the "health"
1368 * of the monster currently being "tracked". There are several ways
1369 * to "track" a monster, including targetting it, attacking it, and
1370 * affecting it (and nobody else) with a ranged attack.
1372 * Display the monster health bar (affectionately known as the
1373 * "health-o-meter"). Clear health bar if nothing is being tracked.
1374 * Auto-track current target monster when bored. Note that the
1375 * health-bar stops tracking any monster that "disappears".
1378 static void health_redraw(bool riding)
1382 monster_type *m_ptr;
1386 health_who = p_ptr->riding;
1387 row = ROW_RIDING_INFO;
1388 col = COL_RIDING_INFO;
1392 health_who = p_ptr->health_who;
1397 m_ptr = &m_list[health_who];
1399 if (p_ptr->wizard && p_ptr->inside_battle)
1404 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1405 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1406 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1407 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1411 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));
1412 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1413 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1418 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));
1419 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1420 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1425 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));
1426 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1427 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1432 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));
1433 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1434 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1443 /* Erase the health bar */
1444 Term_erase(col, row, 12);
1447 /* Tracking an unseen monster */
1448 else if (!m_ptr->ml)
1450 /* Indicate that the monster health is "unknown" */
1451 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1454 /* Tracking a hallucinatory monster */
1455 else if (p_ptr->image)
1457 /* Indicate that the monster health is "unknown" */
1458 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1461 /* Tracking a dead monster (???) */
1462 else if (m_ptr->hp < 0)
1464 /* Indicate that the monster health is "unknown" */
1465 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1468 /* Tracking a visible monster */
1471 /* Extract the "percent" of health */
1472 int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1473 int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1475 /* Convert percent into "health" */
1476 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1478 /* Default to almost dead */
1479 TERM_COLOR attr = TERM_RED;
1482 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1485 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1488 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1491 else if (pct >= 100) attr = TERM_L_GREEN;
1493 /* Somewhat Wounded */
1494 else if (pct >= 60) attr = TERM_YELLOW;
1497 else if (pct >= 25) attr = TERM_ORANGE;
1500 else if (pct >= 10) attr = TERM_L_RED;
1502 /* Default to "unknown" */
1503 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1505 /* Dump the current "health" (use '*' symbols) */
1506 Term_putstr(col + 1, row, len, attr, "**********");
1514 * @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)
1517 static void prt_frame_basic(void)
1521 /* Race and Class */
1522 if (p_ptr->mimic_form)
1523 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1527 my_strcpy(str, rp_ptr->title, sizeof(str));
1528 prt_field(str, ROW_RACE, COL_RACE);
1530 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1531 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1537 /* Level/Experience */
1542 for (i = 0; i < A_MAX; i++) prt_stat(i);
1560 health_redraw(FALSE);
1561 health_redraw(TRUE);
1566 * @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)
1569 static void prt_frame_extra(void)
1594 * @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
1597 static void fix_inven(void)
1602 for (j = 0; j < 8; j++)
1607 if (!angband_term[j]) continue;
1609 /* No relevant flags */
1610 if (!(window_flag[j] & (PW_INVEN))) continue;
1613 Term_activate(angband_term[j]);
1615 /* Display inventory */
1626 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1629 * @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
1630 * @param n_same モンスターの数の現在数
1634 * nnn : number or unique(U) or wanted unique(W)
1635 * X : symbol of monster
1636 * LV : monster lv if known
1637 * name: name of monster
1641 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1644 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1645 monster_race* r_ptr = &r_info[r_idx];
1649 //Number of 'U'nique
1650 if(r_ptr->flags1&RF1_UNIQUE){//unique
1651 bool is_kubi = FALSE;
1652 for(i=0;i<MAX_KUBI;i++){
1653 if(kubi_r_idx[i] == r_idx){
1658 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1660 sprintf(buf, "%3d", n_same);
1661 Term_addstr(-1, TERM_WHITE, buf);
1664 Term_addstr(-1, TERM_WHITE, " ");
1665 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1666 //Term_addstr(-1, TERM_WHITE, "/");
1667 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1669 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1670 sprintf(buf, " %2d", (int)r_ptr->level);
1674 Term_addstr(-1, TERM_WHITE, buf);
1676 sprintf(buf, " %s ", r_name+r_ptr->name);
1677 Term_addstr(-1, TERM_WHITE, buf);
1679 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1683 * @brief モンスターの出現リストを表示する / Print monster info in line
1686 * @param max_lines 最大何行描画するか
1688 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1690 monster_type* last_mons = NULL;
1691 monster_type* m_ptr = NULL;
1695 for(i=0;i<temp_n;i++){
1696 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1697 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1698 m_ptr = &m_list[c_ptr->m_idx];
1699 if(is_pet(m_ptr))continue;//pet
1700 if(!m_ptr->r_idx)continue;//dead?
1703 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1704 monster_race* r_ptr = &r_info[r_idx];
1705 concptr name = (r_name + r_ptr->name);
1706 concptr ename = (r_name + r_ptr->name);
1707 //ミミック類や「それ」等は、一覧に出てはいけない
1708 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1709 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1711 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1712 (strcmp(ename, "Null the Living Void")==0))continue;
1713 //"金無垢の指輪"は、一覧に出てはいけない
1714 if((strcmp(name, "金無垢の指輪")==0)||
1715 (strcmp(ename, "Plain Gold Ring")==0))continue;
1719 //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.
1720 if(!last_mons){//先頭モンスター
1726 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1728 continue;//表示処理を次に回す
1730 //print last mons info
1731 print_monster_line(x, line++, last_mons, n_same);
1734 if(line-y-1==max_lines){//残り1行
1738 if(line-y-1==max_lines && i!=temp_n){
1739 Term_gotoxy(x, line);
1740 Term_addstr(-1, TERM_WHITE, "-- and more --");
1742 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1747 * @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
1750 static void fix_monster_list(void)
1756 for (j = 0; j < 8; j++)
1761 if (!angband_term[j]) continue;
1763 /* No relevant flags */
1764 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1767 Term_activate(angband_term[j]);
1768 Term_get_size(&w, &h);
1772 target_set_prepare_look();//モンスター一覧を生成,ソート
1773 print_monster_list(0, 0, h);
1784 * @brief 現在の装備品をサブウィンドウに表示する /
1785 * Hack -- display equipment in sub-windows
1788 static void fix_equip(void)
1793 for (j = 0; j < 8; j++)
1798 if (!angband_term[j]) continue;
1800 /* No relevant flags */
1801 if (!(window_flag[j] & (PW_EQUIP))) continue;
1804 Term_activate(angband_term[j]);
1806 /* Display equipment */
1817 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1818 * Hack -- display spells in sub-windows
1821 static void fix_spell(void)
1826 for (j = 0; j < 8; j++)
1831 if (!angband_term[j]) continue;
1833 /* No relevant flags */
1834 if (!(window_flag[j] & (PW_SPELL))) continue;
1837 Term_activate(angband_term[j]);
1839 /* Display spell list */
1840 display_spell_list();
1850 * @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 /
1851 * Hack -- display character in sub-windows
1854 static void fix_player(void)
1859 for (j = 0; j < 8; j++)
1864 if (!angband_term[j]) continue;
1866 /* No relevant flags */
1867 if (!(window_flag[j] & (PW_PLAYER))) continue;
1870 Term_activate(angband_term[j]);
1882 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1883 * Hack -- display recent messages in sub-windows
1884 * Adjust for width and split messages
1887 static void fix_message(void)
1894 for (j = 0; j < 8; j++)
1899 if (!angband_term[j]) continue;
1901 /* No relevant flags */
1902 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1905 Term_activate(angband_term[j]);
1907 Term_get_size(&w, &h);
1910 for (i = 0; i < h; i++)
1912 /* Dump the message on the appropriate line */
1913 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1916 Term_locate(&x, &y);
1918 /* Clear to end of line */
1919 Term_erase(x, y, 255);
1930 * @brief 簡易マップをサブウィンドウに表示する /
1931 * Hack -- display overhead view in sub-windows
1932 * Adjust for width and split messages
1935 * Note that the "player" symbol does NOT appear on the map.
1937 static void fix_overhead(void)
1943 for (j = 0; j < 8; j++)
1949 if (!angband_term[j]) continue;
1951 /* No relevant flags */
1952 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1955 Term_activate(angband_term[j]);
1957 /* Full map in too small window is useless */
1958 Term_get_size(&wid, &hgt);
1959 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1962 display_map(&cy, &cx);
1973 * @brief ダンジョンの地形をサブウィンドウに表示する /
1974 * Hack -- display dungeon view in sub-windows
1977 static void fix_dungeon(void)
1982 for (j = 0; j < 8; j++)
1987 if (!angband_term[j]) continue;
1989 /* No relevant flags */
1990 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1993 Term_activate(angband_term[j]);
1995 /* Redraw dungeon view */
2006 * @brief モンスターの思い出をサブウィンドウに表示する /
2007 * Hack -- display dungeon view in sub-windows
2010 static void fix_monster(void)
2015 for (j = 0; j < 8; j++)
2020 if (!angband_term[j]) continue;
2022 /* No relevant flags */
2023 if (!(window_flag[j] & (PW_MONSTER))) continue;
2026 Term_activate(angband_term[j]);
2028 /* Display monster race info */
2029 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2039 * @brief ベースアイテム情報をサブウィンドウに表示する /
2040 * Hack -- display object recall in sub-windows
2043 static void fix_object(void)
2048 for (j = 0; j < 8; j++)
2053 if (!angband_term[j]) continue;
2055 /* No relevant flags */
2056 if (!(window_flag[j] & (PW_OBJECT))) continue;
2059 Term_activate(angband_term[j]);
2061 /* Display monster race info */
2062 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2073 * @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。 /
2074 * Calculate number of spells player should have, and forget,
2075 * or remember, spells until that number is properly reflected.
2078 * Note that this function induces various "status" messages,
2079 * which must be bypasses until the character is created.
