3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1719 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1722 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1723 * @param n_same モンスターの数の現在数
1727 * nnn : number or unique(U) or wanted unique(W)
1728 * X : symbol of monster
1729 * LV : monster lv if known
1730 * name: name of monster
1734 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1737 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1738 monster_race* r_ptr = &r_info[r_idx];
1742 //Number of 'U'nique
1743 if(r_ptr->flags1&RF1_UNIQUE){//unique
1744 bool is_kubi = FALSE;
1745 for(i=0;i<MAX_KUBI;i++){
1746 if(kubi_r_idx[i] == r_idx){
1751 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1753 sprintf(buf, "%3d", n_same);
1754 Term_addstr(-1, TERM_WHITE, buf);
1757 Term_addstr(-1, TERM_WHITE, " ");
1758 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1759 //Term_addstr(-1, TERM_WHITE, "/");
1760 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1762 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1763 sprintf(buf, " %2d", (int)r_ptr->level);
1767 Term_addstr(-1, TERM_WHITE, buf);
1769 sprintf(buf, " %s ", r_name+r_ptr->name);
1770 Term_addstr(-1, TERM_WHITE, buf);
1772 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1776 * @brief モンスターの出現リストを表示する / Print monster info in line
1779 * @param max_lines 最大何行描画するか
1781 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1783 monster_type* last_mons = NULL;
1784 monster_type* m_ptr = NULL;
1788 for(i=0;i<temp_n;i++){
1789 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1790 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1791 m_ptr = &m_list[c_ptr->m_idx];
1792 if(is_pet(m_ptr))continue;//pet
1793 if(!m_ptr->r_idx)continue;//dead?
1796 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1797 monster_race* r_ptr = &r_info[r_idx];
1798 cptr name = (r_name + r_ptr->name);
1799 cptr ename = (r_name + r_ptr->name);
1800 //ミミック類や「それ」等は、一覧に出てはいけない
1801 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1802 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1804 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1805 (strcmp(ename, "Null the Living Void")==0))continue;
1806 //"金無垢の指輪"は、一覧に出てはいけない
1807 if((strcmp(name, "金無垢の指輪")==0)||
1808 (strcmp(ename, "Plain Gold Ring")==0))continue;
1812 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1813 if(!last_mons){//先頭モンスター
1819 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1821 continue;//表示処理を次に回す
1823 //print last mons info
1824 print_monster_line(x, line++, last_mons, n_same);
1827 if(line-y-1==max_lines){//残り1行
1831 if(line-y-1==max_lines && i!=temp_n){
1832 Term_gotoxy(x, line);
1833 Term_addstr(-1, TERM_WHITE, "-- and more --");
1835 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1840 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1843 static void fix_monster_list(void)
1849 for (j = 0; j < 8; j++)
1854 if (!angband_term[j]) continue;
1856 /* No relevant flags */
1857 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860 Term_activate(angband_term[j]);
1861 Term_get_size(&w, &h);
1865 target_set_prepare_look();//モンスター一覧を生成,ソート
1866 print_monster_list(0, 0, h);
1877 * @brief 現在の装備品をサブウィンドウに表示する /
1878 * Hack -- display equipment in sub-windows
1881 static void fix_equip(void)
1886 for (j = 0; j < 8; j++)
1891 if (!angband_term[j]) continue;
1893 /* No relevant flags */
1894 if (!(window_flag[j] & (PW_EQUIP))) continue;
1897 Term_activate(angband_term[j]);
1899 /* Display equipment */
1910 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1911 * Hack -- display spells in sub-windows
1914 static void fix_spell(void)
1919 for (j = 0; j < 8; j++)
1924 if (!angband_term[j]) continue;
1926 /* No relevant flags */
1927 if (!(window_flag[j] & (PW_SPELL))) continue;
1930 Term_activate(angband_term[j]);
1932 /* Display spell list */
1933 display_spell_list();
1943 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1944 * Hack -- display character in sub-windows
1947 static void fix_player(void)
1952 for (j = 0; j < 8; j++)
1957 if (!angband_term[j]) continue;
1959 /* No relevant flags */
1960 if (!(window_flag[j] & (PW_PLAYER))) continue;
1963 Term_activate(angband_term[j]);
1967 /* Display player */
1977 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1978 * Hack -- display recent messages in sub-windows
1979 * Adjust for width and split messages
1982 static void fix_message(void)
1989 for (j = 0; j < 8; j++)
1994 if (!angband_term[j]) continue;
1996 /* No relevant flags */
1997 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2000 Term_activate(angband_term[j]);
2002 Term_get_size(&w, &h);
2005 for (i = 0; i < h; i++)
2007 /* Dump the message on the appropriate line */
2008 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2011 Term_locate(&x, &y);
2013 /* Clear to end of line */
2014 Term_erase(x, y, 255);
2025 * @brief 簡易マップをサブウィンドウに表示する /
2026 * Hack -- display overhead view in sub-windows
2027 * Adjust for width and split messages
2030 * Note that the "player" symbol does NOT appear on the map.
2032 static void fix_overhead(void)
2038 for (j = 0; j < 8; j++)
2044 if (!angband_term[j]) continue;
2046 /* No relevant flags */
2047 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2050 Term_activate(angband_term[j]);
2052 /* Full map in too small window is useless */
2053 Term_get_size(&wid, &hgt);
2054 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2057 display_map(&cy, &cx);
2068 * @brief ダンジョンの地形をサブウィンドウに表示する /
2069 * Hack -- display dungeon view in sub-windows
2072 static void fix_dungeon(void)
2077 for (j = 0; j < 8; j++)
2082 if (!angband_term[j]) continue;
2084 /* No relevant flags */
2085 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2088 Term_activate(angband_term[j]);
2090 /* Redraw dungeon view */
2101 * @brief モンスターの思い出をサブウィンドウに表示する /
2102 * Hack -- display dungeon view in sub-windows
2105 static void fix_monster(void)
2110 for (j = 0; j < 8; j++)
2115 if (!angband_term[j]) continue;
2117 /* No relevant flags */
2118 if (!(window_flag[j] & (PW_MONSTER))) continue;
2121 Term_activate(angband_term[j]);
2123 /* Display monster race info */
2124 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2134 * @brief ベースアイテム情報をサブウィンドウに表示する /
2135 * Hack -- display object recall in sub-windows
2138 static void fix_object(void)
2143 for (j = 0; j < 8; j++)
2148 if (!angband_term[j]) continue;
2150 /* No relevant flags */
2151 if (!(window_flag[j] & (PW_OBJECT))) continue;
2154 Term_activate(angband_term[j]);
2156 /* Display monster race info */
2157 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2168 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2169 * Calculate number of spells player should have, and forget,
2170 * or remember, spells until that number is properly reflected.
2173 * Note that this function induces various "status" messages,
2174 * which must be bypasses until the character is created.
2176 static void calc_spells(void)
2178 int i, j, k, levels;
2180 int num_boukyaku = 0;
2182 const magic_type *s_ptr;
2189 /* Hack -- must be literate */
2190 if (!mp_ptr->spell_book) return;
2192 /* Hack -- wait for creation */
2193 if (!character_generated) return;
2195 /* Hack -- handle "xtra" mode */
2196 if (character_xtra) return;
2198 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2200 p_ptr->new_spells = 0;
2204 p = spell_category_name(mp_ptr->spell_book);
2206 /* Determine the number of spells allowed */
2207 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2209 /* Hack -- no negative spells */
2210 if (levels < 0) levels = 0;
2212 /* Extract total allowed spells */
2213 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2215 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2219 if (p_ptr->pclass == CLASS_SAMURAI)
2223 else if (p_ptr->realm2 == REALM_NONE)
2225 num_allowed = (num_allowed+1)/2;
2226 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2228 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2230 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2234 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2237 /* Count the number of spells we know */
2238 for (j = 0; j < 64; j++)
2240 /* Count known spells */
2242 (p_ptr->spell_forgotten1 & (1L << j)) :
2243 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2249 /* See how many spells we must forget or may learn */
2250 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2252 /* Forget spells which are too hard */
2253 for (i = 63; i >= 0; i--)
2255 /* Efficiency -- all done */
2256 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2258 /* Access the spell */
2259 j = p_ptr->spell_order[i];
2261 /* Skip non-spells */
2262 if (j >= 99) continue;
2266 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2269 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2271 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2274 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2276 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2278 /* Skip spells we are allowed to know */
2279 if (s_ptr->slevel <= p_ptr->lev) continue;
2283 (p_ptr->spell_learned1 & (1L << j)) :
2284 (p_ptr->spell_learned2 & (1L << (j - 32))))
2286 /* Mark as forgotten */
2289 p_ptr->spell_forgotten1 |= (1L << j);
2290 which = p_ptr->realm1;
2294 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2295 which = p_ptr->realm2;
2298 /* No longer known */
2301 p_ptr->spell_learned1 &= ~(1L << j);
2302 which = p_ptr->realm1;
2306 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2307 which = p_ptr->realm2;
2311 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2313 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2317 /* One more can be learned */
2318 p_ptr->new_spells++;
2323 /* Forget spells if we know too many spells */
2324 for (i = 63; i >= 0; i--)
2326 /* Stop when possible */
2327 if (p_ptr->new_spells >= 0) break;
2329 /* Efficiency -- all done */
2330 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2332 /* Get the (i+1)th spell learned */
2333 j = p_ptr->spell_order[i];
2335 /* Skip unknown spells */
2336 if (j >= 99) continue;
2338 /* Forget it (if learned) */
2340 (p_ptr->spell_learned1 & (1L << j)) :
2341 (p_ptr->spell_learned2 & (1L << (j - 32))))
2343 /* Mark as forgotten */
2346 p_ptr->spell_forgotten1 |= (1L << j);
2347 which = p_ptr->realm1;
2351 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2352 which = p_ptr->realm2;
2355 /* No longer known */
2358 p_ptr->spell_learned1 &= ~(1L << j);
2359 which = p_ptr->realm1;
2363 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2364 which = p_ptr->realm2;
2368 msg_format("%sの%sを忘れてしまった。",
2369 do_spell(which, j%32, SPELL_NAME), p );
2371 msg_format("You have forgotten the %s of %s.", p,
2372 do_spell(which, j%32, SPELL_NAME));
2376 /* One more can be learned */
2377 p_ptr->new_spells++;
2382 /* Check for spells to remember */
2383 for (i = 0; i < 64; i++)
2385 /* None left to remember */
2386 if (p_ptr->new_spells <= 0) break;
2388 /* Efficiency -- all done */
2389 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2391 /* Get the next spell we learned */
2392 j = p_ptr->spell_order[i];
2394 /* Skip unknown spells */
2397 /* Access the spell */
2398 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2401 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2403 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2406 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2408 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2410 /* Skip spells we cannot remember */
2411 if (s_ptr->slevel > p_ptr->lev) continue;
2413 /* First set of spells */
2415 (p_ptr->spell_forgotten1 & (1L << j)) :
2416 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2418 /* No longer forgotten */
2421 p_ptr->spell_forgotten1 &= ~(1L << j);
2422 which = p_ptr->realm1;
2426 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2427 which = p_ptr->realm2;
2430 /* Known once more */
2433 p_ptr->spell_learned1 |= (1L << j);
2434 which = p_ptr->realm1;
2438 p_ptr->spell_learned2 |= (1L << (j - 32));
2439 which = p_ptr->realm2;
2443 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2445 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2449 /* One less can be learned */
2450 p_ptr->new_spells--;
2456 if (p_ptr->realm2 == REALM_NONE)
2458 /* Count spells that can be learned */
2459 for (j = 0; j < 32; j++)
2461 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2462 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2464 /* Skip spells we cannot remember */
2465 if (s_ptr->slevel > p_ptr->lev) continue;
2467 /* Skip spells we already know */
2468 if (p_ptr->spell_learned1 & (1L << j))
2477 if ((p_ptr->new_spells > k) &&
2478 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2480 p_ptr->new_spells = (s16b)k;
2484 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2486 /* Spell count changed */
2487 if (p_ptr->old_spells != p_ptr->new_spells)
2489 /* Message if needed */
2490 if (p_ptr->new_spells)
2493 if( p_ptr->new_spells < 10 ){
2494 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2496 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2499 msg_format("You can learn %d more %s%s.",
2500 p_ptr->new_spells, p,
2501 (p_ptr->new_spells != 1) ? "s" : "");
2506 /* Save the new_spells value */
2507 p_ptr->old_spells = p_ptr->new_spells;
2509 /* Redraw Study Status */
2510 p_ptr->redraw |= (PR_STUDY);
2512 /* Redraw object recall */
2513 p_ptr->window |= (PW_OBJECT);
2518 * @brief プレイヤーの最大MPを計算する /
2519 * Calculate maximum mana. You do not need to know any spells.
