4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
120 s32b len = 20L * TOWN_DAWN;
121 s32b tick = turn % len + len / 4;
123 /* Dump 13 spaces to clear */
124 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
126 /* Dump the info itself */
127 c_put_str(TERM_WHITE, format(
133 ((p_ptr->prace == RACE_VAMPIRE) ||
134 (p_ptr->prace == RACE_SKELETON) ||
135 (p_ptr->prace == RACE_ZOMBIE) ||
136 (p_ptr->prace == RACE_SPECTRE))
137 ? (turn - (15L * TOWN_DAWN)) / len + 1
138 : (turn + (5L * TOWN_DAWN))/ len + 1),
141 c_put_str(TERM_WHITE, format("%2d:%02d",
142 (24 * tick / len) % 24,
143 (1440 * tick / len) % 60),
150 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
151 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
157 else if (p_ptr->wild_mode)
163 else if (p_ptr->inside_arena)
167 return "Monster Arena";
169 else if (p_ptr->inside_battle)
175 else if (!dun_level && p_ptr->town_num)
176 return town[p_ptr->town_num].name;
178 return d_name+d_info[dungeon_type].name;
184 static void prt_dungeon(void)
189 /* Dump 13 spaces to clear */
190 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
192 dungeon_name = map_name();
194 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
195 if (col < 0) col = 0;
197 /* Dump the info itself */
198 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
206 * Print character stat in given row, column
208 static void prt_stat(int stat)
212 /* Display "injured" stat */
213 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
215 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
216 cnv_stat(p_ptr->stat_use[stat], tmp);
217 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
220 /* Display "healthy" stat */
223 put_str(stat_names[stat], ROW_STAT + stat, 0);
224 cnv_stat(p_ptr->stat_use[stat], tmp);
225 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
228 /* Indicate natural maximum */
229 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
232 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
233 put_str("!", ROW_STAT + stat, 5);
235 put_str("!", ROW_STAT + stat, 3);
242 /* Show status bar */
244 static void prt_status(void)
250 c_put_str(TERM_YELLOW, "¤Ä", ROW_STATBAR, COL_STATBAR);
252 c_put_str(TERM_YELLOW, "Ts", ROW_STATBAR, COL_STATBAR);
257 else if (p_ptr->image)
260 c_put_str(TERM_VIOLET, "¸¸", ROW_STATBAR, COL_STATBAR);
262 c_put_str(TERM_VIOLET, "Hu", ROW_STATBAR, COL_STATBAR);
267 put_str(" ", ROW_STATBAR, COL_STATBAR);
274 c_put_str(TERM_L_DARK, "ÌÕ", ROW_STATBAR, COL_STATBAR+2);
276 c_put_str(TERM_L_DARK, "Bl", ROW_STATBAR, COL_STATBAR+2);
281 put_str(" ", ROW_STATBAR, COL_STATBAR+2);
285 if (p_ptr->paralyzed)
288 c_put_str(TERM_RED, "áã", ROW_STATBAR, COL_STATBAR+4);
290 c_put_str(TERM_RED, "Pa", ROW_STATBAR, COL_STATBAR+4);
295 put_str(" ", ROW_STATBAR, COL_STATBAR+4);
302 c_put_str(TERM_VIOLET, "Íð", ROW_STATBAR, COL_STATBAR+6);
304 c_put_str(TERM_VIOLET, "Cf", ROW_STATBAR, COL_STATBAR+6);
309 put_str(" ", ROW_STATBAR, COL_STATBAR+6);
316 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+8);
318 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+8);
323 put_str(" ", ROW_STATBAR, COL_STATBAR+8);
326 /* Times see-invisible */
327 if (p_ptr->tim_invis)
330 c_put_str(TERM_L_BLUE, "ȑ", ROW_STATBAR, COL_STATBAR+10);
332 c_put_str(TERM_L_BLUE, "Se", ROW_STATBAR, COL_STATBAR+10);
337 put_str(" ", ROW_STATBAR, COL_STATBAR+10);
341 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
344 c_put_str(TERM_ORANGE, "¥Æ", ROW_STATBAR, COL_STATBAR+12);
346 c_put_str(TERM_ORANGE, "Te", ROW_STATBAR, COL_STATBAR+12);
351 put_str(" ", ROW_STATBAR, COL_STATBAR+12);
354 /* Timed regenerate */
355 if (p_ptr->tim_regen)
358 c_put_str(TERM_L_BLUE, "²ó", ROW_STATBAR, COL_STATBAR+14);
360 c_put_str(TERM_L_BLUE, "Rg", ROW_STATBAR, COL_STATBAR+14);
365 put_str(" ", ROW_STATBAR, COL_STATBAR+14);
368 /* Timed infra-vision */
369 if (p_ptr->tim_infra)
372 c_put_str(TERM_L_RED, "ÀÖ", ROW_STATBAR, COL_STATBAR+16);
374 c_put_str(TERM_L_RED, "If", ROW_STATBAR, COL_STATBAR+16);
379 put_str(" ", ROW_STATBAR, COL_STATBAR+16);
382 /* Protection from evil */
386 c_put_str(TERM_SLATE, "¼Ù", ROW_STATBAR, COL_STATBAR+18);
388 c_put_str(TERM_SLATE, "Ev", ROW_STATBAR, COL_STATBAR+18);
393 put_str(" ", ROW_STATBAR, COL_STATBAR+18);
396 /* Invulnerability */
397 if (p_ptr->invuln || music_singing(MUSIC_INVULN))
400 c_put_str(TERM_YELLOW, "̵", ROW_STATBAR, COL_STATBAR+20);
402 c_put_str(TERM_YELLOW, "Iv", ROW_STATBAR, COL_STATBAR+20);
407 put_str(" ", ROW_STATBAR, COL_STATBAR+20);
411 if (p_ptr->wraith_form)
414 c_put_str(TERM_L_DARK, "ͩ", ROW_STATBAR, COL_STATBAR+22);
416 c_put_str(TERM_L_DARK, "Gh", ROW_STATBAR, COL_STATBAR+22);
420 else if (p_ptr->kabenuke)
423 c_put_str(TERM_SLATE, "ÊÉ", ROW_STATBAR, COL_STATBAR+22);
425 c_put_str(TERM_SLATE, "Wp", ROW_STATBAR, COL_STATBAR+22);
428 else if (p_ptr->tim_reflect)
431 c_put_str(TERM_SLATE, "ȿ", ROW_STATBAR, COL_STATBAR+22);
433 c_put_str(TERM_SLATE, "Rf", ROW_STATBAR, COL_STATBAR+22);
438 put_str(" ", ROW_STATBAR, COL_STATBAR+22);
442 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
445 c_put_str(TERM_WHITE, "ͦ", ROW_STATBAR, COL_STATBAR+24);
447 c_put_str(TERM_WHITE, "He", ROW_STATBAR, COL_STATBAR+24);
452 put_str(" ", ROW_STATBAR, COL_STATBAR+24);
455 /* Super Heroism / berserk */
459 c_put_str(TERM_RED, "¶¸", ROW_STATBAR, COL_STATBAR+26);
461 c_put_str(TERM_RED, "Br", ROW_STATBAR, COL_STATBAR+26);
466 put_str(" ", ROW_STATBAR, COL_STATBAR+26);
470 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
473 c_put_str(TERM_WHITE, "½Ë", ROW_STATBAR, COL_STATBAR+28);
475 c_put_str(TERM_WHITE, "Bs", ROW_STATBAR, COL_STATBAR+28);
480 put_str(" ", ROW_STATBAR, COL_STATBAR+28);
487 c_put_str(TERM_YELLOW, "Ëâ", ROW_STATBAR, COL_STATBAR+30);
489 c_put_str(TERM_YELLOW, "Md", ROW_STATBAR, COL_STATBAR+30);
492 else if (p_ptr->tsubureru)
495 c_put_str(TERM_L_UMBER, "¿", ROW_STATBAR, COL_STATBAR+30);
497 c_put_str(TERM_L_UMBER, "Eh", ROW_STATBAR, COL_STATBAR+30);
500 else if (p_ptr->shield)