2081 static void calc_spells(void)
2083 int i, j, k, levels;
2085 int num_boukyaku = 0;
2087 const magic_type *s_ptr;
2094 /* Hack -- must be literate */
2095 if (!mp_ptr->spell_book) return;
2097 /* Hack -- wait for creation */
2098 if (!character_generated) return;
2100 /* Hack -- handle "xtra" mode */
2101 if (character_xtra) return;
2103 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2105 p_ptr->new_spells = 0;
2109 p = spell_category_name(mp_ptr->spell_book);
2111 /* Determine the number of spells allowed */
2112 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2114 /* Hack -- no negative spells */
2115 if (levels < 0) levels = 0;
2117 /* Extract total allowed spells */
2118 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2120 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2124 if (p_ptr->pclass == CLASS_SAMURAI)
2128 else if (p_ptr->realm2 == REALM_NONE)
2130 num_allowed = (num_allowed+1)/2;
2131 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2133 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2135 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2139 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2142 /* Count the number of spells we know */
2143 for (j = 0; j < 64; j++)
2145 /* Count known spells */
2147 (p_ptr->spell_forgotten1 & (1L << j)) :
2148 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2154 /* See how many spells we must forget or may learn */
2155 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2157 /* Forget spells which are too hard */
2158 for (i = 63; i >= 0; i--)
2160 /* Efficiency -- all done */
2161 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2163 /* Access the spell */
2164 j = p_ptr->spell_order[i];
2166 /* Skip non-spells */
2167 if (j >= 99) continue;
2171 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2174 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2176 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2179 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2181 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2183 /* Skip spells we are allowed to know */
2184 if (s_ptr->slevel <= p_ptr->lev) continue;
2188 (p_ptr->spell_learned1 & (1L << j)) :
2189 (p_ptr->spell_learned2 & (1L << (j - 32))))
2191 /* Mark as forgotten */
2194 p_ptr->spell_forgotten1 |= (1L << j);
2195 which = p_ptr->realm1;
2199 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2200 which = p_ptr->realm2;
2203 /* No longer known */
2206 p_ptr->spell_learned1 &= ~(1L << j);
2207 which = p_ptr->realm1;
2211 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2212 which = p_ptr->realm2;
2216 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2218 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2222 /* One more can be learned */
2223 p_ptr->new_spells++;
2228 /* Forget spells if we know too many spells */
2229 for (i = 63; i >= 0; i--)
2231 /* Stop when possible */
2232 if (p_ptr->new_spells >= 0) break;
2234 /* Efficiency -- all done */
2235 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2237 /* Get the (i+1)th spell learned */
2238 j = p_ptr->spell_order[i];
2240 /* Skip unknown spells */
2241 if (j >= 99) continue;
2243 /* Forget it (if learned) */
2245 (p_ptr->spell_learned1 & (1L << j)) :
2246 (p_ptr->spell_learned2 & (1L << (j - 32))))
2248 /* Mark as forgotten */
2251 p_ptr->spell_forgotten1 |= (1L << j);
2252 which = p_ptr->realm1;
2256 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2257 which = p_ptr->realm2;
2260 /* No longer known */
2263 p_ptr->spell_learned1 &= ~(1L << j);
2264 which = p_ptr->realm1;
2268 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2269 which = p_ptr->realm2;
2273 msg_format("%sの%sを忘れてしまった。",
2274 do_spell(which, j%32, SPELL_NAME), p );
2276 msg_format("You have forgotten the %s of %s.", p,
2277 do_spell(which, j%32, SPELL_NAME));
2281 /* One more can be learned */
2282 p_ptr->new_spells++;
2287 /* Check for spells to remember */
2288 for (i = 0; i < 64; i++)
2290 /* None left to remember */
2291 if (p_ptr->new_spells <= 0) break;
2293 /* Efficiency -- all done */
2294 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2296 /* Get the next spell we learned */
2297 j = p_ptr->spell_order[i];
2299 /* Skip unknown spells */
2302 /* Access the spell */
2303 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2306 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2308 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2311 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2313 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2315 /* Skip spells we cannot remember */
2316 if (s_ptr->slevel > p_ptr->lev) continue;
2318 /* First set of spells */
2320 (p_ptr->spell_forgotten1 & (1L << j)) :
2321 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2323 /* No longer forgotten */
2326 p_ptr->spell_forgotten1 &= ~(1L << j);
2327 which = p_ptr->realm1;
2331 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2332 which = p_ptr->realm2;
2335 /* Known once more */
2338 p_ptr->spell_learned1 |= (1L << j);
2339 which = p_ptr->realm1;
2343 p_ptr->spell_learned2 |= (1L << (j - 32));
2344 which = p_ptr->realm2;
2348 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2350 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2354 /* One less can be learned */
2355 p_ptr->new_spells--;
2361 if (p_ptr->realm2 == REALM_NONE)
2363 /* Count spells that can be learned */
2364 for (j = 0; j < 32; j++)
2366 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2367 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2369 /* Skip spells we cannot remember */
2370 if (s_ptr->slevel > p_ptr->lev) continue;
2372 /* Skip spells we already know */
2373 if (p_ptr->spell_learned1 & (1L << j))
2382 if ((p_ptr->new_spells > k) &&
2383 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2385 p_ptr->new_spells = (s16b)k;
2389 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2391 /* Spell count changed */
2392 if (p_ptr->old_spells != p_ptr->new_spells)
2394 /* Message if needed */
2395 if (p_ptr->new_spells)
2398 if( p_ptr->new_spells < 10 ){
2399 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2401 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2404 msg_format("You can learn %d more %s%s.",
2405 p_ptr->new_spells, p,
2406 (p_ptr->new_spells != 1) ? "s" : "");
2411 /* Save the new_spells value */
2412 p_ptr->old_spells = p_ptr->new_spells;
2414 /* Redraw Study Status */
2415 p_ptr->redraw |= (PR_STUDY);
2417 /* Redraw object recall */
2418 p_ptr->window |= (PW_OBJECT);
2423 * @brief プレイヤーの最大MPを計算する /
2424 * Calculate maximum mana. You do not need to know any spells.
2425 * Note that mana is lowered by heavy (or inappropriate) armor.
2428 * This function induces status messages.
2430 static void calc_mana(void)
2432 int msp, levels, cur_wgt, max_wgt;
2437 /* Hack -- Must be literate */
2438 if (!mp_ptr->spell_book) return;
2440 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2441 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2442 (p_ptr->pclass == CLASS_BLUE_MAGE))
2444 levels = p_ptr->lev;
2448 if(mp_ptr->spell_first > p_ptr->lev)
2453 /* Display mana later */
2454 p_ptr->redraw |= (PR_MANA);
2458 /* Extract "effective" player level */
2459 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2462 if (p_ptr->pclass == CLASS_SAMURAI)
2464 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2465 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2469 /* Extract total mana */
2470 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2472 /* Hack -- usually add one mana */
2475 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2477 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2479 /* Hack: High mages have a 25% mana bonus */
2480 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2482 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2485 /* Only mages are affected */
2486 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2488 BIT_FLAGS flgs[TR_FLAG_SIZE];
2490 /* Assume player is not encumbered by gloves */
2491 p_ptr->cumber_glove = FALSE;
2493 /* Get the gloves */
2494 o_ptr = &inventory[INVEN_HANDS];
2496 /* Examine the gloves */
2497 object_flags(o_ptr, flgs);
2499 /* Normal gloves hurt mage-type spells */
2501 !(have_flag(flgs, TR_FREE_ACT)) &&
2502 !(have_flag(flgs, TR_DEC_MANA)) &&
2503 !(have_flag(flgs, TR_EASY_SPELL)) &&
2504 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2505 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2508 p_ptr->cumber_glove = TRUE;
2511 msp = (3 * msp) / 4;
2516 /* Assume player not encumbered by armor */
2517 p_ptr->cumber_armor = FALSE;
2519 /* Weigh the armor */
2521 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2522 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2523 cur_wgt += inventory[INVEN_BODY].weight;
2524 cur_wgt += inventory[INVEN_HEAD].weight;
2525 cur_wgt += inventory[INVEN_OUTER].weight;
2526 cur_wgt += inventory[INVEN_HANDS].weight;
2527 cur_wgt += inventory[INVEN_FEET].weight;
2529 /* Subtract a percentage of maximum mana. */
2530 switch (p_ptr->pclass)
2532 /* For these classes, mana is halved if armour
2533 * is 30 pounds over their weight limit. */
2535 case CLASS_HIGH_MAGE:
2536 case CLASS_BLUE_MAGE:
2538 case CLASS_FORCETRAINER:
2539 case CLASS_SORCERER:
2541 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2542 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2546 /* Mana halved if armour is 40 pounds over weight limit. */
2551 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2552 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2556 case CLASS_MINDCRAFTER:
2557 case CLASS_BEASTMASTER:
2558 case CLASS_MIRROR_MASTER:
2560 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2561 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2565 /* Mana halved if armour is 50 pounds over weight limit. */
2568 case CLASS_RED_MAGE:
2569 case CLASS_WARRIOR_MAGE:
2571 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2572 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2576 /* Mana halved if armour is 60 pounds over weight limit. */
2578 case CLASS_CHAOS_WARRIOR:
2580 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2581 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2585 /* For new classes created, but not yet added to this formula. */
2592 /* Determine the weight allowance */
2593 max_wgt = mp_ptr->spell_weight;
2595 /* Heavy armor penalizes mana by a percentage. -LM- */
2596 if ((cur_wgt - max_wgt) > 0)
2599 p_ptr->cumber_armor = TRUE;
2601 /* Subtract a percentage of maximum mana. */
2602 switch (p_ptr->pclass)
2604 /* For these classes, mana is halved if armour
2605 * is 30 pounds over their weight limit. */
2607 case CLASS_HIGH_MAGE:
2608 case CLASS_BLUE_MAGE:
2610 msp -= msp * (cur_wgt - max_wgt) / 600;
2614 /* Mana halved if armour is 40 pounds over weight limit. */
2616 case CLASS_MINDCRAFTER:
2617 case CLASS_BEASTMASTER:
2619 case CLASS_FORCETRAINER:
2621 case CLASS_MIRROR_MASTER:
2623 msp -= msp * (cur_wgt - max_wgt) / 800;
2627 case CLASS_SORCERER:
2629 msp -= msp * (cur_wgt - max_wgt) / 900;
2633 /* Mana halved if armour is 50 pounds over weight limit. */
2637 case CLASS_RED_MAGE:
2639 msp -= msp * (cur_wgt - max_wgt) / 1000;
2643 /* Mana halved if armour is 60 pounds over weight limit. */
2645 case CLASS_CHAOS_WARRIOR:
2646 case CLASS_WARRIOR_MAGE:
2648 msp -= msp * (cur_wgt - max_wgt) / 1200;
2654 p_ptr->cumber_armor = FALSE;
2658 /* For new classes created, but not yet added to this formula. */
2661 msp -= msp * (cur_wgt - max_wgt) / 800;
2667 /* Mana can never be negative */
2668 if (msp < 0) msp = 0;
2671 /* Maximum mana has changed */
2672 if (p_ptr->msp != msp)
2674 /* Enforce maximum */
2675 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2678 p_ptr->csp_frac = 0;
2682 /* レベルアップの時は上昇量を表示する */
2683 if ((level_up == 1) && (msp > p_ptr->msp))
2685 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2691 /* Display mana later */
2692 p_ptr->redraw |= (PR_MANA);
2694 p_ptr->window |= (PW_PLAYER);
2695 p_ptr->window |= (PW_SPELL);
2699 /* Hack -- handle "xtra" mode */
2700 if (character_xtra) return;
2702 /* Take note when "glove state" changes */
2703 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2705 if (p_ptr->cumber_glove)
2707 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."));
2711 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."));
2715 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2719 /* Take note when "armor state" changes */
2720 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2722 if (p_ptr->cumber_armor)
2724 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."));
2728 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."));
2732 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2739 * @brief プレイヤーの最大HPを計算する /
2740 * Calculate the players (maximal) hit points
2741 * Adjust current hitpoints if necessary
2745 static void calc_hitpoints(void)
2750 /* Un-inflate "half-hitpoint bonus per level" value */
2751 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2753 /* Calculate hitpoints */
2754 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2756 if (p_ptr->mimic_form)
2758 if (p_ptr->pclass == CLASS_SORCERER)
2759 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2761 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2762 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2765 if (p_ptr->pclass == CLASS_SORCERER)
2767 if (p_ptr->lev < 30)
2768 mhp = (mhp * (45+p_ptr->lev) / 100);
2770 mhp = (mhp * 75 / 100);
2771 bonus = (bonus * 65 / 100);
2776 if (p_ptr->pclass == CLASS_BERSERKER)
2778 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2781 /* Always have at least one hitpoint per level */
2782 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2784 /* Factor in the hero / superhero settings */
2785 if (IS_HERO()) mhp += 10;
2786 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2787 if (p_ptr->tsuyoshi) mhp += 50;
2789 /* Factor in the hex spell settings */
2790 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2791 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2793 /* New maximum hitpoints */
2794 if (p_ptr->mhp != mhp)
2796 /* Enforce maximum */
2797 if (p_ptr->chp >= mhp)
2800 p_ptr->chp_frac = 0;
2804 /* レベルアップの時は上昇量を表示する */
2805 if ((level_up == 1) && (mhp > p_ptr->mhp))
2807 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2810 /* Save the new max-hitpoints */
2813 /* Display hitpoints (later) */
2814 p_ptr->redraw |= (PR_HP);
2816 p_ptr->window |= (PW_PLAYER);
2821 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2824 * SWD: Experimental modification: multiple light sources have additive effect.
2826 static void calc_torch(void)
2830 BIT_FLAGS flgs[TR_FLAG_SIZE];
2832 /* Assume no light */
2833 p_ptr->cur_lite = 0;
2835 /* Loop through all wielded items */
2836 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2838 o_ptr = &inventory[i];
2839 /* Skip empty slots */
2840 if (!o_ptr->k_idx) continue;
2842 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2845 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2847 if (o_ptr->tval == TV_LITE)
2849 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2850 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2853 object_flags(o_ptr, flgs);
2855 /* calc the lite_radius */
2858 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2859 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2860 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2861 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2862 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2863 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2864 p_ptr->cur_lite += (s16b)rad;
2867 /* max radius is 14 (was 5) without rewriting other code -- */
2868 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2869 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2870 p_ptr->cur_lite = 1;
2873 * check if the player doesn't have light radius,
2874 * but does weakly glow as an intrinsic.