2520 * Note that mana is lowered by heavy (or inappropriate) armor.
2523 * This function induces status messages.
2525 static void calc_mana(void)
2527 int msp, levels, cur_wgt, max_wgt;
2532 /* Hack -- Must be literate */
2533 if (!mp_ptr->spell_book) return;
2535 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2536 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2537 (p_ptr->pclass == CLASS_BLUE_MAGE))
2539 levels = p_ptr->lev;
2543 if(mp_ptr->spell_first > p_ptr->lev)
2548 /* Display mana later */
2549 p_ptr->redraw |= (PR_MANA);
2553 /* Extract "effective" player level */
2554 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2557 if (p_ptr->pclass == CLASS_SAMURAI)
2559 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2560 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2564 /* Extract total mana */
2565 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2567 /* Hack -- usually add one mana */
2570 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2572 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2574 /* Hack: High mages have a 25% mana bonus */
2575 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2577 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2580 /* Only mages are affected */
2581 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2583 BIT_FLAGS flgs[TR_FLAG_SIZE];
2585 /* Assume player is not encumbered by gloves */
2586 p_ptr->cumber_glove = FALSE;
2588 /* Get the gloves */
2589 o_ptr = &inventory[INVEN_HANDS];
2591 /* Examine the gloves */
2592 object_flags(o_ptr, flgs);
2594 /* Normal gloves hurt mage-type spells */
2596 !(have_flag(flgs, TR_FREE_ACT)) &&
2597 !(have_flag(flgs, TR_DEC_MANA)) &&
2598 !(have_flag(flgs, TR_EASY_SPELL)) &&
2599 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2600 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2603 p_ptr->cumber_glove = TRUE;
2606 msp = (3 * msp) / 4;
2611 /* Assume player not encumbered by armor */
2612 p_ptr->cumber_armor = FALSE;
2614 /* Weigh the armor */
2616 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2617 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2618 cur_wgt += inventory[INVEN_BODY].weight;
2619 cur_wgt += inventory[INVEN_HEAD].weight;
2620 cur_wgt += inventory[INVEN_OUTER].weight;
2621 cur_wgt += inventory[INVEN_HANDS].weight;
2622 cur_wgt += inventory[INVEN_FEET].weight;
2624 /* Subtract a percentage of maximum mana. */
2625 switch (p_ptr->pclass)
2627 /* For these classes, mana is halved if armour
2628 * is 30 pounds over their weight limit. */
2630 case CLASS_HIGH_MAGE:
2631 case CLASS_BLUE_MAGE:
2633 case CLASS_FORCETRAINER:
2634 case CLASS_SORCERER:
2636 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2637 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2641 /* Mana halved if armour is 40 pounds over weight limit. */
2646 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2647 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2651 case CLASS_MINDCRAFTER:
2652 case CLASS_BEASTMASTER:
2653 case CLASS_MIRROR_MASTER:
2655 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2656 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2660 /* Mana halved if armour is 50 pounds over weight limit. */
2663 case CLASS_RED_MAGE:
2664 case CLASS_WARRIOR_MAGE:
2666 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2667 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2671 /* Mana halved if armour is 60 pounds over weight limit. */
2673 case CLASS_CHAOS_WARRIOR:
2675 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2676 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2680 /* For new classes created, but not yet added to this formula. */
2687 /* Determine the weight allowance */
2688 max_wgt = mp_ptr->spell_weight;
2690 /* Heavy armor penalizes mana by a percentage. -LM- */
2691 if ((cur_wgt - max_wgt) > 0)
2694 p_ptr->cumber_armor = TRUE;
2696 /* Subtract a percentage of maximum mana. */
2697 switch (p_ptr->pclass)
2699 /* For these classes, mana is halved if armour
2700 * is 30 pounds over their weight limit. */
2702 case CLASS_HIGH_MAGE:
2703 case CLASS_BLUE_MAGE:
2705 msp -= msp * (cur_wgt - max_wgt) / 600;
2709 /* Mana halved if armour is 40 pounds over weight limit. */
2711 case CLASS_MINDCRAFTER:
2712 case CLASS_BEASTMASTER:
2714 case CLASS_FORCETRAINER:
2716 case CLASS_MIRROR_MASTER:
2718 msp -= msp * (cur_wgt - max_wgt) / 800;
2722 case CLASS_SORCERER:
2724 msp -= msp * (cur_wgt - max_wgt) / 900;
2728 /* Mana halved if armour is 50 pounds over weight limit. */
2732 case CLASS_RED_MAGE:
2734 msp -= msp * (cur_wgt - max_wgt) / 1000;
2738 /* Mana halved if armour is 60 pounds over weight limit. */
2740 case CLASS_CHAOS_WARRIOR:
2741 case CLASS_WARRIOR_MAGE:
2743 msp -= msp * (cur_wgt - max_wgt) / 1200;
2749 p_ptr->cumber_armor = FALSE;
2753 /* For new classes created, but not yet added to this formula. */
2756 msp -= msp * (cur_wgt - max_wgt) / 800;
2762 /* Mana can never be negative */
2763 if (msp < 0) msp = 0;
2766 /* Maximum mana has changed */
2767 if (p_ptr->msp != msp)
2769 /* Enforce maximum */
2770 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2773 p_ptr->csp_frac = 0;
2777 /* レベルアップの時は上昇量を表示する */
2778 if ((level_up == 1) && (msp > p_ptr->msp))
2780 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2786 /* Display mana later */
2787 p_ptr->redraw |= (PR_MANA);
2789 p_ptr->window |= (PW_PLAYER);
2790 p_ptr->window |= (PW_SPELL);
2794 /* Hack -- handle "xtra" mode */
2795 if (character_xtra) return;
2797 /* Take note when "glove state" changes */
2798 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2800 if (p_ptr->cumber_glove)
2802 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2806 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2810 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2814 /* Take note when "armor state" changes */
2815 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2817 if (p_ptr->cumber_armor)
2819 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2823 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2827 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2834 * @brief プレイヤーの最大HPを計算する /
2835 * Calculate the players (maximal) hit points
2836 * Adjust current hitpoints if necessary
2840 static void calc_hitpoints(void)
2845 /* Un-inflate "half-hitpoint bonus per level" value */
2846 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2848 /* Calculate hitpoints */
2849 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2851 if (p_ptr->mimic_form)
2853 if (p_ptr->pclass == CLASS_SORCERER)
2854 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2856 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2857 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2860 if (p_ptr->pclass == CLASS_SORCERER)
2862 if (p_ptr->lev < 30)
2863 mhp = (mhp * (45+p_ptr->lev) / 100);
2865 mhp = (mhp * 75 / 100);
2866 bonus = (bonus * 65 / 100);
2871 if (p_ptr->pclass == CLASS_BERSERKER)
2873 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2876 /* Always have at least one hitpoint per level */
2877 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2879 /* Factor in the hero / superhero settings */
2880 if (IS_HERO()) mhp += 10;
2881 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2882 if (p_ptr->tsuyoshi) mhp += 50;
2884 /* Factor in the hex spell settings */
2885 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2886 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2888 /* New maximum hitpoints */
2889 if (p_ptr->mhp != mhp)
2891 /* Enforce maximum */
2892 if (p_ptr->chp >= mhp)
2895 p_ptr->chp_frac = 0;
2899 /* レベルアップの時は上昇量を表示する */
2900 if ((level_up == 1) && (mhp > p_ptr->mhp))
2902 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2905 /* Save the new max-hitpoints */
2908 /* Display hitpoints (later) */
2909 p_ptr->redraw |= (PR_HP);
2911 p_ptr->window |= (PW_PLAYER);
2916 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2919 * SWD: Experimental modification: multiple light sources have additive effect.
2921 static void calc_torch(void)
2925 BIT_FLAGS flgs[TR_FLAG_SIZE];
2927 /* Assume no light */
2928 p_ptr->cur_lite = 0;
2930 /* Loop through all wielded items */
2931 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2933 o_ptr = &inventory[i];
2934 /* Skip empty slots */
2935 if (!o_ptr->k_idx) continue;
2937 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2940 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2942 if (o_ptr->tval == TV_LITE)
2944 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2945 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2949 /* Extract the flags */
2950 object_flags(o_ptr, flgs);
2952 /* calc the lite_radius */
2955 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2956 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2957 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2958 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2959 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2960 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2961 p_ptr->cur_lite += (s16b)rad;
2964 /* max radius is 14 (was 5) without rewriting other code -- */
2965 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2966 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2967 p_ptr->cur_lite = 1;
2970 * check if the player doesn't have light radius,
2971 * but does weakly glow as an intrinsic.
2973 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2975 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2976 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2978 /* end experimental mods */
2980 /* Notice changes in the "lite radius" */
2981 if (p_ptr->old_lite != p_ptr->cur_lite)
2983 /* Hack -- PU_MON_LITE for monsters' darkness */
2984 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2986 /* Remember the old lite */
2987 p_ptr->old_lite = p_ptr->cur_lite;
2989 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2990 set_superstealth(FALSE);
2996 * @brief プレイヤーの所持重量制限を計算する /
2997 * Computes current weight limit.
3000 WEIGHT weight_limit(void)
3004 /* Weight limit based only on strength */
3005 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3006 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3008 /* Return the result */
3013 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3014 * @param i 判定する手のID(右手:0 左手:1)
3015 * @return 持っているならばTRUE
3017 bool buki_motteruka(int i)
3019 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3023 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3024 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3025 * @return 重すぎるならばTRUE
3027 bool is_heavy_shoot(object_type *o_ptr)
3029 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3030 /* It is hard to carholdry a heavy bow */
3031 return (hold < o_ptr->weight / 10);
3035 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3036 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3037 * @return 対応する矢/弾薬のベースアイテムID
3039 int bow_tval_ammo(object_type *o_ptr)
3041 /* Analyze the launcher */
3042 switch (o_ptr->sval)
3072 * @brief 装備中の射撃武器の威力倍率を返す /
3073 * calcurate the fire rate of target object
3074 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3075 * @return 射撃倍率の値(100で1.00倍)
3077 s16b calc_num_fire(object_type *o_ptr)
3079 int extra_shots = 0;
3082 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3084 BIT_FLAGS flgs[TR_FLAG_SIZE];
3086 /* Scan the usable inventory */
3087 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3089 q_ptr = &inventory[i];
3091 /* Skip non-objects */
3092 if (!q_ptr->k_idx) continue;
3094 /* Do not apply current equip */
3095 if (i == INVEN_BOW) continue;
3097 /* Extract the item flags */
3098 object_flags(q_ptr, flgs);
3101 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3104 object_flags(o_ptr, flgs);
3105 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3107 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3111 num += (extra_shots * 100);
3113 /* Hack -- Rangers love Bows */
3114 if ((p_ptr->pclass == CLASS_RANGER) &&
3115 (tval_ammo == TV_ARROW))
3117 num += (p_ptr->lev * 4);
3120 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3121 (tval_ammo == TV_ARROW))
3123 num += (p_ptr->lev * 3);
3126 if (p_ptr->pclass == CLASS_ARCHER)
3128 if (tval_ammo == TV_ARROW)
3129 num += ((p_ptr->lev * 5)+50);
3130 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3131 num += (p_ptr->lev * 4);
3135 * Addendum -- also "Reward" high level warriors,
3136 * with _any_ missile weapon -- TY
3138 if (p_ptr->pclass == CLASS_WARRIOR &&
3139 (tval_ammo <= TV_BOLT) &&
3140 (tval_ammo >= TV_SHOT))
3142 num += (p_ptr->lev * 2);
3144 if ((p_ptr->pclass == CLASS_ROGUE) &&
3145 (tval_ammo == TV_SHOT))
3147 num += (p_ptr->lev * 4);
3154 * @brief プレイヤーの全ステータスを更新する /
3155 * Calculate the players current "state", taking into account
3156 * not only race/class intrinsics, but also objects being worn
3157 * and temporary spell effects.