503 c_put_str(TERM_WHITE, "ÀÐ", ROW_STATBAR, COL_STATBAR+30);
505 c_put_str(TERM_WHITE, "Ss", ROW_STATBAR, COL_STATBAR+30);
508 else if (p_ptr->special_defense & NINJA_KAWARIMI)
511 c_put_str(TERM_VIOLET, "ÊÑ", ROW_STATBAR, COL_STATBAR+30);
513 c_put_str(TERM_VIOLET, "Qa", ROW_STATBAR, COL_STATBAR+30);
518 put_str(" ", ROW_STATBAR, COL_STATBAR+30);
522 if (p_ptr->special_defense & DEFENSE_ACID)
525 c_put_str(TERM_L_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
527 c_put_str(TERM_L_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
530 else if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
533 c_put_str(TERM_GREEN, "»À", ROW_STATBAR, COL_STATBAR+32);
535 c_put_str(TERM_GREEN, "Ac", ROW_STATBAR, COL_STATBAR+32);
540 put_str(" ", ROW_STATBAR, COL_STATBAR+32);
543 /* Oppose Lightning */
544 if (p_ptr->special_defense & DEFENSE_ELEC)
547 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
549 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
552 else if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
555 c_put_str(TERM_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+34);
557 c_put_str(TERM_BLUE, "El", ROW_STATBAR, COL_STATBAR+34);
562 put_str(" ", ROW_STATBAR, COL_STATBAR+34);
566 if (p_ptr->special_defense & DEFENSE_FIRE)
569 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
571 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
574 else if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
577 c_put_str(TERM_RED, "²Ð", ROW_STATBAR, COL_STATBAR+36);
579 c_put_str(TERM_RED, "Fi", ROW_STATBAR, COL_STATBAR+36);
584 put_str(" ", ROW_STATBAR, COL_STATBAR+36);
588 if (p_ptr->special_defense & DEFENSE_COLD)
591 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+38);
593 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+38);
596 else if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
599 c_put_str(TERM_SLATE, "Îä", ROW_STATBAR, COL_STATBAR+38);
601 c_put_str(TERM_SLATE, "Co", ROW_STATBAR, COL_STATBAR+38);
606 put_str(" ", ROW_STATBAR, COL_STATBAR+38);
610 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
613 c_put_str(TERM_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+40);
615 c_put_str(TERM_GREEN, "Po", ROW_STATBAR, COL_STATBAR+40);
620 put_str(" ", ROW_STATBAR, COL_STATBAR+40);
624 if (p_ptr->word_recall)
627 c_put_str(TERM_WHITE, "µ¢", ROW_STATBAR, COL_STATBAR+42);
629 c_put_str(TERM_WHITE, "Wr", ROW_STATBAR, COL_STATBAR+42);
634 put_str(" ", ROW_STATBAR, COL_STATBAR+42);
641 c_put_str(TERM_BLUE, "¶²", ROW_STATBAR, COL_STATBAR+44);
643 c_put_str(TERM_BLUE, "Fe", ROW_STATBAR, COL_STATBAR+44);
648 put_str(" ", ROW_STATBAR, COL_STATBAR+44);
652 if (p_ptr->tim_res_time)
655 c_put_str(TERM_L_BLUE, "»þ", ROW_STATBAR, COL_STATBAR+46);
657 c_put_str(TERM_L_BLUE, "Ti", ROW_STATBAR, COL_STATBAR+46);
660 else if (p_ptr->multishadow)
663 c_put_str(TERM_L_BLUE, "ʬ", ROW_STATBAR, COL_STATBAR+46);
665 c_put_str(TERM_L_BLUE, "Ms", ROW_STATBAR, COL_STATBAR+46);
670 put_str(" ", ROW_STATBAR, COL_STATBAR+46);
673 /* Confusing Hands */
674 if (p_ptr->special_attack & ATTACK_CONFUSE)
677 c_put_str(TERM_RED, "Íð", ROW_STATBAR, COL_STATBAR+48);
679 c_put_str(TERM_RED, "Cf", ROW_STATBAR, COL_STATBAR+48);
684 put_str(" ", ROW_STATBAR, COL_STATBAR+48);
687 if (p_ptr->resist_magic)
690 c_put_str(TERM_SLATE, "ËÉ", ROW_STATBAR, COL_STATBAR+50);
692 c_put_str(TERM_SLATE, "Rm", ROW_STATBAR, COL_STATBAR+50);
697 put_str(" ", ROW_STATBAR, COL_STATBAR+50);
700 /* Ultimate-resistance */
704 c_put_str(TERM_YELLOW, "µæ", ROW_STATBAR, COL_STATBAR+52);
706 c_put_str(TERM_YELLOW, "Ul", ROW_STATBAR, COL_STATBAR+52);
710 else if (p_ptr->tim_ffall)
713 c_put_str(TERM_L_BLUE, "Éâ", ROW_STATBAR, COL_STATBAR+52);
715 c_put_str(TERM_L_BLUE, "Lv", ROW_STATBAR, COL_STATBAR+52);
718 else if (p_ptr->tim_res_nether)
721 c_put_str(TERM_L_DARK, "¹ö", ROW_STATBAR, COL_STATBAR+52);
723 c_put_str(TERM_L_DARK, "Nt", ROW_STATBAR, COL_STATBAR+52);
726 else if (p_ptr->dustrobe)
729 c_put_str(TERM_L_DARK, "¶À", ROW_STATBAR, COL_STATBAR+52);
731 c_put_str(TERM_L_DARK, "Am", ROW_STATBAR, COL_STATBAR+52);
736 put_str(" ", ROW_STATBAR, COL_STATBAR+52);
740 if (p_ptr->special_attack & ATTACK_FIRE)
743 c_put_str(TERM_L_RED, "²Ð", ROW_STATBAR, COL_STATBAR+54);
745 c_put_str(TERM_L_RED, "Fi", ROW_STATBAR, COL_STATBAR+54);
748 else if (p_ptr->special_attack & ATTACK_COLD)
751 c_put_str(TERM_WHITE, "Îä", ROW_STATBAR, COL_STATBAR+54);
753 c_put_str(TERM_WHITE, "Co", ROW_STATBAR, COL_STATBAR+54);
756 else if (p_ptr->special_attack & ATTACK_ELEC)
759 c_put_str(TERM_L_BLUE, "ÅÅ", ROW_STATBAR, COL_STATBAR+54);
761 c_put_str(TERM_L_BLUE, "El", ROW_STATBAR, COL_STATBAR+54);
764 else if (p_ptr->special_attack & ATTACK_ACID)
767 c_put_str(TERM_SLATE, "»À", ROW_STATBAR, COL_STATBAR+54);
769 c_put_str(TERM_SLATE, "Ac", ROW_STATBAR, COL_STATBAR+54);
772 else if (p_ptr->special_attack & ATTACK_POIS)
775 c_put_str(TERM_L_GREEN, "ÆÇ", ROW_STATBAR, COL_STATBAR+54);
777 c_put_str(TERM_L_GREEN, "Po", ROW_STATBAR, COL_STATBAR+54);
780 else if (p_ptr->special_defense & NINJA_S_STEALTH)
783 c_put_str(TERM_YELLOW, "Ķ", ROW_STATBAR, COL_STATBAR+54);
785 c_put_str(TERM_YELLOW, "St", ROW_STATBAR, COL_STATBAR+54);
790 put_str(" ", ROW_STATBAR, COL_STATBAR+54);
794 if (p_ptr->tim_sh_fire)
797 c_put_str(TERM_L_RED, "¥ª", ROW_STATBAR, COL_STATBAR+56);
799 c_put_str(TERM_L_RED, "Sf", ROW_STATBAR, COL_STATBAR+56);
802 else if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
805 c_put_str(TERM_UMBER, "±£", ROW_STATBAR, COL_STATBAR+56);
807 c_put_str(TERM_UMBER, "Sl", ROW_STATBAR, COL_STATBAR+56);
810 else if (p_ptr->special_defense & NINJA_S_STEALTH)
813 c_put_str(TERM_YELLOW, "±£", ROW_STATBAR, COL_STATBAR+56);
815 c_put_str(TERM_YELLOW, "lt", ROW_STATBAR, COL_STATBAR+56);
818 else if (p_ptr->tim_sh_touki)
821 c_put_str(TERM_WHITE, "Ʈ", ROW_STATBAR, COL_STATBAR+56);
823 c_put_str(TERM_WHITE, "Ae", ROW_STATBAR, COL_STATBAR+56);
828 put_str(" ", ROW_STATBAR, COL_STATBAR+56);
835 * Prints "title", including "wizard" or "winner" as needed.