2876 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2878 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2879 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2881 /* end experimental mods */
2883 /* Notice changes in the "lite radius" */
2884 if (p_ptr->old_lite != p_ptr->cur_lite)
2886 /* Hack -- PU_MON_LITE for monsters' darkness */
2887 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2889 /* Remember the old lite */
2890 p_ptr->old_lite = p_ptr->cur_lite;
2892 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2893 set_superstealth(FALSE);
2899 * @brief プレイヤーの所持重量制限を計算する /
2900 * Computes current weight limit.
2903 WEIGHT weight_limit(void)
2907 /* Weight limit based only on strength */
2908 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2909 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2911 /* Return the result */
2916 * @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 /
2917 * @param i 判定する手のID(右手:0 左手:1)
2918 * @return 持っているならばTRUE
2920 bool buki_motteruka(int i)
2922 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2926 * @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 /
2927 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2928 * @return 重すぎるならばTRUE
2930 bool is_heavy_shoot(object_type *o_ptr)
2932 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2933 /* It is hard to carholdry a heavy bow */
2934 return (hold < o_ptr->weight / 10);
2938 * @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 /
2939 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2940 * @return 対応する矢/弾薬のベースアイテムID
2942 int bow_tval_ammo(object_type *o_ptr)
2944 /* Analyze the launcher */
2945 switch (o_ptr->sval)
2975 * @brief 装備中の射撃武器の威力倍率を返す /
2976 * calcurate the fire rate of target object
2977 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
2978 * @return 射撃倍率の値(100で1.00倍)
2980 s16b calc_num_fire(object_type *o_ptr)
2982 int extra_shots = 0;
2985 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
2987 BIT_FLAGS flgs[TR_FLAG_SIZE];
2989 /* Scan the usable inventory */
2990 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2992 q_ptr = &inventory[i];
2994 /* Skip non-objects */
2995 if (!q_ptr->k_idx) continue;
2997 /* Do not apply current equip */
2998 if (i == INVEN_BOW) continue;
3000 /* Extract the item flags */
3001 object_flags(q_ptr, flgs);
3004 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3007 object_flags(o_ptr, flgs);
3008 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3010 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3014 num += (extra_shots * 100);
3016 /* Hack -- Rangers love Bows */
3017 if ((p_ptr->pclass == CLASS_RANGER) &&
3018 (tval_ammo == TV_ARROW))
3020 num += (p_ptr->lev * 4);
3023 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3024 (tval_ammo == TV_ARROW))
3026 num += (p_ptr->lev * 3);
3029 if (p_ptr->pclass == CLASS_ARCHER)
3031 if (tval_ammo == TV_ARROW)
3032 num += ((p_ptr->lev * 5)+50);
3033 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3034 num += (p_ptr->lev * 4);
3038 * Addendum -- also "Reward" high level warriors,
3039 * with _any_ missile weapon -- TY
3041 if (p_ptr->pclass == CLASS_WARRIOR &&
3042 (tval_ammo <= TV_BOLT) &&
3043 (tval_ammo >= TV_SHOT))
3045 num += (p_ptr->lev * 2);
3047 if ((p_ptr->pclass == CLASS_ROGUE) &&
3048 (tval_ammo == TV_SHOT))
3050 num += (p_ptr->lev * 4);
3057 * @brief プレイヤーの全ステータスを更新する /
3058 * Calculate the players current "state", taking into account
3059 * not only race/class intrinsics, but also objects being worn
3060 * and temporary spell effects.
3064 * See also calc_mana() and calc_hitpoints().
3066 * Take note of the new "speed code", in particular, a very strong
3067 * player will start slowing down as soon as he reaches 150 pounds,
3068 * but not until he reaches 450 pounds will he be half as fast as
3069 * a normal kobold. This both hurts and helps the player, hurts
3070 * because in the old days a player could just avoid 300 pounds,
3071 * and helps because now carrying 300 pounds is not very painful.
3073 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3074 * damage, since that would affect non-combat things. These values
3075 * are actually added in later, at the appropriate place.
3077 * This function induces various "status" messages.
3080 void calc_bonuses(void)
3082 int i, j, hold, neutral[2];
3084 int default_hand = 0;
3085 int empty_hands_status = empty_hands(TRUE);
3088 BIT_FLAGS flgs[TR_FLAG_SIZE];
3090 bool yoiyami = FALSE;
3091 bool down_saving = FALSE;
3093 bool have_dd_s = FALSE, have_dd_t = FALSE;
3095 bool have_sw = FALSE, have_kabe = FALSE;
3096 bool easy_2weapon = FALSE;
3097 bool riding_levitation = FALSE;
3098 OBJECT_IDX this_o_idx, next_o_idx = 0;
3099 const player_race *tmp_rp_ptr;
3101 /* Save the old vision stuff */
3102 bool old_telepathy = p_ptr->telepathy;
3103 bool old_esp_animal = p_ptr->esp_animal;
3104 bool old_esp_undead = p_ptr->esp_undead;
3105 bool old_esp_demon = p_ptr->esp_demon;
3106 bool old_esp_orc = p_ptr->esp_orc;
3107 bool old_esp_troll = p_ptr->esp_troll;
3108 bool old_esp_giant = p_ptr->esp_giant;
3109 bool old_esp_dragon = p_ptr->esp_dragon;
3110 bool old_esp_human = p_ptr->esp_human;
3111 bool old_esp_evil = p_ptr->esp_evil;
3112 bool old_esp_good = p_ptr->esp_good;
3113 bool old_esp_nonliving = p_ptr->esp_nonliving;
3114 bool old_esp_unique = p_ptr->esp_unique;
3115 bool old_see_inv = p_ptr->see_inv;
3116 bool old_mighty_throw = p_ptr->mighty_throw;
3118 /* Current feature under player. */
3119 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
3121 /* Save the old armor class */
3122 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
3123 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
3126 /* Clear extra blows/shots */
3127 extra_blows[0] = extra_blows[1] = 0;
3129 /* Clear the stat modifiers */
3130 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
3133 /* Clear the Displayed/Real armor class */
3134 p_ptr->dis_ac = p_ptr->ac = 0;
3136 /* Clear the Displayed/Real Bonuses */
3137 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3138 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3139 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3140 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3141 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3142 p_ptr->dis_to_a = p_ptr->to_a = 0;
3146 p_ptr->to_m_chance = 0;
3148 /* Clear the Extra Dice Bonuses */
3149 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3150 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3152 /* Start with "normal" speed */
3155 /* Start with a single blow per turn */
3156 p_ptr->num_blow[0] = 1;
3157 p_ptr->num_blow[1] = 1;
3159 /* Start with a single shot per turn */
3160 p_ptr->num_fire = 100;
3162 /* Reset the "xtra" tval */
3163 p_ptr->tval_xtra = 0;
3165 /* Reset the "ammo" tval */
3166 p_ptr->tval_ammo = 0;
3168 /* Clear all the flags */
3170 p_ptr->bless_blade = FALSE;
3171 p_ptr->xtra_might = FALSE;
3172 p_ptr->impact[0] = FALSE;
3173 p_ptr->impact[1] = FALSE;
3174 p_ptr->pass_wall = FALSE;
3175 p_ptr->kill_wall = FALSE;
3176 p_ptr->dec_mana = FALSE;
3177 p_ptr->easy_spell = FALSE;
3178 p_ptr->heavy_spell = FALSE;
3179 p_ptr->see_inv = FALSE;
3180 p_ptr->free_act = FALSE;
3181 p_ptr->slow_digest = FALSE;
3182 p_ptr->regenerate = FALSE;
3183 p_ptr->can_swim = FALSE;
3184 p_ptr->levitation = FALSE;
3185 p_ptr->hold_exp = FALSE;
3186 p_ptr->telepathy = FALSE;
3187 p_ptr->esp_animal = FALSE;
3188 p_ptr->esp_undead = FALSE;
3189 p_ptr->esp_demon = FALSE;
3190 p_ptr->esp_orc = FALSE;
3191 p_ptr->esp_troll = FALSE;
3192 p_ptr->esp_giant = FALSE;
3193 p_ptr->esp_dragon = FALSE;
3194 p_ptr->esp_human = FALSE;
3195 p_ptr->esp_evil = FALSE;
3196 p_ptr->esp_good = FALSE;
3197 p_ptr->esp_nonliving = FALSE;
3198 p_ptr->esp_unique = FALSE;
3199 p_ptr->lite = FALSE;
3200 p_ptr->sustain_str = FALSE;
3201 p_ptr->sustain_int = FALSE;
3202 p_ptr->sustain_wis = FALSE;
3203 p_ptr->sustain_con = FALSE;
3204 p_ptr->sustain_dex = FALSE;
3205 p_ptr->sustain_chr = FALSE;
3206 p_ptr->resist_acid = FALSE;
3207 p_ptr->resist_elec = FALSE;
3208 p_ptr->resist_fire = FALSE;
3209 p_ptr->resist_cold = FALSE;
3210 p_ptr->resist_pois = FALSE;
3211 p_ptr->resist_conf = FALSE;
3212 p_ptr->resist_sound = FALSE;
3213 p_ptr->resist_lite = FALSE;
3214 p_ptr->resist_dark = FALSE;
3215 p_ptr->resist_chaos = FALSE;
3216 p_ptr->resist_disen = FALSE;
3217 p_ptr->resist_shard = FALSE;
3218 p_ptr->resist_nexus = FALSE;
3219 p_ptr->resist_blind = FALSE;
3220 p_ptr->resist_neth = FALSE;
3221 p_ptr->resist_time = FALSE;
3222 p_ptr->resist_water = FALSE;
3223 p_ptr->resist_fear = FALSE;
3224 p_ptr->reflect = FALSE;
3225 p_ptr->sh_fire = FALSE;
3226 p_ptr->sh_elec = FALSE;
3227 p_ptr->sh_cold = FALSE;
3228 p_ptr->anti_magic = FALSE;
3229 p_ptr->anti_tele = FALSE;
3230 p_ptr->warning = FALSE;
3231 p_ptr->mighty_throw = FALSE;
3232 p_ptr->see_nocto = FALSE;
3234 p_ptr->immune_acid = FALSE;
3235 p_ptr->immune_elec = FALSE;
3236 p_ptr->immune_fire = FALSE;
3237 p_ptr->immune_cold = FALSE;
3239 p_ptr->ryoute = FALSE;
3240 p_ptr->migite = FALSE;
3241 p_ptr->hidarite = FALSE;
3242 p_ptr->no_flowed = FALSE;
3244 p_ptr->align = friend_align;
3246 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3247 else tmp_rp_ptr = &race_info[p_ptr->prace];
3249 /* Base infravision (purely racial) */
3250 p_ptr->see_infra = tmp_rp_ptr->infra;
3252 /* Base skill -- disarming */
3253 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3255 /* Base skill -- magic devices */
3256 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3258 /* Base skill -- saving throw */
3259 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3261 /* Base skill -- stealth */
3262 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3264 /* Base skill -- searching ability */
3265 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3267 /* Base skill -- searching frequency */
3268 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3270 /* Base skill -- combat (normal) */
3271 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3273 /* Base skill -- combat (shooting) */
3274 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3276 /* Base skill -- combat (throwing) */
3277 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3279 /* Base skill -- digging */
3280 p_ptr->skill_dig = 0;
3282 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3283 if (buki_motteruka(INVEN_LARM))
3285 p_ptr->hidarite = TRUE;
3286 if (!p_ptr->migite) default_hand = 1;
3289 if (CAN_TWO_HANDS_WIELDING())
3291 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3292 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3294 p_ptr->ryoute = TRUE;
3296 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3297 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3299 p_ptr->ryoute = TRUE;
3303 switch (p_ptr->pclass)
3306 case CLASS_FORCETRAINER:
3307 case CLASS_BERSERKER:
3308 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3310 p_ptr->migite = TRUE;
3311 p_ptr->ryoute = TRUE;
3318 if (!p_ptr->migite && !p_ptr->hidarite)
3320 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3321 else if (empty_hands_status == EMPTY_HAND_LARM)
3323 p_ptr->hidarite = TRUE;
3328 if (p_ptr->special_defense & KAMAE_MASK)
3330 if (!(empty_hands_status & EMPTY_HAND_RARM))
3332 set_action(ACTION_NONE);
3336 switch (p_ptr->pclass)
3339 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3340 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3343 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3345 case CLASS_CHAOS_WARRIOR:
3346 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3347 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3349 case CLASS_MINDCRAFTER:
3350 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3351 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3352 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3353 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3356 case CLASS_FORCETRAINER:
3357 /* Unencumbered Monks become faster every 10 levels */
3358 if (!(heavy_armor()))
3360 if (!(prace_is_(RACE_KLACKON) ||
3361 prace_is_(RACE_SPRITE) ||
3362 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3363 new_speed += (p_ptr->lev) / 10;
3365 /* Free action if unencumbered at level 25 */
3366 if (p_ptr->lev > 24)
3367 p_ptr->free_act = TRUE;
3370 case CLASS_SORCERER:
3372 p_ptr->dis_to_a -= 50;
3375 p_ptr->resist_sound = TRUE;
3378 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3380 case CLASS_BERSERKER:
3382 p_ptr->sustain_str = TRUE;
3383 p_ptr->sustain_dex = TRUE;
3384 p_ptr->sustain_con = TRUE;
3385 p_ptr->regenerate = TRUE;
3386 p_ptr->free_act = TRUE;
3388 if (p_ptr->lev > 29) new_speed++;
3389 if (p_ptr->lev > 39) new_speed++;
3390 if (p_ptr->lev > 44) new_speed++;
3391 if (p_ptr->lev > 49) new_speed++;
3392 p_ptr->to_a += 10+p_ptr->lev/2;
3393 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3394 p_ptr->skill_dig += (100+p_ptr->lev*8);