3161 * See also calc_mana() and calc_hitpoints().
3163 * Take note of the new "speed code", in particular, a very strong
3164 * player will start slowing down as soon as he reaches 150 pounds,
3165 * but not until he reaches 450 pounds will he be half as fast as
3166 * a normal kobold. This both hurts and helps the player, hurts
3167 * because in the old days a player could just avoid 300 pounds,
3168 * and helps because now carrying 300 pounds is not very painful.
3170 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3171 * damage, since that would affect non-combat things. These values
3172 * are actually added in later, at the appropriate place.
3174 * This function induces various "status" messages.
3177 void calc_bonuses(void)
3179 int i, j, hold, neutral[2];
3181 int default_hand = 0;
3182 int empty_hands_status = empty_hands(TRUE);
3185 BIT_FLAGS flgs[TR_FLAG_SIZE];
3187 bool yoiyami = FALSE;
3188 bool down_saving = FALSE;
3190 bool have_dd_s = FALSE, have_dd_t = FALSE;
3192 bool have_sw = FALSE, have_kabe = FALSE;
3193 bool easy_2weapon = FALSE;
3194 bool riding_levitation = FALSE;
3195 OBJECT_IDX this_o_idx, next_o_idx = 0;
3196 const player_race *tmp_rp_ptr;
3198 /* Save the old vision stuff */
3199 bool old_telepathy = p_ptr->telepathy;
3200 bool old_esp_animal = p_ptr->esp_animal;
3201 bool old_esp_undead = p_ptr->esp_undead;
3202 bool old_esp_demon = p_ptr->esp_demon;
3203 bool old_esp_orc = p_ptr->esp_orc;
3204 bool old_esp_troll = p_ptr->esp_troll;
3205 bool old_esp_giant = p_ptr->esp_giant;
3206 bool old_esp_dragon = p_ptr->esp_dragon;
3207 bool old_esp_human = p_ptr->esp_human;
3208 bool old_esp_evil = p_ptr->esp_evil;
3209 bool old_esp_good = p_ptr->esp_good;
3210 bool old_esp_nonliving = p_ptr->esp_nonliving;
3211 bool old_esp_unique = p_ptr->esp_unique;
3212 bool old_see_inv = p_ptr->see_inv;
3213 bool old_mighty_throw = p_ptr->mighty_throw;
3215 /* Save the old armor class */
3216 s16b old_dis_ac = p_ptr->dis_ac;
3217 s16b old_dis_to_a = p_ptr->dis_to_a;
3220 /* Clear extra blows/shots */
3221 extra_blows[0] = extra_blows[1] = 0;
3223 /* Clear the stat modifiers */
3224 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3227 /* Clear the Displayed/Real armor class */
3228 p_ptr->dis_ac = p_ptr->ac = 0;
3230 /* Clear the Displayed/Real Bonuses */
3231 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3232 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3233 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3234 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3235 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3236 p_ptr->dis_to_a = p_ptr->to_a = 0;
3240 p_ptr->to_m_chance = 0;
3242 /* Clear the Extra Dice Bonuses */
3243 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3244 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3246 /* Start with "normal" speed */
3249 /* Start with a single blow per turn */
3250 p_ptr->num_blow[0] = 1;
3251 p_ptr->num_blow[1] = 1;
3253 /* Start with a single shot per turn */
3254 p_ptr->num_fire = 100;
3256 /* Reset the "xtra" tval */
3257 p_ptr->tval_xtra = 0;
3259 /* Reset the "ammo" tval */
3260 p_ptr->tval_ammo = 0;
3262 /* Clear all the flags */
3264 p_ptr->bless_blade = FALSE;
3265 p_ptr->xtra_might = FALSE;
3266 p_ptr->impact[0] = FALSE;
3267 p_ptr->impact[1] = FALSE;
3268 p_ptr->pass_wall = FALSE;
3269 p_ptr->kill_wall = FALSE;
3270 p_ptr->dec_mana = FALSE;
3271 p_ptr->easy_spell = FALSE;
3272 p_ptr->heavy_spell = FALSE;
3273 p_ptr->see_inv = FALSE;
3274 p_ptr->free_act = FALSE;
3275 p_ptr->slow_digest = FALSE;
3276 p_ptr->regenerate = FALSE;
3277 p_ptr->can_swim = FALSE;
3278 p_ptr->levitation = FALSE;
3279 p_ptr->hold_exp = FALSE;
3280 p_ptr->telepathy = FALSE;
3281 p_ptr->esp_animal = FALSE;
3282 p_ptr->esp_undead = FALSE;
3283 p_ptr->esp_demon = FALSE;
3284 p_ptr->esp_orc = FALSE;
3285 p_ptr->esp_troll = FALSE;
3286 p_ptr->esp_giant = FALSE;
3287 p_ptr->esp_dragon = FALSE;
3288 p_ptr->esp_human = FALSE;
3289 p_ptr->esp_evil = FALSE;
3290 p_ptr->esp_good = FALSE;
3291 p_ptr->esp_nonliving = FALSE;
3292 p_ptr->esp_unique = FALSE;
3293 p_ptr->lite = FALSE;
3294 p_ptr->sustain_str = FALSE;
3295 p_ptr->sustain_int = FALSE;
3296 p_ptr->sustain_wis = FALSE;
3297 p_ptr->sustain_con = FALSE;
3298 p_ptr->sustain_dex = FALSE;
3299 p_ptr->sustain_chr = FALSE;
3300 p_ptr->resist_acid = FALSE;
3301 p_ptr->resist_elec = FALSE;
3302 p_ptr->resist_fire = FALSE;
3303 p_ptr->resist_cold = FALSE;
3304 p_ptr->resist_pois = FALSE;
3305 p_ptr->resist_conf = FALSE;
3306 p_ptr->resist_sound = FALSE;
3307 p_ptr->resist_lite = FALSE;
3308 p_ptr->resist_dark = FALSE;
3309 p_ptr->resist_chaos = FALSE;
3310 p_ptr->resist_disen = FALSE;
3311 p_ptr->resist_shard = FALSE;
3312 p_ptr->resist_nexus = FALSE;
3313 p_ptr->resist_blind = FALSE;
3314 p_ptr->resist_neth = FALSE;
3315 p_ptr->resist_time = FALSE;
3316 p_ptr->resist_fear = FALSE;
3317 p_ptr->reflect = FALSE;
3318 p_ptr->sh_fire = FALSE;
3319 p_ptr->sh_elec = FALSE;
3320 p_ptr->sh_cold = FALSE;
3321 p_ptr->anti_magic = FALSE;
3322 p_ptr->anti_tele = FALSE;
3323 p_ptr->warning = FALSE;
3324 p_ptr->mighty_throw = FALSE;
3325 p_ptr->see_nocto = FALSE;
3327 p_ptr->immune_acid = FALSE;
3328 p_ptr->immune_elec = FALSE;
3329 p_ptr->immune_fire = FALSE;
3330 p_ptr->immune_cold = FALSE;
3332 p_ptr->ryoute = FALSE;
3333 p_ptr->migite = FALSE;
3334 p_ptr->hidarite = FALSE;
3335 p_ptr->no_flowed = FALSE;
3337 p_ptr->align = friend_align;
3339 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3340 else tmp_rp_ptr = &race_info[p_ptr->prace];
3342 /* Base infravision (purely racial) */
3343 p_ptr->see_infra = tmp_rp_ptr->infra;
3345 /* Base skill -- disarming */
3346 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3348 /* Base skill -- magic devices */
3349 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3351 /* Base skill -- saving throw */
3352 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3354 /* Base skill -- stealth */
3355 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3357 /* Base skill -- searching ability */
3358 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3360 /* Base skill -- searching frequency */
3361 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3363 /* Base skill -- combat (normal) */
3364 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3366 /* Base skill -- combat (shooting) */
3367 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3369 /* Base skill -- combat (throwing) */
3370 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3372 /* Base skill -- digging */
3373 p_ptr->skill_dig = 0;
3375 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3376 if (buki_motteruka(INVEN_LARM))
3378 p_ptr->hidarite = TRUE;
3379 if (!p_ptr->migite) default_hand = 1;
3382 if (CAN_TWO_HANDS_WIELDING())
3384 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3385 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3387 p_ptr->ryoute = TRUE;
3389 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3390 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3392 p_ptr->ryoute = TRUE;
3396 switch (p_ptr->pclass)
3399 case CLASS_FORCETRAINER:
3400 case CLASS_BERSERKER:
3401 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3403 p_ptr->migite = TRUE;
3404 p_ptr->ryoute = TRUE;
3411 if (!p_ptr->migite && !p_ptr->hidarite)
3413 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3414 else if (empty_hands_status == EMPTY_HAND_LARM)
3416 p_ptr->hidarite = TRUE;
3421 if (p_ptr->special_defense & KAMAE_MASK)
3423 if (!(empty_hands_status & EMPTY_HAND_RARM))
3425 set_action(ACTION_NONE);
3429 switch (p_ptr->pclass)
3432 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3433 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3436 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3438 case CLASS_CHAOS_WARRIOR:
3439 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3440 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3442 case CLASS_MINDCRAFTER:
3443 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3444 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3445 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3446 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3449 case CLASS_FORCETRAINER:
3450 /* Unencumbered Monks become faster every 10 levels */
3451 if (!(heavy_armor()))
3453 if (!(prace_is_(RACE_KLACKON) ||
3454 prace_is_(RACE_SPRITE) ||
3455 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3456 new_speed += (p_ptr->lev) / 10;
3458 /* Free action if unencumbered at level 25 */
3459 if (p_ptr->lev > 24)
3460 p_ptr->free_act = TRUE;
3463 case CLASS_SORCERER:
3465 p_ptr->dis_to_a -= 50;
3468 p_ptr->resist_sound = TRUE;
3471 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3473 case CLASS_BERSERKER:
3475 p_ptr->sustain_str = TRUE;
3476 p_ptr->sustain_dex = TRUE;
3477 p_ptr->sustain_con = TRUE;
3478 p_ptr->regenerate = TRUE;
3479 p_ptr->free_act = TRUE;
3481 if (p_ptr->lev > 29) new_speed++;
3482 if (p_ptr->lev > 39) new_speed++;
3483 if (p_ptr->lev > 44) new_speed++;
3484 if (p_ptr->lev > 49) new_speed++;
3485 p_ptr->to_a += 10+p_ptr->lev/2;
3486 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3487 p_ptr->skill_dig += (100+p_ptr->lev*8);
3488 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3489 p_ptr->redraw |= PR_STATUS;
3491 case CLASS_MIRROR_MASTER:
3492 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3495 /* Unencumbered Ninjas become faster every 10 levels */
3498 new_speed -= (p_ptr->lev) / 10;
3499 p_ptr->skill_stl -= (p_ptr->lev)/10;
3501 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3502 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3505 if (!(prace_is_(RACE_KLACKON) ||
3506 prace_is_(RACE_SPRITE) ||
3507 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3508 new_speed += (p_ptr->lev) / 10;
3509 p_ptr->skill_stl += (p_ptr->lev)/10;
3511 /* Free action if unencumbered at level 25 */
3512 if (p_ptr->lev > 24)
3513 p_ptr->free_act = TRUE;
3515 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3516 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3518 p_ptr->to_a += p_ptr->lev/2+5;
3519 p_ptr->dis_to_a += p_ptr->lev/2+5;
3521 p_ptr->slow_digest = TRUE;
3522 p_ptr->resist_fear = TRUE;
3523 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3524 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3525 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3526 if (p_ptr->lev > 44)
3528 p_ptr->oppose_pois = 1;
3529 p_ptr->redraw |= PR_STATUS;
3531 p_ptr->see_nocto = TRUE;
3536 if (p_ptr->mimic_form)
3538 switch (p_ptr->mimic_form)
3541 p_ptr->hold_exp = TRUE;
3542 p_ptr->resist_chaos = TRUE;
3543 p_ptr->resist_neth = TRUE;
3544 p_ptr->resist_fire = TRUE;
3545 p_ptr->oppose_fire = 1;
3546 p_ptr->see_inv=TRUE;
3548 p_ptr->redraw |= PR_STATUS;
3550 p_ptr->dis_to_a += 10;
3551 p_ptr->align -= 200;
3553 case MIMIC_DEMON_LORD:
3554 p_ptr->hold_exp = TRUE;
3555 p_ptr->resist_chaos = TRUE;
3556 p_ptr->resist_neth = TRUE;
3557 p_ptr->immune_fire = TRUE;
3558 p_ptr->resist_acid = TRUE;
3559 p_ptr->resist_fire = TRUE;
3560 p_ptr->resist_cold = TRUE;
3561 p_ptr->resist_elec = TRUE;
3562 p_ptr->resist_pois = TRUE;
3563 p_ptr->resist_conf = TRUE;
3564 p_ptr->resist_disen = TRUE;
3565 p_ptr->resist_nexus = TRUE;
3566 p_ptr->resist_fear = TRUE;
3567 p_ptr->sh_fire = TRUE;
3568 p_ptr->see_inv = TRUE;
3569 p_ptr->telepathy = TRUE;
3570 p_ptr->levitation = TRUE;
3571 p_ptr->kill_wall = TRUE;
3574 p_ptr->dis_to_a += 20;
3575 p_ptr->align -= 200;
3578 p_ptr->resist_dark = TRUE;
3579 p_ptr->hold_exp = TRUE;
3580 p_ptr->resist_neth = TRUE;
3581 p_ptr->resist_cold = TRUE;
3582 p_ptr->resist_pois = TRUE;
3583 p_ptr->see_inv = TRUE;
3586 p_ptr->dis_to_a += 10;
3587 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3593 switch (p_ptr->prace)
3596 p_ptr->resist_lite = TRUE;
3599 p_ptr->hold_exp = TRUE;
3602 p_ptr->free_act = TRUE;
3605 p_ptr->resist_blind = TRUE;
3608 p_ptr->resist_dark = TRUE;
3610 case RACE_HALF_TROLL:
3611 p_ptr->sustain_str = TRUE;
3613 if (p_ptr->lev > 14)
3615 /* High level trolls heal fast... */
3616 p_ptr->regenerate = TRUE;
3618 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3620 p_ptr->slow_digest = TRUE;