837 static void prt_title(void)
845 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
854 else if (total_winner || (p_ptr->lev > PY_MAX_LEVEL))
856 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
859 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
869 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
881 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
886 prt_field(p, ROW_TITLE, COL_TITLE);
893 static void prt_level(void)
898 sprintf(tmp, "%5d", p_ptr->lev);
900 sprintf(tmp, "%6d", p_ptr->lev);
904 if (p_ptr->lev >= p_ptr->max_plv)
907 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
908 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
910 put_str("LEVEL ", ROW_LEVEL, 0);
911 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
918 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
919 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
921 put_str("Level ", ROW_LEVEL, 0);
922 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
930 * Display the experience
932 static void prt_exp(void)
936 if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
937 (void)strcpy(out_val, "*******");
940 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
942 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
946 if (p_ptr->exp >= p_ptr->max_exp)
949 put_str("·Ð¸³ ", ROW_EXP, 0);
950 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
952 put_str("EXP ", ROW_EXP, 0);
953 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
960 put_str("x·Ð¸³", ROW_EXP, 0);
961 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
963 put_str("Exp ", ROW_EXP, 0);
964 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
972 * Prints current gold
974 static void prt_gold(void)
979 put_str("¡ð ", ROW_GOLD, COL_GOLD);
981 put_str("AU ", ROW_GOLD, COL_GOLD);
984 sprintf(tmp, "%9ld", (long)p_ptr->au);
985 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
993 static void prt_ac(void)
998 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
999 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
1000 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1001 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
1003 put_str("Cur AC ", ROW_AC, COL_AC);
1004 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
1005 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
1012 * Prints Cur/Max hit points
1014 static void prt_hp(void)
1016 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
1022 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
1024 put_str("HP", ROW_CURHP, COL_CURHP);
1026 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1027 sprintf(tmp, "%4d", p_ptr->chp);
1029 if (p_ptr->chp >= p_ptr->mhp)
1031 color = TERM_L_GREEN;
1033 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1035 color = TERM_YELLOW;
1042 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
1045 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
1047 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
1048 sprintf(tmp, "%4d", p_ptr->mhp);
1049 color = TERM_L_GREEN;
1051 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
1056 * Prints players max/cur spell points
1058 static void prt_sp(void)
1060 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
1065 /* Do not show mana unless it matters */
1066 if (!mp_ptr->spell_book) return;
1069 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
1072 put_str("MP", ROW_CURSP, COL_CURSP);
1074 put_str("SP", ROW_CURSP, COL_CURSP);
1077 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1078 sprintf(tmp, "%4d", p_ptr->csp);
1080 if (p_ptr->csp >= p_ptr->msp)
1082 color = TERM_L_GREEN;
1084 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
1086 color = TERM_YELLOW;
1093 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1096 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1098 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1099 sprintf(tmp, "%4d", p_ptr->msp);
1100 color = TERM_L_GREEN;
1102 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1107 * Prints depth in stat area
1109 static void prt_depth(void)
1116 strcpy(depths, "ÃϾå");
1118 strcpy(depths, "Surf.");
1121 else if (p_ptr->inside_quest && !dungeon_type)
1124 strcpy(depths, "ÃϾå");
1126 strcpy(depths, "Quest");
1130 else if (depth_in_feet)
1133 (void)sprintf(depths, "%d ft", dun_level * 50);
1135 (void)sprintf(depths, "%d ft", dun_level * 50);
1142 sprintf(depths, "%d ³¬", dun_level);
1144 (void)sprintf(depths, "Lev %d", dun_level);
1149 /* Right-Adjust the "depth", and clear old values */
1150 prt(format("%7s", depths), ROW_DEPTH, COL_DEPTH);
1155 * Prints status of hunger
1157 static void prt_hunger(void)
1159 /* Fainting / Starving */
1160 if (p_ptr->food < PY_FOOD_FAINT)
1163 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1165 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1171 else if (p_ptr->food < PY_FOOD_WEAK)
1174 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1176 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1182 else if (p_ptr->food < PY_FOOD_ALERT)
1185 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1187 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1193 else if (p_ptr->food < PY_FOOD_FULL)
1195 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1199 else if (p_ptr->food < PY_FOOD_MAX)
1202 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1204 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1213 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1215 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1223 * Prints Searching, Resting, Paralysis, or 'count' status
1224 * Display is always exactly 10 characters wide (see below)
1226 * This function was a major bottleneck when resting, so a lot of
1227 * the text formatting code was optimized in place below.
1229 static void prt_state(void)
1231 byte attr = TERM_WHITE;
1238 if (command_rep > 999)
1241 sprintf(text, "%2d00", command_rep / 100);
1243 (void)sprintf(text, "%2d00", command_rep / 100);
1250 sprintf(text, " %2d", command_rep);
1252 (void)sprintf(text, " %2d", command_rep);
1261 switch(p_ptr->action)
1266 strcpy(text, "õº÷");
1268 strcpy(text, "Sear");
1276 /* Start with "Rest" */
1284 /* Extensive (timed) rest */
1285 if (resting >= 1000)
1290 text[1] = '0' + (i % 10);
1291 text[0] = '0' + (i / 10);
1294 /* Long (timed) rest */
1295 else if (resting >= 100)
1298 text[3] = '0' + (i % 10);
1300 text[2] = '0' + (i % 10);
1301 text[1] = '0' + (i / 10);
1304 /* Medium (timed) rest */
1305 else if (resting >= 10)
1308 text[3] = '0' + (i % 10);
1309 text[2] = '0' + (i / 10);
1312 /* Short (timed) rest */
1313 else if (resting > 0)
1316 text[3] = '0' + (i);
1319 /* Rest until healed */
1320 else if (resting == -1)
1322 text[0] = text[1] = text[2] = text[3] = '*';
1325 /* Rest until done */
1326 else if (resting == -2)
1328 text[0] = text[1] = text[2] = text[3] = '&';
1335 strcpy(text, "³Ø½¬");
1337 strcpy(text, "lear");
1339 if (new_mane) attr = TERM_L_RED;
1345 strcpy(text, "Äà¤ê");
1347 strcpy(text, "fish");
1354 for (i = 0; i < MAX_KAMAE; i++)
1355 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1358 case 0: attr = TERM_GREEN;break;
1359 case 1: attr = TERM_WHITE;break;
1360 case 2: attr = TERM_L_BLUE;break;
1361 case 3: attr = TERM_L_RED;break;
1363 strcpy(text, kamae_shurui[i].desc);
1369 for (i = 0; i < MAX_KATA; i++)
1370 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1371 strcpy(text, kata_shurui[i].desc);
1377 strcpy(text, "²Î ");
1379 strcpy(text, "Sing");
1383 case ACTION_HAYAGAKE:
1386 strcpy(text, "®¶î");
1388 strcpy(text, "Fast");
1400 /* Display the info (or blanks) */
1401 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1406 * Prints the speed of a character. -CJS-
1408 static void prt_speed(void)
1410 int i = p_ptr->pspeed;
1411 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1413 byte attr = TERM_WHITE;
1416 /* Hack -- Visually "undo" the Search Mode Slowdown */
1417 if (p_ptr->action == ACTION_SEARCH) i += 10;
1424 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1425 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1426 else attr = TERM_GREEN;
1428 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1429 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1430 else attr = TERM_L_GREEN;
1432 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1434 sprintf(buf, "Fast(+%d)", (i - 110));
1444 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1445 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1446 else attr = TERM_RED;
1448 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1449 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1450 else attr = TERM_L_UMBER;
1452 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1454 sprintf(buf, "Slow(-%d)", (110 - i));
1457 else if (p_ptr->riding)
1461 strcpy(buf, "¾èÇÏÃæ");
1463 strcpy(buf, "Riding");
1467 /* Display the speed */
1468 c_put_str(attr, format("%-9s", buf), ROW_SPEED, COL_SPEED);
1472 static void prt_study(void)
1474 if (p_ptr->new_spells)
1477 put_str("³Ø½¬", ROW_STUDY, COL_STUDY);
1479 put_str("Stud", ROW_STUDY, COL_STUDY);
1485 put_str(" ", ROW_STUDY, COL_STUDY);
1490 static void prt_mane(void)
1492 if (p_ptr->pclass == CLASS_IMITATOR)
1497 if (new_mane) attr = TERM_L_RED;
1498 else attr = TERM_WHITE;
1500 c_put_str(attr, "¤Þ¤Í", ROW_STUDY, COL_STUDY);
1502 c_put_str(attr, "Mane", ROW_STUDY, COL_STUDY);
1507 put_str(" ", ROW_STUDY, COL_STUDY);
1513 static void prt_cut(void)
1520 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1522 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1529 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1531 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1538 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1540 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1547 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1549 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1556 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1558 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1565 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1567 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1574 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1576 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1582 put_str(" ", ROW_CUT, COL_CUT);
1588 static void prt_stun(void)
1590 int s = p_ptr->stun;
1595 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1597 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1604 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1606 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1613 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1615 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1621 put_str(" ", ROW_STUN, COL_STUN);
1628 * Redraw the "monster health bar" -DRS-
1629 * Rather extensive modifications by -BEN-
1631 * The "monster health bar" provides visual feedback on the "health"
1632 * of the monster currently being "tracked". There are several ways
1633 * to "track" a monster, including targetting it, attacking it, and
1634 * affecting it (and nobody else) with a ranged attack.
1636 * Display the monster health bar (affectionately known as the
1637 * "health-o-meter"). Clear health bar if nothing is being tracked.
1638 * Auto-track current target monster when bored. Note that the
1639 * health-bar stops tracking any monster that "disappears".
