5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 /* Purpose: misc code */
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 s32b len = TURNS_PER_TICK * TOWN_DAWN;
133 s32b tick = turn % len + len / 4;
135 switch (p_ptr->start_race)
141 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
144 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
147 *hour = (24 * tick / len) % 24;
148 *min = (1440 * tick / len) % 60;
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(&day, &hour, &min);
163 /* Dump the info itself */
164 c_put_str(TERM_WHITE, format(
170 day), ROW_DAY, COL_DAY);
172 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
178 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
179 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
185 else if (p_ptr->wild_mode)
191 else if (p_ptr->inside_arena)
197 else if (p_ptr->inside_battle)
201 return "Monster Arena";
203 else if (!dun_level && p_ptr->town_num)
204 return town[p_ptr->town_num].name;
206 return d_name+d_info[dungeon_type].name;
212 static void prt_dungeon(void)
217 /* Dump 13 spaces to clear */
218 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
220 dungeon_name = map_name();
222 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223 if (col < 0) col = 0;
225 /* Dump the info itself */
226 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
234 * Print character stat in given row, column
236 static void prt_stat(int stat)
240 /* Display "injured" stat */
241 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
243 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244 cnv_stat(p_ptr->stat_use[stat], tmp);
245 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
248 /* Display "healthy" stat */
251 put_str(stat_names[stat], ROW_STAT + stat, 0);
252 cnv_stat(p_ptr->stat_use[stat], tmp);
253 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
256 /* Indicate natural maximum */
257 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
260 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261 put_str("!", ROW_STAT + stat, 5);
263 put_str("!", ROW_STAT + stat, 3);
271 * Data structure for status bar
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
335 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338 {TERM_RED, "áã", "Ëãáã"},
339 {TERM_VIOLET, "Íð", "º®Íð"},
340 {TERM_GREEN, "ÆÇ", "ÆÇ"},
341 {TERM_BLUE, "¶²", "¶²ÉÝ"},
342 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343 {TERM_SLATE, "È¿", "È¿¼Í"},
344 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346 {TERM_SLATE, "¼Ù", "ËɼÙ"},
347 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349 {TERM_L_UMBER, "¿", "¿¤Ó"},
350 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353 {TERM_YELLOW, "µæ", "µæ¶Ë"},
354 {TERM_YELLOW, "̵", "̵Ũ"},
355 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356 {TERM_GREEN, "»À", "ÂÑ»À"},
357 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360 {TERM_RED, "²Ð", "ÂѲÐ"},
361 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362 {TERM_SLATE, "Îä", "ÂÑÎä"},
363 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368 {TERM_WHITE, "Æ®", "Æ®µ¤"},
369 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371 {TERM_WHITE, "½Ë", "½ËÊ¡"},
372 {TERM_WHITE, "ͦ", "ͦ"},
373 {TERM_RED, "¶¸", "¶¸Íð"},
374 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377 {TERM_SLATE, "»À", "Ëâ·õ»À"},
378 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382 {TERM_L_BLUE, "²ó", "²óÉü"},
383 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384 {TERM_UMBER, "±£", "±£Ì©"},
385 {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386 {TERM_WHITE, "µ¢", "µ¢´Ô"},
387 {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
392 {TERM_YELLOW, "Ts", "Tsuyoshi"},
393 {TERM_VIOLET, "Hu", "Hullc"},
394 {TERM_L_DARK, "Bl", "Blind"},
395 {TERM_RED, "Pa", "Paralyzed"},
396 {TERM_VIOLET, "Cf", "Confused"},
397 {TERM_GREEN, "Po", "Poisoned"},
398 {TERM_BLUE, "Af", "Afraid"},
399 {TERM_L_BLUE, "Lv", "Levit"},
400 {TERM_SLATE, "Rf", "Reflect"},
401 {TERM_SLATE, "Pw", "PassWall"},
402 {TERM_L_DARK, "Wr", "Wraith"},
403 {TERM_SLATE, "Ev", "PrtEvl"},
404 {TERM_VIOLET, "Kw", "Kawarimi"},
405 {TERM_YELLOW, "Md", "MgcArm"},
406 {TERM_L_UMBER, "Eh", "Expand"},
407 {TERM_WHITE, "Ss", "StnSkn"},
408 {TERM_L_BLUE, "Ms", "MltShdw"},
409 {TERM_SLATE, "Rm", "ResMag"},
410 {TERM_YELLOW, "Ul", "Ultima"},
411 {TERM_YELLOW, "Iv", "Invuln"},
412 {TERM_L_GREEN, "IAc", "ImmAcid"},
413 {TERM_GREEN, "Ac", "Acid"},
414 {TERM_L_BLUE, "IEl", "ImmElec"},
415 {TERM_BLUE, "El", "Elec"},
416 {TERM_L_RED, "IFi", "ImmFire"},
417 {TERM_RED, "Fi", "Fire"},
418 {TERM_WHITE, "ICo", "ImmCold"},
419 {TERM_SLATE, "Co", "Cold"},
420 {TERM_GREEN, "Po", "Pois"},
421 {TERM_L_DARK, "Nt", "Nthr"},
422 {TERM_L_BLUE, "Ti", "Time"},
423 {TERM_L_DARK, "Mr", "Mirr"},
424 {TERM_L_RED, "SFi", "SFire"},
425 {TERM_WHITE, "Fo", "Force"},
426 {TERM_WHITE, "Ho", "Holy"},
427 {TERM_VIOLET, "Ee", "EyeEye"},
428 {TERM_WHITE, "Bs", "Bless"},
429 {TERM_WHITE, "He", "Hero"},
430 {TERM_RED, "Br", "Berserk"},
431 {TERM_L_RED, "BFi", "BFire"},
432 {TERM_WHITE, "BCo", "BCold"},
433 {TERM_L_BLUE, "BEl", "BElec"},
434 {TERM_SLATE, "BAc", "BAcid"},
435 {TERM_L_GREEN, "BPo", "BPois"},
436 {TERM_RED, "TCf", "TchCnf"},
437 {TERM_L_BLUE, "Se", "SInv"},
438 {TERM_ORANGE, "Te", "Telepa"},
439 {TERM_L_BLUE, "Rg", "Regen"},
440 {TERM_L_RED, "If", "Infr"},
441 {TERM_UMBER, "Sl", "Stealth"},
442 {TERM_YELLOW, "Stlt", "Stealth"},
443 {TERM_WHITE, "Rc", "Recall"},
444 {TERM_WHITE, "Al", "Alter"},
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
456 static void prt_status(void)
459 int wid, hgt, row_statbar, max_col_statbar;
460 int i, col = 0, num = 0;
463 Term_get_size(&wid, &hgt);
464 row_statbar = hgt + ROW_STATBAR;
465 max_col_statbar = wid + MAX_COL_STATBAR;
467 Term_erase(0, row_statbar, max_col_statbar);
469 bar_flags[0] = bar_flags[1] = 0L;
472 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
475 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
478 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
481 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
484 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
487 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
489 /* Times see-invisible */
490 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
493 if (p_ptr->tim_esp || music_singing(MUSIC_MIND)) ADD_FLG(BAR_TELEPATHY);
495 /* Timed regenerate */
496 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
498 /* Timed infra-vision */
499 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
501 /* Protection from evil */
502 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
504 /* Invulnerability */
505 if (p_ptr->invuln || music_singing(MUSIC_INVULN)) ADD_FLG(BAR_INVULN);
508 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
511 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
513 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
516 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) ADD_FLG(BAR_HEROISM);
518 /* Super Heroism / berserk */
519 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
522 if (p_ptr->blessed || music_singing(MUSIC_BLESS)) ADD_FLG(BAR_BLESSED);
525 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
527 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
529 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
531 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
534 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535 if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESACID);
537 /* Oppose Lightning */
538 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539 if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESELEC);
542 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543 if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESFIRE);
546 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547 if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESCOLD);
550 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESPOIS);
553 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
556 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
559 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
562 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
564 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
566 /* Confusing Hands */
567 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
569 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
571 /* Ultimate-resistance */
572 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
575 if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
577 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
579 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
582 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
590 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
592 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH)) ADD_FLG(BAR_STEALTH);
594 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
597 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
599 /* An Eye for an Eye */
600 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
602 /* Calcurate length */
603 for (i = 0; bar[i].sstr; i++)
607 col += strlen(bar[i].lstr) + 1;
612 /* If there are not excess spaces for long strings, use short one */
613 if (col - 1 > max_col_statbar)
618 for (i = 0; bar[i].sstr; i++)
622 col += strlen(bar[i].sstr);
626 /* If there are excess spaces for short string, use more */
627 if (col - 1 <= max_col_statbar - (num-1))
635 /* Centering display column */
636 col = (max_col_statbar - col) / 2;
638 /* Display status bar */
639 for (i = 0; bar[i].sstr; i++)
644 if (space == 2) str = bar[i].lstr;
645 else str = bar[i].sstr;
647 c_put_str(bar[i].attr, str, row_statbar, col);
649 if (space > 0) col++;
650 if (col > max_col_statbar) break;
658 * Prints "title", including "wizard" or "winner" as needed.
660 static void prt_title(void)
669 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
678 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
680 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
683 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
693 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
705 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
709 prt_field(p, ROW_TITLE, COL_TITLE);
716 static void prt_level(void)
721 sprintf(tmp, "%5d", p_ptr->lev);
723 sprintf(tmp, "%6d", p_ptr->lev);
727 if (p_ptr->lev >= p_ptr->max_plv)
730 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
731 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
733 put_str("LEVEL ", ROW_LEVEL, 0);
734 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
741 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
742 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
744 put_str("Level ", ROW_LEVEL, 0);
745 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
753 * Display the experience
755 static void prt_exp(void)
760 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
762 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
766 if (p_ptr->exp >= p_ptr->max_exp)
769 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
770 else put_str("·Ð¸³ ", ROW_EXP, 0);
771 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
773 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
774 else put_str("EXP ", ROW_EXP, 0);
775 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
782 put_str("x·Ð¸³", ROW_EXP, 0);
783 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
785 put_str("Exp ", ROW_EXP, 0);
786 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
794 * Prints current gold
796 static void prt_gold(void)
801 put_str("¡ð ", ROW_GOLD, COL_GOLD);
803 put_str("AU ", ROW_GOLD, COL_GOLD);
806 sprintf(tmp, "%9ld", (long)p_ptr->au);
807 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
815 static void prt_ac(void)
820 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
821 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
822 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
823 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
825 put_str("Cur AC ", ROW_AC, COL_AC);
826 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
827 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
834 * Prints Cur/Max hit points
836 static void prt_hp(void)
838 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
844 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
846 put_str("HP", ROW_CURHP, COL_CURHP);
848 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
849 sprintf(tmp, "%4d", p_ptr->chp);
851 if (p_ptr->chp >= p_ptr->mhp)
853 color = TERM_L_GREEN;
855 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
864 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
867 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
869 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
870 sprintf(tmp, "%4d", p_ptr->mhp);
871 color = TERM_L_GREEN;
873 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
878 * Prints players max/cur spell points
880 static void prt_sp(void)
882 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
887 /* Do not show mana unless it matters */
888 if (!mp_ptr->spell_book) return;
891 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
894 put_str("MP", ROW_CURSP, COL_CURSP);
896 put_str("SP", ROW_CURSP, COL_CURSP);
899 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
900 sprintf(tmp, "%4d", p_ptr->csp);
902 if (p_ptr->csp >= p_ptr->msp)
904 color = TERM_L_GREEN;
906 else if (p_ptr->csp > p_ptr->msp / 5)
915 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
918 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
920 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
921 sprintf(tmp, "%4d", p_ptr->msp);
922 color = TERM_L_GREEN;
924 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
929 * Prints depth in stat area
931 static void prt_depth(void)
934 int wid, hgt, row_depth, col_depth;
936 Term_get_size(&wid, &hgt);
937 col_depth = wid + COL_DEPTH;
938 row_depth = hgt + ROW_DEPTH;
943 strcpy(depths, "ÃϾå");
945 strcpy(depths, "Surf.");
948 else if (p_ptr->inside_quest && !dungeon_type)
951 strcpy(depths, "ÃϾå");
953 strcpy(depths, "Quest");
957 else if (depth_in_feet)
960 (void)sprintf(depths, "%d ft", dun_level * 50);
962 (void)sprintf(depths, "%d ft", dun_level * 50);
969 sprintf(depths, "%d ³¬", dun_level);
971 (void)sprintf(depths, "Lev %d", dun_level);
976 /* Right-Adjust the "depth", and clear old values */
977 prt(format("%7s", depths), row_depth, col_depth);
982 * Prints status of hunger
984 static void prt_hunger(void)
986 /* Fainting / Starving */
987 if (p_ptr->food < PY_FOOD_FAINT)
990 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
992 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
998 else if (p_ptr->food < PY_FOOD_WEAK)
1001 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1003 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1009 else if (p_ptr->food < PY_FOOD_ALERT)
1012 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1014 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1020 else if (p_ptr->food < PY_FOOD_FULL)
1022 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1026 else if (p_ptr->food < PY_FOOD_MAX)
1029 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1031 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1040 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1042 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1050 * Prints Searching, Resting, Paralysis, or 'count' status
1051 * Display is always exactly 10 characters wide (see below)
1053 * This function was a major bottleneck when resting, so a lot of
1054 * the text formatting code was optimized in place below.