3395 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3396 p_ptr->redraw |= PR_STATUS;
3398 case CLASS_MIRROR_MASTER:
3399 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3402 /* Unencumbered Ninjas become faster every 10 levels */
3405 new_speed -= (p_ptr->lev) / 10;
3406 p_ptr->skill_stl -= (p_ptr->lev)/10;
3408 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3409 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3412 if (!(prace_is_(RACE_KLACKON) ||
3413 prace_is_(RACE_SPRITE) ||
3414 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3415 new_speed += (p_ptr->lev) / 10;
3416 p_ptr->skill_stl += (p_ptr->lev)/10;
3418 /* Free action if unencumbered at level 25 */
3419 if (p_ptr->lev > 24)
3420 p_ptr->free_act = TRUE;
3422 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3423 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3425 p_ptr->to_a += p_ptr->lev/2+5;
3426 p_ptr->dis_to_a += p_ptr->lev/2+5;
3428 p_ptr->slow_digest = TRUE;
3429 p_ptr->resist_fear = TRUE;
3430 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3431 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3432 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3433 if (p_ptr->lev > 44)
3435 p_ptr->oppose_pois = 1;
3436 p_ptr->redraw |= PR_STATUS;
3438 p_ptr->see_nocto = TRUE;
3443 if (p_ptr->mimic_form)
3445 switch (p_ptr->mimic_form)
3448 p_ptr->hold_exp = TRUE;
3449 p_ptr->resist_chaos = TRUE;
3450 p_ptr->resist_neth = TRUE;
3451 p_ptr->resist_fire = TRUE;
3452 p_ptr->oppose_fire = 1;
3453 p_ptr->see_inv=TRUE;
3455 p_ptr->redraw |= PR_STATUS;
3457 p_ptr->dis_to_a += 10;
3458 p_ptr->align -= 200;
3460 case MIMIC_DEMON_LORD:
3461 p_ptr->hold_exp = TRUE;
3462 p_ptr->resist_chaos = TRUE;
3463 p_ptr->resist_neth = TRUE;
3464 p_ptr->immune_fire = TRUE;
3465 p_ptr->resist_acid = TRUE;
3466 p_ptr->resist_fire = TRUE;
3467 p_ptr->resist_cold = TRUE;
3468 p_ptr->resist_elec = TRUE;
3469 p_ptr->resist_pois = TRUE;
3470 p_ptr->resist_conf = TRUE;
3471 p_ptr->resist_disen = TRUE;
3472 p_ptr->resist_nexus = TRUE;
3473 p_ptr->resist_fear = TRUE;
3474 p_ptr->sh_fire = TRUE;
3475 p_ptr->see_inv = TRUE;
3476 p_ptr->telepathy = TRUE;
3477 p_ptr->levitation = TRUE;
3478 p_ptr->kill_wall = TRUE;
3481 p_ptr->dis_to_a += 20;
3482 p_ptr->align -= 200;
3485 p_ptr->resist_dark = TRUE;
3486 p_ptr->hold_exp = TRUE;
3487 p_ptr->resist_neth = TRUE;
3488 p_ptr->resist_cold = TRUE;
3489 p_ptr->resist_pois = TRUE;
3490 p_ptr->see_inv = TRUE;
3493 p_ptr->dis_to_a += 10;
3494 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3500 switch (p_ptr->prace)
3503 p_ptr->resist_lite = TRUE;
3506 p_ptr->hold_exp = TRUE;
3509 p_ptr->free_act = TRUE;
3512 p_ptr->resist_blind = TRUE;
3515 p_ptr->resist_dark = TRUE;
3517 case RACE_HALF_TROLL:
3518 p_ptr->sustain_str = TRUE;
3520 if (p_ptr->lev > 14)
3522 /* High level trolls heal fast... */
3523 p_ptr->regenerate = TRUE;
3525 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3527 p_ptr->slow_digest = TRUE;
3528 /* Let's not make Regeneration
3529 * a disadvantage for the poor warriors who can
3530 * never learn a spell that satisfies hunger (actually
3531 * neither can rogues, but half-trolls are not
3532 * supposed to play rogues) */
3537 p_ptr->sustain_con = TRUE;
3538 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3541 p_ptr->resist_lite = TRUE;
3542 p_ptr->see_inv = TRUE;
3544 case RACE_BARBARIAN:
3545 p_ptr->resist_fear = TRUE;
3547 case RACE_HALF_OGRE:
3548 p_ptr->resist_dark = TRUE;
3549 p_ptr->sustain_str = TRUE;
3551 case RACE_HALF_GIANT:
3552 p_ptr->sustain_str = TRUE;
3553 p_ptr->resist_shard = TRUE;
3555 case RACE_HALF_TITAN:
3556 p_ptr->resist_chaos = TRUE;
3559 p_ptr->resist_sound = TRUE;
3562 p_ptr->resist_acid = TRUE;
3563 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3566 p_ptr->resist_conf = TRUE;
3567 p_ptr->resist_acid = TRUE;
3569 /* Klackons become faster */
3570 new_speed += (p_ptr->lev) / 10;
3573 p_ptr->resist_pois = TRUE;
3576 p_ptr->resist_disen = TRUE;
3577 p_ptr->resist_dark = TRUE;
3580 p_ptr->resist_dark = TRUE;
3581 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3583 case RACE_DRACONIAN:
3584 p_ptr->levitation = TRUE;
3585 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3586 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3587 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3588 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3589 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3591 case RACE_MIND_FLAYER:
3592 p_ptr->sustain_int = TRUE;
3593 p_ptr->sustain_wis = TRUE;
3594 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3595 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3598 p_ptr->resist_fire = TRUE;
3599 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3602 p_ptr->slow_digest = TRUE;
3603 p_ptr->free_act = TRUE;
3604 p_ptr->see_inv = TRUE;
3605 p_ptr->resist_pois = TRUE;
3606 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3609 p_ptr->resist_shard = TRUE;
3610 p_ptr->hold_exp = TRUE;
3611 p_ptr->see_inv = TRUE;
3612 p_ptr->resist_pois = TRUE;
3613 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3616 p_ptr->resist_neth = TRUE;
3617 p_ptr->hold_exp = TRUE;
3618 p_ptr->see_inv = TRUE;
3619 p_ptr->resist_pois = TRUE;
3620 p_ptr->slow_digest = TRUE;
3621 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3624 p_ptr->resist_dark = TRUE;
3625 p_ptr->hold_exp = TRUE;
3626 p_ptr->resist_neth = TRUE;
3627 p_ptr->resist_cold = TRUE;
3628 p_ptr->resist_pois = TRUE;
3629 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3632 p_ptr->levitation = TRUE;
3633 p_ptr->free_act = TRUE;
3634 p_ptr->resist_neth = TRUE;
3635 p_ptr->hold_exp = TRUE;
3636 p_ptr->see_inv = TRUE;
3637 p_ptr->resist_pois = TRUE;
3638 p_ptr->slow_digest = TRUE;
3639 p_ptr->resist_cold = TRUE;
3640 p_ptr->pass_wall = TRUE;
3641 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3644 p_ptr->levitation = TRUE;
3645 p_ptr->resist_lite = TRUE;
3647 /* Sprites become faster */
3648 new_speed += (p_ptr->lev) / 10;
3651 p_ptr->resist_conf = TRUE;
3652 p_ptr->resist_sound = TRUE;
3655 /* Ents dig like maniacs, but only with their hands. */
3656 if (!inventory[INVEN_RARM].k_idx)
3657 p_ptr->skill_dig += p_ptr->lev * 10;
3658 /* Ents get tougher and stronger as they age, but lose dexterity. */
3659 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3660 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3661 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3663 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3664 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3665 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3667 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3668 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3669 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3672 p_ptr->levitation = TRUE;
3673 p_ptr->see_inv = TRUE;
3674 p_ptr->align += 200;
3677 p_ptr->resist_fire = TRUE;
3678 p_ptr->resist_neth = TRUE;
3679 p_ptr->hold_exp = TRUE;
3680 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3681 if (p_ptr->lev > 44)
3683 p_ptr->oppose_fire = 1;
3684 p_ptr->redraw |= PR_STATUS;
3686 p_ptr->align -= 200;
3689 p_ptr->sustain_con = TRUE;
3692 p_ptr->levitation = TRUE;
3695 p_ptr->resist_conf = TRUE;
3698 p_ptr->slow_digest = TRUE;
3699 p_ptr->free_act = TRUE;
3700 p_ptr->resist_pois = TRUE;
3701 p_ptr->hold_exp = TRUE;
3704 p_ptr->resist_water = TRUE;
3712 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3714 p_ptr->see_inv = TRUE;
3715 p_ptr->free_act = TRUE;
3716 p_ptr->slow_digest = TRUE;
3717 p_ptr->regenerate = TRUE;
3718 p_ptr->levitation = TRUE;
3719 p_ptr->hold_exp = TRUE;
3720 p_ptr->telepathy = TRUE;
3722 p_ptr->sustain_str = TRUE;
3723 p_ptr->sustain_int = TRUE;
3724 p_ptr->sustain_wis = TRUE;
3725 p_ptr->sustain_con = TRUE;
3726 p_ptr->sustain_dex = TRUE;
3727 p_ptr->sustain_chr = TRUE;
3728 p_ptr->resist_acid = TRUE;
3729 p_ptr->resist_elec = TRUE;
3730 p_ptr->resist_fire = TRUE;
3731 p_ptr->resist_cold = TRUE;
3732 p_ptr->resist_pois = TRUE;
3733 p_ptr->resist_conf = TRUE;
3734 p_ptr->resist_sound = TRUE;
3735 p_ptr->resist_lite = TRUE;
3736 p_ptr->resist_dark = TRUE;
3737 p_ptr->resist_chaos = TRUE;
3738 p_ptr->resist_disen = TRUE;
3739 p_ptr->resist_shard = TRUE;
3740 p_ptr->resist_nexus = TRUE;
3741 p_ptr->resist_blind = TRUE;
3742 p_ptr->resist_neth = TRUE;
3743 p_ptr->resist_fear = TRUE;
3744 p_ptr->reflect = TRUE;
3745 p_ptr->sh_fire = TRUE;
3746 p_ptr->sh_elec = TRUE;
3747 p_ptr->sh_cold = TRUE;
3749 p_ptr->dis_to_a += 100;
3751 /* Temporary shield */
3752 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3755 p_ptr->dis_to_a += 50;
3758 if (p_ptr->tim_res_nether)
3760 p_ptr->resist_neth = TRUE;
3762 if (p_ptr->tim_sh_fire)
3764 p_ptr->sh_fire = TRUE;
3766 if (p_ptr->tim_res_time)
3768 p_ptr->resist_time = TRUE;
3772 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3774 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3775 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3776 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3778 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
3780 p_ptr->to_m_chance += 5;
3781 p_ptr->resist_conf = TRUE;
3785 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3787 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3789 p_ptr->resist_blind = TRUE;
3790 p_ptr->resist_conf = TRUE;
3791 p_ptr->hold_exp = TRUE;
3792 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3794 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3795 /* Munchkin become faster */
3796 new_speed += (p_ptr->lev) / 10 + 5;
3799 if (music_singing(MUSIC_WALL))
3801 p_ptr->kill_wall = TRUE;
3804 /* Hack -- apply racial/class stat maxes */
3805 /* Apply the racial modifiers */
3806 for (i = 0; i < A_MAX; i++)
3808 /* Modify the stats for "race" */
3809 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3813 /* I'm adding the mutations here for the lack of a better place... */
3816 /* Hyper Strength */
3817 if (p_ptr->muta3 & MUT3_HYPER_STR)
3819 p_ptr->stat_add[A_STR] += 4;
3823 if (p_ptr->muta3 & MUT3_PUNY)
3825 p_ptr->stat_add[A_STR] -= 4;
3828 /* Living computer */
3829 if (p_ptr->muta3 & MUT3_HYPER_INT)
3831 p_ptr->stat_add[A_INT] += 4;
3832 p_ptr->stat_add[A_WIS] += 4;
3836 if (p_ptr->muta3 & MUT3_MORONIC)
3838 p_ptr->stat_add[A_INT] -= 4;
3839 p_ptr->stat_add[A_WIS] -= 4;
3842 if (p_ptr->muta3 & MUT3_RESILIENT)
3844 p_ptr->stat_add[A_CON] += 4;
3847 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3849 p_ptr->stat_add[A_CON] += 2;
3853 if (p_ptr->muta3 & MUT3_ALBINO)
3855 p_ptr->stat_add[A_CON] -= 4;
3858 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3860 p_ptr->stat_add[A_CON] -= 2;
3861 p_ptr->stat_add[A_CHR] -= 1;
3862 p_ptr->regenerate = FALSE;
3863 /* Cancel innate regeneration */
3866 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3868 p_ptr->stat_add[A_CHR] -= 4;
3871 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3873 p_ptr->stat_add[A_CHR] -= 1;
3876 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3878 p_ptr->skill_fos += 15;
3879 p_ptr->skill_srh += 15;
3882 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3884 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3887 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3889 p_ptr->skill_stl -= 3;
3892 if (p_ptr->muta3 & MUT3_INFRAVIS)
3894 p_ptr->see_infra += 3;
3897 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3902 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3907 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3909 p_ptr->sh_elec = TRUE;
3912 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3914 p_ptr->sh_fire = TRUE;
3918 if (p_ptr->muta3 & MUT3_WART_SKIN)
3920 p_ptr->stat_add[A_CHR] -= 2;
3922 p_ptr->dis_to_a += 5;
3925 if (p_ptr->muta3 & MUT3_SCALES)
3927 p_ptr->stat_add[A_CHR] -= 1;
3929 p_ptr->dis_to_a += 10;
3932 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3934 p_ptr->stat_add[A_DEX] -= 1;
3936 p_ptr->dis_to_a += 25;
3939 if (p_ptr->muta3 & MUT3_WINGS)
3941 p_ptr->levitation = TRUE;
3944 if (p_ptr->muta3 & MUT3_FEARLESS)
3946 p_ptr->resist_fear = TRUE;
3949 if (p_ptr->muta3 & MUT3_REGEN)
3951 p_ptr->regenerate = TRUE;
3954 if (p_ptr->muta3 & MUT3_ESP)
3956 p_ptr->telepathy = TRUE;
3959 if (p_ptr->muta3 & MUT3_LIMBER)
3961 p_ptr->stat_add[A_DEX] += 3;
3964 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3966 p_ptr->stat_add[A_DEX] -= 3;
3969 if (p_ptr->muta3 & MUT3_MOTION)
3971 p_ptr->free_act = TRUE;
3972 p_ptr->skill_stl += 1;
3975 if (p_ptr->muta3 & MUT3_ILL_NORM)
3977 p_ptr->stat_add[A_CHR] = 0;
3981 if (p_ptr->tsuyoshi)
3983 p_ptr->stat_add[A_STR] += 4;
3984 p_ptr->stat_add[A_CON] += 4;
3987 /* Scan the usable inventory */
3988 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3990 int bonus_to_h, bonus_to_d;
3991 o_ptr = &inventory[i];
3993 /* Skip non-objects */
3994 if (!o_ptr->k_idx) continue;
3996 /* Extract the item flags */