1641 static void health_redraw(void)
1644 #ifdef DRS_SHOW_HEALTH_BAR
1647 if (!p_ptr->health_who)
1649 /* Erase the health bar */
1650 Term_erase(COL_INFO, ROW_INFO, 12);
1653 /* Tracking an unseen monster */
1654 else if (!m_list[p_ptr->health_who].ml)
1656 /* Indicate that the monster health is "unknown" */
1657 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1660 /* Tracking a hallucinatory monster */
1661 else if (p_ptr->image)
1663 /* Indicate that the monster health is "unknown" */
1664 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1667 /* Tracking a dead monster (???) */
1668 else if (!m_list[p_ptr->health_who].hp < 0)
1670 /* Indicate that the monster health is "unknown" */
1671 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1674 /* Tracking a visible monster */
1679 monster_type *m_ptr = &m_list[p_ptr->health_who];
1681 /* Default to almost dead */
1682 byte attr = TERM_RED;
1684 /* Extract the "percent" of health */
1685 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1686 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1689 if (pct >= 10) attr = TERM_L_RED;
1692 if (pct >= 25) attr = TERM_ORANGE;
1694 /* Somewhat Wounded */
1695 if (pct >= 60) attr = TERM_YELLOW;
1698 if (pct >= 100) attr = TERM_L_GREEN;
1701 if (m_ptr->monfear) attr = TERM_VIOLET;
1704 if (m_ptr->csleep) attr = TERM_BLUE;
1707 if (m_ptr->invulner) attr = TERM_WHITE;
1709 /* Convert percent into "health" */
1710 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1712 /* Default to "unknown" */
1713 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1715 /* Dump the current "health" (use '*' symbols) */
1716 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1725 static void riding_health_redraw(void)
1728 #ifdef DRS_SHOW_HEALTH_BAR
1733 /* Erase the health bar */
1734 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1737 /* Tracking a hallucinatory monster */
1738 else if (p_ptr->image)
1740 /* Indicate that the monster health is "unknown" */
1741 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1744 /* Tracking a dead monster (???) */
1745 else if (!m_list[p_ptr->health_who].hp < 0)
1747 /* Indicate that the monster health is "unknown" */
1748 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1751 /* Tracking a visible monster */
1756 monster_type *m_ptr = &m_list[p_ptr->riding];
1758 /* Default to almost dead */
1759 byte attr = TERM_RED;
1761 /* Extract the "percent" of health */
1762 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1763 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1766 if (pct >= 10) attr = TERM_L_RED;
1769 if (pct >= 25) attr = TERM_ORANGE;
1771 /* Somewhat Wounded */
1772 if (pct >= 60) attr = TERM_YELLOW;
1775 if (pct >= 100) attr = TERM_L_GREEN;
1778 if (m_ptr->monfear) attr = TERM_VIOLET;
1781 if (m_ptr->csleep) attr = TERM_BLUE;
1784 if (m_ptr->invulner) attr = TERM_WHITE;
1786 /* Convert percent into "health" */
1787 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1789 /* Default to "unknown" */
1790 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1792 /* Dump the current "health" (use '*' symbols) */
1793 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1803 * Display basic info (mostly left of map)
1805 static void prt_frame_basic(void)
1809 /* Race and Class */
1810 if (p_ptr->mimic_form)
1811 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1815 mb_strlcpy(str, rp_ptr->title, 14);
1816 prt_field(str, ROW_RACE, COL_RACE);
1818 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1819 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1825 /* Level/Experience */
1830 for (i = 0; i < 6; i++) prt_stat(i);
1849 riding_health_redraw();
1854 * Display extra info (mostly below map)
1856 static void prt_frame_extra(void)
1881 * Hack -- display inventory in sub-windows
1883 static void fix_inven(void)
1888 for (j = 0; j < 8; j++)
1893 if (!angband_term[j]) continue;
1895 /* No relevant flags */
1896 if (!(window_flag[j] & (PW_INVEN))) continue;
1899 Term_activate(angband_term[j]);
1901 /* Display inventory */
1915 * Hack -- display equipment in sub-windows
1917 static void fix_equip(void)
1922 for (j = 0; j < 8; j++)
1927 if (!angband_term[j]) continue;
1929 /* No relevant flags */
1930 if (!(window_flag[j] & (PW_EQUIP))) continue;
1933 Term_activate(angband_term[j]);
1935 /* Display equipment */
1948 * Hack -- display equipment in sub-windows
1950 static void fix_spell(void)
1955 for (j = 0; j < 8; j++)
1960 if (!angband_term[j]) continue;
1962 /* No relevant flags */
1963 if (!(window_flag[j] & (PW_SPELL))) continue;
1966 Term_activate(angband_term[j]);
1968 /* Display spell list */
1969 display_spell_list();
1981 * Hack -- display character in sub-windows
1983 static void fix_player(void)
1988 for (j = 0; j < 8; j++)
1993 if (!angband_term[j]) continue;
1995 /* No relevant flags */
1996 if (!(window_flag[j] & (PW_PLAYER))) continue;
1999 Term_activate(angband_term[j]);
2003 /* Display player */
2017 * Hack -- display recent messages in sub-windows
2019 * XXX XXX XXX Adjust for width and split messages
2021 static void fix_message(void)
2028 for (j = 0; j < 8; j++)
2033 if (!angband_term[j]) continue;
2035 /* No relevant flags */
2036 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2039 Term_activate(angband_term[j]);
2042 Term_get_size(&w, &h);
2045 for (i = 0; i < h; i++)
2047 /* Dump the message on the appropriate line */
2048 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2051 Term_locate(&x, &y);
2053 /* Clear to end of line */
2054 Term_erase(x, y, 255);
2067 * Hack -- display overhead view in sub-windows
2069 * Note that the "player" symbol does NOT appear on the map.
2071 static void fix_overhead(void)
2078 for (j = 0; j < 8; j++)
2083 if (!angband_term[j]) continue;
2085 /* No relevant flags */
2086 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2089 Term_activate(angband_term[j]);
2092 display_map(&cy, &cx);
2104 * Hack -- display dungeon view in sub-windows
2106 static void fix_dungeon(void)
2111 for (j = 0; j < 8; j++)
2116 if (!angband_term[j]) continue;
2118 /* No relevant flags */
2119 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2122 Term_activate(angband_term[j]);
2124 /* Redraw dungeon view */
2137 * Hack -- display monster recall in sub-windows
2139 static void fix_monster(void)
2144 for (j = 0; j < 8; j++)
2149 if (!angband_term[j]) continue;
2151 /* No relevant flags */
2152 if (!(window_flag[j] & (PW_MONSTER))) continue;
2155 Term_activate(angband_term[j]);
2157 /* Display monster race info */
2158 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2170 * Hack -- display object recall in sub-windows
2172 static void fix_object(void)
2177 for (j = 0; j < 8; j++)
2182 if (!angband_term[j]) continue;
2184 /* No relevant flags */
2185 if (!(window_flag[j] & (PW_OBJECT))) continue;
2188 Term_activate(angband_term[j]);
2190 /* Display monster race info */
2191 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2203 * Calculate number of spells player should have, and forget,
2204 * or remember, spells until that number is properly reflected.
2206 * Note that this function induces various "status" messages,
2207 * which must be bypasses until the character is created.
2209 static void calc_spells(void)
2211 int i, j, k, levels;
2213 int num_boukyaku = 0;
2216 int use_realm1 = p_ptr->realm1 - 1;
2217 int use_realm2 = p_ptr->realm2 - 1;
2224 /* Hack -- must be literate */
2225 if (!mp_ptr->spell_book) return;
2227 /* Hack -- wait for creation */
2228 if (!character_generated) return;
2230 /* Hack -- handle "xtra" mode */
2231 if (character_xtra) return;
2233 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2235 p_ptr->new_spells = 0;
2239 p = spell_categoly_name(mp_ptr->spell_book);
2241 /* Determine the number of spells allowed */
2242 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2244 /* Hack -- no negative spells */
2245 if (levels < 0) levels = 0;
2247 /* Extract total allowed spells */
2248 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2250 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2254 if (p_ptr->pclass == CLASS_SAMURAI)
2258 else if (p_ptr->realm2 == REALM_NONE)
2260 num_allowed = (num_allowed+1)/2;
2261 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2263 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2265 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2269 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2272 /* Count the number of spells we know */
2273 for (j = 0; j < 64; j++)
2275 /* Count known spells */
2277 (spell_forgotten1 & (1L << j)) :
2278 (spell_forgotten2 & (1L << (j - 32))))
2284 /* See how many spells we must forget or may learn */
2285 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2287 /* Forget spells which are too hard */
2288 for (i = 63; i >= 0; i--)
2290 /* Efficiency -- all done */
2291 if (!spell_learned1 && !spell_learned2) break;
2293 /* Access the spell */
2296 /* Skip non-spells */
2297 if (j >= 99) continue;
2301 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2304 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2306 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2309 s_ptr = &mp_ptr->info[use_realm1][j];
2311 s_ptr = &mp_ptr->info[use_realm2][j%32];
2313 /* Skip spells we are allowed to know */
2314 if (s_ptr->slevel <= p_ptr->lev) continue;
2318 (spell_learned1 & (1L << j)) :
2319 (spell_learned2 & (1L << (j - 32))))
2321 /* Mark as forgotten */
2324 spell_forgotten1 |= (1L << j);
2329 spell_forgotten2 |= (1L << (j - 32));
2333 /* No longer known */
2336 spell_learned1 &= ~(1L << j);
2341 spell_learned2 &= ~(1L << (j - 32));
2347 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2348 spell_names[technic2magic(which+1)-1][j%32], p );
2350 msg_format("You have forgotten the %s of %s.", p,
2351 spell_names[technic2magic(which+1)-1][j%32]);
2355 /* One more can be learned */
2356 p_ptr->new_spells++;
2361 /* Forget spells if we know too many spells */
2362 for (i = 63; i >= 0; i--)
2364 /* Stop when possible */
2365 if (p_ptr->new_spells >= 0) break;
2367 /* Efficiency -- all done */
2368 if (!spell_learned1 && !spell_learned2) break;
2370 /* Get the (i+1)th spell learned */
2373 /* Skip unknown spells */
2374 if (j >= 99) continue;
2376 /* Forget it (if learned) */
2378 (spell_learned1 & (1L << j)) :
2379 (spell_learned2 & (1L << (j - 32))))
2381 /* Mark as forgotten */
2384 spell_forgotten1 |= (1L << j);
2389 spell_forgotten2 |= (1L << (j - 32));
2393 /* No longer known */
2396 spell_learned1 &= ~(1L << j);
2401 spell_learned2 &= ~(1L << (j - 32));
2407 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2408 spell_names[technic2magic(which+1)-1][j%32], p );