1056 static void prt_state(void)
1058 byte attr = TERM_WHITE;
1065 if (command_rep > 999)
1068 sprintf(text, "%2d00", command_rep / 100);
1070 (void)sprintf(text, "%2d00", command_rep / 100);
1077 sprintf(text, " %2d", command_rep);
1079 (void)sprintf(text, " %2d", command_rep);
1088 switch(p_ptr->action)
1093 strcpy(text, "õº÷");
1095 strcpy(text, "Sear");
1103 /* Start with "Rest" */
1111 /* Extensive (timed) rest */
1112 if (resting >= 1000)
1117 text[1] = '0' + (i % 10);
1118 text[0] = '0' + (i / 10);
1121 /* Long (timed) rest */
1122 else if (resting >= 100)
1125 text[3] = '0' + (i % 10);
1127 text[2] = '0' + (i % 10);
1128 text[1] = '0' + (i / 10);
1131 /* Medium (timed) rest */
1132 else if (resting >= 10)
1135 text[3] = '0' + (i % 10);
1136 text[2] = '0' + (i / 10);
1139 /* Short (timed) rest */
1140 else if (resting > 0)
1143 text[3] = '0' + (i);
1146 /* Rest until healed */
1147 else if (resting == -1)
1149 text[0] = text[1] = text[2] = text[3] = '*';
1152 /* Rest until done */
1153 else if (resting == -2)
1155 text[0] = text[1] = text[2] = text[3] = '&';
1162 strcpy(text, "³Ø½¬");
1164 strcpy(text, "lear");
1166 if (new_mane) attr = TERM_L_RED;
1172 strcpy(text, "Äà¤ê");
1174 strcpy(text, "fish");
1181 for (i = 0; i < MAX_KAMAE; i++)
1182 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1185 case 0: attr = TERM_GREEN;break;
1186 case 1: attr = TERM_WHITE;break;
1187 case 2: attr = TERM_L_BLUE;break;
1188 case 3: attr = TERM_L_RED;break;
1190 strcpy(text, kamae_shurui[i].desc);
1196 for (i = 0; i < MAX_KATA; i++)
1197 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1198 strcpy(text, kata_shurui[i].desc);
1204 strcpy(text, "²Î ");
1206 strcpy(text, "Sing");
1210 case ACTION_HAYAGAKE:
1213 strcpy(text, "®¶î");
1215 strcpy(text, "Fast");
1227 /* Display the info (or blanks) */
1228 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1233 * Prints the speed of a character. -CJS-
1235 static void prt_speed(void)
1237 int i = p_ptr->pspeed;
1238 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1240 byte attr = TERM_WHITE;
1242 int wid, hgt, row_speed, col_speed;
1244 Term_get_size(&wid, &hgt);
1245 col_speed = wid + COL_SPEED;
1246 row_speed = hgt + ROW_SPEED;
1248 /* Hack -- Visually "undo" the Search Mode Slowdown */
1249 if (p_ptr->action == ACTION_SEARCH) i += 10;
1256 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1257 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1258 else attr = TERM_GREEN;
1260 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1261 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1262 else attr = TERM_L_GREEN;
1264 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1266 sprintf(buf, "Fast(+%d)", (i - 110));
1276 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1277 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1278 else attr = TERM_RED;
1280 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1281 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1282 else attr = TERM_L_UMBER;
1284 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1286 sprintf(buf, "Slow(-%d)", (110 - i));
1289 else if (p_ptr->riding)
1293 strcpy(buf, "¾èÇÏÃæ");
1295 strcpy(buf, "Riding");
1299 /* Display the speed */
1300 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1304 static void prt_study(void)
1306 int wid, hgt, row_study, col_study;
1308 Term_get_size(&wid, &hgt);
1309 col_study = wid + COL_STUDY;
1310 row_study = hgt + ROW_STUDY;
1312 if (p_ptr->new_spells)
1315 put_str("³Ø½¬", row_study, col_study);
1317 put_str("Stud", row_study, col_study);
1323 put_str(" ", row_study, col_study);
1328 static void prt_mane(void)
1330 int wid, hgt, row_study, col_study;
1332 Term_get_size(&wid, &hgt);
1333 col_study = wid + COL_STUDY;
1334 row_study = hgt + ROW_STUDY;
1336 if (p_ptr->pclass == CLASS_IMITATOR)
1338 if (p_ptr->mane_num)
1341 if (new_mane) attr = TERM_L_RED;
1342 else attr = TERM_WHITE;
1344 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1346 c_put_str(attr, "Mane", row_study, col_study);
1351 put_str(" ", row_study, col_study);
1357 static void prt_cut(void)
1364 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1366 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1373 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1375 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1382 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1384 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1391 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1393 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1400 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1409 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1411 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1418 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1420 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1426 put_str(" ", ROW_CUT, COL_CUT);
1432 static void prt_stun(void)
1434 int s = p_ptr->stun;
1439 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1441 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1448 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1450 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1457 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1459 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1465 put_str(" ", ROW_STUN, COL_STUN);
1472 * Redraw the "monster health bar" -DRS-
1473 * Rather extensive modifications by -BEN-
1475 * The "monster health bar" provides visual feedback on the "health"
1476 * of the monster currently being "tracked". There are several ways
1477 * to "track" a monster, including targetting it, attacking it, and
1478 * affecting it (and nobody else) with a ranged attack.
1480 * Display the monster health bar (affectionately known as the
1481 * "health-o-meter"). Clear health bar if nothing is being tracked.
1482 * Auto-track current target monster when bored. Note that the
1483 * health-bar stops tracking any monster that "disappears".
1485 static void health_redraw(void)
1488 #ifdef DRS_SHOW_HEALTH_BAR
1491 if (!p_ptr->health_who)
1493 /* Erase the health bar */
1494 Term_erase(COL_INFO, ROW_INFO, 12);
1497 /* Tracking an unseen monster */
1498 else if (!m_list[p_ptr->health_who].ml)
1500 /* Indicate that the monster health is "unknown" */
1501 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1504 /* Tracking a hallucinatory monster */
1505 else if (p_ptr->image)
1507 /* Indicate that the monster health is "unknown" */
1508 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1511 /* Tracking a dead monster (???) */
1512 else if (!m_list[p_ptr->health_who].hp < 0)
1514 /* Indicate that the monster health is "unknown" */
1515 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1518 /* Tracking a visible monster */
1523 monster_type *m_ptr = &m_list[p_ptr->health_who];
1525 /* Default to almost dead */
1526 byte attr = TERM_RED;
1528 /* Extract the "percent" of health */
1529 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1530 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1533 if (pct >= 10) attr = TERM_L_RED;
1536 if (pct >= 25) attr = TERM_ORANGE;
1538 /* Somewhat Wounded */
1539 if (pct >= 60) attr = TERM_YELLOW;
1542 if (pct >= 100) attr = TERM_L_GREEN;
1545 if (m_ptr->monfear) attr = TERM_VIOLET;
1548 if (m_ptr->csleep) attr = TERM_BLUE;
1551 if (m_ptr->invulner) attr = TERM_WHITE;
1553 /* Convert percent into "health" */
1554 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1556 /* Default to "unknown" */
1557 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1559 /* Dump the current "health" (use '*' symbols) */
1560 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1569 static void riding_health_redraw(void)
1572 #ifdef DRS_SHOW_HEALTH_BAR
1577 /* Erase the health bar */
1578 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1581 /* Tracking a hallucinatory monster */
1582 else if (p_ptr->image)
1584 /* Indicate that the monster health is "unknown" */
1585 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1588 /* Tracking a dead monster (???) */
1589 else if (!m_list[p_ptr->health_who].hp < 0)
1591 /* Indicate that the monster health is "unknown" */
1592 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1595 /* Tracking a visible monster */
1600 monster_type *m_ptr = &m_list[p_ptr->riding];
1602 /* Default to almost dead */
1603 byte attr = TERM_RED;
1605 /* Extract the "percent" of health */
1606 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1607 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1610 if (pct >= 10) attr = TERM_L_RED;
1613 if (pct >= 25) attr = TERM_ORANGE;
1615 /* Somewhat Wounded */
1616 if (pct >= 60) attr = TERM_YELLOW;
1619 if (pct >= 100) attr = TERM_L_GREEN;
1622 if (m_ptr->monfear) attr = TERM_VIOLET;
1625 if (m_ptr->csleep) attr = TERM_BLUE;
1628 if (m_ptr->invulner) attr = TERM_WHITE;
1630 /* Convert percent into "health" */
1631 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1633 /* Default to "unknown" */
1634 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1636 /* Dump the current "health" (use '*' symbols) */
1637 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1647 * Display basic info (mostly left of map)
1649 static void prt_frame_basic(void)
1653 /* Race and Class */
1654 if (p_ptr->mimic_form)
1655 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1659 my_strcpy(str, rp_ptr->title, sizeof(str));
1660 prt_field(str, ROW_RACE, COL_RACE);
1662 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1663 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1669 /* Level/Experience */
1674 for (i = 0; i < 6; i++) prt_stat(i);
1693 riding_health_redraw();
1698 * Display extra info (mostly below map)
1700 static void prt_frame_extra(void)
1725 * Hack -- display inventory in sub-windows
1727 static void fix_inven(void)
1732 for (j = 0; j < 8; j++)
1737 if (!angband_term[j]) continue;
1739 /* No relevant flags */
1740 if (!(window_flag[j] & (PW_INVEN))) continue;
1743 Term_activate(angband_term[j]);
1745 /* Display inventory */
1759 * Hack -- display equipment in sub-windows
1761 static void fix_equip(void)
1766 for (j = 0; j < 8; j++)
1771 if (!angband_term[j]) continue;
1773 /* No relevant flags */
1774 if (!(window_flag[j] & (PW_EQUIP))) continue;
1777 Term_activate(angband_term[j]);
1779 /* Display equipment */
1792 * Hack -- display equipment in sub-windows
1794 static void fix_spell(void)
1799 for (j = 0; j < 8; j++)
1804 if (!angband_term[j]) continue;
1806 /* No relevant flags */
1807 if (!(window_flag[j] & (PW_SPELL))) continue;
1810 Term_activate(angband_term[j]);
1812 /* Display spell list */
1813 display_spell_list();
1825 * Hack -- display character in sub-windows
1827 static void fix_player(void)
1832 for (j = 0; j < 8; j++)
1837 if (!angband_term[j]) continue;
1839 /* No relevant flags */
1840 if (!(window_flag[j] & (PW_PLAYER))) continue;
1843 Term_activate(angband_term[j]);
1847 /* Display player */
1861 * Hack -- display recent messages in sub-windows
1863 * XXX XXX XXX Adjust for width and split messages
1865 static void fix_message(void)
1872 for (j = 0; j < 8; j++)
1877 if (!angband_term[j]) continue;
1879 /* No relevant flags */
1880 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1883 Term_activate(angband_term[j]);
1886 Term_get_size(&w, &h);
1889 for (i = 0; i < h; i++)
1891 /* Dump the message on the appropriate line */
1892 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1895 Term_locate(&x, &y);
1897 /* Clear to end of line */
1898 Term_erase(x, y, 255);
1911 * Hack -- display overhead view in sub-windows
1913 * Note that the "player" symbol does NOT appear on the map.
1915 static void fix_overhead(void)
1922 for (j = 0; j < 8; j++)
1928 if (!angband_term[j]) continue;
1930 /* No relevant flags */
1931 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1934 Term_activate(angband_term[j]);
1936 /* Full map in too small window is useless */
1937 Term_get_size(&wid, &hgt);
1938 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1941 display_map(&cy, &cx);
1954 * Hack -- display dungeon view in sub-windows
1956 static void fix_dungeon(void)
1961 for (j = 0; j < 8; j++)
1966 if (!angband_term[j]) continue;
1968 /* No relevant flags */
1969 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1972 Term_activate(angband_term[j]);
1974 /* Redraw dungeon view */
1987 * Hack -- display monster recall in sub-windows
1989 static void fix_monster(void)
1994 for (j = 0; j < 8; j++)
1999 if (!angband_term[j]) continue;
2001 /* No relevant flags */
2002 if (!(window_flag[j] & (PW_MONSTER))) continue;
2005 Term_activate(angband_term[j]);
2007 /* Display monster race info */
2008 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2020 * Hack -- display object recall in sub-windows
2022 static void fix_object(void)
2027 for (j = 0; j < 8; j++)
2032 if (!angband_term[j]) continue;
2034 /* No relevant flags */
2035 if (!(window_flag[j] & (PW_OBJECT))) continue;
2038 Term_activate(angband_term[j]);
2040 /* Display monster race info */
2041 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2053 * Calculate number of spells player should have, and forget,
2054 * or remember, spells until that number is properly reflected.
2056 * Note that this function induces various "status" messages,
2057 * which must be bypasses until the character is created.