3997 object_flags(o_ptr, flgs);
3999 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4000 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4003 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4004 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4005 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4006 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4007 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4008 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4010 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4012 /* Affect stealth */
4013 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4015 /* Affect searching ability (factor of five) */
4016 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4018 /* Affect searching frequency (factor of five) */
4019 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4021 /* Affect infravision */
4022 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4024 /* Affect digging (factor of 20) */
4025 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4028 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4031 if (have_flag(flgs, TR_BLOWS))
4033 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4034 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4035 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4038 /* Hack -- cause earthquakes */
4039 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4042 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4043 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4044 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4045 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4046 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4047 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4048 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4049 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4050 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4051 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4052 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4053 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4054 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4055 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4056 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4057 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4058 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4059 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4060 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4061 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4062 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4063 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4064 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4065 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4066 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4067 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4068 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4069 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4070 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4071 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4072 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4073 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4074 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4075 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4076 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4078 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4079 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4080 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4081 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4082 if (have_flag(flgs, TR_WARNING)){
4083 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4084 p_ptr->warning = TRUE;
4087 if (have_flag(flgs, TR_TELEPORT))
4089 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4092 concptr insc = quark_str(o_ptr->inscription);
4094 if (o_ptr->inscription && my_strchr(insc, '.'))
4097 * {.} will stop random teleportation.
4102 /* Controlled random teleportation */
4103 p_ptr->cursed |= TRC_TELEPORT_SELF;
4108 /* Immunity flags */
4109 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4110 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4111 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4112 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4114 /* Resistance flags */
4115 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4116 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4117 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4118 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4119 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4120 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4121 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4122 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4123 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4124 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4125 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4126 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4127 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4128 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4129 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4130 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4132 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4133 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4134 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4135 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4136 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4137 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4140 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4141 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4142 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4143 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4144 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4145 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4147 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4148 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4149 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4150 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4151 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4152 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4153 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4155 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4157 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4159 p_ptr->to_m_chance += 10;
4163 p_ptr->to_m_chance += 3;
4167 if (o_ptr->tval == TV_CAPTURE) continue;
4169 /* Modify the base armor class */
4170 p_ptr->ac += o_ptr->ac;
4172 /* The base armor class is always known */
4173 p_ptr->dis_ac += o_ptr->ac;
4175 /* Apply the bonuses to armor class */
4176 p_ptr->to_a += o_ptr->to_a;
4178 /* Apply the mental bonuses to armor class, if known */
4179 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4181 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4183 int slot = i - INVEN_RARM;
4186 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4188 p_ptr->to_h[slot] -= 15;
4189 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4193 p_ptr->to_h[slot] -= 5;
4194 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4199 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4201 p_ptr->to_h_b -= 15;
4202 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4207 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4212 if (o_ptr->curse_flags & TRC_LOW_AC)
4214 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4217 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4222 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4226 /* Hack -- do not apply "weapon" bonuses */
4227 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4228 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4230 /* Hack -- do not apply "bow" bonuses */
4231 if (i == INVEN_BOW) continue;
4233 bonus_to_h = o_ptr->to_h;
4234 bonus_to_d = o_ptr->to_d;
4236 if (p_ptr->pclass == CLASS_NINJA)
4238 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4239 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4242 /* To Bow and Natural attack */
4244 /* Apply the bonuses to hit/damage */
4245 p_ptr->to_h_b += (s16b)bonus_to_h;
4246 p_ptr->to_h_m += (s16b)bonus_to_h;
4247 p_ptr->to_d_m += (s16b)bonus_to_d;
4249 /* Apply the mental bonuses tp hit/damage, if known */
4250 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4253 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4255 /* Apply the bonuses to hit/damage */
4256 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4257 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4259 /* Apply the mental bonuses tp hit/damage, if known */
4260 if (object_is_known(o_ptr))
4262 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4263 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4266 else if (p_ptr->migite && p_ptr->hidarite)
4268 /* Apply the bonuses to hit/damage */
4269 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4270 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4271 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4272 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4274 /* Apply the mental bonuses tp hit/damage, if known */
4275 if (object_is_known(o_ptr))
4277 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4278 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4279 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4280 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4285 /* Apply the bonuses to hit/damage */
4286 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4287 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4289 /* Apply the mental bonuses to hit/damage, if known */
4290 if (object_is_known(o_ptr))
4292 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4293 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4298 /* Shield skill bonus */
4299 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
4301 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4302 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4305 if (old_mighty_throw != p_ptr->mighty_throw)
4307 /* Redraw average damege display of Shuriken */
4308 p_ptr->window |= PW_INVEN;
4311 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4313 /* Monks get extra ac for armour _not worn_ */
4314 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4316 if (!(inventory[INVEN_BODY].k_idx))
4318 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4319 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4321 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4323 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4324 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4326 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4328 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4329 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4331 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4333 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4334 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4336 if (!(inventory[INVEN_HANDS].k_idx))
4338 p_ptr->to_a += (p_ptr->lev / 2);
4339 p_ptr->dis_to_a += (p_ptr->lev / 2);
4341 if (!(inventory[INVEN_FEET].k_idx))
4343 p_ptr->to_a += (p_ptr->lev / 3);
4344 p_ptr->dis_to_a += (p_ptr->lev / 3);
4346 if (p_ptr->special_defense & KAMAE_BYAKKO)
4348 p_ptr->stat_add[A_STR] += 2;
4349 p_ptr->stat_add[A_DEX] += 2;
4350 p_ptr->stat_add[A_CON] -= 3;
4352 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4355 else if (p_ptr->special_defense & KAMAE_GENBU)
4357 p_ptr->stat_add[A_INT] -= 1;
4358 p_ptr->stat_add[A_WIS] -= 1;
4359 p_ptr->stat_add[A_DEX] -= 2;
4360 p_ptr->stat_add[A_CON] += 3;
4362 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4364 p_ptr->stat_add[A_STR] -= 2;
4365 p_ptr->stat_add[A_INT] += 1;
4366 p_ptr->stat_add[A_WIS] += 1;
4367 p_ptr->stat_add[A_DEX] += 2;
4368 p_ptr->stat_add[A_CON] -= 2;
4372 if (p_ptr->special_defense & KATA_KOUKIJIN)
4374 for (i = 0; i < A_MAX; i++)
4375 p_ptr->stat_add[i] += 5;
4377 p_ptr->dis_to_a -= 50;
4380 /* Hack -- aura of fire also provides light */
4381 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4383 /* Golems also get an intrinsic AC bonus */
4384 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4386 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4387 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4391 if (p_ptr->realm1 == REALM_HEX)
4393 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4394 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4395 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4396 if (hex_spelling(HEX_BUILDING))
4398 p_ptr->stat_add[A_STR] += 4;
4399 p_ptr->stat_add[A_DEX] += 4;
4400 p_ptr->stat_add[A_CON] += 4;
4402 if (hex_spelling(HEX_DEMON_AURA))