2410 msg_format("You have forgotten the %s of %s.", p,
2411 spell_names[technic2magic(which+1)-1][j%32]);
2415 /* One more can be learned */
2416 p_ptr->new_spells++;
2421 /* Check for spells to remember */
2422 for (i = 0; i < 64; i++)
2424 /* None left to remember */
2425 if (p_ptr->new_spells <= 0) break;
2427 /* Efficiency -- all done */
2428 if (!spell_forgotten1 && !spell_forgotten2) break;
2430 /* Get the next spell we learned */
2433 /* Skip unknown spells */
2436 /* Access the spell */
2437 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2440 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2442 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2445 s_ptr = &mp_ptr->info[use_realm1][j];
2447 s_ptr = &mp_ptr->info[use_realm2][j%32];
2449 /* Skip spells we cannot remember */
2450 if (s_ptr->slevel > p_ptr->lev) continue;
2452 /* First set of spells */
2454 (spell_forgotten1 & (1L << j)) :
2455 (spell_forgotten2 & (1L << (j - 32))))
2457 /* No longer forgotten */
2460 spell_forgotten1 &= ~(1L << j);
2465 spell_forgotten2 &= ~(1L << (j - 32));
2469 /* Known once more */
2472 spell_learned1 |= (1L << j);
2477 spell_learned2 |= (1L << (j - 32));
2483 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2484 spell_names[technic2magic(which+1)-1][j%32], p );
2486 msg_format("You have remembered the %s of %s.",
2487 p, spell_names[technic2magic(which+1)-1][j%32]);
2491 /* One less can be learned */
2492 p_ptr->new_spells--;
2498 if (p_ptr->realm2 == REALM_NONE)
2500 /* Count spells that can be learned */
2501 for (j = 0; j < 32; j++)
2503 if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
2504 else s_ptr = &mp_ptr->info[use_realm1][j];
2506 /* Skip spells we cannot remember */
2507 if (s_ptr->slevel > p_ptr->lev) continue;
2509 /* Skip spells we already know */
2510 if (spell_learned1 & (1L << j))
2519 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2522 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2524 /* Spell count changed */
2525 if (p_ptr->old_spells != p_ptr->new_spells)
2527 /* Message if needed */
2528 if (p_ptr->new_spells)
2532 if( p_ptr->new_spells < 10 ){
2533 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2535 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2538 msg_format("You can learn %d more %s%s.",
2539 p_ptr->new_spells, p,
2540 (p_ptr->new_spells != 1) ? "s" : "");
2545 /* Save the new_spells value */
2546 p_ptr->old_spells = p_ptr->new_spells;
2548 /* Redraw Study Status */
2549 p_ptr->redraw |= (PR_STUDY);
2555 * Calculate maximum mana. You do not need to know any spells.
2556 * Note that mana is lowered by heavy (or inappropriate) armor.
2558 * This function induces status messages.
2560 static void calc_mana(void)
2562 int msp, levels, cur_wgt, max_wgt;
2567 /* Hack -- Must be literate */
2568 if (!mp_ptr->spell_book) return;
2570 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2571 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2572 (p_ptr->pclass == CLASS_BLUE_MAGE))
2574 levels = p_ptr->lev;
2578 if(mp_ptr->spell_first > p_ptr->lev)
2583 /* Display mana later */
2584 p_ptr->redraw |= (PR_MANA);
2588 /* Extract "effective" player level */
2589 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2592 if (p_ptr->pclass == CLASS_SAMURAI)
2594 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2595 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2599 /* Extract total mana */
2600 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2602 /* Hack -- usually add one mana */
2605 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2607 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2609 /* Hack: High mages have a 25% mana bonus */
2610 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2612 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2615 /* Only mages are affected */
2616 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2620 /* Assume player is not encumbered by gloves */
2621 p_ptr->cumber_glove = FALSE;
2623 /* Get the gloves */
2624 o_ptr = &inventory[INVEN_HANDS];
2626 /* Examine the gloves */
2627 object_flags(o_ptr, &f1, &f2, &f3);
2629 /* Normal gloves hurt mage-type spells */
2631 !(f2 & (TR2_FREE_ACT)) &&
2632 !(f1 & (TR1_MAGIC_MASTERY)) &&
2633 !((f1 & (TR1_DEX)) && (o_ptr->pval > 0)))
2636 p_ptr->cumber_glove = TRUE;
2639 msp = (3 * msp) / 4;
2644 /* Assume player not encumbered by armor */
2645 p_ptr->cumber_armor = FALSE;
2647 /* Weigh the armor */
2649 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2650 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2651 cur_wgt += inventory[INVEN_BODY].weight;
2652 cur_wgt += inventory[INVEN_HEAD].weight;
2653 cur_wgt += inventory[INVEN_OUTER].weight;
2654 cur_wgt += inventory[INVEN_HANDS].weight;
2655 cur_wgt += inventory[INVEN_FEET].weight;
2657 /* Subtract a percentage of maximum mana. */
2658 switch (p_ptr->pclass)
2660 /* For these classes, mana is halved if armour
2661 * is 30 pounds over their weight limit. */
2663 case CLASS_HIGH_MAGE:
2664 case CLASS_BLUE_MAGE:
2666 case CLASS_FORCETRAINER:
2667 case CLASS_SORCERER:
2669 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2670 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2674 /* Mana halved if armour is 40 pounds over weight limit. */
2679 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2680 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2684 case CLASS_MINDCRAFTER:
2685 case CLASS_BEASTMASTER:
2686 case CLASS_MIRROR_MASTER:
2688 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2689 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2693 /* Mana halved if armour is 50 pounds over weight limit. */
2696 case CLASS_RED_MAGE:
2697 case CLASS_WARRIOR_MAGE:
2699 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2700 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2704 /* Mana halved if armour is 60 pounds over weight limit. */
2706 case CLASS_CHAOS_WARRIOR:
2708 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2709 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2713 /* For new classes created, but not yet added to this formula. */
2720 /* Determine the weight allowance */
2721 max_wgt = mp_ptr->spell_weight;
2723 /* Heavy armor penalizes mana by a percentage. -LM- */
2724 if ((cur_wgt - max_wgt) > 0)
2727 p_ptr->cumber_armor = TRUE;
2729 /* Subtract a percentage of maximum mana. */
2730 switch (p_ptr->pclass)
2732 /* For these classes, mana is halved if armour
2733 * is 30 pounds over their weight limit. */
2735 case CLASS_HIGH_MAGE:
2736 case CLASS_BLUE_MAGE:
2738 msp -= msp * (cur_wgt - max_wgt) / 600;
2742 /* Mana halved if armour is 40 pounds over weight limit. */
2744 case CLASS_MINDCRAFTER:
2745 case CLASS_BEASTMASTER:
2747 case CLASS_FORCETRAINER:
2749 case CLASS_MIRROR_MASTER:
2751 msp -= msp * (cur_wgt - max_wgt) / 800;
2755 case CLASS_SORCERER:
2757 msp -= msp * (cur_wgt - max_wgt) / 900;
2761 /* Mana halved if armour is 50 pounds over weight limit. */
2765 case CLASS_RED_MAGE:
2767 msp -= msp * (cur_wgt - max_wgt) / 1000;
2771 /* Mana halved if armour is 60 pounds over weight limit. */
2773 case CLASS_CHAOS_WARRIOR:
2774 case CLASS_WARRIOR_MAGE:
2776 msp -= msp * (cur_wgt - max_wgt) / 1200;
2782 p_ptr->cumber_armor = FALSE;
2786 /* For new classes created, but not yet added to this formula. */
2789 msp -= msp * (cur_wgt - max_wgt) / 800;
2795 /* Mana can never be negative */
2796 if (msp < 0) msp = 0;
2799 /* Maximum mana has changed */
2800 if (p_ptr->msp != msp)
2802 /* Enforce maximum */
2803 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2806 p_ptr->csp_frac = 0;
2810 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2811 if ((level_up == 1) && (msp > p_ptr->msp))
2813 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2814 (msp - p_ptr->msp));
2820 /* Display mana later */
2821 p_ptr->redraw |= (PR_MANA);
2824 p_ptr->window |= (PW_PLAYER);
2825 p_ptr->window |= (PW_SPELL);
2829 /* Hack -- handle "xtra" mode */
2830 if (character_xtra) return;
2832 /* Take note when "glove state" changes */
2833 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2836 if (p_ptr->cumber_glove)
2839 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2841 msg_print("Your covered hands feel unsuitable for spellcasting.");
2848 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2850 msg_print("Your hands feel more suitable for spellcasting.");
2856 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2860 /* Take note when "armor state" changes */
2861 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2864 if (p_ptr->cumber_armor)
2867 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2869 msg_print("The weight of your equipment encumbers your movement.");
2876 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2878 msg_print("You feel able to move more freely.");
2884 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2891 * Calculate the players (maximal) hit points
2892 * Adjust current hitpoints if necessary
2894 static void calc_hitpoints(void)
2899 /* Un-inflate "half-hitpoint bonus per level" value */
2900 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2902 /* Calculate hitpoints */
2903 mhp = player_hp[p_ptr->lev - 1];
2905 if (p_ptr->mimic_form)
2907 if (p_ptr->pclass == CLASS_SORCERER)
2908 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2910 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2911 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2914 if (p_ptr->pclass == CLASS_SORCERER)
2916 if (p_ptr->lev < 30)
2917 mhp = (mhp * (45+p_ptr->lev) / 100);
2919 mhp = (mhp * 75 / 100);
2920 bonus = (bonus * 65 / 100);
2925 if (p_ptr->pclass == CLASS_BERSERKER)
2927 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2930 /* Always have at least one hitpoint per level */
2931 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2933 /* Factor in the hero / superhero settings */
2934 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
2935 if (p_ptr->shero) mhp += 30;
2936 if (p_ptr->tsuyoshi) mhp += 50;
2938 /* New maximum hitpoints */
2939 if (p_ptr->mhp != mhp)
2941 /* Enforce maximum */
2942 if (p_ptr->chp >= mhp)
2945 p_ptr->chp_frac = 0;
2949 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2950 if ((level_up == 1) && (mhp > p_ptr->mhp))
2952 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2953 (mhp - p_ptr->mhp) );
2956 /* Save the new max-hitpoints */
2959 /* Display hitpoints (later) */
2960 p_ptr->redraw |= (PR_HP);
2963 p_ptr->window |= (PW_PLAYER);
2970 * Extract and set the current "lite radius"
2972 * SWD: Experimental modification: multiple light sources have additive effect.