2059 static void calc_spells(void)
2061 int i, j, k, levels;
2063 int num_boukyaku = 0;
2072 /* Hack -- must be literate */
2073 if (!mp_ptr->spell_book) return;
2075 /* Hack -- wait for creation */
2076 if (!character_generated) return;
2078 /* Hack -- handle "xtra" mode */
2079 if (character_xtra) return;
2081 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2083 p_ptr->new_spells = 0;
2087 p = spell_categoly_name(mp_ptr->spell_book);
2089 /* Determine the number of spells allowed */
2090 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2092 /* Hack -- no negative spells */
2093 if (levels < 0) levels = 0;
2095 /* Extract total allowed spells */
2096 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2098 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2102 if (p_ptr->pclass == CLASS_SAMURAI)
2106 else if (p_ptr->realm2 == REALM_NONE)
2108 num_allowed = (num_allowed+1)/2;
2109 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2111 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2113 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2117 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2120 /* Count the number of spells we know */
2121 for (j = 0; j < 64; j++)
2123 /* Count known spells */
2125 (p_ptr->spell_forgotten1 & (1L << j)) :
2126 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2132 /* See how many spells we must forget or may learn */
2133 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2135 /* Forget spells which are too hard */
2136 for (i = 63; i >= 0; i--)
2138 /* Efficiency -- all done */
2139 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2141 /* Access the spell */
2142 j = p_ptr->spell_order[i];
2144 /* Skip non-spells */
2145 if (j >= 99) continue;
2149 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2152 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2154 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2157 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2159 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2161 /* Skip spells we are allowed to know */
2162 if (s_ptr->slevel <= p_ptr->lev) continue;
2166 (p_ptr->spell_learned1 & (1L << j)) :
2167 (p_ptr->spell_learned2 & (1L << (j - 32))))
2169 /* Mark as forgotten */
2172 p_ptr->spell_forgotten1 |= (1L << j);
2173 which = p_ptr->realm1;
2177 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2178 which = p_ptr->realm2;
2181 /* No longer known */
2184 p_ptr->spell_learned1 &= ~(1L << j);
2185 which = p_ptr->realm1;
2189 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2190 which = p_ptr->realm2;
2195 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2196 spell_names[technic2magic(which)-1][j%32], p );
2198 msg_format("You have forgotten the %s of %s.", p,
2199 spell_names[technic2magic(which)-1][j%32]);
2203 /* One more can be learned */
2204 p_ptr->new_spells++;
2209 /* Forget spells if we know too many spells */
2210 for (i = 63; i >= 0; i--)
2212 /* Stop when possible */
2213 if (p_ptr->new_spells >= 0) break;
2215 /* Efficiency -- all done */
2216 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2218 /* Get the (i+1)th spell learned */
2219 j = p_ptr->spell_order[i];
2221 /* Skip unknown spells */
2222 if (j >= 99) continue;
2224 /* Forget it (if learned) */
2226 (p_ptr->spell_learned1 & (1L << j)) :
2227 (p_ptr->spell_learned2 & (1L << (j - 32))))
2229 /* Mark as forgotten */
2232 p_ptr->spell_forgotten1 |= (1L << j);
2233 which = p_ptr->realm1;
2237 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2238 which = p_ptr->realm2;
2241 /* No longer known */
2244 p_ptr->spell_learned1 &= ~(1L << j);
2245 which = p_ptr->realm1;
2249 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2250 which = p_ptr->realm2;
2255 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2256 spell_names[technic2magic(which)-1][j%32], p );
2258 msg_format("You have forgotten the %s of %s.", p,
2259 spell_names[technic2magic(which)-1][j%32]);
2263 /* One more can be learned */
2264 p_ptr->new_spells++;
2269 /* Check for spells to remember */
2270 for (i = 0; i < 64; i++)
2272 /* None left to remember */
2273 if (p_ptr->new_spells <= 0) break;
2275 /* Efficiency -- all done */
2276 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2278 /* Get the next spell we learned */
2279 j = p_ptr->spell_order[i];
2281 /* Skip unknown spells */
2284 /* Access the spell */
2285 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2288 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2290 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2293 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2295 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2297 /* Skip spells we cannot remember */
2298 if (s_ptr->slevel > p_ptr->lev) continue;
2300 /* First set of spells */
2302 (p_ptr->spell_forgotten1 & (1L << j)) :
2303 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2305 /* No longer forgotten */
2308 p_ptr->spell_forgotten1 &= ~(1L << j);
2309 which = p_ptr->realm1;
2313 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2314 which = p_ptr->realm2;
2317 /* Known once more */
2320 p_ptr->spell_learned1 |= (1L << j);
2321 which = p_ptr->realm1;
2325 p_ptr->spell_learned2 |= (1L << (j - 32));
2326 which = p_ptr->realm2;
2331 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2332 spell_names[technic2magic(which)-1][j%32], p );
2334 msg_format("You have remembered the %s of %s.",
2335 p, spell_names[technic2magic(which)-1][j%32]);
2339 /* One less can be learned */
2340 p_ptr->new_spells--;
2346 if (p_ptr->realm2 == REALM_NONE)
2348 /* Count spells that can be learned */
2349 for (j = 0; j < 32; j++)
2351 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2352 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2354 /* Skip spells we cannot remember */
2355 if (s_ptr->slevel > p_ptr->lev) continue;
2357 /* Skip spells we already know */
2358 if (p_ptr->spell_learned1 & (1L << j))
2367 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2370 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2372 /* Spell count changed */
2373 if (p_ptr->old_spells != p_ptr->new_spells)
2375 /* Message if needed */
2376 if (p_ptr->new_spells)
2380 if( p_ptr->new_spells < 10 ){
2381 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2383 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2386 msg_format("You can learn %d more %s%s.",
2387 p_ptr->new_spells, p,
2388 (p_ptr->new_spells != 1) ? "s" : "");
2393 /* Save the new_spells value */
2394 p_ptr->old_spells = p_ptr->new_spells;
2396 /* Redraw Study Status */
2397 p_ptr->redraw |= (PR_STUDY);
2399 /* Redraw object recall */
2400 p_ptr->window |= (PW_OBJECT);
2406 * Calculate maximum mana. You do not need to know any spells.
2407 * Note that mana is lowered by heavy (or inappropriate) armor.
2409 * This function induces status messages.
2411 static void calc_mana(void)
2413 int msp, levels, cur_wgt, max_wgt;
2418 /* Hack -- Must be literate */
2419 if (!mp_ptr->spell_book) return;
2421 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2422 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2423 (p_ptr->pclass == CLASS_BLUE_MAGE))
2425 levels = p_ptr->lev;
2429 if(mp_ptr->spell_first > p_ptr->lev)
2434 /* Display mana later */
2435 p_ptr->redraw |= (PR_MANA);
2439 /* Extract "effective" player level */
2440 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2443 if (p_ptr->pclass == CLASS_SAMURAI)
2445 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2446 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2450 /* Extract total mana */
2451 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2453 /* Hack -- usually add one mana */
2456 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2458 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2460 /* Hack: High mages have a 25% mana bonus */
2461 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2463 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2466 /* Only mages are affected */
2467 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2469 u32b flgs[TR_FLAG_SIZE];
2471 /* Assume player is not encumbered by gloves */
2472 p_ptr->cumber_glove = FALSE;
2474 /* Get the gloves */
2475 o_ptr = &inventory[INVEN_HANDS];
2477 /* Examine the gloves */
2478 object_flags(o_ptr, flgs);
2480 /* Normal gloves hurt mage-type spells */
2482 !(have_flag(flgs, TR_FREE_ACT)) &&
2483 !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2484 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2487 p_ptr->cumber_glove = TRUE;
2490 msp = (3 * msp) / 4;
2495 /* Assume player not encumbered by armor */
2496 p_ptr->cumber_armor = FALSE;
2498 /* Weigh the armor */
2500 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2501 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2502 cur_wgt += inventory[INVEN_BODY].weight;
2503 cur_wgt += inventory[INVEN_HEAD].weight;
2504 cur_wgt += inventory[INVEN_OUTER].weight;
2505 cur_wgt += inventory[INVEN_HANDS].weight;
2506 cur_wgt += inventory[INVEN_FEET].weight;
2508 /* Subtract a percentage of maximum mana. */
2509 switch (p_ptr->pclass)
2511 /* For these classes, mana is halved if armour
2512 * is 30 pounds over their weight limit. */
2514 case CLASS_HIGH_MAGE:
2515 case CLASS_BLUE_MAGE:
2517 case CLASS_FORCETRAINER:
2518 case CLASS_SORCERER:
2520 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2521 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2525 /* Mana halved if armour is 40 pounds over weight limit. */
2530 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2531 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2535 case CLASS_MINDCRAFTER:
2536 case CLASS_BEASTMASTER:
2537 case CLASS_MIRROR_MASTER:
2539 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2540 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2544 /* Mana halved if armour is 50 pounds over weight limit. */
2547 case CLASS_RED_MAGE:
2548 case CLASS_WARRIOR_MAGE:
2550 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2551 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2555 /* Mana halved if armour is 60 pounds over weight limit. */
2557 case CLASS_CHAOS_WARRIOR:
2559 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2560 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2564 /* For new classes created, but not yet added to this formula. */
2571 /* Determine the weight allowance */
2572 max_wgt = mp_ptr->spell_weight;
2574 /* Heavy armor penalizes mana by a percentage. -LM- */
2575 if ((cur_wgt - max_wgt) > 0)
2578 p_ptr->cumber_armor = TRUE;
2580 /* Subtract a percentage of maximum mana. */
2581 switch (p_ptr->pclass)
2583 /* For these classes, mana is halved if armour
2584 * is 30 pounds over their weight limit. */
2586 case CLASS_HIGH_MAGE:
2587 case CLASS_BLUE_MAGE:
2589 msp -= msp * (cur_wgt - max_wgt) / 600;
2593 /* Mana halved if armour is 40 pounds over weight limit. */
2595 case CLASS_MINDCRAFTER:
2596 case CLASS_BEASTMASTER:
2598 case CLASS_FORCETRAINER:
2600 case CLASS_MIRROR_MASTER:
2602 msp -= msp * (cur_wgt - max_wgt) / 800;
2606 case CLASS_SORCERER:
2608 msp -= msp * (cur_wgt - max_wgt) / 900;
2612 /* Mana halved if armour is 50 pounds over weight limit. */
2616 case CLASS_RED_MAGE:
2618 msp -= msp * (cur_wgt - max_wgt) / 1000;
2622 /* Mana halved if armour is 60 pounds over weight limit. */
2624 case CLASS_CHAOS_WARRIOR:
2625 case CLASS_WARRIOR_MAGE:
2627 msp -= msp * (cur_wgt - max_wgt) / 1200;
2633 p_ptr->cumber_armor = FALSE;
2637 /* For new classes created, but not yet added to this formula. */
2640 msp -= msp * (cur_wgt - max_wgt) / 800;
2646 /* Mana can never be negative */
2647 if (msp < 0) msp = 0;
2650 /* Maximum mana has changed */
2651 if (p_ptr->msp != msp)
2653 /* Enforce maximum */
2654 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2657 p_ptr->csp_frac = 0;
2661 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2662 if ((level_up == 1) && (msp > p_ptr->msp))
2664 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2665 (msp - p_ptr->msp));
2671 /* Display mana later */
2672 p_ptr->redraw |= (PR_MANA);
2675 p_ptr->window |= (PW_PLAYER);
2676 p_ptr->window |= (PW_SPELL);
2680 /* Hack -- handle "xtra" mode */
2681 if (character_xtra) return;
2683 /* Take note when "glove state" changes */
2684 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2687 if (p_ptr->cumber_glove)
2690 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2692 msg_print("Your covered hands feel unsuitable for spellcasting.");
2699 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2701 msg_print("Your hands feel more suitable for spellcasting.");
2707 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2711 /* Take note when "armor state" changes */
2712 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2715 if (p_ptr->cumber_armor)
2718 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2720 msg_print("The weight of your equipment encumbers your movement.");
2727 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2729 msg_print("You feel able to move more freely.");
2735 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2742 * Calculate the players (maximal) hit points
2743 * 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 (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) mhp += 10;
2786 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2787 if (p_ptr->tsuyoshi) mhp += 50;
2789 /* New maximum hitpoints */
2790 if (p_ptr->mhp != mhp)
2792 /* Enforce maximum */
2793 if (p_ptr->chp >= mhp)
2796 p_ptr->chp_frac = 0;
2800 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2801 if ((level_up == 1) && (mhp > p_ptr->mhp))
2803 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2804 (mhp - p_ptr->mhp) );
2807 /* Save the new max-hitpoints */
2810 /* Display hitpoints (later) */
2811 p_ptr->redraw |= (PR_HP);
2814 p_ptr->window |= (PW_PLAYER);
2821 * Extract and set the current "lite radius"
2823 * SWD: Experimental modification: multiple light sources have additive effect.
2826 static void calc_torch(void)
2830 u32b 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];
2840 /* Examine actual lites */
2841 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2843 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2845 if (o_ptr->sval == SV_LITE_TORCH)
2847 p_ptr->cur_lite -= 1;
2850 /* Lanterns (with fuel) provide more lite */
2851 else if (o_ptr->sval == SV_LITE_LANTERN)
2853 p_ptr->cur_lite -= 2;
2856 else if (o_ptr->sval == SV_LITE_FEANOR)
2858 p_ptr->cur_lite -= 3;
2861 /* Torches (with fuel) provide some lite */
2862 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2864 p_ptr->cur_lite += 1;
2867 /* Lanterns (with fuel) provide more lite */
2868 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2870 p_ptr->cur_lite += 2;
2873 else if (o_ptr->sval == SV_LITE_FEANOR)
2875 p_ptr->cur_lite += 2;
2878 /* Artifact Lites provide permanent, bright, lite */
2879 else if (artifact_p(o_ptr))
2881 p_ptr->cur_lite += 3;
2884 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2888 /* Skip empty slots */
2889 if (!o_ptr->k_idx) continue;
2891 /* Extract the flags */
2892 object_flags(o_ptr, flgs);
2894 /* does this item glow? */
2895 if (have_flag(flgs, TR_LITE))
2897 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2898 else p_ptr->cur_lite++;
2904 /* max radius is 14 (was 5) without rewriting other code -- */
2905 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2906 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2907 p_ptr->cur_lite = 1;
2910 * check if the player doesn't have light radius,
2911 * but does weakly glow as an intrinsic.