4404 p_ptr->sh_fire = TRUE;
4405 p_ptr->regenerate = TRUE;
4407 if (hex_spelling(HEX_ICE_ARMOR))
4409 p_ptr->sh_cold = TRUE;
4411 p_ptr->dis_to_a += 30;
4413 if (hex_spelling(HEX_SHOCK_CLOAK))
4415 p_ptr->sh_elec = TRUE;
4418 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4420 ARMOUR_CLASS ac = 0;
4421 o_ptr = &inventory[i];
4422 if (!o_ptr->k_idx) continue;
4423 if (!object_is_armour(o_ptr)) continue;
4424 if (!object_is_cursed(o_ptr)) continue;
4426 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4427 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4428 p_ptr->to_a += (s16b)ac;
4429 p_ptr->dis_to_a += (s16b)ac;
4433 /* Calculate stats */
4434 for (i = 0; i < A_MAX; i++)
4438 /* Extract the new "stat_use" value for the stat */
4439 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4441 /* Notice changes */
4442 if (p_ptr->stat_top[i] != top)
4444 /* Save the new value */
4445 p_ptr->stat_top[i] = (s16b)top;
4447 /* Redisplay the stats later */
4448 p_ptr->redraw |= (PR_STATS);
4450 p_ptr->window |= (PW_PLAYER);
4454 /* Extract the new "stat_use" value for the stat */
4455 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4457 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4459 /* 10 to 18/90 charisma, guaranteed, based on level */
4460 if (use < 8 + 2 * p_ptr->lev)
4462 use = 8 + 2 * p_ptr->lev;
4466 /* Notice changes */
4467 if (p_ptr->stat_use[i] != use)
4469 /* Save the new value */
4470 p_ptr->stat_use[i] = (s16b)use;
4472 /* Redisplay the stats later */
4473 p_ptr->redraw |= (PR_STATS);
4475 p_ptr->window |= (PW_PLAYER);
4479 /* Values: 3, 4, ..., 17 */
4480 if (use <= 18) ind = (use - 3);
4482 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4483 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4485 /* Range: 18/220+ */
4488 /* Notice changes */
4489 if (p_ptr->stat_ind[i] != ind)
4491 /* Save the new index */
4492 p_ptr->stat_ind[i] = (s16b)ind;
4494 /* Change in CON affects Hitpoints */
4497 p_ptr->update |= (PU_HP);
4500 /* Change in INT may affect Mana/Spells */
4501 else if (i == A_INT)
4503 if (mp_ptr->spell_stat == A_INT)
4505 p_ptr->update |= (PU_MANA | PU_SPELLS);
4509 /* Change in WIS may affect Mana/Spells */
4510 else if (i == A_WIS)
4512 if (mp_ptr->spell_stat == A_WIS)
4514 p_ptr->update |= (PU_MANA | PU_SPELLS);
4518 /* Change in WIS may affect Mana/Spells */
4519 else if (i == A_CHR)
4521 if (mp_ptr->spell_stat == A_CHR)
4523 p_ptr->update |= (PU_MANA | PU_SPELLS);
4527 p_ptr->window |= (PW_PLAYER);
4532 /* Apply temporary "stun" */
4533 if (p_ptr->stun > 50)
4535 p_ptr->to_h[0] -= 20;
4536 p_ptr->to_h[1] -= 20;
4537 p_ptr->to_h_b -= 20;
4538 p_ptr->to_h_m -= 20;
4539 p_ptr->dis_to_h[0] -= 20;
4540 p_ptr->dis_to_h[1] -= 20;
4541 p_ptr->dis_to_h_b -= 20;
4542 p_ptr->to_d[0] -= 20;
4543 p_ptr->to_d[1] -= 20;
4544 p_ptr->to_d_m -= 20;
4545 p_ptr->dis_to_d[0] -= 20;
4546 p_ptr->dis_to_d[1] -= 20;
4548 else if (p_ptr->stun)
4550 p_ptr->to_h[0] -= 5;
4551 p_ptr->to_h[1] -= 5;
4554 p_ptr->dis_to_h[0] -= 5;
4555 p_ptr->dis_to_h[1] -= 5;
4556 p_ptr->dis_to_h_b -= 5;
4557 p_ptr->to_d[0] -= 5;
4558 p_ptr->to_d[1] -= 5;
4560 p_ptr->dis_to_d[0] -= 5;
4561 p_ptr->dis_to_d[1] -= 5;
4565 if (p_ptr->wraith_form)
4567 p_ptr->reflect = TRUE;
4568 p_ptr->pass_wall = TRUE;
4571 if (p_ptr->kabenuke)
4573 p_ptr->pass_wall = TRUE;
4576 /* Temporary blessing */
4580 p_ptr->dis_to_a += 5;
4581 p_ptr->to_h[0] += 10;
4582 p_ptr->to_h[1] += 10;
4583 p_ptr->to_h_b += 10;
4584 p_ptr->to_h_m += 10;
4585 p_ptr->dis_to_h[0] += 10;
4586 p_ptr->dis_to_h[1] += 10;
4587 p_ptr->dis_to_h_b += 10;
4590 if (p_ptr->magicdef)
4592 p_ptr->resist_blind = TRUE;
4593 p_ptr->resist_conf = TRUE;
4594 p_ptr->reflect = TRUE;
4595 p_ptr->free_act = TRUE;
4596 p_ptr->levitation = TRUE;
4599 /* Temporary "Hero" */
4602 p_ptr->to_h[0] += 12;
4603 p_ptr->to_h[1] += 12;
4604 p_ptr->to_h_b += 12;
4605 p_ptr->to_h_m += 12;
4606 p_ptr->dis_to_h[0] += 12;
4607 p_ptr->dis_to_h[1] += 12;
4608 p_ptr->dis_to_h_b += 12;
4611 /* Temporary "Beserk" */
4614 p_ptr->to_h[0] += 12;
4615 p_ptr->to_h[1] += 12;
4616 p_ptr->to_h_b -= 12;
4617 p_ptr->to_h_m += 12;
4618 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4619 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4620 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4621 p_ptr->dis_to_h[0] += 12;
4622 p_ptr->dis_to_h[1] += 12;
4623 p_ptr->dis_to_h_b -= 12;
4624 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4625 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4627 p_ptr->dis_to_a -= 10;
4628 p_ptr->skill_stl -= 7;
4629 p_ptr->skill_dev -= 20;
4630 p_ptr->skill_sav -= 30;
4631 p_ptr->skill_srh -= 15;
4632 p_ptr->skill_fos -= 15;
4633 p_ptr->skill_tht -= 20;
4634 p_ptr->skill_dig += 30;
4637 /* Temporary "fast" */
4643 /* Temporary "slow" */
4649 /* Temporary "telepathy" */
4652 p_ptr->telepathy = TRUE;
4655 if (p_ptr->ele_immune)
4657 if (p_ptr->special_defense & DEFENSE_ACID)
4658 p_ptr->immune_acid = TRUE;
4659 else if (p_ptr->special_defense & DEFENSE_ELEC)
4660 p_ptr->immune_elec = TRUE;
4661 else if (p_ptr->special_defense & DEFENSE_FIRE)
4662 p_ptr->immune_fire = TRUE;
4663 else if (p_ptr->special_defense & DEFENSE_COLD)
4664 p_ptr->immune_cold = TRUE;
4667 /* Temporary see invisible */
4668 if (p_ptr->tim_invis)
4670 p_ptr->see_inv = TRUE;
4673 /* Temporary infravision boost */
4674 if (p_ptr->tim_infra)
4676 p_ptr->see_infra+=3;
4679 /* Temporary regeneration boost */
4680 if (p_ptr->tim_regen)
4682 p_ptr->regenerate = TRUE;
4685 /* Temporary levitation */
4686 if (p_ptr->tim_levitation)
4688 p_ptr->levitation = TRUE;
4691 /* Temporary reflection */
4692 if (p_ptr->tim_reflect)
4694 p_ptr->reflect = TRUE;
4697 /* Hack -- Hero/Shero -> Res fear */
4698 if (IS_HERO() || p_ptr->shero)
4700 p_ptr->resist_fear = TRUE;
4704 /* Hack -- Telepathy Change */
4705 if (p_ptr->telepathy != old_telepathy)
4707 p_ptr->update |= (PU_MONSTERS);
4710 if ((p_ptr->esp_animal != old_esp_animal) ||
4711 (p_ptr->esp_undead != old_esp_undead) ||
4712 (p_ptr->esp_demon != old_esp_demon) ||
4713 (p_ptr->esp_orc != old_esp_orc) ||
4714 (p_ptr->esp_troll != old_esp_troll) ||
4715 (p_ptr->esp_giant != old_esp_giant) ||
4716 (p_ptr->esp_dragon != old_esp_dragon) ||
4717 (p_ptr->esp_human != old_esp_human) ||
4718 (p_ptr->esp_evil != old_esp_evil) ||
4719 (p_ptr->esp_good != old_esp_good) ||
4720 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4721 (p_ptr->esp_unique != old_esp_unique))
4723 p_ptr->update |= (PU_MONSTERS);
4726 /* Hack -- See Invis Change */
4727 if (p_ptr->see_inv != old_see_inv)
4729 p_ptr->update |= (PU_MONSTERS);
4732 /* Bloating slows the player down (a little) */
4733 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4735 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4737 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4738 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4740 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4741 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4744 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4746 int penalty1, penalty2;
4747 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4748 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4749 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4751 penalty1 = penalty1 / 2 - 5;
4752 penalty2 = penalty2 / 2 - 5;
4755 p_ptr->dis_to_a += 10;
4759 if (penalty1 > 0) penalty1 /= 2;
4760 if (penalty2 > 0) penalty2 /= 2;
4762 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4764 penalty1 = MAX(0, penalty1 - 10);
4765 penalty2 = MAX(0, penalty2 - 10);
4767 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4769 penalty1 = MIN(0, penalty1);
4770 penalty2 = MIN(0, penalty2);
4772 p_ptr->dis_to_a += 10;
4776 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4778 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4781 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4782 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4783 p_ptr->to_h[0] -= (s16b)penalty1;
4784 p_ptr->to_h[1] -= (s16b)penalty2;
4785 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4786 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4789 /* Extract the current weight (in tenth pounds) */
4790 j = p_ptr->total_weight;
4794 /* Extract the "weight limit" (in tenth pounds) */
4795 i = (int)weight_limit();
4799 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4800 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4801 SPEED speed = riding_m_ptr->mspeed;
4803 if (riding_m_ptr->mspeed > 110)
4805 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4806 if (new_speed < 110) new_speed = 110;
4812 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4813 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4814 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4815 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4816 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4818 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4819 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4821 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;
4823 /* Extract the "weight limit" */
4824 i = 1500 + riding_r_ptr->level * 25;
4827 /* Apply "encumbrance" from weight */
4828 if (j > i) new_speed -= ((j - i) / (i / 5));
4830 /* Searching slows the player down */
4831 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4834 if(p_ptr->prace == RACE_MERFOLK)
4836 if (have_flag(f_ptr->flags, FF_WATER))
4838 new_speed += (2 + p_ptr->lev / 10);
4840 else if (!p_ptr->levitation)
4847 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4848 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4849 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4850 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4851 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4852 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4853 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4854 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4855 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4856 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4857 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4858 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4859 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4861 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4862 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4863 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4864 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4865 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4866 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4867 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4868 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4869 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4870 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4873 /* Obtain the "hold" value */
4874 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4877 /* Examine the "current bow" */
4878 o_ptr = &inventory[INVEN_BOW];
4880 /* It is hard to carholdry a heavy bow */
4881 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4882 if (p_ptr->heavy_shoot)
4884 /* Hard to wield a heavy bow */
4885 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4886 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4889 /* Compute "extra shots" if needed */
4892 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4894 /* Apply special flags */
4895 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4898 p_ptr->num_fire = calc_num_fire(o_ptr);
4900 /* Snipers love Cross bows */
4901 if ((p_ptr->pclass == CLASS_SNIPER) &&
4902 (p_ptr->tval_ammo == TV_BOLT))
4904 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4905 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4910 if (p_ptr->ryoute) hold *= 2;
4912 for(i = 0 ; i < 2 ; i++)
4914 /* Examine the "main weapon" */
4915 o_ptr = &inventory[INVEN_RARM+i];
4917 object_flags(o_ptr, flgs);
4919 /* Assume not heavy */
4920 p_ptr->heavy_wield[i] = FALSE;
4921 p_ptr->icky_wield[i] = FALSE;
4922 p_ptr->riding_wield[i] = FALSE;
4924 if (!buki_motteruka(INVEN_RARM+i))
4926 p_ptr->num_blow[i] = 1;
4929 /* It is hard to hold a heavy weapon */
4930 if (hold < o_ptr->weight / 10)
4932 /* Hard to wield a heavy weapon */
4933 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4934 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4937 p_ptr->heavy_wield[i] = TRUE;
4939 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4941 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4944 p_ptr->dis_to_a += 5;
4947 /* Normal weapons */
4948 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4950 int str_index, dex_index;
4952 int num = 0, wgt = 0, mul = 0, div = 0;
4954 /* Analyze the class */
4955 switch (p_ptr->pclass)
4959 num = 6; wgt = 70; mul = 5; break;
4962 case CLASS_BERSERKER:
4963 num = 6; wgt = 70; mul = 7; break;
4967 case CLASS_HIGH_MAGE:
4968 case CLASS_BLUE_MAGE:
4969 num = 3; wgt = 100; mul = 2; break;
4971 /* Priest, Mindcrafter, Magic-Eater */
4973 case CLASS_MAGIC_EATER:
4974 case CLASS_MINDCRAFTER:
4975 num = 5; wgt = 100; mul = 3; break;
4979 num = 5; wgt = 40; mul = 3; break;
4983 num = 5; wgt = 70; mul = 4; break;
4988 num = 5; wgt = 70; mul = 4; break;
4992 num = 5; wgt = 150; mul = 5; break;
4995 case CLASS_WARRIOR_MAGE:
4996 case CLASS_RED_MAGE:
4997 num = 5; wgt = 70; mul = 3; break;
5000 case CLASS_CHAOS_WARRIOR:
5001 num = 5; wgt = 70; mul = 4; break;
5005 num = 5; wgt = 60; mul = 3; break;
5009 num = 4; wgt = 100; mul = 3; break;
5012 case CLASS_IMITATOR:
5013 num = 5; wgt = 70; mul = 4; break;
5016 case CLASS_BEASTMASTER:
5017 num = 5; wgt = 70; mul = 3; break;
5021 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5022 else {num = 5; wgt = 100; mul = 3;}
5026 case CLASS_SORCERER:
5027 num = 1; wgt = 1; mul = 1; break;
5029 /* Archer, Bard, Sniper */
5033 num = 4; wgt = 70; mul = 2; break;
5036 case CLASS_FORCETRAINER:
5037 num = 4; wgt = 60; mul = 2; break;
5040 case CLASS_MIRROR_MASTER:
5041 num = 3; wgt = 100; mul = 3; break;
5045 num = 4; wgt = 20; mul = 1; break;
5048 /* Hex - extra mights gives +1 bonus to max blows */
5049 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5051 /* Enforce a minimum "weight" (tenth pounds) */
5052 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5054 /* Access the strength vs weight */
5055 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5057 if (p_ptr->ryoute && !omoi) str_index++;
5058 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5061 if (str_index > 11) str_index = 11;
5063 /* Index by dexterity */
5064 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5067 if (dex_index > 11) dex_index = 11;
5069 /* Use the blows table */
5070 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5073 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5075 /* Add in the "bonus blows" */
5076 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5079 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5080 else if (p_ptr->pclass == CLASS_BERSERKER)
5082 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5084 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5086 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5088 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5091 /* Require at least one blow */
5092 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5094 /* Boost digging skill by weapon weight */
5095 p_ptr->skill_dig += (o_ptr->weight / 10);
5099 /* Priest weapon penalty for non-blessed edged weapons */
5100 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5101 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5103 /* Reduce the real bonuses */
5104 p_ptr->to_h[i] -= 2;
5105 p_ptr->to_d[i] -= 2;
5107 /* Reduce the mental bonuses */
5108 p_ptr->dis_to_h[i] -= 2;
5109 p_ptr->dis_to_d[i] -= 2;
5112 p_ptr->icky_wield[i] = TRUE;
5114 else if (p_ptr->pclass == CLASS_BERSERKER)
5116 p_ptr->to_h[i] += p_ptr->lev/5;
5117 p_ptr->to_d[i] += p_ptr->lev/6;
5118 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5119 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5120 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5122 p_ptr->to_h[i] += p_ptr->lev/5;
5123 p_ptr->to_d[i] += p_ptr->lev/6;
5124 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5125 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5128 else if (p_ptr->pclass == CLASS_SORCERER)
5130 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5132 /* Reduce the real bonuses */
5133 p_ptr->to_h[i] -= 200;
5134 p_ptr->to_d[i] -= 200;
5136 /* Reduce the mental bonuses */
5137 p_ptr->dis_to_h[i] -= 200;
5138 p_ptr->dis_to_d[i] -= 200;
5141 p_ptr->icky_wield[i] = TRUE;
5145 /* Reduce the real bonuses */
5146 p_ptr->to_h[i] -= 30;
5147 p_ptr->to_d[i] -= 10;
5149 /* Reduce the mental bonuses */
5150 p_ptr->dis_to_h[i] -= 30;
5151 p_ptr->dis_to_d[i] -= 10;
5155 if (p_ptr->realm1 == REALM_HEX)
5157 if (object_is_cursed(o_ptr))
5159 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5160 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5161 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5162 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5163 if (hex_spelling(HEX_RUNESWORD))
5165 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5166 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5167 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5173 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5175 p_ptr->to_h[i] +=15;
5176 p_ptr->dis_to_h[i] +=15;
5177 p_ptr->to_dd[i] += 2;
5179 else if (!(have_flag(flgs, TR_RIDING)))
5182 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5188 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5190 if (penalty < 30) penalty = 30;
5192 p_ptr->to_h[i] -= (s16b)penalty;
5193 p_ptr->dis_to_h[i] -= (s16b)penalty;
5196 p_ptr->riding_wield[i] = TRUE;
5205 p_ptr->riding_ryoute = FALSE;
5207 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5208 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5210 switch (p_ptr->pclass)
5213 case CLASS_FORCETRAINER:
5214 case CLASS_BERSERKER:
5215 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5216 p_ptr->riding_ryoute = TRUE;
5221 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5223 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5227 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5229 if (penalty < 30) penalty = 30;
5231 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5232 p_ptr->to_h_b -= (s16b)penalty;
5233 p_ptr->dis_to_h_b -= (s16b)penalty;
5236 /* Different calculation for monks with empty hands */
5237 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5238 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5240 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5241 p_ptr->num_blow[0] = 0;
5243 if (p_ptr->pclass == CLASS_FORCETRAINER)
5245 if (blow_base > 18) p_ptr->num_blow[0]++;
5246 if (blow_base > 31) p_ptr->num_blow[0]++;
5247 if (blow_base > 44) p_ptr->num_blow[0]++;
5248 if (blow_base > 58) p_ptr->num_blow[0]++;
5251 p_ptr->to_d[0] += P_PTR_KI / 5;
5252 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5257 if (blow_base > 12) p_ptr->num_blow[0]++;
5258 if (blow_base > 22) p_ptr->num_blow[0]++;
5259 if (blow_base > 31) p_ptr->num_blow[0]++;
5260 if (blow_base > 39) p_ptr->num_blow[0]++;
5261 if (blow_base > 46) p_ptr->num_blow[0]++;
5262 if (blow_base > 53) p_ptr->num_blow[0]++;
5263 if (blow_base > 59) p_ptr->num_blow[0]++;
5266 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5267 p_ptr->num_blow[0] /= 2;
5270 p_ptr->to_h[0] += (p_ptr->lev / 3);
5271 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5273 p_ptr->to_d[0] += (p_ptr->lev / 6);
5274 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5277 if (p_ptr->special_defense & KAMAE_BYAKKO)
5280 p_ptr->dis_to_a -= 40;
5283 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5286 p_ptr->dis_to_a -= 50;
5287 p_ptr->resist_acid = TRUE;
5288 p_ptr->resist_fire = TRUE;
5289 p_ptr->resist_elec = TRUE;
5290 p_ptr->resist_cold = TRUE;
5291 p_ptr->resist_pois = TRUE;
5292 p_ptr->sh_fire = TRUE;
5293 p_ptr->sh_elec = TRUE;
5294 p_ptr->sh_cold = TRUE;
5295 p_ptr->levitation = TRUE;
5297 else if (p_ptr->special_defense & KAMAE_GENBU)
5299 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5300 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5301 p_ptr->reflect = TRUE;
5302 p_ptr->num_blow[0] -= 2;
5303 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5304 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5306 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5308 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5309 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5311 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5312 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5313 p_ptr->num_blow[0] /= 2;
5314 p_ptr->levitation = TRUE;
5317 p_ptr->num_blow[0] += 1+extra_blows[0];
5320 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5322 monk_armour_aux = FALSE;
5326 monk_armour_aux = TRUE;
5329 for (i = 0; i < 2; i++)
5331 if (buki_motteruka(INVEN_RARM+i))
5333 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5334 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5336 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5337 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5338 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5340 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5342 p_ptr->to_h[i] -= 40;
5343 p_ptr->dis_to_h[i] -= 40;
5344 p_ptr->icky_wield[i] = TRUE;
5347 else if (p_ptr->pclass == CLASS_NINJA)
5349 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5351 p_ptr->to_h[i] -= 40;
5352 p_ptr->dis_to_h[i] -= 40;
5353 p_ptr->icky_wield[i] = TRUE;
5354 p_ptr->num_blow[i] /= 2;
5355 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5359 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5363 /* Maximum speed is (+99). (internally it's 110 + 99) */
5364 /* Temporary lightspeed forces to be maximum speed */
5365 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5370 /* Minimum speed is (-99). (internally it's 110 - 99) */
5371 if (new_speed < 11) new_speed = 11;
5373 /* Display the speed (if needed) */
5374 if (p_ptr->pspeed != (byte)new_speed)
5376 p_ptr->pspeed = (byte)new_speed;
5377 p_ptr->redraw |= (PR_SPEED);
5382 if (p_ptr->to_a > (0 - p_ptr->ac))
5383 p_ptr->to_a = 0 - p_ptr->ac;
5384 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5385 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5388 /* Redraw armor (if needed) */
5389 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5391 p_ptr->redraw |= (PR_ARMOR);
5392 p_ptr->window |= (PW_PLAYER);
5395 if (p_ptr->ryoute && !omoi)
5397 int bonus_to_h=0, bonus_to_d=0;
5398 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5399 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);
5401 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5402 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5403 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5404 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5407 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;
5409 /* Affect Skill -- stealth (bonus one) */
5410 p_ptr->skill_stl += 1;
5412 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5414 /* Affect Skill -- disarming (DEX and INT) */
5415 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5416 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5418 /* Affect Skill -- magic devices (INT) */
5419 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5421 /* Affect Skill -- saving throw (WIS) */
5422 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5424 /* Affect Skill -- digging (STR) */
5425 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5427 /* Affect Skill -- disarming (Level, by Class) */
5428 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5430 /* Affect Skill -- magic devices (Level, by Class) */
5431 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5433 /* Affect Skill -- saving throw (Level, by Class) */
5434 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5436 /* Affect Skill -- stealth (Level, by Class) */
5437 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5439 /* Affect Skill -- search ability (Level, by Class) */
5440 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5442 /* Affect Skill -- search frequency (Level, by Class) */
5443 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5445 /* Affect Skill -- combat (normal) (Level, by Class) */
5446 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5448 /* Affect Skill -- combat (shooting) (Level, by Class) */
5449 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5451 /* Affect Skill -- combat (throwing) (Level, by Class) */
5452 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5455 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5457 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5458 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5461 /* Limit Skill -- stealth from 0 to 30 */
5462 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5463 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5465 /* Limit Skill -- digging from 1 up */
5466 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5468 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5470 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5472 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;
5474 if (down_saving) p_ptr->skill_sav /= 2;
5476 /* Hack -- Each elemental immunity includes resistance */
5477 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5478 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5479 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5480 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5482 /* Determine player alignment */
5483 for (i = 0, j = 0; i < 8; i++)