3621 /* Let's not make Regeneration
3622 * a disadvantage for the poor warriors who can
3623 * never learn a spell that satisfies hunger (actually
3624 * neither can rogues, but half-trolls are not
3625 * supposed to play rogues) */
3630 p_ptr->sustain_con = TRUE;
3631 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3634 p_ptr->resist_lite = TRUE;
3635 p_ptr->see_inv = TRUE;
3637 case RACE_BARBARIAN:
3638 p_ptr->resist_fear = TRUE;
3640 case RACE_HALF_OGRE:
3641 p_ptr->resist_dark = TRUE;
3642 p_ptr->sustain_str = TRUE;
3644 case RACE_HALF_GIANT:
3645 p_ptr->sustain_str = TRUE;
3646 p_ptr->resist_shard = TRUE;
3648 case RACE_HALF_TITAN:
3649 p_ptr->resist_chaos = TRUE;
3652 p_ptr->resist_sound = TRUE;
3655 p_ptr->resist_acid = TRUE;
3656 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3659 p_ptr->resist_conf = TRUE;
3660 p_ptr->resist_acid = TRUE;
3662 /* Klackons become faster */
3663 new_speed += (p_ptr->lev) / 10;
3666 p_ptr->resist_pois = TRUE;
3669 p_ptr->resist_disen = TRUE;
3670 p_ptr->resist_dark = TRUE;
3673 p_ptr->resist_dark = TRUE;
3674 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3676 case RACE_DRACONIAN:
3677 p_ptr->levitation = TRUE;
3678 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3679 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3680 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3681 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3682 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3684 case RACE_MIND_FLAYER:
3685 p_ptr->sustain_int = TRUE;
3686 p_ptr->sustain_wis = TRUE;
3687 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3688 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3691 p_ptr->resist_fire = TRUE;
3692 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3695 p_ptr->slow_digest = TRUE;
3696 p_ptr->free_act = TRUE;
3697 p_ptr->see_inv = TRUE;
3698 p_ptr->resist_pois = TRUE;
3699 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3702 p_ptr->resist_shard = TRUE;
3703 p_ptr->hold_exp = TRUE;
3704 p_ptr->see_inv = TRUE;
3705 p_ptr->resist_pois = TRUE;
3706 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3709 p_ptr->resist_neth = TRUE;
3710 p_ptr->hold_exp = TRUE;
3711 p_ptr->see_inv = TRUE;
3712 p_ptr->resist_pois = TRUE;
3713 p_ptr->slow_digest = TRUE;
3714 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3717 p_ptr->resist_dark = TRUE;
3718 p_ptr->hold_exp = TRUE;
3719 p_ptr->resist_neth = TRUE;
3720 p_ptr->resist_cold = TRUE;
3721 p_ptr->resist_pois = TRUE;
3722 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3725 p_ptr->levitation = TRUE;
3726 p_ptr->free_act = TRUE;
3727 p_ptr->resist_neth = TRUE;
3728 p_ptr->hold_exp = TRUE;
3729 p_ptr->see_inv = TRUE;
3730 p_ptr->resist_pois = TRUE;
3731 p_ptr->slow_digest = TRUE;
3732 p_ptr->resist_cold = TRUE;
3733 p_ptr->pass_wall = TRUE;
3734 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3737 p_ptr->levitation = TRUE;
3738 p_ptr->resist_lite = TRUE;
3740 /* Sprites become faster */
3741 new_speed += (p_ptr->lev) / 10;
3744 p_ptr->resist_conf = TRUE;
3745 p_ptr->resist_sound = TRUE;
3748 /* Ents dig like maniacs, but only with their hands. */
3749 if (!inventory[INVEN_RARM].k_idx)
3750 p_ptr->skill_dig += p_ptr->lev * 10;
3751 /* Ents get tougher and stronger as they age, but lose dexterity. */
3752 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3753 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3754 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3756 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3757 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3758 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3760 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3761 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3762 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3765 p_ptr->levitation = TRUE;
3766 p_ptr->see_inv = TRUE;
3767 p_ptr->align += 200;
3770 p_ptr->resist_fire = TRUE;
3771 p_ptr->resist_neth = TRUE;
3772 p_ptr->hold_exp = TRUE;
3773 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3774 if (p_ptr->lev > 44)
3776 p_ptr->oppose_fire = 1;
3777 p_ptr->redraw |= PR_STATUS;
3779 p_ptr->align -= 200;
3782 p_ptr->sustain_con = TRUE;
3785 p_ptr->levitation = TRUE;
3788 p_ptr->resist_conf = TRUE;
3791 p_ptr->slow_digest = TRUE;
3792 p_ptr->free_act = TRUE;
3793 p_ptr->resist_pois = TRUE;
3794 p_ptr->hold_exp = TRUE;
3802 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3804 p_ptr->see_inv = TRUE;
3805 p_ptr->free_act = TRUE;
3806 p_ptr->slow_digest = TRUE;
3807 p_ptr->regenerate = TRUE;
3808 p_ptr->levitation = TRUE;
3809 p_ptr->hold_exp = TRUE;
3810 p_ptr->telepathy = TRUE;
3812 p_ptr->sustain_str = TRUE;
3813 p_ptr->sustain_int = TRUE;
3814 p_ptr->sustain_wis = TRUE;
3815 p_ptr->sustain_con = TRUE;
3816 p_ptr->sustain_dex = TRUE;
3817 p_ptr->sustain_chr = TRUE;
3818 p_ptr->resist_acid = TRUE;
3819 p_ptr->resist_elec = TRUE;
3820 p_ptr->resist_fire = TRUE;
3821 p_ptr->resist_cold = TRUE;
3822 p_ptr->resist_pois = TRUE;
3823 p_ptr->resist_conf = TRUE;
3824 p_ptr->resist_sound = TRUE;
3825 p_ptr->resist_lite = TRUE;
3826 p_ptr->resist_dark = TRUE;
3827 p_ptr->resist_chaos = TRUE;
3828 p_ptr->resist_disen = TRUE;
3829 p_ptr->resist_shard = TRUE;
3830 p_ptr->resist_nexus = TRUE;
3831 p_ptr->resist_blind = TRUE;
3832 p_ptr->resist_neth = TRUE;
3833 p_ptr->resist_fear = TRUE;
3834 p_ptr->reflect = TRUE;
3835 p_ptr->sh_fire = TRUE;
3836 p_ptr->sh_elec = TRUE;
3837 p_ptr->sh_cold = TRUE;
3839 p_ptr->dis_to_a += 100;
3841 /* Temporary shield */
3842 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3845 p_ptr->dis_to_a += 50;
3848 if (p_ptr->tim_res_nether)
3850 p_ptr->resist_neth = TRUE;
3852 if (p_ptr->tim_sh_fire)
3854 p_ptr->sh_fire = TRUE;
3856 if (p_ptr->tim_res_time)
3858 p_ptr->resist_time = TRUE;
3862 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3863 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3864 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3865 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3868 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3870 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3872 p_ptr->resist_blind = TRUE;
3873 p_ptr->resist_conf = TRUE;
3874 p_ptr->hold_exp = TRUE;
3875 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3877 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3878 /* Munchkin become faster */
3879 new_speed += (p_ptr->lev) / 10 + 5;
3882 if (music_singing(MUSIC_WALL))
3884 p_ptr->kill_wall = TRUE;
3887 /* Hack -- apply racial/class stat maxes */
3888 /* Apply the racial modifiers */
3889 for (i = 0; i < 6; i++)
3891 /* Modify the stats for "race" */
3892 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3896 /* I'm adding the mutations here for the lack of a better place... */
3899 /* Hyper Strength */
3900 if (p_ptr->muta3 & MUT3_HYPER_STR)
3902 p_ptr->stat_add[A_STR] += 4;
3906 if (p_ptr->muta3 & MUT3_PUNY)
3908 p_ptr->stat_add[A_STR] -= 4;
3911 /* Living computer */
3912 if (p_ptr->muta3 & MUT3_HYPER_INT)
3914 p_ptr->stat_add[A_INT] += 4;
3915 p_ptr->stat_add[A_WIS] += 4;
3919 if (p_ptr->muta3 & MUT3_MORONIC)
3921 p_ptr->stat_add[A_INT] -= 4;
3922 p_ptr->stat_add[A_WIS] -= 4;
3925 if (p_ptr->muta3 & MUT3_RESILIENT)
3927 p_ptr->stat_add[A_CON] += 4;
3930 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3932 p_ptr->stat_add[A_CON] += 2;
3936 if (p_ptr->muta3 & MUT3_ALBINO)
3938 p_ptr->stat_add[A_CON] -= 4;
3941 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3943 p_ptr->stat_add[A_CON] -= 2;
3944 p_ptr->stat_add[A_CHR] -= 1;
3945 p_ptr->regenerate = FALSE;
3946 /* Cancel innate regeneration */
3949 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3951 p_ptr->stat_add[A_CHR] -= 4;
3954 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3956 p_ptr->stat_add[A_CHR] -= 1;
3959 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3961 p_ptr->skill_fos += 15;
3962 p_ptr->skill_srh += 15;
3965 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3967 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3970 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3972 p_ptr->skill_stl -= 3;
3975 if (p_ptr->muta3 & MUT3_INFRAVIS)
3977 p_ptr->see_infra += 3;
3980 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3985 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3990 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3992 p_ptr->sh_elec = TRUE;
3995 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3997 p_ptr->sh_fire = TRUE;
4001 if (p_ptr->muta3 & MUT3_WART_SKIN)
4003 p_ptr->stat_add[A_CHR] -= 2;
4005 p_ptr->dis_to_a += 5;
4008 if (p_ptr->muta3 & MUT3_SCALES)
4010 p_ptr->stat_add[A_CHR] -= 1;
4012 p_ptr->dis_to_a += 10;
4015 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4017 p_ptr->stat_add[A_DEX] -= 1;
4019 p_ptr->dis_to_a += 25;
4022 if (p_ptr->muta3 & MUT3_WINGS)
4024 p_ptr->levitation = TRUE;
4027 if (p_ptr->muta3 & MUT3_FEARLESS)
4029 p_ptr->resist_fear = TRUE;
4032 if (p_ptr->muta3 & MUT3_REGEN)
4034 p_ptr->regenerate = TRUE;
4037 if (p_ptr->muta3 & MUT3_ESP)
4039 p_ptr->telepathy = TRUE;
4042 if (p_ptr->muta3 & MUT3_LIMBER)
4044 p_ptr->stat_add[A_DEX] += 3;
4047 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4049 p_ptr->stat_add[A_DEX] -= 3;
4052 if (p_ptr->muta3 & MUT3_MOTION)
4054 p_ptr->free_act = TRUE;
4055 p_ptr->skill_stl += 1;
4058 if (p_ptr->muta3 & MUT3_ILL_NORM)
4060 p_ptr->stat_add[A_CHR] = 0;
4064 if (p_ptr->tsuyoshi)
4066 p_ptr->stat_add[A_STR] += 4;
4067 p_ptr->stat_add[A_CON] += 4;
4070 /* Scan the usable inventory */
4071 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4073 int bonus_to_h, bonus_to_d;
4074 o_ptr = &inventory[i];
4076 /* Skip non-objects */
4077 if (!o_ptr->k_idx) continue;
4079 /* Extract the item flags */
4080 object_flags(o_ptr, flgs);
4082 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4083 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4086 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4087 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4088 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4089 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4090 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4091 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4093 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4095 /* Affect stealth */
4096 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4098 /* Affect searching ability (factor of five) */
4099 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4101 /* Affect searching frequency (factor of five) */
4102 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4104 /* Affect infravision */
4105 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4107 /* Affect digging (factor of 20) */
4108 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4111 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4114 if (have_flag(flgs, TR_BLOWS))
4116 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4117 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4118 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4121 /* Hack -- cause earthquakes */