2913 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2915 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2916 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2918 /* end experimental mods */
2920 /* Reduce lite when running if requested */
2921 if (running && view_reduce_lite)
2923 /* Reduce the lite radius if needed */
2924 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
2927 /* Notice changes in the "lite radius" */
2928 if (p_ptr->old_lite != p_ptr->cur_lite)
2930 /* Update the lite */
2931 p_ptr->update |= (PU_LITE);
2933 /* Update the monsters */
2934 p_ptr->update |= (PU_MONSTERS);
2936 /* Remember the old lite */
2937 p_ptr->old_lite = p_ptr->cur_lite;
2939 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2940 set_superstealth(FALSE);
2947 * Computes current weight limit.
2949 static int weight_limit(void)
2953 /* Weight limit based only on strength */
2954 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2955 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2957 /* Return the result */
2962 bool buki_motteruka(int i)
2964 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2968 * Calculate the players current "state", taking into account
2969 * not only race/class intrinsics, but also objects being worn
2970 * and temporary spell effects.
2972 * See also calc_mana() and calc_hitpoints().
2974 * Take note of the new "speed code", in particular, a very strong
2975 * player will start slowing down as soon as he reaches 150 pounds,
2976 * but not until he reaches 450 pounds will he be half as fast as
2977 * a normal kobold. This both hurts and helps the player, hurts
2978 * because in the old days a player could just avoid 300 pounds,
2979 * and helps because now carrying 300 pounds is not very painful.
2981 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2982 * damage, since that would affect non-combat things. These values
2983 * are actually added in later, at the appropriate place.
2985 * This function induces various "status" messages.
2987 void calc_bonuses(void)
2989 int i, j, hold, neutral[2];
2992 bool old_esp_animal;
2993 bool old_esp_undead;
2998 bool old_esp_dragon;
3002 bool old_esp_nonliving;
3003 bool old_esp_unique;
3010 u32b flgs[TR_FLAG_SIZE];
3012 bool yoiyami = FALSE;
3013 bool down_saving = FALSE;
3014 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3015 bool easy_2weapon = FALSE;
3016 s16b this_o_idx, next_o_idx = 0;
3017 player_race *tmp_rp_ptr;
3020 /* Save the old speed */
3021 old_speed = p_ptr->pspeed;
3023 /* Save the old vision stuff */
3024 old_telepathy = p_ptr->telepathy;
3025 old_esp_animal = p_ptr->esp_animal;
3026 old_esp_undead = p_ptr->esp_undead;
3027 old_esp_demon = p_ptr->esp_demon;
3028 old_esp_orc = p_ptr->esp_orc;
3029 old_esp_troll = p_ptr->esp_troll;
3030 old_esp_giant = p_ptr->esp_giant;
3031 old_esp_dragon = p_ptr->esp_dragon;
3032 old_esp_human = p_ptr->esp_human;
3033 old_esp_evil = p_ptr->esp_evil;
3034 old_esp_good = p_ptr->esp_good;
3035 old_esp_nonliving = p_ptr->esp_nonliving;
3036 old_esp_unique = p_ptr->esp_unique;
3038 old_see_inv = p_ptr->see_inv;
3040 /* Save the old armor class */
3041 old_dis_ac = p_ptr->dis_ac;
3042 old_dis_to_a = p_ptr->dis_to_a;
3045 /* Clear extra blows/shots */
3046 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3048 /* Clear the stat modifiers */
3049 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3052 /* Clear the Displayed/Real armor class */
3053 p_ptr->dis_ac = p_ptr->ac = 0;
3055 /* Clear the Displayed/Real Bonuses */
3056 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3057 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3058 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3059 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3060 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3061 p_ptr->dis_to_a = p_ptr->to_a = 0;
3065 p_ptr->to_m_chance = 0;
3067 /* Start with "normal" speed */
3068 p_ptr->pspeed = 110;
3070 /* Start with a single blow per turn */
3071 p_ptr->num_blow[0] = 1;
3072 p_ptr->num_blow[1] = 1;
3074 /* Start with a single shot per turn */
3075 p_ptr->num_fire = 100;
3077 /* Reset the "xtra" tval */
3078 p_ptr->tval_xtra = 0;
3080 /* Reset the "ammo" tval */
3081 p_ptr->tval_ammo = 0;
3083 /* Clear all the flags */
3085 p_ptr->bless_blade = FALSE;
3086 p_ptr->xtra_might = FALSE;
3087 p_ptr->impact[0] = FALSE;
3088 p_ptr->impact[1] = FALSE;
3089 p_ptr->pass_wall = FALSE;
3090 p_ptr->kill_wall = FALSE;
3091 p_ptr->dec_mana = FALSE;
3092 p_ptr->easy_spell = FALSE;
3093 p_ptr->heavy_spell = FALSE;
3094 p_ptr->see_inv = FALSE;
3095 p_ptr->free_act = FALSE;
3096 p_ptr->slow_digest = FALSE;
3097 p_ptr->regenerate = FALSE;
3098 p_ptr->can_swim = FALSE;
3099 p_ptr->ffall = FALSE;
3100 p_ptr->hold_life = FALSE;
3101 p_ptr->telepathy = FALSE;
3102 p_ptr->esp_animal = FALSE;
3103 p_ptr->esp_undead = FALSE;
3104 p_ptr->esp_demon = FALSE;
3105 p_ptr->esp_orc = FALSE;
3106 p_ptr->esp_troll = FALSE;
3107 p_ptr->esp_giant = FALSE;
3108 p_ptr->esp_dragon = FALSE;
3109 p_ptr->esp_human = FALSE;
3110 p_ptr->esp_evil = FALSE;
3111 p_ptr->esp_good = FALSE;
3112 p_ptr->esp_nonliving = FALSE;
3113 p_ptr->esp_unique = FALSE;
3114 p_ptr->lite = FALSE;
3115 p_ptr->sustain_str = FALSE;
3116 p_ptr->sustain_int = FALSE;
3117 p_ptr->sustain_wis = FALSE;
3118 p_ptr->sustain_con = FALSE;
3119 p_ptr->sustain_dex = FALSE;
3120 p_ptr->sustain_chr = FALSE;
3121 p_ptr->resist_acid = FALSE;
3122 p_ptr->resist_elec = FALSE;
3123 p_ptr->resist_fire = FALSE;
3124 p_ptr->resist_cold = FALSE;
3125 p_ptr->resist_pois = FALSE;
3126 p_ptr->resist_conf = FALSE;
3127 p_ptr->resist_sound = FALSE;
3128 p_ptr->resist_lite = FALSE;
3129 p_ptr->resist_dark = FALSE;
3130 p_ptr->resist_chaos = FALSE;
3131 p_ptr->resist_disen = FALSE;
3132 p_ptr->resist_shard = FALSE;
3133 p_ptr->resist_nexus = FALSE;
3134 p_ptr->resist_blind = FALSE;
3135 p_ptr->resist_neth = FALSE;
3136 p_ptr->resist_time = FALSE;
3137 p_ptr->resist_fear = FALSE;
3138 p_ptr->reflect = FALSE;
3139 p_ptr->sh_fire = FALSE;
3140 p_ptr->sh_elec = FALSE;
3141 p_ptr->sh_cold = FALSE;
3142 p_ptr->anti_magic = FALSE;
3143 p_ptr->anti_tele = FALSE;
3144 p_ptr->warning = FALSE;
3145 p_ptr->mighty_throw = FALSE;
3147 p_ptr->immune_acid = FALSE;
3148 p_ptr->immune_elec = FALSE;
3149 p_ptr->immune_fire = FALSE;
3150 p_ptr->immune_cold = FALSE;
3152 p_ptr->ryoute = FALSE;
3153 p_ptr->migite = FALSE;
3154 p_ptr->hidarite = FALSE;
3155 p_ptr->no_flowed = FALSE;
3159 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3160 else tmp_rp_ptr = &race_info[p_ptr->prace];
3162 /* Base infravision (purely racial) */
3163 p_ptr->see_infra = tmp_rp_ptr->infra;
3165 /* Base skill -- disarming */
3166 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3168 /* Base skill -- magic devices */
3169 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3171 /* Base skill -- saving throw */
3172 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3174 /* Base skill -- stealth */
3175 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3177 /* Base skill -- searching ability */
3178 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3180 /* Base skill -- searching frequency */
3181 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3183 /* Base skill -- combat (normal) */
3184 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3186 /* Base skill -- combat (shooting) */
3187 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3189 /* Base skill -- combat (throwing) */
3190 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3192 /* Base skill -- digging */
3193 p_ptr->skill_dig = 0;
3195 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3196 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3197 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3198 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3200 if (p_ptr->special_defense & KAMAE_MASK)
3202 if (empty_hands(TRUE) < 2)
3204 set_action(ACTION_NONE);
3208 switch (p_ptr->pclass)
3211 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3212 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3215 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3217 case CLASS_CHAOS_WARRIOR:
3218 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3219 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3221 case CLASS_MINDCRAFTER:
3222 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3223 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3224 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3225 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3228 case CLASS_FORCETRAINER:
3229 /* Unencumbered Monks become faster every 10 levels */
3230 if (!(heavy_armor()))
3232 if (!((p_ptr->prace == RACE_KLACKON) ||
3233 (p_ptr->prace == RACE_SPRITE) ||
3234 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3235 p_ptr->pspeed += (p_ptr->lev) / 10;
3237 /* Free action if unencumbered at level 25 */
3238 if (p_ptr->lev > 24)
3239 p_ptr->free_act = TRUE;
3242 case CLASS_SORCERER:
3244 p_ptr->dis_to_a -= 50;
3247 p_ptr->resist_sound = TRUE;
3250 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3252 case CLASS_BERSERKER:
3254 p_ptr->sustain_str = TRUE;
3255 p_ptr->sustain_dex = TRUE;
3256 p_ptr->sustain_con = TRUE;
3257 p_ptr->regenerate = TRUE;
3258 p_ptr->free_act = TRUE;
3260 if (p_ptr->lev > 29) p_ptr->pspeed++;
3261 if (p_ptr->lev > 39) p_ptr->pspeed++;
3262 if (p_ptr->lev > 44) p_ptr->pspeed++;
3263 if (p_ptr->lev > 49) p_ptr->pspeed++;
3264 p_ptr->to_a += 10+p_ptr->lev/2;
3265 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3266 p_ptr->skill_dig += (100+p_ptr->lev*8);
3267 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3268 p_ptr->redraw |= PR_STATUS;
3270 case CLASS_MIRROR_MASTER:
3271 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3274 /* Unencumbered Monks become faster every 10 levels */
3277 p_ptr->pspeed -= (p_ptr->lev) / 10;
3278 p_ptr->skill_stl -= (p_ptr->lev)/10;
3280 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3283 if (!((p_ptr->prace == RACE_KLACKON) ||
3284 (p_ptr->prace == RACE_SPRITE) ||
3285 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3286 p_ptr->pspeed += (p_ptr->lev) / 10;
3287 p_ptr->skill_stl += (p_ptr->lev)/10;
3289 /* Free action if unencumbered at level 25 */
3290 if (p_ptr->lev > 24)
3291 p_ptr->free_act = TRUE;
3293 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3295 p_ptr->to_a += p_ptr->lev/2+5;
3296 p_ptr->dis_to_a += p_ptr->lev/2+5;
3298 p_ptr->slow_digest = TRUE;
3299 p_ptr->resist_fear = TRUE;
3300 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3301 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3302 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3303 if (p_ptr->lev > 44)
3305 p_ptr->oppose_pois = 1;
3306 p_ptr->redraw |= PR_STATUS;
3312 if (p_ptr->mimic_form)
3314 switch(p_ptr->mimic_form)
3317 p_ptr->hold_life=TRUE;
3318 p_ptr->resist_chaos=TRUE;
3319 p_ptr->resist_neth=TRUE;
3320 p_ptr->resist_fire=TRUE;
3321 p_ptr->oppose_fire = 1;
3322 p_ptr->see_inv=TRUE;
3324 p_ptr->redraw |= PR_STATUS;
3326 p_ptr->dis_to_a += 10;
3328 case MIMIC_DEMON_LORD:
3329 p_ptr->hold_life=TRUE;
3330 p_ptr->resist_chaos=TRUE;
3331 p_ptr->resist_neth=TRUE;
3332 p_ptr->immune_fire=TRUE;
3333 p_ptr->resist_acid = TRUE;
3334 p_ptr->resist_fire=TRUE;
3335 p_ptr->resist_cold = TRUE;
3336 p_ptr->resist_elec = TRUE;
3337 p_ptr->resist_pois = TRUE;
3338 p_ptr->resist_conf = TRUE;
3339 p_ptr->resist_disen = TRUE;
3340 p_ptr->resist_nexus = TRUE;
3341 p_ptr->resist_fear = TRUE;
3342 p_ptr->sh_fire = TRUE;
3343 p_ptr->see_inv = TRUE;
3344 p_ptr->telepathy = TRUE;
3345 p_ptr->ffall = TRUE;
3346 p_ptr->kill_wall = TRUE;
3349 p_ptr->dis_to_a += 20;
3352 p_ptr->resist_dark = TRUE;
3353 p_ptr->hold_life = TRUE;
3354 p_ptr->resist_neth = TRUE;
3355 p_ptr->resist_cold = TRUE;
3356 p_ptr->resist_pois = TRUE;
3357 p_ptr->see_inv = TRUE;
3360 p_ptr->dis_to_a += 10;
3361 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3367 switch (p_ptr->prace)
3370 p_ptr->resist_lite = TRUE;
3373 p_ptr->sustain_dex = TRUE;
3376 p_ptr->free_act = TRUE;
3379 p_ptr->resist_blind = TRUE;
3382 p_ptr->resist_dark = TRUE;
3384 case RACE_HALF_TROLL:
3385 p_ptr->sustain_str = TRUE;
3387 if (p_ptr->lev > 14)
3389 /* High level trolls heal fast... */
3390 p_ptr->regenerate = TRUE;
3392 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3394 p_ptr->slow_digest = TRUE;
3395 /* Let's not make Regeneration
3396 * a disadvantage for the poor warriors who can
3397 * never learn a spell that satisfies hunger (actually
3398 * neither can rogues, but half-trolls are not
3399 * supposed to play rogues) */
3404 p_ptr->sustain_con = TRUE;
3405 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3408 p_ptr->resist_lite = TRUE;
3409 p_ptr->see_inv = TRUE;
3411 case RACE_BARBARIAN:
3412 p_ptr->resist_fear = TRUE;
3414 case RACE_HALF_OGRE:
3415 p_ptr->resist_dark = TRUE;
3416 p_ptr->sustain_str = TRUE;
3418 case RACE_HALF_GIANT:
3419 p_ptr->sustain_str = TRUE;
3420 p_ptr->resist_shard = TRUE;
3422 case RACE_HALF_TITAN:
3423 p_ptr->resist_chaos = TRUE;
3426 p_ptr->resist_sound = TRUE;
3429 p_ptr->resist_acid = TRUE;
3430 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3433 p_ptr->resist_conf = TRUE;
3434 p_ptr->resist_acid = TRUE;
3436 /* Klackons become faster */
3437 p_ptr->pspeed += (p_ptr->lev) / 10;
3440 p_ptr->resist_pois = TRUE;
3443 p_ptr->resist_disen = TRUE;
3444 p_ptr->resist_dark = TRUE;
3447 p_ptr->resist_dark = TRUE;
3448 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3450 case RACE_DRACONIAN:
3451 p_ptr->ffall = TRUE;
3452 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3453 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3454 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3455 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3456 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3458 case RACE_MIND_FLAYER:
3459 p_ptr->sustain_int = TRUE;
3460 p_ptr->sustain_wis = TRUE;
3461 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3462 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3465 p_ptr->resist_fire = TRUE;
3466 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3469 p_ptr->slow_digest = TRUE;
3470 p_ptr->free_act = TRUE;
3471 p_ptr->see_inv = TRUE;
3472 p_ptr->resist_pois = TRUE;
3473 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3476 p_ptr->resist_shard = TRUE;
3477 p_ptr->hold_life = TRUE;
3478 p_ptr->see_inv = TRUE;
3479 p_ptr->resist_pois = TRUE;
3480 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3483 p_ptr->resist_neth = TRUE;
3484 p_ptr->hold_life = TRUE;
3485 p_ptr->see_inv = TRUE;
3486 p_ptr->resist_pois = TRUE;
3487 p_ptr->slow_digest = TRUE;
3488 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3491 p_ptr->resist_dark = TRUE;
3492 p_ptr->hold_life = TRUE;
3493 p_ptr->resist_neth = TRUE;
3494 p_ptr->resist_cold = TRUE;
3495 p_ptr->resist_pois = TRUE;
3496 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3499 p_ptr->ffall = TRUE;
3500 p_ptr->free_act = TRUE;
3501 p_ptr->resist_neth = TRUE;
3502 p_ptr->hold_life = TRUE;
3503 p_ptr->see_inv = TRUE;
3504 p_ptr->resist_pois = TRUE;
3505 p_ptr->slow_digest = TRUE;
3506 p_ptr->resist_cold = TRUE;
3507 p_ptr->pass_wall = TRUE;
3508 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3511 p_ptr->ffall = TRUE;
3512 p_ptr->resist_lite = TRUE;
3514 /* Sprites become faster */
3515 p_ptr->pspeed += (p_ptr->lev) / 10;
3518 p_ptr->resist_conf = TRUE;
3519 p_ptr->resist_sound = TRUE;
3522 /* Ents dig like maniacs, but only with their hands. */
3523 if (!inventory[INVEN_RARM].k_idx)
3524 p_ptr->skill_dig += p_ptr->lev * 10;
3525 /* Ents get tougher and stronger as they age, but lose dexterity. */
3526 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3527 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3528 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3530 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3531 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3532 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3534 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3535 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3536 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3539 p_ptr->ffall = TRUE;
3540 p_ptr->see_inv = TRUE;
3543 p_ptr->resist_fire = TRUE;
3544 p_ptr->resist_neth = TRUE;
3545 p_ptr->hold_life = TRUE;
3547 p_ptr->see_inv = TRUE;
3548 if (p_ptr->lev > 44)
3550 p_ptr->oppose_fire = 1;
3551 p_ptr->redraw |= PR_STATUS;
3555 p_ptr->sustain_con = TRUE;
3558 p_ptr->ffall = TRUE;
3561 p_ptr->resist_conf = TRUE;
3564 p_ptr->slow_digest = TRUE;
3565 p_ptr->free_act = TRUE;
3566 p_ptr->resist_pois = TRUE;
3567 p_ptr->hold_life = TRUE;
3575 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3577 p_ptr->see_inv = TRUE;
3578 p_ptr->free_act = TRUE;
3579 p_ptr->slow_digest = TRUE;
3580 p_ptr->regenerate = TRUE;
3581 p_ptr->ffall = TRUE;
3582 p_ptr->hold_life = TRUE;
3583 p_ptr->telepathy = TRUE;
3585 p_ptr->sustain_str = TRUE;
3586 p_ptr->sustain_int = TRUE;
3587 p_ptr->sustain_wis = TRUE;
3588 p_ptr->sustain_con = TRUE;
3589 p_ptr->sustain_dex = TRUE;
3590 p_ptr->sustain_chr = TRUE;
3591 p_ptr->resist_acid = TRUE;
3592 p_ptr->resist_elec = TRUE;
3593 p_ptr->resist_fire = TRUE;
3594 p_ptr->resist_cold = TRUE;
3595 p_ptr->resist_pois = TRUE;
3596 p_ptr->resist_conf = TRUE;
3597 p_ptr->resist_sound = TRUE;
3598 p_ptr->resist_lite = TRUE;
3599 p_ptr->resist_dark = TRUE;
3600 p_ptr->resist_chaos = TRUE;
3601 p_ptr->resist_disen = TRUE;
3602 p_ptr->resist_shard = TRUE;
3603 p_ptr->resist_nexus = TRUE;
3604 p_ptr->resist_blind = TRUE;
3605 p_ptr->resist_neth = TRUE;
3606 p_ptr->resist_fear = TRUE;
3607 p_ptr->reflect = TRUE;
3608 p_ptr->sh_fire = TRUE;
3609 p_ptr->sh_elec = TRUE;
3610 p_ptr->sh_cold = TRUE;
3612 p_ptr->dis_to_a += 100;
3614 /* Temporary shield */
3615 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3618 p_ptr->dis_to_a += 50;
3621 if (p_ptr->tim_res_nether)
3623 p_ptr->resist_neth = TRUE;
3625 if (p_ptr->tim_sh_fire)
3627 p_ptr->sh_fire = TRUE;
3629 if (p_ptr->tim_res_time)
3631 p_ptr->resist_time = TRUE;
3635 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3636 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3637 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3638 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3641 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3643 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3645 p_ptr->resist_blind = TRUE;
3646 p_ptr->resist_conf = TRUE;
3647 p_ptr->hold_life = TRUE;
3648 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3650 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3651 /* Munchkin become faster */
3652 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3657 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3658 p_ptr->pass_wall = FALSE;
3659 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3660 p_ptr->pass_wall = TRUE;
3662 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3664 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3666 /* Hack -- apply racial/class stat maxes */
3667 /* Apply the racial modifiers */
3668 for (i = 0; i < 6; i++)
3670 /* Modify the stats for "race" */
3671 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3675 /* I'm adding the mutations here for the lack of a better place... */
3678 /* Hyper Strength */
3679 if (p_ptr->muta3 & MUT3_HYPER_STR)
3681 p_ptr->stat_add[A_STR] += 4;
3685 if (p_ptr->muta3 & MUT3_PUNY)
3687 p_ptr->stat_add[A_STR] -= 4;
3690 /* Living computer */
3691 if (p_ptr->muta3 & MUT3_HYPER_INT)
3693 p_ptr->stat_add[A_INT] += 4;
3694 p_ptr->stat_add[A_WIS] += 4;
3698 if (p_ptr->muta3 & MUT3_MORONIC)
3700 p_ptr->stat_add[A_INT] -= 4;
3701 p_ptr->stat_add[A_WIS] -= 4;
3704 if (p_ptr->muta3 & MUT3_RESILIENT)
3706 p_ptr->stat_add[A_CON] += 4;
3709 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3711 p_ptr->stat_add[A_CON] += 2;
3715 if (p_ptr->muta3 & MUT3_ALBINO)
3717 p_ptr->stat_add[A_CON] -= 4;
3720 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3722 p_ptr->stat_add[A_CON] -= 2;
3723 p_ptr->stat_add[A_CHR] -= 1;
3724 p_ptr->regenerate = FALSE;
3725 /* Cancel innate regeneration */
3728 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3730 p_ptr->stat_add[A_CHR] -= 4;
3733 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3735 p_ptr->stat_add[A_CHR] -= 1;
3738 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3740 p_ptr->skill_fos += 15;
3741 p_ptr->skill_srh += 15;
3744 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3746 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3749 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3751 p_ptr->skill_stl -= 3;
3754 if (p_ptr->muta3 & MUT3_INFRAVIS)
3756 p_ptr->see_infra += 3;
3759 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3764 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3769 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3771 p_ptr->sh_elec = TRUE;
3774 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3776 p_ptr->sh_fire = TRUE;
3780 if (p_ptr->muta3 & MUT3_WART_SKIN)
3782 p_ptr->stat_add[A_CHR] -= 2;
3784 p_ptr->dis_to_a += 5;
3787 if (p_ptr->muta3 & MUT3_SCALES)
3789 p_ptr->stat_add[A_CHR] -= 1;
3791 p_ptr->dis_to_a += 10;
3794 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3796 p_ptr->stat_add[A_DEX] -= 1;
3798 p_ptr->dis_to_a += 25;
3801 if (p_ptr->muta3 & MUT3_WINGS)
3803 p_ptr->ffall = TRUE;
3806 if (p_ptr->muta3 & MUT3_FEARLESS)
3808 p_ptr->resist_fear = TRUE;
3811 if (p_ptr->muta3 & MUT3_REGEN)
3813 p_ptr->regenerate = TRUE;
3816 if (p_ptr->muta3 & MUT3_ESP)
3818 p_ptr->telepathy = TRUE;
3821 if (p_ptr->muta3 & MUT3_LIMBER)
3823 p_ptr->stat_add[A_DEX] += 3;
3826 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3828 p_ptr->stat_add[A_DEX] -= 3;
3831 if (p_ptr->muta3 & MUT3_MOTION)
3833 p_ptr->free_act = TRUE;
3834 p_ptr->skill_stl += 1;
3837 if (p_ptr->muta3 & MUT3_ILL_NORM)
3839 p_ptr->stat_add[A_CHR] = 0;
3843 if (p_ptr->tsuyoshi)
3845 p_ptr->stat_add[A_STR] += 4;
3846 p_ptr->stat_add[A_CON] += 4;
3849 /* Scan the usable inventory */
3850 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3852 int bonus_to_h, bonus_to_d;
3853 o_ptr = &inventory[i];
3855 /* Skip non-objects */
3856 if (!o_ptr->k_idx) continue;
3858 /* Extract the item flags */
3859 object_flags(o_ptr, flgs);
3861 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3862 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3865 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3866 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3867 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3868 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3869 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3870 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3872 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3874 /* Affect stealth */
3875 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3877 /* Affect searching ability (factor of five) */
3878 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3880 /* Affect searching frequency (factor of five) */
3881 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3883 /* Affect infravision */
3884 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3886 /* Affect digging (factor of 20) */
3887 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3890 if (have_flag(flgs, TR_SPEED)) p_ptr->pspeed += o_ptr->pval;
3893 if (have_flag(flgs, TR_BLOWS))
3895 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3896 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3897 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3900 /* Hack -- cause earthquakes */
3901 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3904 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3907 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3908 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3909 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3910 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
3911 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
3912 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3913 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3914 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
3915 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
3916 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
3917 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
3918 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
3919 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
3920 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
3921 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
3922 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
3923 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
3924 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
3925 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
3926 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3927 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
3929 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
3930 if (have_flag(flgs, TR_FEATHER)) p_ptr->ffall = TRUE;
3931 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
3932 if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3933 if (have_flag(flgs, TR_WARNING)){
3934 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3935 p_ptr->warning = TRUE;
3938 if (have_flag(flgs, TR_TELEPORT))
3940 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3943 cptr insc = quark_str(o_ptr->inscription);
3945 if (o_ptr->inscription &&
3946 (strchr(insc, '.') || strchr(insc, '%')))
3949 * {.} will stop random teleportation.
3950 * {%} includes '.' after conversion.