5485 switch (p_ptr->vir_types[i])
5488 p_ptr->align += p_ptr->virtues[i] * 2;
5498 p_ptr->align -= p_ptr->virtues[i];
5501 p_ptr->align += p_ptr->virtues[i];
5506 for (i = 0; i < j; i++)
5508 if (p_ptr->align > 0)
5510 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5511 if (p_ptr->align < 0) p_ptr->align = 0;
5513 else if (p_ptr->align < 0)
5515 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5516 if (p_ptr->align > 0) p_ptr->align = 0;
5520 /* Hack -- handle "xtra" mode */
5521 if (character_xtra) return;
5523 /* Take note when "heavy bow" changes */
5524 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5526 if (p_ptr->heavy_shoot)
5528 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."));
5530 else if (inventory[INVEN_BOW].k_idx)
5532 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."));
5536 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."));
5540 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5543 for (i = 0 ; i < 2 ; i++)
5545 /* Take note when "heavy weapon" changes */
5546 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5548 if (p_ptr->heavy_wield[i])
5550 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."));
5552 else if (buki_motteruka(INVEN_RARM+i))
5554 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5556 else if (p_ptr->heavy_wield[1-i])
5558 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5562 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."));
5566 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5569 /* Take note when "heavy weapon" changes */
5570 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5572 if (p_ptr->riding_wield[i])
5574 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."));
5576 else if (!p_ptr->riding)
5578 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5580 else if (buki_motteruka(INVEN_RARM+i))
5582 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5585 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5588 /* Take note when "illegal weapon" changes */
5589 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5591 if (p_ptr->icky_wield[i])
5593 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."));
5596 chg_virtue(V_FAITH, -1);
5599 else if (buki_motteruka(INVEN_RARM+i))
5601 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."));
5605 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."));
5609 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5613 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5615 if (p_ptr->riding_ryoute)
5618 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" : "");
5620 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5626 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" : "");
5628 msg_print("You began to control riding pet with one hand.");
5632 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5635 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5639 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."));
5642 chg_virtue(V_HARMONY, -1);
5647 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5650 monk_notify_aux = monk_armour_aux;
5653 for (i = 0; i < INVEN_PACK; i++)
5656 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5657 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5659 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5660 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5663 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5665 o_ptr = &o_list[this_o_idx];
5667 /* Acquire next object */
5668 next_o_idx = o_ptr->next_o_idx;
5671 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5672 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5674 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5675 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5678 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5680 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5682 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5683 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5686 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)))
5688 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5689 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5692 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5694 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5695 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5698 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5700 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5701 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5707 * @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"
5709 * @details 更新処理の対象はゲーム中の全描画処理
5711 static void redraw_stuff(void)
5713 if (!p_ptr->redraw) return;
5715 /* Character is not ready yet, no screen updates */
5716 if (!character_generated) return;
5718 /* Character is in "icky" mode, no screen updates */
5719 if (character_icky) return;
5721 /* Hack -- clear the screen */
5722 if (p_ptr->redraw & (PR_WIPE))
5724 p_ptr->redraw &= ~(PR_WIPE);
5729 if (p_ptr->redraw & (PR_MAP))
5731 p_ptr->redraw &= ~(PR_MAP);
5735 if (p_ptr->redraw & (PR_BASIC))
5737 p_ptr->redraw &= ~(PR_BASIC);
5738 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5739 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5740 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5741 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5747 if (p_ptr->redraw & (PR_EQUIPPY))
5749 p_ptr->redraw &= ~(PR_EQUIPPY);
5750 print_equippy(); /* To draw / delete equippy chars */
5753 if (p_ptr->redraw & (PR_MISC))
5755 p_ptr->redraw &= ~(PR_MISC);
5756 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5757 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5760 if (p_ptr->redraw & (PR_TITLE))
5762 p_ptr->redraw &= ~(PR_TITLE);
5766 if (p_ptr->redraw & (PR_LEV))
5768 p_ptr->redraw &= ~(PR_LEV);
5772 if (p_ptr->redraw & (PR_EXP))
5774 p_ptr->redraw &= ~(PR_EXP);
5778 if (p_ptr->redraw & (PR_STATS))
5780 p_ptr->redraw &= ~(PR_STATS);
5789 if (p_ptr->redraw & (PR_STATUS))
5791 p_ptr->redraw &= ~(PR_STATUS);
5795 if (p_ptr->redraw & (PR_ARMOR))
5797 p_ptr->redraw &= ~(PR_ARMOR);
5801 if (p_ptr->redraw & (PR_HP))
5803 p_ptr->redraw &= ~(PR_HP);
5807 if (p_ptr->redraw & (PR_MANA))
5809 p_ptr->redraw &= ~(PR_MANA);
5813 if (p_ptr->redraw & (PR_GOLD))
5815 p_ptr->redraw &= ~(PR_GOLD);
5819 if (p_ptr->redraw & (PR_DEPTH))
5821 p_ptr->redraw &= ~(PR_DEPTH);
5825 if (p_ptr->redraw & (PR_HEALTH))
5827 p_ptr->redraw &= ~(PR_HEALTH);
5828 health_redraw(FALSE);
5831 if (p_ptr->redraw & (PR_UHEALTH))
5833 p_ptr->redraw &= ~(PR_UHEALTH);
5834 health_redraw(TRUE);
5837 if (p_ptr->redraw & (PR_EXTRA))
5839 p_ptr->redraw &= ~(PR_EXTRA);
5840 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5841 p_ptr->redraw &= ~(PR_HUNGER);
5842 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5846 if (p_ptr->redraw & (PR_CUT))
5848 p_ptr->redraw &= ~(PR_CUT);
5852 if (p_ptr->redraw & (PR_STUN))
5854 p_ptr->redraw &= ~(PR_STUN);
5858 if (p_ptr->redraw & (PR_HUNGER))
5860 p_ptr->redraw &= ~(PR_HUNGER);
5864 if (p_ptr->redraw & (PR_STATE))
5866 p_ptr->redraw &= ~(PR_STATE);
5870 if (p_ptr->redraw & (PR_SPEED))
5872 p_ptr->redraw &= ~(PR_SPEED);
5876 if (p_ptr->pclass == CLASS_IMITATOR)
5878 if (p_ptr->redraw & (PR_IMITATION))
5880 p_ptr->redraw &= ~(PR_IMITATION);
5884 else if (p_ptr->redraw & (PR_STUDY))
5886 p_ptr->redraw &= ~(PR_STUDY);
5892 * @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"
5894 * @details 更新処理の対象はサブウィンドウ全般
5896 static void window_stuff(void)
5899 BIT_FLAGS mask = 0L;
5902 if (!p_ptr->window) return;
5905 for (j = 0; j < 8; j++)
5907 /* Save usable flags */
5908 if (angband_term[j]) mask |= window_flag[j];
5911 /* Apply usable flags */
5912 p_ptr->window &= mask;
5915 if (!p_ptr->window) return;
5917 /* Display inventory */
5918 if (p_ptr->window & (PW_INVEN))
5920 p_ptr->window &= ~(PW_INVEN);
5924 /* Display equipment */
5925 if (p_ptr->window & (PW_EQUIP))
5927 p_ptr->window &= ~(PW_EQUIP);
5931 /* Display spell list */
5932 if (p_ptr->window & (PW_SPELL))
5934 p_ptr->window &= ~(PW_SPELL);
5938 /* Display player */
5939 if (p_ptr->window & (PW_PLAYER))
5941 p_ptr->window &= ~(PW_PLAYER);
5945 /* Display monster list */
5946 if (p_ptr->window & (PW_MONSTER_LIST))
5948 p_ptr->window &= ~(PW_MONSTER_LIST);
5952 /* Display overhead view */
5953 if (p_ptr->window & (PW_MESSAGE))
5955 p_ptr->window &= ~(PW_MESSAGE);
5959 /* Display overhead view */
5960 if (p_ptr->window & (PW_OVERHEAD))
5962 p_ptr->window &= ~(PW_OVERHEAD);
5966 /* Display overhead view */
5967 if (p_ptr->window & (PW_DUNGEON))
5969 p_ptr->window &= ~(PW_DUNGEON);
5973 /* Display monster recall */
5974 if (p_ptr->window & (PW_MONSTER))
5976 p_ptr->window &= ~(PW_MONSTER);
5980 /* Display object recall */
5981 if (p_ptr->window & (PW_OBJECT))
5983 p_ptr->window &= ~(PW_OBJECT);
5990 * @brief 全更新処理をチェックして処理していく
5991 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5994 void handle_stuff(void)
5996 if (p_ptr->update) update_creature(p_ptr);
5997 if (p_ptr->redraw) redraw_stuff();
5998 if (p_ptr->window) window_stuff();
6001 void update_output(void)
6003 if (p_ptr->redraw) redraw_stuff();
6004 if (p_ptr->window) window_stuff();
6008 * @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"
6010 * @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。
6012 void update_creature(player_type *creature_ptr)
6014 if (!creature_ptr->update) return;
6016 /* Actually do auto-destroy */
6017 if (creature_ptr->update & (PU_AUTODESTROY))
6019 creature_ptr->update &= ~(PU_AUTODESTROY);
6020 autopick_delayed_alter();
6023 /* Combine the pack */
6024 if (creature_ptr->update & (PU_COMBINE))
6026 creature_ptr->update &= ~(PU_COMBINE);
6030 /* Reorder the pack */
6031 if (creature_ptr->update & (PU_REORDER))
6033 creature_ptr->update &= ~(PU_REORDER);
6037 if (creature_ptr->update & (PU_BONUS))
6039 creature_ptr->update &= ~(PU_BONUS);
6043 if (creature_ptr->update & (PU_TORCH))
6045 creature_ptr->update &= ~(PU_TORCH);
6049 if (creature_ptr->update & (PU_HP))
6051 creature_ptr->update &= ~(PU_HP);
6055 if (creature_ptr->update & (PU_MANA))
6057 creature_ptr->update &= ~(PU_MANA);
6061 if (creature_ptr->update & (PU_SPELLS))
6063 creature_ptr->update &= ~(PU_SPELLS);
6067 /* Character is not ready yet, no screen updates */
6068 if (!character_generated) return;
6070 /* Character is in "icky" mode, no screen updates */
6071 if (character_icky) return;
6073 if (creature_ptr->update & (PU_UN_LITE))
6075 creature_ptr->update &= ~(PU_UN_LITE);
6079 if (creature_ptr->update & (PU_UN_VIEW))
6081 creature_ptr->update &= ~(PU_UN_VIEW);
6085 if (creature_ptr->update & (PU_VIEW))
6087 creature_ptr->update &= ~(PU_VIEW);
6091 if (creature_ptr->update & (PU_LITE))
6093 creature_ptr->update &= ~(PU_LITE);
6098 if (creature_ptr->update & (PU_FLOW))
6100 creature_ptr->update &= ~(PU_FLOW);
6104 if (creature_ptr->update & (PU_DISTANCE))
6106 creature_ptr->update &= ~(PU_DISTANCE);
6108 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
6109 /* creature_ptr->update &= ~(PU_MONSTERS); */
6111 update_monsters(TRUE);
6114 if (creature_ptr->update & (PU_MON_LITE))
6116 creature_ptr->update &= ~(PU_MON_LITE);
6121 * Mega-Hack -- Delayed visual update
6122 * Only used if update_view(), update_lite() or update_mon_lite() was called
6124 if (creature_ptr->update & (PU_DELAY_VIS))
6126 creature_ptr->update &= ~(PU_DELAY_VIS);
6127 delayed_visual_update();
6130 if (creature_ptr->update & (PU_MONSTERS))
6132 creature_ptr->update &= ~(PU_MONSTERS);
6133 update_monsters(FALSE);
6138 * @brief プレイヤーの現在開いている手の状態を返す
6139 * @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。
6140 * @return 開いている手のビットフラグ
6142 BIT_FLAGS16 empty_hands(bool riding_control)
6144 BIT_FLAGS16 status = EMPTY_HAND_NONE;
6146 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6147 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6149 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6151 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6152 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6160 * @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。
6161 * @return ペナルティが適用されるならばTRUE。
6163 bool heavy_armor(void)
6165 WEIGHT monk_arm_wgt = 0;
6167 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6169 /* Weight the armor */
6170 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6171 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6172 monk_arm_wgt += inventory[INVEN_BODY].weight;
6173 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6174 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6175 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6176 monk_arm_wgt += inventory[INVEN_FEET].weight;
6178 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6182 * @brief 実ゲームプレイ時間を更新する
6184 void update_playtime(void)
6186 /* Check if the game has started */
6187 if (start_time != 0)
6189 u32b tmp = (u32b)time(NULL);
6190 playtime += (tmp - start_time);