4122 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4125 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4126 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4127 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4128 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4129 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4130 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4131 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4132 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4133 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4134 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4135 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4136 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4137 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4138 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4139 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4140 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4141 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4142 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4143 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4144 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4145 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4146 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4147 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4148 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4149 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4150 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4151 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4152 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4153 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4154 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4155 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4156 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4157 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4158 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4159 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4161 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4162 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4163 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4164 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4165 if (have_flag(flgs, TR_WARNING)){
4166 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4167 p_ptr->warning = TRUE;
4170 if (have_flag(flgs, TR_TELEPORT))
4172 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4175 cptr insc = quark_str(o_ptr->inscription);
4177 if (o_ptr->inscription && my_strchr(insc, '.'))
4180 * {.} will stop random teleportation.
4185 /* Controlled random teleportation */
4186 p_ptr->cursed |= TRC_TELEPORT_SELF;
4191 /* Immunity flags */
4192 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4193 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4194 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4195 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4197 /* Resistance flags */
4198 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4199 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4200 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4201 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4202 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4203 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4204 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4205 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4206 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4207 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4208 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4209 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4210 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4211 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4212 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4213 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4215 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4216 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4217 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4218 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4219 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4220 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4223 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4224 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4225 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4226 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4227 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4228 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4230 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4231 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4232 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4233 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4234 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4235 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4236 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4238 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4240 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4242 p_ptr->to_m_chance += 10;
4246 p_ptr->to_m_chance += 3;
4250 if (o_ptr->tval == TV_CAPTURE) continue;
4252 /* Modify the base armor class */
4253 p_ptr->ac += o_ptr->ac;
4255 /* The base armor class is always known */
4256 p_ptr->dis_ac += o_ptr->ac;
4258 /* Apply the bonuses to armor class */
4259 p_ptr->to_a += o_ptr->to_a;
4261 /* Apply the mental bonuses to armor class, if known */
4262 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4264 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4266 int slot = i - INVEN_RARM;
4269 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4271 p_ptr->to_h[slot] -= 15;
4272 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4276 p_ptr->to_h[slot] -= 5;
4277 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4282 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4284 p_ptr->to_h_b -= 15;
4285 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4290 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4295 if (o_ptr->curse_flags & TRC_LOW_AC)
4297 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4300 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4305 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4309 /* Hack -- do not apply "weapon" bonuses */
4310 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4311 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4313 /* Hack -- do not apply "bow" bonuses */
4314 if (i == INVEN_BOW) continue;
4316 bonus_to_h = o_ptr->to_h;
4317 bonus_to_d = o_ptr->to_d;
4319 if (p_ptr->pclass == CLASS_NINJA)
4321 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4322 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4325 /* To Bow and Natural attack */
4327 /* Apply the bonuses to hit/damage */
4328 p_ptr->to_h_b += (s16b)bonus_to_h;
4329 p_ptr->to_h_m += (s16b)bonus_to_h;
4330 p_ptr->to_d_m += (s16b)bonus_to_d;
4332 /* Apply the mental bonuses tp hit/damage, if known */
4333 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4336 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4338 /* Apply the bonuses to hit/damage */
4339 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4340 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4342 /* Apply the mental bonuses tp hit/damage, if known */
4343 if (object_is_known(o_ptr))
4345 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4346 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4349 else if (p_ptr->migite && p_ptr->hidarite)
4351 /* Apply the bonuses to hit/damage */
4352 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4353 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4354 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4355 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4357 /* Apply the mental bonuses tp hit/damage, if known */
4358 if (object_is_known(o_ptr))
4360 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4361 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4362 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4363 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4368 /* Apply the bonuses to hit/damage */
4369 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4370 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4372 /* Apply the mental bonuses to hit/damage, if known */
4373 if (object_is_known(o_ptr))
4375 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4376 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4381 if (old_mighty_throw != p_ptr->mighty_throw)
4383 /* Redraw average damege display of Shuriken */
4384 p_ptr->window |= PW_INVEN;
4387 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4389 /* Monks get extra ac for armour _not worn_ */
4390 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4392 if (!(inventory[INVEN_BODY].k_idx))
4394 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4395 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4397 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4399 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4400 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4402 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4404 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4405 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4407 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4409 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4410 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4412 if (!(inventory[INVEN_HANDS].k_idx))
4414 p_ptr->to_a += (p_ptr->lev / 2);
4415 p_ptr->dis_to_a += (p_ptr->lev / 2);
4417 if (!(inventory[INVEN_FEET].k_idx))
4419 p_ptr->to_a += (p_ptr->lev / 3);
4420 p_ptr->dis_to_a += (p_ptr->lev / 3);
4422 if (p_ptr->special_defense & KAMAE_BYAKKO)
4424 p_ptr->stat_add[A_STR] += 2;
4425 p_ptr->stat_add[A_DEX] += 2;
4426 p_ptr->stat_add[A_CON] -= 3;
4428 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4431 else if (p_ptr->special_defense & KAMAE_GENBU)
4433 p_ptr->stat_add[A_INT] -= 1;
4434 p_ptr->stat_add[A_WIS] -= 1;
4435 p_ptr->stat_add[A_DEX] -= 2;
4436 p_ptr->stat_add[A_CON] += 3;
4438 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4440 p_ptr->stat_add[A_STR] -= 2;
4441 p_ptr->stat_add[A_INT] += 1;
4442 p_ptr->stat_add[A_WIS] += 1;
4443 p_ptr->stat_add[A_DEX] += 2;
4444 p_ptr->stat_add[A_CON] -= 2;
4448 if (p_ptr->special_defense & KATA_KOUKIJIN)
4450 for (i = 0; i < 6; i++)
4451 p_ptr->stat_add[i] += 5;
4453 p_ptr->dis_to_a -= 50;
4456 /* Hack -- aura of fire also provides light */
4457 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4459 /* Golems also get an intrinsic AC bonus */
4460 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4462 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4463 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4467 if (p_ptr->realm1 == REALM_HEX)
4469 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4470 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4471 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4472 if (hex_spelling(HEX_BUILDING))
4474 p_ptr->stat_add[A_STR] += 4;
4475 p_ptr->stat_add[A_DEX] += 4;
4476 p_ptr->stat_add[A_CON] += 4;
4478 if (hex_spelling(HEX_DEMON_AURA))
4480 p_ptr->sh_fire = TRUE;
4481 p_ptr->regenerate = TRUE;
4483 if (hex_spelling(HEX_ICE_ARMOR))
4485 p_ptr->sh_cold = TRUE;
4487 p_ptr->dis_to_a += 30;
4489 if (hex_spelling(HEX_SHOCK_CLOAK))
4491 p_ptr->sh_elec = TRUE;
4494 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4496 ARMOUR_CLASS ac = 0;
4497 o_ptr = &inventory[i];
4498 if (!o_ptr->k_idx) continue;
4499 if (!object_is_armour(o_ptr)) continue;
4500 if (!object_is_cursed(o_ptr)) continue;
4502 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4503 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4504 p_ptr->to_a += (s16b)ac;
4505 p_ptr->dis_to_a += (s16b)ac;
4509 /* Calculate stats */
4510 for (i = 0; i < 6; i++)
4514 /* Extract the new "stat_use" value for the stat */
4515 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4517 /* Notice changes */
4518 if (p_ptr->stat_top[i] != top)
4520 /* Save the new value */
4521 p_ptr->stat_top[i] = (s16b)top;
4523 /* Redisplay the stats later */
4524 p_ptr->redraw |= (PR_STATS);
4526 p_ptr->window |= (PW_PLAYER);
4530 /* Extract the new "stat_use" value for the stat */
4531 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4533 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4535 /* 10 to 18/90 charisma, guaranteed, based on level */
4536 if (use < 8 + 2 * p_ptr->lev)
4538 use = 8 + 2 * p_ptr->lev;
4542 /* Notice changes */
4543 if (p_ptr->stat_use[i] != use)
4545 /* Save the new value */
4546 p_ptr->stat_use[i] = (s16b)use;
4548 /* Redisplay the stats later */
4549 p_ptr->redraw |= (PR_STATS);
4551 p_ptr->window |= (PW_PLAYER);
4555 /* Values: 3, 4, ..., 17 */
4556 if (use <= 18) ind = (use - 3);
4558 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4559 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4561 /* Range: 18/220+ */