3955 /* Controlled random teleportation */
3956 p_ptr->cursed |= TRC_TELEPORT_SELF;
3961 /* Immunity flags */
3962 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3963 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3964 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3965 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3967 /* Resistance flags */
3968 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
3969 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
3970 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
3971 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
3972 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
3973 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
3974 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
3975 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
3976 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
3977 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
3978 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3979 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
3980 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3981 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3982 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
3983 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3985 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
3986 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
3987 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
3988 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
3989 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3990 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
3993 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3994 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3995 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3996 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3997 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3998 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4000 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4001 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4002 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4003 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4004 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4005 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4006 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4008 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4010 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4012 p_ptr->to_m_chance += 10;
4016 p_ptr->to_m_chance += 3;
4020 if (o_ptr->tval == TV_CAPTURE) continue;
4022 /* Modify the base armor class */
4023 p_ptr->ac += o_ptr->ac;
4025 /* The base armor class is always known */
4026 p_ptr->dis_ac += o_ptr->ac;
4028 /* Apply the bonuses to armor class */
4029 p_ptr->to_a += o_ptr->to_a;
4031 /* Apply the mental bonuses to armor class, if known */
4032 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4034 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4036 int slot = i - INVEN_RARM;
4039 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4041 p_ptr->to_h[slot] -= 15;
4042 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4046 p_ptr->to_h[slot] -= 5;
4047 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4052 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4054 p_ptr->to_h_b -= 15;
4055 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4060 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4065 if (o_ptr->curse_flags & TRC_LOW_AC)
4067 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4070 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4075 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4079 /* Hack -- do not apply "weapon" bonuses */
4080 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4081 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4083 /* Hack -- do not apply "bow" bonuses */
4084 if (i == INVEN_BOW) continue;
4086 bonus_to_h = o_ptr->to_h;
4087 bonus_to_d = o_ptr->to_d;
4089 if (p_ptr->pclass == CLASS_NINJA)
4091 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4092 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4095 /* To Bow and Natural attack */
4097 /* Apply the bonuses to hit/damage */
4098 p_ptr->to_h_b += bonus_to_h;
4099 p_ptr->to_h_m += bonus_to_h;
4100 p_ptr->to_d_m += bonus_to_d;
4102 /* Apply the mental bonuses tp hit/damage, if known */
4103 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4106 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4108 /* Apply the bonuses to hit/damage */
4109 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4110 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4112 /* Apply the mental bonuses tp hit/damage, if known */
4113 if (object_known_p(o_ptr))
4115 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4116 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4119 else if (p_ptr->migite && p_ptr->hidarite)
4121 /* Apply the bonuses to hit/damage */
4122 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4123 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4124 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4125 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4127 /* Apply the mental bonuses tp hit/damage, if known */
4128 if (object_known_p(o_ptr))
4130 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4131 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4132 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4133 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4138 /* Apply the bonuses to hit/damage */
4139 p_ptr->to_h[0] += bonus_to_h;
4140 p_ptr->to_d[0] += bonus_to_d;
4142 /* Apply the mental bonuses tp hit/damage, if known */
4143 if (object_known_p(o_ptr))
4145 p_ptr->dis_to_h[0] += bonus_to_h;
4146 p_ptr->dis_to_d[0] += bonus_to_d;
4151 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4153 /* Monks get extra ac for armour _not worn_ */
4154 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4156 if (!(inventory[INVEN_BODY].k_idx))
4158 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4159 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4161 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4163 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4164 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4166 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4168 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4169 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4171 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4173 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4174 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4176 if (!(inventory[INVEN_HANDS].k_idx))
4178 p_ptr->to_a += (p_ptr->lev / 2);
4179 p_ptr->dis_to_a += (p_ptr->lev / 2);
4181 if (!(inventory[INVEN_FEET].k_idx))
4183 p_ptr->to_a += (p_ptr->lev / 3);
4184 p_ptr->dis_to_a += (p_ptr->lev / 3);
4186 if (p_ptr->special_defense & KAMAE_BYAKKO)
4188 p_ptr->stat_add[A_STR] += 2;
4189 p_ptr->stat_add[A_DEX] += 2;
4190 p_ptr->stat_add[A_CON] -= 3;
4192 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4195 else if (p_ptr->special_defense & KAMAE_GENBU)
4197 p_ptr->stat_add[A_INT] -= 1;
4198 p_ptr->stat_add[A_WIS] -= 1;
4199 p_ptr->stat_add[A_DEX] -= 2;
4200 p_ptr->stat_add[A_CON] += 3;
4202 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4204 p_ptr->stat_add[A_STR] -= 2;
4205 p_ptr->stat_add[A_INT] += 1;
4206 p_ptr->stat_add[A_WIS] += 1;
4207 p_ptr->stat_add[A_DEX] += 2;
4208 p_ptr->stat_add[A_CON] -= 2;
4212 if (p_ptr->special_defense & KATA_KOUKIJIN)
4214 for (i = 0; i < 6; i++)
4215 p_ptr->stat_add[i] += 5;
4217 p_ptr->dis_to_a -= 50;
4220 /* Hack -- aura of fire also provides light */
4221 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4223 /* Golems also get an intrinsic AC bonus */
4224 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4226 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4227 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4230 /* Calculate stats */
4231 for (i = 0; i < 6; i++)
4235 /* Extract the new "stat_use" value for the stat */
4236 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4238 /* Notice changes */
4239 if (p_ptr->stat_top[i] != top)
4241 /* Save the new value */
4242 p_ptr->stat_top[i] = top;
4244 /* Redisplay the stats later */
4245 p_ptr->redraw |= (PR_STATS);
4248 p_ptr->window |= (PW_PLAYER);
4252 /* Extract the new "stat_use" value for the stat */
4253 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4255 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4257 /* 10 to 18/90 charisma, guaranteed, based on level */
4258 if (use < 8 + 2 * p_ptr->lev)
4260 use = 8 + 2 * p_ptr->lev;
4264 /* Notice changes */
4265 if (p_ptr->stat_use[i] != use)
4267 /* Save the new value */
4268 p_ptr->stat_use[i] = use;
4270 /* Redisplay the stats later */
4271 p_ptr->redraw |= (PR_STATS);
4274 p_ptr->window |= (PW_PLAYER);
4278 /* Values: 3, 4, ..., 17 */
4279 if (use <= 18) ind = (use - 3);
4281 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4282 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4284 /* Range: 18/220+ */
4287 /* Notice changes */
4288 if (p_ptr->stat_ind[i] != ind)
4290 /* Save the new index */
4291 p_ptr->stat_ind[i] = ind;
4293 /* Change in CON affects Hitpoints */
4296 p_ptr->update |= (PU_HP);
4299 /* Change in INT may affect Mana/Spells */
4300 else if (i == A_INT)
4302 if (mp_ptr->spell_stat == A_INT)
4304 p_ptr->update |= (PU_MANA | PU_SPELLS);
4308 /* Change in WIS may affect Mana/Spells */
4309 else if (i == A_WIS)
4311 if (mp_ptr->spell_stat == A_WIS)
4313 p_ptr->update |= (PU_MANA | PU_SPELLS);
4317 /* Change in WIS may affect Mana/Spells */
4318 else if (i == A_CHR)
4320 if (mp_ptr->spell_stat == A_CHR)
4322 p_ptr->update |= (PU_MANA | PU_SPELLS);
4327 p_ptr->window |= (PW_PLAYER);
4332 /* Apply temporary "stun" */
4333 if (p_ptr->stun > 50)
4335 p_ptr->to_h[0] -= 20;
4336 p_ptr->to_h[1] -= 20;
4337 p_ptr->to_h_b -= 20;
4338 p_ptr->to_h_m -= 20;
4339 p_ptr->dis_to_h[0] -= 20;
4340 p_ptr->dis_to_h[1] -= 20;
4341 p_ptr->dis_to_h_b -= 20;
4342 p_ptr->to_d[0] -= 20;
4343 p_ptr->to_d[1] -= 20;
4344 p_ptr->to_d_m -= 20;
4345 p_ptr->dis_to_d[0] -= 20;
4346 p_ptr->dis_to_d[1] -= 20;
4348 else if (p_ptr->stun)
4350 p_ptr->to_h[0] -= 5;
4351 p_ptr->to_h[1] -= 5;
4354 p_ptr->dis_to_h[0] -= 5;
4355 p_ptr->dis_to_h[1] -= 5;
4356 p_ptr->dis_to_h_b -= 5;
4357 p_ptr->to_d[0] -= 5;
4358 p_ptr->to_d[1] -= 5;
4360 p_ptr->dis_to_d[0] -= 5;
4361 p_ptr->dis_to_d[1] -= 5;
4365 if (p_ptr->wraith_form)
4367 p_ptr->reflect = TRUE;
4370 /* Temporary blessing */
4371 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4374 p_ptr->dis_to_a += 5;
4375 p_ptr->to_h[0] += 10;
4376 p_ptr->to_h[1] += 10;
4377 p_ptr->to_h_b += 10;
4378 p_ptr->to_h_m += 10;
4379 p_ptr->dis_to_h[0] += 10;
4380 p_ptr->dis_to_h[1] += 10;
4381 p_ptr->dis_to_h_b += 10;
4384 if (p_ptr->magicdef)
4386 p_ptr->resist_blind = TRUE;
4387 p_ptr->resist_conf = TRUE;
4388 p_ptr->reflect = TRUE;
4389 p_ptr->free_act = TRUE;
4390 p_ptr->ffall = TRUE;
4393 /* Temporary "Hero" */
4394 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4396 p_ptr->to_h[0] += 12;
4397 p_ptr->to_h[1] += 12;
4398 p_ptr->to_h_b += 12;
4399 p_ptr->to_h_m += 12;
4400 p_ptr->dis_to_h[0] += 12;
4401 p_ptr->dis_to_h[1] += 12;
4402 p_ptr->dis_to_h_b += 12;
4405 /* Temporary "Beserk" */
4408 p_ptr->to_h[0] += 12;
4409 p_ptr->to_h[1] += 12;
4410 p_ptr->to_h_b -= 12;
4411 p_ptr->to_h_m += 12;
4412 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4413 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4414 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4415 p_ptr->dis_to_h[0] += 12;
4416 p_ptr->dis_to_h[1] += 12;
4417 p_ptr->dis_to_h_b -= 12;
4418 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4419 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4421 p_ptr->dis_to_a -= 10;
4422 p_ptr->skill_stl -= 7;
4423 p_ptr->skill_dev -= 20;
4424 p_ptr->skill_sav -= 30;
4425 p_ptr->skill_srh -= 15;
4426 p_ptr->skill_fos -= 15;
4427 p_ptr->skill_tht -= 20;
4428 p_ptr->skill_dig += 30;
4431 /* Temporary "fast" */
4432 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4434 p_ptr->pspeed += 10;
4437 /* Temporary "slow" */
4440 p_ptr->pspeed -= 10;
4443 /* Temporary "telepathy" */
4444 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4446 p_ptr->telepathy = TRUE;
4449 if (p_ptr->ele_immune)
4451 if (p_ptr->special_defense & DEFENSE_ACID)
4452 p_ptr->immune_acid = TRUE;
4453 else if (p_ptr->special_defense & DEFENSE_ELEC)
4454 p_ptr->immune_elec = TRUE;
4455 else if (p_ptr->special_defense & DEFENSE_FIRE)
4456 p_ptr->immune_fire = TRUE;
4457 else if (p_ptr->special_defense & DEFENSE_COLD)
4458 p_ptr->immune_cold = TRUE;
4461 /* Temporary see invisible */
4462 if (p_ptr->tim_invis)
4464 p_ptr->see_inv = TRUE;
4467 /* Temporary infravision boost */
4468 if (p_ptr->tim_infra)
4470 p_ptr->see_infra+=3;
4473 /* Temporary regeneration boost */
4474 if (p_ptr->tim_regen)
4476 p_ptr->regenerate = TRUE;
4479 /* Temporary levitation */
4480 if (p_ptr->tim_ffall)
4482 p_ptr->ffall = TRUE;
4485 /* Hack -- Hero/Shero -> Res fear */
4486 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4488 p_ptr->resist_fear = TRUE;
4492 /* Hack -- Telepathy Change */
4493 if (p_ptr->telepathy != old_telepathy)
4495 p_ptr->update |= (PU_MONSTERS);
4498 if ((p_ptr->esp_animal != old_esp_animal) ||
4499 (p_ptr->esp_undead != old_esp_undead) ||
4500 (p_ptr->esp_demon != old_esp_demon) ||
4501 (p_ptr->esp_orc != old_esp_orc) ||
4502 (p_ptr->esp_troll != old_esp_troll) ||
4503 (p_ptr->esp_giant != old_esp_giant) ||
4504 (p_ptr->esp_dragon != old_esp_dragon) ||
4505 (p_ptr->esp_human != old_esp_human) ||
4506 (p_ptr->esp_evil != old_esp_evil) ||
4507 (p_ptr->esp_good != old_esp_good) ||
4508 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4509 (p_ptr->esp_unique != old_esp_unique))
4511 p_ptr->update |= (PU_MONSTERS);
4514 /* Hack -- See Invis Change */
4515 if (p_ptr->see_inv != old_see_inv)
4517 p_ptr->update |= (PU_MONSTERS);
4520 /* Bloating slows the player down (a little) */
4521 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4523 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4525 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4527 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4528 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4531 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4533 int penalty1, penalty2;
4534 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4535 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4536 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4538 penalty1 = penalty1 / 2 - 5;
4539 penalty2 = penalty2 / 2 - 5;
4542 p_ptr->dis_to_a += 10;
4546 if (penalty1 > 0) penalty1 /= 2;
4547 if (penalty2 > 0) penalty2 /= 2;
4549 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4551 penalty1 = MAX(0, penalty1 - 10);