2975 static void calc_torch(void)
2981 /* Assume no light */
2982 p_ptr->cur_lite = 0;
2984 /* Loop through all wielded items */
2985 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2987 o_ptr = &inventory[i];
2989 /* Examine actual lites */
2990 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2992 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2994 if (o_ptr->sval == SV_LITE_TORCH)
2996 p_ptr->cur_lite -= 1;
2999 /* Lanterns (with fuel) provide more lite */
3000 else if (o_ptr->sval == SV_LITE_LANTERN)
3002 p_ptr->cur_lite -= 2;
3005 else if (o_ptr->sval == SV_LITE_FEANOR)
3007 p_ptr->cur_lite -= 3;
3010 /* Torches (with fuel) provide some lite */
3011 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
3013 p_ptr->cur_lite += 1;
3016 /* Lanterns (with fuel) provide more lite */
3017 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
3019 p_ptr->cur_lite += 2;
3022 else if (o_ptr->sval == SV_LITE_FEANOR)
3024 p_ptr->cur_lite += 2;
3027 /* Artifact Lites provide permanent, bright, lite */
3028 else if (artifact_p(o_ptr))
3030 p_ptr->cur_lite += 3;
3033 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3037 /* Skip empty slots */
3038 if (!o_ptr->k_idx) continue;
3040 /* Extract the flags */
3041 object_flags(o_ptr, &f1, &f2, &f3);
3043 /* does this item glow? */
3046 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
3047 else p_ptr->cur_lite++;
3053 /* max radius is 5 without rewriting other code -- */
3054 /* see cave.c:update_lite() and defines.h:LITE_MAX */
3055 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3056 p_ptr->cur_lite = 1;
3057 if (p_ptr->cur_lite > 5) p_ptr->cur_lite = 5;
3058 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3060 /* check if the player doesn't have a lite source, */
3061 /* but does glow as an intrinsic. */
3062 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
3064 /* end experimental mods */
3066 /* Reduce lite when running if requested */
3067 if (running && view_reduce_lite)
3069 /* Reduce the lite radius if needed */
3070 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
3073 /* Notice changes in the "lite radius" */
3074 if (p_ptr->old_lite != p_ptr->cur_lite)
3076 /* Update the lite */
3077 p_ptr->update |= (PU_LITE);
3079 /* Update the monsters */
3080 p_ptr->update |= (PU_MONSTERS);
3082 /* Remember the old lite */
3083 p_ptr->old_lite = p_ptr->cur_lite;
3085 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3086 set_superstealth(FALSE);
3093 * Computes current weight limit.
3095 static int weight_limit(void)
3099 /* Weight limit based only on strength */
3100 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
3101 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
3103 /* Return the result */
3108 bool buki_motteruka(int i)
3110 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
3114 * Calculate the players current "state", taking into account
3115 * not only race/class intrinsics, but also objects being worn
3116 * and temporary spell effects.
3118 * See also calc_mana() and calc_hitpoints().
3120 * Take note of the new "speed code", in particular, a very strong
3121 * player will start slowing down as soon as he reaches 150 pounds,
3122 * but not until he reaches 450 pounds will he be half as fast as
3123 * a normal kobold. This both hurts and helps the player, hurts
3124 * because in the old days a player could just avoid 300 pounds,
3125 * and helps because now carrying 300 pounds is not very painful.
3127 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3128 * damage, since that would affect non-combat things. These values
3129 * are actually added in later, at the appropriate place.
3131 * This function induces various "status" messages.
3133 void calc_bonuses(void)
3135 int i, j, hold, neutral[2];
3146 bool yoiyami = FALSE;
3147 bool down_saving = FALSE;
3148 bool have_dd_s, have_dd_t, have_sw, have_kabe;
3149 bool easy_2hand = FALSE;
3150 s16b this_o_idx, next_o_idx = 0;
3151 player_race *tmp_rp_ptr;
3154 /* Save the old speed */
3155 old_speed = p_ptr->pspeed;
3157 /* Save the old vision stuff */
3158 old_telepathy = p_ptr->telepathy;
3159 old_see_inv = p_ptr->see_inv;
3161 /* Save the old armor class */
3162 old_dis_ac = p_ptr->dis_ac;
3163 old_dis_to_a = p_ptr->dis_to_a;
3166 /* Clear extra blows/shots */
3167 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3169 /* Clear the stat modifiers */
3170 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3173 /* Clear the Displayed/Real armor class */
3174 p_ptr->dis_ac = p_ptr->ac = 0;
3176 /* Clear the Displayed/Real Bonuses */
3177 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3178 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3179 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3180 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3181 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3182 p_ptr->dis_to_a = p_ptr->to_a = 0;
3186 /* Start with "normal" speed */
3187 p_ptr->pspeed = 110;
3189 /* Start with a single blow per turn */
3190 p_ptr->num_blow[0] = 1;
3191 p_ptr->num_blow[1] = 1;
3193 /* Start with a single shot per turn */
3194 p_ptr->num_fire = 100;
3196 /* Reset the "xtra" tval */
3197 p_ptr->tval_xtra = 0;
3199 /* Reset the "ammo" tval */
3200 p_ptr->tval_ammo = 0;
3202 /* Clear all the flags */
3203 p_ptr->aggravate = FALSE;
3204 p_ptr->teleport = FALSE;
3205 p_ptr->exp_drain = FALSE;
3206 p_ptr->bless_blade = FALSE;
3207 p_ptr->xtra_might = FALSE;
3208 p_ptr->impact[0] = FALSE;
3209 p_ptr->impact[1] = FALSE;
3210 p_ptr->pass_wall = FALSE;
3211 p_ptr->kill_wall = FALSE;
3212 p_ptr->dec_mana = FALSE;
3213 p_ptr->easy_spell = FALSE;
3214 p_ptr->heavy_spell = FALSE;
3215 p_ptr->see_inv = FALSE;
3216 p_ptr->free_act = FALSE;
3217 p_ptr->slow_digest = FALSE;
3218 p_ptr->regenerate = FALSE;
3219 p_ptr->can_swim = FALSE;
3220 p_ptr->ffall = FALSE;
3221 p_ptr->hold_life = FALSE;
3222 p_ptr->telepathy = FALSE;
3223 p_ptr->lite = FALSE;
3224 p_ptr->sustain_str = FALSE;
3225 p_ptr->sustain_int = FALSE;
3226 p_ptr->sustain_wis = FALSE;
3227 p_ptr->sustain_con = FALSE;
3228 p_ptr->sustain_dex = FALSE;
3229 p_ptr->sustain_chr = FALSE;
3230 p_ptr->resist_acid = FALSE;
3231 p_ptr->resist_elec = FALSE;
3232 p_ptr->resist_fire = FALSE;
3233 p_ptr->resist_cold = FALSE;
3234 p_ptr->resist_pois = FALSE;
3235 p_ptr->resist_conf = FALSE;
3236 p_ptr->resist_sound = FALSE;
3237 p_ptr->resist_lite = FALSE;
3238 p_ptr->resist_dark = FALSE;
3239 p_ptr->resist_chaos = FALSE;
3240 p_ptr->resist_disen = FALSE;
3241 p_ptr->resist_shard = FALSE;
3242 p_ptr->resist_nexus = FALSE;
3243 p_ptr->resist_blind = FALSE;
3244 p_ptr->resist_neth = FALSE;
3245 p_ptr->resist_time = FALSE;
3246 p_ptr->resist_fear = FALSE;
3247 p_ptr->reflect = FALSE;
3248 p_ptr->sh_fire = FALSE;
3249 p_ptr->sh_elec = FALSE;
3250 p_ptr->sh_cold = FALSE;
3251 p_ptr->anti_magic = FALSE;
3252 p_ptr->anti_tele = FALSE;
3253 p_ptr->warning = FALSE;
3254 p_ptr->mighty_throw = FALSE;
3256 p_ptr->immune_acid = FALSE;
3257 p_ptr->immune_elec = FALSE;
3258 p_ptr->immune_fire = FALSE;
3259 p_ptr->immune_cold = FALSE;
3261 p_ptr->ryoute = FALSE;
3262 p_ptr->migite = FALSE;
3263 p_ptr->hidarite = FALSE;
3264 p_ptr->no_flowed = FALSE;
3268 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3269 else tmp_rp_ptr = &race_info[p_ptr->prace];
3271 /* Base infravision (purely racial) */
3272 p_ptr->see_infra = tmp_rp_ptr->infra;
3274 /* Base skill -- disarming */
3275 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3277 /* Base skill -- magic devices */
3278 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3280 /* Base skill -- saving throw */