4564 /* Notice changes */
4565 if (p_ptr->stat_ind[i] != ind)
4567 /* Save the new index */
4568 p_ptr->stat_ind[i] = (s16b)ind;
4570 /* Change in CON affects Hitpoints */
4573 p_ptr->update |= (PU_HP);
4576 /* Change in INT may affect Mana/Spells */
4577 else if (i == A_INT)
4579 if (mp_ptr->spell_stat == A_INT)
4581 p_ptr->update |= (PU_MANA | PU_SPELLS);
4585 /* Change in WIS may affect Mana/Spells */
4586 else if (i == A_WIS)
4588 if (mp_ptr->spell_stat == A_WIS)
4590 p_ptr->update |= (PU_MANA | PU_SPELLS);
4594 /* Change in WIS may affect Mana/Spells */
4595 else if (i == A_CHR)
4597 if (mp_ptr->spell_stat == A_CHR)
4599 p_ptr->update |= (PU_MANA | PU_SPELLS);
4603 p_ptr->window |= (PW_PLAYER);
4608 /* Apply temporary "stun" */
4609 if (p_ptr->stun > 50)
4611 p_ptr->to_h[0] -= 20;
4612 p_ptr->to_h[1] -= 20;
4613 p_ptr->to_h_b -= 20;
4614 p_ptr->to_h_m -= 20;
4615 p_ptr->dis_to_h[0] -= 20;
4616 p_ptr->dis_to_h[1] -= 20;
4617 p_ptr->dis_to_h_b -= 20;
4618 p_ptr->to_d[0] -= 20;
4619 p_ptr->to_d[1] -= 20;
4620 p_ptr->to_d_m -= 20;
4621 p_ptr->dis_to_d[0] -= 20;
4622 p_ptr->dis_to_d[1] -= 20;
4624 else if (p_ptr->stun)
4626 p_ptr->to_h[0] -= 5;
4627 p_ptr->to_h[1] -= 5;
4630 p_ptr->dis_to_h[0] -= 5;
4631 p_ptr->dis_to_h[1] -= 5;
4632 p_ptr->dis_to_h_b -= 5;
4633 p_ptr->to_d[0] -= 5;
4634 p_ptr->to_d[1] -= 5;
4636 p_ptr->dis_to_d[0] -= 5;
4637 p_ptr->dis_to_d[1] -= 5;
4641 if (p_ptr->wraith_form)
4643 p_ptr->reflect = TRUE;
4644 p_ptr->pass_wall = TRUE;
4647 if (p_ptr->kabenuke)
4649 p_ptr->pass_wall = TRUE;
4652 /* Temporary blessing */
4656 p_ptr->dis_to_a += 5;
4657 p_ptr->to_h[0] += 10;
4658 p_ptr->to_h[1] += 10;
4659 p_ptr->to_h_b += 10;
4660 p_ptr->to_h_m += 10;
4661 p_ptr->dis_to_h[0] += 10;
4662 p_ptr->dis_to_h[1] += 10;
4663 p_ptr->dis_to_h_b += 10;
4666 if (p_ptr->magicdef)
4668 p_ptr->resist_blind = TRUE;
4669 p_ptr->resist_conf = TRUE;
4670 p_ptr->reflect = TRUE;
4671 p_ptr->free_act = TRUE;
4672 p_ptr->levitation = TRUE;
4675 /* Temporary "Hero" */
4678 p_ptr->to_h[0] += 12;
4679 p_ptr->to_h[1] += 12;
4680 p_ptr->to_h_b += 12;
4681 p_ptr->to_h_m += 12;
4682 p_ptr->dis_to_h[0] += 12;
4683 p_ptr->dis_to_h[1] += 12;
4684 p_ptr->dis_to_h_b += 12;
4687 /* Temporary "Beserk" */
4690 p_ptr->to_h[0] += 12;
4691 p_ptr->to_h[1] += 12;
4692 p_ptr->to_h_b -= 12;
4693 p_ptr->to_h_m += 12;
4694 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4695 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4696 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4697 p_ptr->dis_to_h[0] += 12;
4698 p_ptr->dis_to_h[1] += 12;
4699 p_ptr->dis_to_h_b -= 12;
4700 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4701 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4703 p_ptr->dis_to_a -= 10;
4704 p_ptr->skill_stl -= 7;
4705 p_ptr->skill_dev -= 20;
4706 p_ptr->skill_sav -= 30;
4707 p_ptr->skill_srh -= 15;
4708 p_ptr->skill_fos -= 15;
4709 p_ptr->skill_tht -= 20;
4710 p_ptr->skill_dig += 30;
4713 /* Temporary "fast" */
4719 /* Temporary "slow" */
4725 /* Temporary "telepathy" */
4728 p_ptr->telepathy = TRUE;
4731 if (p_ptr->ele_immune)
4733 if (p_ptr->special_defense & DEFENSE_ACID)
4734 p_ptr->immune_acid = TRUE;
4735 else if (p_ptr->special_defense & DEFENSE_ELEC)
4736 p_ptr->immune_elec = TRUE;
4737 else if (p_ptr->special_defense & DEFENSE_FIRE)
4738 p_ptr->immune_fire = TRUE;
4739 else if (p_ptr->special_defense & DEFENSE_COLD)
4740 p_ptr->immune_cold = TRUE;
4743 /* Temporary see invisible */
4744 if (p_ptr->tim_invis)
4746 p_ptr->see_inv = TRUE;
4749 /* Temporary infravision boost */
4750 if (p_ptr->tim_infra)
4752 p_ptr->see_infra+=3;
4755 /* Temporary regeneration boost */
4756 if (p_ptr->tim_regen)
4758 p_ptr->regenerate = TRUE;
4761 /* Temporary levitation */
4762 if (p_ptr->tim_levitation)
4764 p_ptr->levitation = TRUE;
4767 /* Temporary reflection */
4768 if (p_ptr->tim_reflect)
4770 p_ptr->reflect = TRUE;
4773 /* Hack -- Hero/Shero -> Res fear */
4774 if (IS_HERO() || p_ptr->shero)
4776 p_ptr->resist_fear = TRUE;
4780 /* Hack -- Telepathy Change */
4781 if (p_ptr->telepathy != old_telepathy)
4783 p_ptr->update |= (PU_MONSTERS);
4786 if ((p_ptr->esp_animal != old_esp_animal) ||
4787 (p_ptr->esp_undead != old_esp_undead) ||
4788 (p_ptr->esp_demon != old_esp_demon) ||
4789 (p_ptr->esp_orc != old_esp_orc) ||
4790 (p_ptr->esp_troll != old_esp_troll) ||
4791 (p_ptr->esp_giant != old_esp_giant) ||
4792 (p_ptr->esp_dragon != old_esp_dragon) ||
4793 (p_ptr->esp_human != old_esp_human) ||
4794 (p_ptr->esp_evil != old_esp_evil) ||
4795 (p_ptr->esp_good != old_esp_good) ||
4796 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4797 (p_ptr->esp_unique != old_esp_unique))
4799 p_ptr->update |= (PU_MONSTERS);
4802 /* Hack -- See Invis Change */
4803 if (p_ptr->see_inv != old_see_inv)
4805 p_ptr->update |= (PU_MONSTERS);
4808 /* Bloating slows the player down (a little) */
4809 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4811 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4813 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4814 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4816 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4817 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4820 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4822 int penalty1, penalty2;
4823 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4824 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4825 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4827 penalty1 = penalty1 / 2 - 5;
4828 penalty2 = penalty2 / 2 - 5;
4831 p_ptr->dis_to_a += 10;
4835 if (penalty1 > 0) penalty1 /= 2;
4836 if (penalty2 > 0) penalty2 /= 2;
4838 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4840 penalty1 = MAX(0, penalty1 - 10);
4841 penalty2 = MAX(0, penalty2 - 10);
4843 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4845 penalty1 = MIN(0, penalty1);
4846 penalty2 = MIN(0, penalty2);
4848 p_ptr->dis_to_a += 10;
4852 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4854 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4857 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4858 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4859 p_ptr->to_h[0] -= (s16b)penalty1;
4860 p_ptr->to_h[1] -= (s16b)penalty2;
4861 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4862 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4865 /* Extract the current weight (in tenth pounds) */
4866 j = p_ptr->total_weight;
4870 /* Extract the "weight limit" (in tenth pounds) */
4871 i = (int)weight_limit();
4875 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4876 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4877 SPEED speed = riding_m_ptr->mspeed;
4879 if (riding_m_ptr->mspeed > 110)
4881 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4882 if (new_speed < 110) new_speed = 110;
4888 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4889 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4890 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4891 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4892 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4894 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4895 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4897 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;
4899 /* Extract the "weight limit" */
4900 i = 1500 + riding_r_ptr->level * 25;
4903 /* Apply "encumbrance" from weight */
4904 if (j > i) new_speed -= ((j - i) / (i / 5));
4906 /* Searching slows the player down */
4907 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4909 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4910 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4911 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4912 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4913 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4914 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4915 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4916 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4917 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4918 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4919 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4920 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4921 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4923 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4924 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4925 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4926 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4927 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4928 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4929 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4930 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4931 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4932 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4935 /* Obtain the "hold" value */
4936 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4939 /* Examine the "current bow" */
4940 o_ptr = &inventory[INVEN_BOW];
4942 /* It is hard to carholdry a heavy bow */
4943 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4944 if (p_ptr->heavy_shoot)
4946 /* Hard to wield a heavy bow */
4947 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4948 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4951 /* Compute "extra shots" if needed */
4954 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4956 /* Apply special flags */
4957 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4960 p_ptr->num_fire = calc_num_fire(o_ptr);
4962 /* Snipers love Cross bows */
4963 if ((p_ptr->pclass == CLASS_SNIPER) &&
4964 (p_ptr->tval_ammo == TV_BOLT))
4966 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4967 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4972 if (p_ptr->ryoute) hold *= 2;
4974 for(i = 0 ; i < 2 ; i++)
4976 /* Examine the "main weapon" */
4977 o_ptr = &inventory[INVEN_RARM+i];
4979 object_flags(o_ptr, flgs);
4981 /* Assume not heavy */
4982 p_ptr->heavy_wield[i] = FALSE;
4983 p_ptr->icky_wield[i] = FALSE;
4984 p_ptr->riding_wield[i] = FALSE;
4986 if (!buki_motteruka(INVEN_RARM+i))
4988 p_ptr->num_blow[i] = 1;
4991 /* It is hard to hold a heavy weapon */
4992 if (hold < o_ptr->weight / 10)
4994 /* Hard to wield a heavy weapon */
4995 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4996 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4999 p_ptr->heavy_wield[i] = TRUE;
5001 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5003 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5006 p_ptr->dis_to_a += 5;
5009 /* Normal weapons */
5010 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5012 int str_index, dex_index;
5014 int num = 0, wgt = 0, mul = 0, div = 0;
5016 /* Analyze the class */
5017 switch (p_ptr->pclass)
5021 num = 6; wgt = 70; mul = 5; break;
5024 case CLASS_BERSERKER:
5025 num = 6; wgt = 70; mul = 7; break;
5029 case CLASS_HIGH_MAGE:
5030 case CLASS_BLUE_MAGE:
5031 num = 3; wgt = 100; mul = 2; break;
5033 /* Priest, Mindcrafter, Magic-Eater */
5035 case CLASS_MAGIC_EATER:
5036 case CLASS_MINDCRAFTER:
5037 num = 5; wgt = 100; mul = 3; break;
5041 num = 5; wgt = 40; mul = 3; break;
5045 num = 5; wgt = 70; mul = 4; break;
5050 num = 5; wgt = 70; mul = 4; break;
5054 num = 5; wgt = 150; mul = 5; break;
5057 case CLASS_WARRIOR_MAGE:
5058 case CLASS_RED_MAGE:
5059 num = 5; wgt = 70; mul = 3; break;
5062 case CLASS_CHAOS_WARRIOR:
5063 num = 5; wgt = 70; mul = 4; break;
5067 num = 5; wgt = 60; mul = 3; break;
5071 num = 4; wgt = 100; mul = 3; break;
5074 case CLASS_IMITATOR:
5075 num = 5; wgt = 70; mul = 4; break;
5078 case CLASS_BEASTMASTER:
5079 num = 5; wgt = 70; mul = 3; break;
5083 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5084 else {num = 5; wgt = 100; mul = 3;}
5088 case CLASS_SORCERER:
5089 num = 1; wgt = 1; mul = 1; break;
5091 /* Archer, Bard, Sniper */
5095 num = 4; wgt = 70; mul = 2; break;
5098 case CLASS_FORCETRAINER:
5099 num = 4; wgt = 60; mul = 2; break;
5102 case CLASS_MIRROR_MASTER:
5103 num = 3; wgt = 100; mul = 3; break;
5107 num = 4; wgt = 20; mul = 1; break;