4552 penalty2 = MAX(0, penalty2 - 10);
4554 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4556 penalty1 = MIN(0, penalty1);
4557 penalty2 = MIN(0, penalty2);
4559 p_ptr->dis_to_a += 10;
4563 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4565 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4568 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4569 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4570 p_ptr->to_h[0] -= penalty1;
4571 p_ptr->to_h[1] -= penalty2;
4572 p_ptr->dis_to_h[0] -= penalty1;
4573 p_ptr->dis_to_h[1] -= penalty2;
4576 /* Extract the current weight (in tenth pounds) */
4577 j = p_ptr->total_weight;
4579 /* Extract the "weight limit" (in tenth pounds) */
4584 int speed = m_list[p_ptr->riding].mspeed;
4585 if (m_list[p_ptr->riding].mspeed > 110)
4587 p_ptr->pspeed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4588 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4592 p_ptr->pspeed = speed;
4594 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4595 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4596 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4597 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4599 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;
4601 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4604 /* XXX XXX XXX Apply "encumbrance" from weight */
4605 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4607 /* Searching slows the player down */
4608 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4610 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4611 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4612 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4613 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4614 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4615 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4616 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4617 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4618 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4619 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4620 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4621 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4622 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4624 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4625 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4626 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4627 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4628 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4629 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4630 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4631 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4632 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4633 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4636 /* Obtain the "hold" value */
4637 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4640 /* Examine the "current bow" */
4641 o_ptr = &inventory[INVEN_BOW];
4644 /* Assume not heavy */
4645 p_ptr->heavy_shoot = FALSE;
4647 /* It is hard to carholdry a heavy bow */
4648 if (hold < o_ptr->weight / 10)
4650 /* Hard to wield a heavy bow */
4651 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4652 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4655 p_ptr->heavy_shoot = TRUE;
4659 /* Compute "extra shots" if needed */
4662 /* Analyze the launcher */
4663 switch (o_ptr->sval)
4667 p_ptr->tval_ammo = TV_SHOT;
4675 p_ptr->tval_ammo = TV_ARROW;
4682 p_ptr->tval_ammo = TV_BOLT;
4687 p_ptr->tval_ammo = TV_NO_AMMO;
4692 /* Apply special flags */
4693 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4696 p_ptr->num_fire += (extra_shots * 100);
4698 /* Hack -- Rangers love Bows */
4699 if ((p_ptr->pclass == CLASS_RANGER) &&
4700 (p_ptr->tval_ammo == TV_ARROW))
4702 p_ptr->num_fire += (p_ptr->lev * 4);
4705 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4706 (p_ptr->tval_ammo == TV_ARROW))
4708 p_ptr->num_fire += (p_ptr->lev * 3);
4711 if (p_ptr->pclass == CLASS_ARCHER)
4713 if (p_ptr->tval_ammo == TV_ARROW)
4714 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4715 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4716 p_ptr->num_fire += (p_ptr->lev * 4);
4720 * Addendum -- also "Reward" high level warriors,
4721 * with _any_ missile weapon -- TY
4723 if (p_ptr->pclass == CLASS_WARRIOR &&
4724 (p_ptr->tval_ammo <= TV_BOLT) &&
4725 (p_ptr->tval_ammo >= TV_SHOT))
4727 p_ptr->num_fire += (p_ptr->lev * 2);
4729 if ((p_ptr->pclass == CLASS_ROGUE) &&
4730 (p_ptr->tval_ammo == TV_SHOT))
4732 p_ptr->num_fire += (p_ptr->lev * 4);
4740 for(i = 0 ; i < 2 ; i++)
4742 /* Examine the "main weapon" */
4743 o_ptr = &inventory[INVEN_RARM+i];
4745 object_flags(o_ptr, flgs);
4747 /* Assume not heavy */
4748 p_ptr->heavy_wield[i] = FALSE;
4749 p_ptr->icky_wield[i] = FALSE;
4750 p_ptr->riding_wield[i] = FALSE;
4752 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4753 /* It is hard to hold a heavy weapon */
4754 if (hold < o_ptr->weight / 10)
4756 /* Hard to wield a heavy weapon */
4757 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4758 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4761 p_ptr->heavy_wield[i] = TRUE;
4763 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4765 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4768 p_ptr->dis_to_a += 5;
4771 /* Normal weapons */
4772 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4774 int str_index, dex_index;
4776 int num = 0, wgt = 0, mul = 0, div = 0;
4778 /* Analyze the class */
4779 switch (p_ptr->pclass)
4783 num = 6; wgt = 70; mul = 5; break;
4786 case CLASS_BERSERKER:
4787 num = 6; wgt = 70; mul = 7; break;
4791 case CLASS_HIGH_MAGE:
4792 case CLASS_BLUE_MAGE:
4793 num = 3; wgt = 100; mul = 2; break;
4795 /* Priest, Mindcrafter */
4797 case CLASS_MAGIC_EATER:
4798 case CLASS_MINDCRAFTER:
4799 num = 5; wgt = 100; mul = 3; break;
4803 num = 5; wgt = 40; mul = 3; break;
4807 num = 5; wgt = 70; mul = 4; break;
4812 num = 5; wgt = 70; mul = 4; break;
4816 num = 5; wgt = 150; mul = 5; break;
4819 case CLASS_WARRIOR_MAGE:
4820 case CLASS_RED_MAGE:
4821 num = 5; wgt = 70; mul = 3; break;
4824 case CLASS_CHAOS_WARRIOR:
4825 num = 5; wgt = 70; mul = 4; break;
4829 num = 5; wgt = 60; mul = 3; break;
4833 num = 4; wgt = 100; mul = 3; break;
4836 case CLASS_IMITATOR:
4837 num = 5; wgt = 70; mul = 4; break;
4840 case CLASS_BEASTMASTER:
4841 num = 5; wgt = 70; mul = 3; break;
4844 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4845 else {num = 5; wgt = 100; mul = 3;}
4849 case CLASS_SORCERER:
4850 num = 1; wgt = 1; mul = 1; break;
4852 /* Archer, Magic eater */
4855 num = 4; wgt = 70; mul = 2; break;
4858 case CLASS_FORCETRAINER:
4859 num = 4; wgt = 60; mul = 2; break;
4862 case CLASS_MIRROR_MASTER:
4863 num = 3; wgt = 100; mul = 3; break;
4867 num = 4; wgt = 20; mul = 1; break;
4870 /* Enforce a minimum "weight" (tenth pounds) */
4871 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4873 /* Access the strength vs weight */
4874 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4876 if (p_ptr->ryoute && !omoi) str_index++;
4877 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4880 if (str_index > 11) str_index = 11;
4882 /* Index by dexterity */
4883 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4886 if (dex_index > 11) dex_index = 11;
4888 /* Use the blows table */
4889 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4892 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4894 /* Add in the "bonus blows" */
4895 p_ptr->num_blow[i] += extra_blows[i];
4898 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4899 else if (p_ptr->pclass == CLASS_BERSERKER)
4901 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4903 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4905 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4907 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4910 /* Require at least one blow */
4911 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4913 /* Boost digging skill by weapon weight */
4914 p_ptr->skill_dig += (o_ptr->weight / 10);
4918 /* Priest weapon penalty for non-blessed edged weapons */
4919 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4920 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4922 /* Reduce the real bonuses */
4923 p_ptr->to_h[i] -= 2;
4924 p_ptr->to_d[i] -= 2;
4926 /* Reduce the mental bonuses */
4927 p_ptr->dis_to_h[i] -= 2;
4928 p_ptr->dis_to_d[i] -= 2;
4931 p_ptr->icky_wield[i] = TRUE;
4933 else if (p_ptr->pclass == CLASS_BERSERKER)
4935 p_ptr->to_h[i] += p_ptr->lev/5;
4936 p_ptr->to_d[i] += p_ptr->lev/6;
4937 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4938 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4939 if (!p_ptr->hidarite || p_ptr->ryoute)
4941 p_ptr->to_h[i] += p_ptr->lev/5;
4942 p_ptr->to_d[i] += p_ptr->lev/6;
4943 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4944 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4947 else if (p_ptr->pclass == CLASS_SORCERER)
4949 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4951 /* Reduce the real bonuses */
4952 p_ptr->to_h[i] -= 200;
4953 p_ptr->to_d[i] -= 200;
4955 /* Reduce the mental bonuses */
4956 p_ptr->dis_to_h[i] -= 200;
4957 p_ptr->dis_to_d[i] -= 200;
4960 p_ptr->icky_wield[i] = TRUE;
4964 /* Reduce the real bonuses */
4965 p_ptr->to_h[i] -= 30;
4966 p_ptr->to_d[i] -= 10;
4968 /* Reduce the mental bonuses */
4969 p_ptr->dis_to_h[i] -= 30;
4970 p_ptr->dis_to_d[i] -= 10;
4975 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4977 p_ptr->to_h[i] +=15;
4978 p_ptr->dis_to_h[i] +=15;
4980 else if (!(have_flag(flgs, TR_RIDING)))
4983 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4989 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4991 if (penalty < 30) penalty = 30;
4993 p_ptr->to_h[i] -= penalty;
4994 p_ptr->dis_to_h[i] -= penalty;
4997 p_ptr->riding_wield[i] = TRUE;
5006 p_ptr->riding_ryoute = FALSE;
5007 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
5009 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5011 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5015 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5017 if (penalty < 30) penalty = 30;
5019 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5020 p_ptr->to_h_b -= penalty;
5021 p_ptr->dis_to_h_b -= penalty;
5024 /* Different calculation for monks with empty hands */
5025 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5027 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5028 p_ptr->num_blow[0] = 0;
5030 if (p_ptr->pclass == CLASS_FORCETRAINER)
5032 if (blow_base > 18) p_ptr->num_blow[0]++;
5033 if (blow_base > 31) p_ptr->num_blow[0]++;
5034 if (blow_base > 44) p_ptr->num_blow[0]++;
5035 if (blow_base > 58) p_ptr->num_blow[0]++;
5036 if (p_ptr->magic_num1[0])
5038 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5039 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5044 if (blow_base > 12) p_ptr->num_blow[0]++;
5045 if (blow_base > 22) p_ptr->num_blow[0]++;
5046 if (blow_base > 31) p_ptr->num_blow[0]++;
5047 if (blow_base > 39) p_ptr->num_blow[0]++;
5048 if (blow_base > 46) p_ptr->num_blow[0]++;
5049 if (blow_base > 53) p_ptr->num_blow[0]++;
5050 if (blow_base > 59) p_ptr->num_blow[0]++;
5053 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5054 p_ptr->num_blow[0] /= 2;
5057 p_ptr->to_h[0] += (p_ptr->lev / 3);
5058 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5060 p_ptr->to_d[0] += (p_ptr->lev / 6);
5061 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5064 if (p_ptr->special_defense & KAMAE_BYAKKO)
5067 p_ptr->dis_to_a -= 40;
5070 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5073 p_ptr->dis_to_a -= 50;
5074 p_ptr->resist_acid = TRUE;
5075 p_ptr->resist_fire = TRUE;
5076 p_ptr->resist_elec = TRUE;
5077 p_ptr->resist_cold = TRUE;
5078 p_ptr->resist_pois = TRUE;
5079 p_ptr->sh_fire = TRUE;
5080 p_ptr->sh_elec = TRUE;
5081 p_ptr->sh_cold = TRUE;
5082 p_ptr->ffall = TRUE;
5084 else if (p_ptr->special_defense & KAMAE_GENBU)
5086 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5087 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5088 p_ptr->reflect = TRUE;
5089 p_ptr->num_blow[0] -= 2;
5090 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5091 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5093 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5095 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5096 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5098 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5099 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5100 p_ptr->num_blow[0] /= 2;
5101 p_ptr->ffall = TRUE;
5104 p_ptr->num_blow[0] += 1+extra_blows[0];
5107 monk_armour_aux = FALSE;
5111 monk_armour_aux = TRUE;
5114 for (i = 0 ; i < 2 ; i++)
5116 if (buki_motteruka(INVEN_RARM+i))
5118 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5119 int sval = inventory[INVEN_RARM+i].sval;
5121 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5122 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5123 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5125 p_ptr->to_h[i] -= 40;
5126 p_ptr->dis_to_h[i] -= 40;
5127 p_ptr->icky_wield[i] = TRUE;
5129 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5131 p_ptr->to_h[i] -= 40;
5132 p_ptr->dis_to_h[i] -= 40;
5133 p_ptr->icky_wield[i] = TRUE;
5135 else if (p_ptr->pclass == CLASS_NINJA)
5137 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5139 p_ptr->to_h[i] -= 40;
5140 p_ptr->dis_to_h[i] -= 40;
5141 p_ptr->icky_wield[i] = TRUE;
5142 p_ptr->num_blow[i] /= 2;
5143 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5149 /* Temporary lightspeed */
5150 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5152 p_ptr->pspeed = 209;
5154 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5156 /* Display the speed (if needed) */
5157 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5161 if (p_ptr->to_a > (0 - p_ptr->ac))
5162 p_ptr->to_a = 0 - p_ptr->ac;
5163 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5164 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5167 /* Redraw armor (if needed) */
5168 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5171 p_ptr->redraw |= (PR_ARMOR);
5174 p_ptr->window |= (PW_PLAYER);
5178 if (p_ptr->ryoute && !omoi)
5180 int bonus_to_h=0, bonus_to_d=0;
5181 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5182 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);
5184 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5185 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5186 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5187 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5190 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5192 /* Affect Skill -- stealth (bonus one) */
5193 p_ptr->skill_stl += 1;
5195 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5196 p_ptr->skill_stl += 99;
5198 /* Affect Skill -- disarming (DEX and INT) */