3281 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3283 /* Base skill -- stealth */
3284 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3286 /* Base skill -- searching ability */
3287 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3289 /* Base skill -- searching frequency */
3290 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3292 /* Base skill -- combat (normal) */
3293 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3295 /* Base skill -- combat (shooting) */
3296 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3298 /* Base skill -- combat (throwing) */
3299 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3301 /* Base skill -- digging */
3302 p_ptr->skill_dig = 0;
3304 if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3305 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3306 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3307 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3309 if (p_ptr->special_defense & KAMAE_MASK)
3311 if (empty_hands(TRUE) < 2)
3313 set_action(ACTION_NONE);
3317 switch (p_ptr->pclass)
3320 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3321 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3324 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3326 case CLASS_CHAOS_WARRIOR:
3327 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3328 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3330 case CLASS_MINDCRAFTER:
3331 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3332 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3333 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3334 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3337 case CLASS_FORCETRAINER:
3338 /* Unencumbered Monks become faster every 10 levels */
3339 if (!(heavy_armor()))
3341 if (!((p_ptr->prace == RACE_KLACKON) ||
3342 (p_ptr->prace == RACE_SPRITE) ||
3343 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3344 p_ptr->pspeed += (p_ptr->lev) / 10;
3346 /* Free action if unencumbered at level 25 */
3347 if (p_ptr->lev > 24)
3348 p_ptr->free_act = TRUE;
3351 case CLASS_SORCERER:
3353 p_ptr->dis_to_a -= 50;
3356 p_ptr->resist_sound = TRUE;
3359 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3361 case CLASS_BERSERKER:
3363 p_ptr->sustain_str = TRUE;
3364 p_ptr->sustain_dex = TRUE;
3365 p_ptr->sustain_con = TRUE;
3366 p_ptr->regenerate = TRUE;
3367 p_ptr->free_act = TRUE;
3369 if (p_ptr->lev > 29) p_ptr->pspeed++;
3370 if (p_ptr->lev > 39) p_ptr->pspeed++;
3371 if (p_ptr->lev > 44) p_ptr->pspeed++;
3372 if (p_ptr->lev > 49) p_ptr->pspeed++;
3373 p_ptr->to_a += 10+p_ptr->lev/2;
3374 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3375 p_ptr->skill_dig += (100+p_ptr->lev*8);
3376 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3377 p_ptr->redraw |= PR_STATUS;
3379 case CLASS_MIRROR_MASTER:
3380 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3383 /* Unencumbered Monks become faster every 10 levels */
3386 p_ptr->pspeed -= (p_ptr->lev) / 10;
3387 p_ptr->skill_stl -= (p_ptr->lev)/10;
3389 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3392 if (!((p_ptr->prace == RACE_KLACKON) ||
3393 (p_ptr->prace == RACE_SPRITE) ||
3394 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3395 p_ptr->pspeed += (p_ptr->lev) / 10;
3396 p_ptr->skill_stl += (p_ptr->lev)/10;
3398 /* Free action if unencumbered at level 25 */
3399 if (p_ptr->lev > 24)
3400 p_ptr->free_act = TRUE;
3402 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3404 p_ptr->to_a += p_ptr->lev/2+5;
3405 p_ptr->dis_to_a += p_ptr->lev/2+5;
3407 p_ptr->slow_digest = TRUE;
3408 p_ptr->resist_fear = TRUE;
3409 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3410 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3411 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3412 if (p_ptr->lev > 44)
3414 p_ptr->oppose_pois = 1;
3415 p_ptr->redraw |= PR_STATUS;
3421 if (p_ptr->mimic_form)
3423 switch(p_ptr->mimic_form)
3426 p_ptr->hold_life=TRUE;
3427 p_ptr->resist_chaos=TRUE;
3428 p_ptr->resist_neth=TRUE;
3429 p_ptr->resist_fire=TRUE;
3430 p_ptr->oppose_fire = 1;
3431 p_ptr->see_inv=TRUE;
3433 p_ptr->redraw |= PR_STATUS;
3435 p_ptr->dis_to_a += 10;
3437 case MIMIC_DEMON_LORD:
3438 p_ptr->hold_life=TRUE;
3439 p_ptr->resist_chaos=TRUE;
3440 p_ptr->resist_neth=TRUE;
3441 p_ptr->immune_fire=TRUE;
3442 p_ptr->resist_acid = TRUE;
3443 p_ptr->resist_fire=TRUE;
3444 p_ptr->resist_cold = TRUE;
3445 p_ptr->resist_elec = TRUE;
3446 p_ptr->resist_pois = TRUE;
3447 p_ptr->resist_conf = TRUE;
3448 p_ptr->resist_disen = TRUE;
3449 p_ptr->resist_nexus = TRUE;
3450 p_ptr->resist_fear = TRUE;
3451 p_ptr->sh_fire = TRUE;
3452 p_ptr->see_inv = TRUE;
3453 p_ptr->telepathy = TRUE;
3454 p_ptr->ffall = TRUE;
3455 p_ptr->kill_wall = TRUE;
3458 p_ptr->dis_to_a += 20;
3461 p_ptr->resist_dark = TRUE;
3462 p_ptr->hold_life = TRUE;
3463 p_ptr->resist_neth = TRUE;
3464 p_ptr->resist_cold = TRUE;
3465 p_ptr->resist_pois = TRUE;
3466 p_ptr->see_inv = TRUE;
3469 p_ptr->dis_to_a += 10;
3470 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3476 switch (p_ptr->prace)
3479 p_ptr->resist_lite = TRUE;
3482 p_ptr->sustain_dex = TRUE;
3485 p_ptr->free_act = TRUE;
3488 p_ptr->resist_blind = TRUE;
3491 p_ptr->resist_dark = TRUE;
3493 case RACE_HALF_TROLL:
3494 p_ptr->sustain_str = TRUE;
3496 if (p_ptr->lev > 14)
3498 /* High level trolls heal fast... */
3499 p_ptr->regenerate = TRUE;
3501 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3503 p_ptr->slow_digest = TRUE;
3504 /* Let's not make Regeneration
3505 * a disadvantage for the poor warriors who can
3506 * never learn a spell that satisfies hunger (actually
3507 * neither can rogues, but half-trolls are not
3508 * supposed to play rogues) */
3513 p_ptr->sustain_con = TRUE;
3514 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3517 p_ptr->resist_lite = TRUE;
3518 p_ptr->see_inv = TRUE;
3520 case RACE_BARBARIAN:
3521 p_ptr->resist_fear = TRUE;
3523 case RACE_HALF_OGRE:
3524 p_ptr->resist_dark = TRUE;
3525 p_ptr->sustain_str = TRUE;
3527 case RACE_HALF_GIANT:
3528 p_ptr->sustain_str = TRUE;
3529 p_ptr->resist_shard = TRUE;
3531 case RACE_HALF_TITAN:
3532 p_ptr->resist_chaos = TRUE;
3535 p_ptr->resist_sound = TRUE;
3538 p_ptr->resist_acid = TRUE;
3539 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3542 p_ptr->resist_conf = TRUE;
3543 p_ptr->resist_acid = TRUE;
3545 /* Klackons become faster */
3546 p_ptr->pspeed += (p_ptr->lev) / 10;
3549 p_ptr->resist_pois = TRUE;
3552 p_ptr->resist_disen = TRUE;
3553 p_ptr->resist_dark = TRUE;
3556 p_ptr->resist_dark = TRUE;
3557 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3559 case RACE_DRACONIAN:
3560 p_ptr->ffall = TRUE;
3561 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3562 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3563 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3564 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3565 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3567 case RACE_MIND_FLAYER:
3568 p_ptr->sustain_int = TRUE;
3569 p_ptr->sustain_wis = TRUE;
3570 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3571 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3574 p_ptr->resist_fire = TRUE;
3575 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3578 p_ptr->slow_digest = TRUE;
3579 p_ptr->free_act = TRUE;
3580 p_ptr->see_inv = TRUE;
3581 p_ptr->resist_pois = TRUE;
3582 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3585 p_ptr->resist_shard = TRUE;
3586 p_ptr->hold_life = TRUE;
3587 p_ptr->see_inv = TRUE;
3588 p_ptr->resist_pois = TRUE;