5110 /* Hex - extra mights gives +1 bonus to max blows */
5111 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5113 /* Enforce a minimum "weight" (tenth pounds) */
5114 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5116 /* Access the strength vs weight */
5117 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5119 if (p_ptr->ryoute && !omoi) str_index++;
5120 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5123 if (str_index > 11) str_index = 11;
5125 /* Index by dexterity */
5126 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5129 if (dex_index > 11) dex_index = 11;
5131 /* Use the blows table */
5132 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5135 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5137 /* Add in the "bonus blows" */
5138 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5141 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5142 else if (p_ptr->pclass == CLASS_BERSERKER)
5144 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5146 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5148 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5150 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5153 /* Require at least one blow */
5154 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5156 /* Boost digging skill by weapon weight */
5157 p_ptr->skill_dig += (o_ptr->weight / 10);
5161 /* Priest weapon penalty for non-blessed edged weapons */
5162 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5163 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5165 /* Reduce the real bonuses */
5166 p_ptr->to_h[i] -= 2;
5167 p_ptr->to_d[i] -= 2;
5169 /* Reduce the mental bonuses */
5170 p_ptr->dis_to_h[i] -= 2;
5171 p_ptr->dis_to_d[i] -= 2;
5174 p_ptr->icky_wield[i] = TRUE;
5176 else if (p_ptr->pclass == CLASS_BERSERKER)
5178 p_ptr->to_h[i] += p_ptr->lev/5;
5179 p_ptr->to_d[i] += p_ptr->lev/6;
5180 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5181 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5182 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5184 p_ptr->to_h[i] += p_ptr->lev/5;
5185 p_ptr->to_d[i] += p_ptr->lev/6;
5186 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5187 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5190 else if (p_ptr->pclass == CLASS_SORCERER)
5192 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5194 /* Reduce the real bonuses */
5195 p_ptr->to_h[i] -= 200;
5196 p_ptr->to_d[i] -= 200;
5198 /* Reduce the mental bonuses */
5199 p_ptr->dis_to_h[i] -= 200;
5200 p_ptr->dis_to_d[i] -= 200;
5203 p_ptr->icky_wield[i] = TRUE;
5207 /* Reduce the real bonuses */
5208 p_ptr->to_h[i] -= 30;
5209 p_ptr->to_d[i] -= 10;
5211 /* Reduce the mental bonuses */
5212 p_ptr->dis_to_h[i] -= 30;
5213 p_ptr->dis_to_d[i] -= 10;
5217 if (p_ptr->realm1 == REALM_HEX)
5219 if (object_is_cursed(o_ptr))
5221 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5222 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5223 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5224 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5225 if (hex_spelling(HEX_RUNESWORD))
5227 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5228 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5229 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5235 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5237 p_ptr->to_h[i] +=15;
5238 p_ptr->dis_to_h[i] +=15;
5239 p_ptr->to_dd[i] += 2;
5241 else if (!(have_flag(flgs, TR_RIDING)))
5244 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5250 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5252 if (penalty < 30) penalty = 30;
5254 p_ptr->to_h[i] -= (s16b)penalty;
5255 p_ptr->dis_to_h[i] -= (s16b)penalty;
5258 p_ptr->riding_wield[i] = TRUE;
5267 p_ptr->riding_ryoute = FALSE;
5269 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5270 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5272 switch (p_ptr->pclass)
5275 case CLASS_FORCETRAINER:
5276 case CLASS_BERSERKER:
5277 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5278 p_ptr->riding_ryoute = TRUE;
5283 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5285 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5289 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5291 if (penalty < 30) penalty = 30;
5293 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5294 p_ptr->to_h_b -= (s16b)penalty;
5295 p_ptr->dis_to_h_b -= (s16b)penalty;
5298 /* Different calculation for monks with empty hands */
5299 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5300 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5302 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5303 p_ptr->num_blow[0] = 0;
5305 if (p_ptr->pclass == CLASS_FORCETRAINER)
5307 if (blow_base > 18) p_ptr->num_blow[0]++;
5308 if (blow_base > 31) p_ptr->num_blow[0]++;
5309 if (blow_base > 44) p_ptr->num_blow[0]++;
5310 if (blow_base > 58) p_ptr->num_blow[0]++;
5313 p_ptr->to_d[0] += P_PTR_KI / 5;
5314 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5319 if (blow_base > 12) p_ptr->num_blow[0]++;
5320 if (blow_base > 22) p_ptr->num_blow[0]++;
5321 if (blow_base > 31) p_ptr->num_blow[0]++;
5322 if (blow_base > 39) p_ptr->num_blow[0]++;
5323 if (blow_base > 46) p_ptr->num_blow[0]++;
5324 if (blow_base > 53) p_ptr->num_blow[0]++;
5325 if (blow_base > 59) p_ptr->num_blow[0]++;
5328 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5329 p_ptr->num_blow[0] /= 2;
5332 p_ptr->to_h[0] += (p_ptr->lev / 3);
5333 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5335 p_ptr->to_d[0] += (p_ptr->lev / 6);
5336 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5339 if (p_ptr->special_defense & KAMAE_BYAKKO)
5342 p_ptr->dis_to_a -= 40;
5345 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5348 p_ptr->dis_to_a -= 50;
5349 p_ptr->resist_acid = TRUE;
5350 p_ptr->resist_fire = TRUE;
5351 p_ptr->resist_elec = TRUE;
5352 p_ptr->resist_cold = TRUE;
5353 p_ptr->resist_pois = TRUE;
5354 p_ptr->sh_fire = TRUE;
5355 p_ptr->sh_elec = TRUE;
5356 p_ptr->sh_cold = TRUE;
5357 p_ptr->levitation = TRUE;
5359 else if (p_ptr->special_defense & KAMAE_GENBU)
5361 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5362 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5363 p_ptr->reflect = TRUE;
5364 p_ptr->num_blow[0] -= 2;
5365 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5366 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5368 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5370 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5371 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5373 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5374 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5375 p_ptr->num_blow[0] /= 2;
5376 p_ptr->levitation = TRUE;
5379 p_ptr->num_blow[0] += 1+extra_blows[0];
5382 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5384 monk_armour_aux = FALSE;
5388 monk_armour_aux = TRUE;
5391 for (i = 0; i < 2; i++)
5393 if (buki_motteruka(INVEN_RARM+i))
5395 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5396 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5398 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5399 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5400 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5402 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5404 p_ptr->to_h[i] -= 40;
5405 p_ptr->dis_to_h[i] -= 40;
5406 p_ptr->icky_wield[i] = TRUE;
5409 else if (p_ptr->pclass == CLASS_NINJA)
5411 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5413 p_ptr->to_h[i] -= 40;
5414 p_ptr->dis_to_h[i] -= 40;
5415 p_ptr->icky_wield[i] = TRUE;
5416 p_ptr->num_blow[i] /= 2;
5417 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5421 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5425 /* Maximum speed is (+99). (internally it's 110 + 99) */
5426 /* Temporary lightspeed forces to be maximum speed */
5427 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5432 /* Minimum speed is (-99). (internally it's 110 - 99) */
5433 if (new_speed < 11) new_speed = 11;
5435 /* Display the speed (if needed) */
5436 if (p_ptr->pspeed != (byte)new_speed)
5438 p_ptr->pspeed = (byte)new_speed;
5439 p_ptr->redraw |= (PR_SPEED);
5444 if (p_ptr->to_a > (0 - p_ptr->ac))
5445 p_ptr->to_a = 0 - p_ptr->ac;
5446 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5447 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5450 /* Redraw armor (if needed) */
5451 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5453 p_ptr->redraw |= (PR_ARMOR);
5454 p_ptr->window |= (PW_PLAYER);
5457 if (p_ptr->ryoute && !omoi)
5459 int bonus_to_h=0, bonus_to_d=0;
5460 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5461 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);
5463 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5464 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5465 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5466 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5469 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5471 /* Affect Skill -- stealth (bonus one) */
5472 p_ptr->skill_stl += 1;
5474 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5476 /* Affect Skill -- disarming (DEX and INT) */
5477 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5478 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5480 /* Affect Skill -- magic devices (INT) */
5481 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5483 /* Affect Skill -- saving throw (WIS) */
5484 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5486 /* Affect Skill -- digging (STR) */
5487 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5489 /* Affect Skill -- disarming (Level, by Class) */
5490 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5492 /* Affect Skill -- magic devices (Level, by Class) */
5493 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5495 /* Affect Skill -- saving throw (Level, by Class) */
5496 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5498 /* Affect Skill -- stealth (Level, by Class) */
5499 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5501 /* Affect Skill -- search ability (Level, by Class) */
5502 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5504 /* Affect Skill -- search frequency (Level, by Class) */
5505 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5507 /* Affect Skill -- combat (normal) (Level, by Class) */
5508 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5510 /* Affect Skill -- combat (shooting) (Level, by Class) */
5511 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5513 /* Affect Skill -- combat (throwing) (Level, by Class) */
5514 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5517 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5519 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5520 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5523 /* Limit Skill -- stealth from 0 to 30 */
5524 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5525 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5527 /* Limit Skill -- digging from 1 up */
5528 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5530 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5532 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5534 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;
5536 if (down_saving) p_ptr->skill_sav /= 2;
5538 /* Hack -- Each elemental immunity includes resistance */
5539 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5540 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5541 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5542 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5544 /* Determine player alignment */
5545 for (i = 0, j = 0; i < 8; i++)
5547 switch (p_ptr->vir_types[i])
5550 p_ptr->align += p_ptr->virtues[i] * 2;
5560 p_ptr->align -= p_ptr->virtues[i];
5563 p_ptr->align += p_ptr->virtues[i];
5568 for (i = 0; i < j; i++)
5570 if (p_ptr->align > 0)
5572 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5573 if (p_ptr->align < 0) p_ptr->align = 0;
5575 else if (p_ptr->align < 0)