5199 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5200 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5202 /* Affect Skill -- magic devices (INT) */
5203 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5205 /* Affect Skill -- saving throw (WIS) */
5206 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5208 /* Affect Skill -- digging (STR) */
5209 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5211 /* Affect Skill -- disarming (Level, by Class) */
5212 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5214 /* Affect Skill -- magic devices (Level, by Class) */
5215 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5217 /* Affect Skill -- saving throw (Level, by Class) */
5218 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5220 /* Affect Skill -- stealth (Level, by Class) */
5221 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5223 /* Affect Skill -- search ability (Level, by Class) */
5224 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5226 /* Affect Skill -- search frequency (Level, by Class) */
5227 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5229 /* Affect Skill -- combat (normal) (Level, by Class) */
5230 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5232 /* Affect Skill -- combat (shooting) (Level, by Class) */
5233 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5235 /* Affect Skill -- combat (throwing) (Level, by Class) */
5236 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5239 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5241 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5242 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5245 /* Limit Skill -- stealth from 0 to 30 */
5246 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5247 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5249 /* Limit Skill -- digging from 1 up */
5250 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5252 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5254 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5256 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;
5258 if (down_saving) p_ptr->skill_sav /= 2;
5260 /* Hack -- handle "xtra" mode */
5261 if (character_xtra) return;
5263 /* Take note when "heavy bow" changes */
5264 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5267 if (p_ptr->heavy_shoot)
5270 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5272 msg_print("You have trouble wielding such a heavy bow.");
5276 else if (inventory[INVEN_BOW].k_idx)
5279 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5281 msg_print("You have no trouble wielding your bow.");
5288 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5290 msg_print("You feel relieved to put down your heavy bow.");
5296 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5299 for(i = 0 ; i < 2 ; i++)
5301 /* Take note when "heavy weapon" changes */
5302 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5305 if (p_ptr->heavy_wield[i])
5308 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5310 msg_print("You have trouble wielding such a heavy weapon.");
5314 else if (buki_motteruka(INVEN_RARM+i))
5317 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5319 msg_print("You have no trouble wielding your weapon.");
5323 else if (p_ptr->heavy_wield[1-i])
5326 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5328 msg_print("You have still trouble wielding a heavy weapon.");
5335 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5337 msg_print("You feel relieved to put down your heavy weapon.");
5343 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5346 /* Take note when "heavy weapon" changes */
5347 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5350 if (p_ptr->riding_wield[i])
5353 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5355 msg_print("This weapon is not suitable for use while riding.");
5359 else if (!p_ptr->riding)
5362 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5364 msg_print("This weapon was not suitable for use while riding.");
5368 else if (buki_motteruka(INVEN_RARM+i))
5371 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5373 msg_print("This weapon is suitable for use while riding.");
5378 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5381 /* Take note when "illegal weapon" changes */
5382 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5385 if (p_ptr->icky_wield[i])
5388 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5390 msg_print("You do not feel comfortable with your weapon.");
5394 chg_virtue(V_FAITH, -1);
5397 else if (buki_motteruka(INVEN_RARM+i))
5400 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5402 msg_print("You feel comfortable with your weapon.");
5409 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5411 msg_print("You feel more comfortable after removing your weapon.");
5417 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5421 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5424 if (p_ptr->riding_ryoute)
5427 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5429 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5435 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5437 msg_print("You began to control riding pet with one hand.");
5441 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5444 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5449 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5451 msg_print("The weight of your armor disrupts your balance.");
5456 chg_virtue(V_HARMONY, -1);
5461 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5463 msg_print("You regain your balance.");
5466 monk_notify_aux = monk_armour_aux;
5470 p_ptr->align = friend_align;
5472 /* Determine player alignment */
5473 for (i = 0; i < 8; i++)
5475 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5480 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5481 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5482 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5484 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5485 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5486 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5490 if (p_ptr->align > 0)
5492 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5493 if (p_ptr->align < 0) p_ptr->align = 0;
5495 else if (p_ptr->align < 0)
5497 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5498 if (p_ptr->align > 0) p_ptr->align = 0;
5506 for (i = 0; i < INVEN_PACK; i++)
5508 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5509 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5510 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5511 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5513 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5517 /* Acquire object */
5518 o_ptr = &o_list[this_o_idx];
5520 /* Acquire next object */
5521 next_o_idx = o_ptr->next_o_idx;
5523 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5524 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5525 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5526 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5529 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5531 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5533 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5534 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5537 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)))
5539 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5540 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5543 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5545 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5546 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5549 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5551 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5552 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5559 * Handle "p_ptr->notice"
5561 void notice_stuff(void)
5564 if (!p_ptr->notice) return;
5567 /* Actually do auto-destroy */
5568 if (p_ptr->notice & (PN_AUTODESTROY))
5570 p_ptr->notice &= ~(PN_AUTODESTROY);
5571 delayed_auto_destroy();
5574 /* Combine the pack */
5575 if (p_ptr->notice & (PN_COMBINE))
5577 p_ptr->notice &= ~(PN_COMBINE);
5581 /* Reorder the pack */
5582 if (p_ptr->notice & (PN_REORDER))
5584 p_ptr->notice &= ~(PN_REORDER);
5591 * Handle "p_ptr->update"
5593 void update_stuff(void)
5596 if (!p_ptr->update) return;
5599 if (p_ptr->update & (PU_BONUS))
5601 p_ptr->update &= ~(PU_BONUS);
5605 if (p_ptr->update & (PU_TORCH))
5607 p_ptr->update &= ~(PU_TORCH);
5611 if (p_ptr->update & (PU_HP))
5613 p_ptr->update &= ~(PU_HP);
5617 if (p_ptr->update & (PU_MANA))
5619 p_ptr->update &= ~(PU_MANA);
5623 if (p_ptr->update & (PU_SPELLS))
5625 p_ptr->update &= ~(PU_SPELLS);
5630 /* Character is not ready yet, no screen updates */
5631 if (!character_generated) return;
5634 /* Character is in "icky" mode, no screen updates */
5635 if (character_icky) return;
5638 if (p_ptr->update & (PU_UN_LITE))
5640 p_ptr->update &= ~(PU_UN_LITE);
5644 if (p_ptr->update & (PU_UN_VIEW))
5646 p_ptr->update &= ~(PU_UN_VIEW);
5650 if (p_ptr->update & (PU_VIEW))
5652 p_ptr->update &= ~(PU_VIEW);
5656 if (p_ptr->update & (PU_LITE))
5658 p_ptr->update &= ~(PU_LITE);
5663 if (p_ptr->update & (PU_FLOW))
5665 p_ptr->update &= ~(PU_FLOW);
5669 if (p_ptr->update & (PU_DISTANCE))
5671 p_ptr->update &= ~(PU_DISTANCE);
5673 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5674 /* p_ptr->update &= ~(PU_MONSTERS); */
5676 update_monsters(TRUE);
5679 if (p_ptr->update & (PU_MON_LITE))
5681 p_ptr->update &= ~(PU_MON_LITE);
5685 if (p_ptr->update & (PU_MONSTERS))
5687 p_ptr->update &= ~(PU_MONSTERS);
5688 update_monsters(FALSE);
5694 * Handle "p_ptr->redraw"
5696 void redraw_stuff(void)
5699 if (!p_ptr->redraw) return;
5702 /* Character is not ready yet, no screen updates */
5703 if (!character_generated) return;
5706 /* Character is in "icky" mode, no screen updates */
5707 if (character_icky) return;
5711 /* Hack -- clear the screen */
5712 if (p_ptr->redraw & (PR_WIPE))
5714 p_ptr->redraw &= ~(PR_WIPE);
5720 if (p_ptr->redraw & (PR_MAP))
5722 p_ptr->redraw &= ~(PR_MAP);
5727 if (p_ptr->redraw & (PR_BASIC))
5729 p_ptr->redraw &= ~(PR_BASIC);
5730 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5731 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5732 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5733 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5739 if (p_ptr->redraw & (PR_EQUIPPY))
5741 p_ptr->redraw &= ~(PR_EQUIPPY);
5742 print_equippy(); /* To draw / delete equippy chars */
5745 if (p_ptr->redraw & (PR_MISC))
5747 p_ptr->redraw &= ~(PR_MISC);
5748 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5749 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5753 if (p_ptr->redraw & (PR_TITLE))
5755 p_ptr->redraw &= ~(PR_TITLE);
5759 if (p_ptr->redraw & (PR_LEV))
5761 p_ptr->redraw &= ~(PR_LEV);
5765 if (p_ptr->redraw & (PR_EXP))
5767 p_ptr->redraw &= ~(PR_EXP);
5771 if (p_ptr->redraw & (PR_STATS))
5773 p_ptr->redraw &= ~(PR_STATS);
5782 if (p_ptr->redraw & (PR_STATUS))
5784 p_ptr->redraw &= ~(PR_STATUS);
5788 if (p_ptr->redraw & (PR_ARMOR))
5790 p_ptr->redraw &= ~(PR_ARMOR);
5794 if (p_ptr->redraw & (PR_HP))
5796 p_ptr->redraw &= ~(PR_HP);
5800 if (p_ptr->redraw & (PR_MANA))
5802 p_ptr->redraw &= ~(PR_MANA);
5806 if (p_ptr->redraw & (PR_GOLD))
5808 p_ptr->redraw &= ~(PR_GOLD);
5812 if (p_ptr->redraw & (PR_DEPTH))
5814 p_ptr->redraw &= ~(PR_DEPTH);
5818 if (p_ptr->redraw & (PR_HEALTH))
5820 p_ptr->redraw &= ~(PR_HEALTH);
5824 if (p_ptr->redraw & (PR_UHEALTH))
5826 p_ptr->redraw &= ~(PR_UHEALTH);
5827 riding_health_redraw();
5831 if (p_ptr->redraw & (PR_EXTRA))
5833 p_ptr->redraw &= ~(PR_EXTRA);
5834 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5835 p_ptr->redraw &= ~(PR_HUNGER);
5836 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5840 if (p_ptr->redraw & (PR_CUT))
5842 p_ptr->redraw &= ~(PR_CUT);
5846 if (p_ptr->redraw & (PR_STUN))
5848 p_ptr->redraw &= ~(PR_STUN);
5852 if (p_ptr->redraw & (PR_HUNGER))
5854 p_ptr->redraw &= ~(PR_HUNGER);
5858 if (p_ptr->redraw & (PR_STATE))
5860 p_ptr->redraw &= ~(PR_STATE);
5864 if (p_ptr->redraw & (PR_SPEED))
5866 p_ptr->redraw &= ~(PR_SPEED);
5870 if (p_ptr->pclass == CLASS_IMITATOR)
5872 if (p_ptr->redraw & (PR_MANE))
5874 p_ptr->redraw &= ~(PR_MANE);
5878 else if (p_ptr->redraw & (PR_STUDY))
5880 p_ptr->redraw &= ~(PR_STUDY);
5887 * Handle "p_ptr->window"
5889 void window_stuff(void)
5897 if (!p_ptr->window) return;
5900 for (j = 0; j < 8; j++)
5902 /* Save usable flags */
5903 if (angband_term[j]) mask |= window_flag[j];
5906 /* Apply usable flags */
5907 p_ptr->window &= mask;
5910 if (!p_ptr->window) return;
5913 /* Display inventory */
5914 if (p_ptr->window & (PW_INVEN))
5916 p_ptr->window &= ~(PW_INVEN);
5920 /* Display equipment */
5921 if (p_ptr->window & (PW_EQUIP))
5923 p_ptr->window &= ~(PW_EQUIP);
5927 /* Display spell list */
5928 if (p_ptr->window & (PW_SPELL))
5930 p_ptr->window &= ~(PW_SPELL);
5934 /* Display player */
5935 if (p_ptr->window & (PW_PLAYER))
5937 p_ptr->window &= ~(PW_PLAYER);
5941 /* Display overhead view */
5942 if (p_ptr->window & (PW_MESSAGE))
5944 p_ptr->window &= ~(PW_MESSAGE);
5948 /* Display overhead view */
5949 if (p_ptr->window & (PW_OVERHEAD))
5951 p_ptr->window &= ~(PW_OVERHEAD);
5955 /* Display overhead view */
5956 if (p_ptr->window & (PW_DUNGEON))
5958 p_ptr->window &= ~(PW_DUNGEON);
5962 /* Display monster recall */
5963 if (p_ptr->window & (PW_MONSTER))
5965 p_ptr->window &= ~(PW_MONSTER);
5969 /* Display object recall */
5970 if (p_ptr->window & (PW_OBJECT))
5972 p_ptr->window &= ~(PW_OBJECT);
5979 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5981 void handle_stuff(void)
5984 if (p_ptr->update) update_stuff();
5987 if (p_ptr->redraw) redraw_stuff();
5990 if (p_ptr->window) window_stuff();
5994 s16b empty_hands(bool is_monk)
5997 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5999 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
6000 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
6005 bool heavy_armor(void)
6007 u16b monk_arm_wgt = 0;
6009 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6011 /* Weight the armor */
6012 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6013 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6014 monk_arm_wgt += inventory[INVEN_BODY].weight;
6015 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6016 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6017 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6018 monk_arm_wgt += inventory[INVEN_FEET].weight;
6020 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6023 int number_of_quests(void)
6027 /* Clear the counter */
6030 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6032 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6034 /* Increment count of quests taken. */
6039 /* Return the number of quests taken */