5577 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5578 if (p_ptr->align > 0) p_ptr->align = 0;
5582 /* Hack -- handle "xtra" mode */
5583 if (character_xtra) return;
5585 /* Take note when "heavy bow" changes */
5586 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5588 if (p_ptr->heavy_shoot)
5590 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5592 else if (inventory[INVEN_BOW].k_idx)
5594 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5598 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5602 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5605 for (i = 0 ; i < 2 ; i++)
5607 /* Take note when "heavy weapon" changes */
5608 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5610 if (p_ptr->heavy_wield[i])
5612 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5614 else if (buki_motteruka(INVEN_RARM+i))
5616 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5618 else if (p_ptr->heavy_wield[1-i])
5620 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5624 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5628 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5631 /* Take note when "heavy weapon" changes */
5632 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5634 if (p_ptr->riding_wield[i])
5636 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5638 else if (!p_ptr->riding)
5640 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5642 else if (buki_motteruka(INVEN_RARM+i))
5644 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5647 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5650 /* Take note when "illegal weapon" changes */
5651 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5653 if (p_ptr->icky_wield[i])
5655 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5658 chg_virtue(V_FAITH, -1);
5661 else if (buki_motteruka(INVEN_RARM+i))
5663 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5667 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5671 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5675 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5677 if (p_ptr->riding_ryoute)
5680 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5682 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5688 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5690 msg_print("You began to control riding pet with one hand.");
5694 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5697 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5701 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5704 chg_virtue(V_HARMONY, -1);
5709 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5712 monk_notify_aux = monk_armour_aux;
5715 for (i = 0; i < INVEN_PACK; i++)
5718 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5719 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5721 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5722 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5725 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5727 o_ptr = &o_list[this_o_idx];
5729 /* Acquire next object */
5730 next_o_idx = o_ptr->next_o_idx;
5733 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5734 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5736 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5737 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5740 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5742 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5744 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5745 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5748 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)))
5750 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5751 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5754 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5756 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5757 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5760 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5762 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5763 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5770 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5772 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5774 void notice_stuff(void)
5777 if (!p_ptr->notice) return;
5780 /* Actually do auto-destroy */
5781 if (p_ptr->notice & (PN_AUTODESTROY))
5783 p_ptr->notice &= ~(PN_AUTODESTROY);
5784 autopick_delayed_alter();
5787 /* Combine the pack */
5788 if (p_ptr->notice & (PN_COMBINE))
5790 p_ptr->notice &= ~(PN_COMBINE);
5794 /* Reorder the pack */
5795 if (p_ptr->notice & (PN_REORDER))
5797 p_ptr->notice &= ~(PN_REORDER);
5804 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5806 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5808 void update_stuff(void)
5810 if (!p_ptr->update) return;
5813 if (p_ptr->update & (PU_BONUS))
5815 p_ptr->update &= ~(PU_BONUS);
5819 if (p_ptr->update & (PU_TORCH))
5821 p_ptr->update &= ~(PU_TORCH);
5825 if (p_ptr->update & (PU_HP))
5827 p_ptr->update &= ~(PU_HP);
5831 if (p_ptr->update & (PU_MANA))
5833 p_ptr->update &= ~(PU_MANA);
5837 if (p_ptr->update & (PU_SPELLS))
5839 p_ptr->update &= ~(PU_SPELLS);
5844 /* Character is not ready yet, no screen updates */
5845 if (!character_generated) return;
5848 /* Character is in "icky" mode, no screen updates */
5849 if (character_icky) return;
5852 if (p_ptr->update & (PU_UN_LITE))
5854 p_ptr->update &= ~(PU_UN_LITE);
5858 if (p_ptr->update & (PU_UN_VIEW))
5860 p_ptr->update &= ~(PU_UN_VIEW);
5864 if (p_ptr->update & (PU_VIEW))
5866 p_ptr->update &= ~(PU_VIEW);
5870 if (p_ptr->update & (PU_LITE))
5872 p_ptr->update &= ~(PU_LITE);
5877 if (p_ptr->update & (PU_FLOW))
5879 p_ptr->update &= ~(PU_FLOW);
5883 if (p_ptr->update & (PU_DISTANCE))
5885 p_ptr->update &= ~(PU_DISTANCE);
5887 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5888 /* p_ptr->update &= ~(PU_MONSTERS); */
5890 update_monsters(TRUE);
5893 if (p_ptr->update & (PU_MON_LITE))
5895 p_ptr->update &= ~(PU_MON_LITE);
5900 * Mega-Hack -- Delayed visual update
5901 * Only used if update_view(), update_lite() or update_mon_lite() was called
5903 if (p_ptr->update & (PU_DELAY_VIS))
5905 p_ptr->update &= ~(PU_DELAY_VIS);
5906 delayed_visual_update();
5909 if (p_ptr->update & (PU_MONSTERS))
5911 p_ptr->update &= ~(PU_MONSTERS);
5912 update_monsters(FALSE);
5918 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5920 * @details 更新処理の対象はゲーム中の全描画処理
5922 void redraw_stuff(void)
5925 if (!p_ptr->redraw) return;
5928 /* Character is not ready yet, no screen updates */
5929 if (!character_generated) return;
5932 /* Character is in "icky" mode, no screen updates */
5933 if (character_icky) return;
5937 /* Hack -- clear the screen */
5938 if (p_ptr->redraw & (PR_WIPE))
5940 p_ptr->redraw &= ~(PR_WIPE);
5946 if (p_ptr->redraw & (PR_MAP))
5948 p_ptr->redraw &= ~(PR_MAP);
5953 if (p_ptr->redraw & (PR_BASIC))
5955 p_ptr->redraw &= ~(PR_BASIC);
5956 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5957 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5958 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5959 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5965 if (p_ptr->redraw & (PR_EQUIPPY))
5967 p_ptr->redraw &= ~(PR_EQUIPPY);
5968 print_equippy(); /* To draw / delete equippy chars */
5971 if (p_ptr->redraw & (PR_MISC))
5973 p_ptr->redraw &= ~(PR_MISC);
5974 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5975 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5979 if (p_ptr->redraw & (PR_TITLE))
5981 p_ptr->redraw &= ~(PR_TITLE);
5985 if (p_ptr->redraw & (PR_LEV))
5987 p_ptr->redraw &= ~(PR_LEV);
5991 if (p_ptr->redraw & (PR_EXP))
5993 p_ptr->redraw &= ~(PR_EXP);
5997 if (p_ptr->redraw & (PR_STATS))
5999 p_ptr->redraw &= ~(PR_STATS);
6008 if (p_ptr->redraw & (PR_STATUS))
6010 p_ptr->redraw &= ~(PR_STATUS);
6014 if (p_ptr->redraw & (PR_ARMOR))
6016 p_ptr->redraw &= ~(PR_ARMOR);
6020 if (p_ptr->redraw & (PR_HP))
6022 p_ptr->redraw &= ~(PR_HP);
6026 if (p_ptr->redraw & (PR_MANA))
6028 p_ptr->redraw &= ~(PR_MANA);
6032 if (p_ptr->redraw & (PR_GOLD))
6034 p_ptr->redraw &= ~(PR_GOLD);
6038 if (p_ptr->redraw & (PR_DEPTH))
6040 p_ptr->redraw &= ~(PR_DEPTH);
6044 if (p_ptr->redraw & (PR_HEALTH))
6046 p_ptr->redraw &= ~(PR_HEALTH);
6047 health_redraw(FALSE);
6050 if (p_ptr->redraw & (PR_UHEALTH))
6052 p_ptr->redraw &= ~(PR_UHEALTH);
6053 health_redraw(TRUE);
6057 if (p_ptr->redraw & (PR_EXTRA))
6059 p_ptr->redraw &= ~(PR_EXTRA);
6060 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6061 p_ptr->redraw &= ~(PR_HUNGER);
6062 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6066 if (p_ptr->redraw & (PR_CUT))
6068 p_ptr->redraw &= ~(PR_CUT);
6072 if (p_ptr->redraw & (PR_STUN))
6074 p_ptr->redraw &= ~(PR_STUN);
6078 if (p_ptr->redraw & (PR_HUNGER))
6080 p_ptr->redraw &= ~(PR_HUNGER);
6084 if (p_ptr->redraw & (PR_STATE))
6086 p_ptr->redraw &= ~(PR_STATE);
6090 if (p_ptr->redraw & (PR_SPEED))
6092 p_ptr->redraw &= ~(PR_SPEED);
6096 if (p_ptr->pclass == CLASS_IMITATOR)
6098 if (p_ptr->redraw & (PR_IMITATION))
6100 p_ptr->redraw &= ~(PR_IMITATION);
6104 else if (p_ptr->redraw & (PR_STUDY))
6106 p_ptr->redraw &= ~(PR_STUDY);
6113 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6115 * @details 更新処理の対象はサブウィンドウ全般
6117 void window_stuff(void)
6125 if (!p_ptr->window) return;
6128 for (j = 0; j < 8; j++)
6130 /* Save usable flags */
6131 if (angband_term[j]) mask |= window_flag[j];
6134 /* Apply usable flags */
6135 p_ptr->window &= mask;
6138 if (!p_ptr->window) return;
6141 /* Display inventory */
6142 if (p_ptr->window & (PW_INVEN))
6144 p_ptr->window &= ~(PW_INVEN);
6148 /* Display equipment */
6149 if (p_ptr->window & (PW_EQUIP))
6151 p_ptr->window &= ~(PW_EQUIP);
6155 /* Display spell list */
6156 if (p_ptr->window & (PW_SPELL))
6158 p_ptr->window &= ~(PW_SPELL);
6162 /* Display player */
6163 if (p_ptr->window & (PW_PLAYER))
6165 p_ptr->window &= ~(PW_PLAYER);
6169 /* Display monster list */
6170 if (p_ptr->window & (PW_MONSTER_LIST))
6172 p_ptr->window &= ~(PW_MONSTER_LIST);
6176 /* Display overhead view */
6177 if (p_ptr->window & (PW_MESSAGE))
6179 p_ptr->window &= ~(PW_MESSAGE);
6183 /* Display overhead view */
6184 if (p_ptr->window & (PW_OVERHEAD))
6186 p_ptr->window &= ~(PW_OVERHEAD);
6190 /* Display overhead view */
6191 if (p_ptr->window & (PW_DUNGEON))
6193 p_ptr->window &= ~(PW_DUNGEON);
6197 /* Display monster recall */
6198 if (p_ptr->window & (PW_MONSTER))
6200 p_ptr->window &= ~(PW_MONSTER);
6204 /* Display object recall */
6205 if (p_ptr->window & (PW_OBJECT))
6207 p_ptr->window &= ~(PW_OBJECT);
6214 * @brief 全更新処理をチェックして処理していく
6215 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6218 void handle_stuff(void)
6220 if (p_ptr->update) update_stuff();
6223 if (p_ptr->redraw) redraw_stuff();
6225 if (p_ptr->window) window_stuff();
6229 * @brief プレイヤーの現在開いている手の状態を返す
6230 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6231 * @return 開いている手のビットフラグ
6233 s16b empty_hands(bool riding_control)
6235 s16b status = EMPTY_HAND_NONE;
6237 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6238 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6240 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6242 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6243 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6251 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6252 * @return ペナルティが適用されるならばTRUE。
6254 bool heavy_armor(void)
6256 WEIGHT monk_arm_wgt = 0;
6258 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6260 /* Weight the armor */
6261 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6262 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6263 monk_arm_wgt += inventory[INVEN_BODY].weight;
6264 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6265 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6266 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6267 monk_arm_wgt += inventory[INVEN_FEET].weight;
6269 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6273 * @brief 実ゲームプレイ時間を更新する
6275 void update_playtime(void)
6277 /* Check if the game has started */
6278 if (start_time != 0)
6280 u32b tmp = (u32b)time(NULL);
6281 playtime += (tmp - start_time);