3589 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3592 p_ptr->resist_neth = TRUE;
3593 p_ptr->hold_life = TRUE;
3594 p_ptr->see_inv = TRUE;
3595 p_ptr->resist_pois = TRUE;
3596 p_ptr->slow_digest = TRUE;
3597 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3600 p_ptr->resist_dark = TRUE;
3601 p_ptr->hold_life = TRUE;
3602 p_ptr->resist_neth = TRUE;
3603 p_ptr->resist_cold = TRUE;
3604 p_ptr->resist_pois = TRUE;
3605 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3608 p_ptr->ffall = TRUE;
3609 p_ptr->free_act = TRUE;
3610 p_ptr->resist_neth = TRUE;
3611 p_ptr->hold_life = TRUE;
3612 p_ptr->see_inv = TRUE;
3613 p_ptr->resist_pois = TRUE;
3614 p_ptr->slow_digest = TRUE;
3615 p_ptr->resist_cold = TRUE;
3616 p_ptr->pass_wall = TRUE;
3617 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3620 p_ptr->ffall = TRUE;
3621 p_ptr->resist_lite = TRUE;
3623 /* Sprites become faster */
3624 p_ptr->pspeed += (p_ptr->lev) / 10;
3627 p_ptr->resist_conf = TRUE;
3628 p_ptr->resist_sound = TRUE;
3631 /* Ents dig like maniacs, but only with their hands. */
3632 if (!inventory[INVEN_RARM].k_idx)
3633 p_ptr->skill_dig += p_ptr->lev * 10;
3634 /* Ents get tougher and stronger as they age, but lose dexterity. */
3635 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3636 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3637 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3639 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3640 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3641 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3643 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3644 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3645 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3648 p_ptr->ffall = TRUE;
3649 p_ptr->see_inv = TRUE;
3652 p_ptr->resist_fire = TRUE;
3653 p_ptr->resist_neth = TRUE;
3654 p_ptr->hold_life = TRUE;
3656 p_ptr->see_inv = TRUE;
3657 if (p_ptr->lev > 44)
3659 p_ptr->oppose_fire = 1;
3660 p_ptr->redraw |= PR_STATUS;
3664 p_ptr->sustain_con = TRUE;
3667 p_ptr->ffall = TRUE;
3670 p_ptr->resist_conf = TRUE;
3673 p_ptr->slow_digest = TRUE;
3674 p_ptr->free_act = TRUE;
3675 p_ptr->resist_pois = TRUE;
3676 p_ptr->hold_life = TRUE;
3684 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3686 p_ptr->see_inv = TRUE;
3687 p_ptr->free_act = TRUE;
3688 p_ptr->slow_digest = TRUE;
3689 p_ptr->regenerate = TRUE;
3690 p_ptr->ffall = TRUE;
3691 p_ptr->hold_life = TRUE;
3692 p_ptr->telepathy = TRUE;
3694 p_ptr->sustain_str = TRUE;
3695 p_ptr->sustain_int = TRUE;
3696 p_ptr->sustain_wis = TRUE;
3697 p_ptr->sustain_con = TRUE;
3698 p_ptr->sustain_dex = TRUE;
3699 p_ptr->sustain_chr = TRUE;
3700 p_ptr->resist_acid = TRUE;
3701 p_ptr->resist_elec = TRUE;
3702 p_ptr->resist_fire = TRUE;
3703 p_ptr->resist_cold = TRUE;
3704 p_ptr->resist_pois = TRUE;
3705 p_ptr->resist_conf = TRUE;
3706 p_ptr->resist_sound = TRUE;
3707 p_ptr->resist_lite = TRUE;
3708 p_ptr->resist_dark = TRUE;
3709 p_ptr->resist_chaos = TRUE;
3710 p_ptr->resist_disen = TRUE;
3711 p_ptr->resist_shard = TRUE;
3712 p_ptr->resist_nexus = TRUE;
3713 p_ptr->resist_blind = TRUE;
3714 p_ptr->resist_neth = TRUE;
3715 p_ptr->resist_fear = TRUE;
3716 p_ptr->reflect = TRUE;
3717 p_ptr->sh_fire = TRUE;
3718 p_ptr->sh_elec = TRUE;
3719 p_ptr->sh_cold = TRUE;
3721 p_ptr->dis_to_a += 100;
3723 if (p_ptr->tim_res_nether)
3725 p_ptr->resist_neth = TRUE;
3727 if (p_ptr->tim_sh_fire)
3729 p_ptr->sh_fire = TRUE;
3731 if (p_ptr->tim_res_time)
3733 p_ptr->resist_time = TRUE;
3737 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->aggravate = TRUE;
3740 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3742 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3744 p_ptr->resist_blind = TRUE;
3745 p_ptr->resist_conf = TRUE;
3746 p_ptr->hold_life = TRUE;
3747 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3749 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3750 /* Munchkin become faster */
3751 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3756 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3757 p_ptr->pass_wall = FALSE;
3758 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3759 p_ptr->pass_wall = TRUE;
3761 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3763 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3765 /* Hack -- apply racial/class stat maxes */
3766 /* Apply the racial modifiers */
3767 for (i = 0; i < 6; i++)
3769 /* Modify the stats for "race" */
3770 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3774 /* I'm adding the mutations here for the lack of a better place... */
3777 /* Hyper Strength */
3778 if (p_ptr->muta3 & MUT3_HYPER_STR)
3780 p_ptr->stat_add[A_STR] += 4;
3784 if (p_ptr->muta3 & MUT3_PUNY)
3786 p_ptr->stat_add[A_STR] -= 4;
3789 /* Living computer */
3790 if (p_ptr->muta3 & MUT3_HYPER_INT)
3792 p_ptr->stat_add[A_INT] += 4;
3793 p_ptr->stat_add[A_WIS] += 4;
3797 if (p_ptr->muta3 & MUT3_MORONIC)
3799 p_ptr->stat_add[A_INT] -= 4;
3800 p_ptr->stat_add[A_WIS] -= 4;
3803 if (p_ptr->muta3 & MUT3_RESILIENT)
3805 p_ptr->stat_add[A_CON] += 4;
3808 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3810 p_ptr->stat_add[A_CON] += 2;
3814 if (p_ptr->muta3 & MUT3_ALBINO)
3816 p_ptr->stat_add[A_CON] -= 4;
3819 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3821 p_ptr->stat_add[A_CON] -= 2;
3822 p_ptr->stat_add[A_CHR] -= 1;
3823 p_ptr->regenerate = FALSE;
3824 /* Cancel innate regeneration */
3827 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3829 p_ptr->stat_add[A_CHR] -= 4;
3832 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3834 p_ptr->stat_add[A_CHR] -= 1;
3837 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3839 p_ptr->skill_fos += 15;
3840 p_ptr->skill_srh += 15;
3843 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3845 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3848 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3850 p_ptr->skill_stl -= 3;
3853 if (p_ptr->muta3 & MUT3_INFRAVIS)
3855 p_ptr->see_infra += 3;
3858 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3863 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3868 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3870 p_ptr->sh_elec = TRUE;
3873 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3875 p_ptr->sh_fire = TRUE;
3879 if (p_ptr->muta3 & MUT3_WART_SKIN)
3881 p_ptr->stat_add[A_CHR] -= 2;
3883 p_ptr->dis_to_a += 5;
3886 if (p_ptr->muta3 & MUT3_SCALES)
3888 p_ptr->stat_add[A_CHR] -= 1;
3890 p_ptr->dis_to_a += 10;
3893 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3895 p_ptr->stat_add[A_DEX] -= 1;
3897 p_ptr->dis_to_a += 25;
3900 if (p_ptr->muta3 & MUT3_WINGS)
3902 p_ptr->ffall = TRUE;
3905 if (p_ptr->muta3 & MUT3_FEARLESS)
3907 p_ptr->resist_fear = TRUE;
3910 if (p_ptr->muta3 & MUT3_REGEN)
3912 p_ptr->regenerate = TRUE;
3915 if (p_ptr->muta3 & MUT3_ESP)
3917 p_ptr->telepathy = TRUE;
3920 if (p_ptr->muta3 & MUT3_LIMBER)
3922 p_ptr->stat_add[A_DEX] += 3;
3925 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3927 p_ptr->stat_add[A_DEX] -= 3;
3930 if (p_ptr->muta3 & MUT3_MOTION)
3932 p_ptr->free_act = TRUE;
3933 p_ptr->skill_stl += 1;
3936 if (p_ptr->muta3 & MUT3_ILL_NORM)
3938 p_ptr->stat_add[A_CHR] = 0;
3942 if (p_ptr->tsuyoshi)
3944 p_ptr->stat_add[A_STR] += 4;
3945 p_ptr->stat_add[A_CON] += 4;
3948 /* Scan the usable inventory */
3949 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3951 int bonus_to_h, bonus_to_d;
3952 o_ptr = &inventory[i];
3954 /* Skip non-objects */
3955 if (!o_ptr->k_idx) continue;
3956 if (o_ptr->tval == TV_CAPTURE) continue;
3958 /* Extract the item flags */
3959 object_flags(o_ptr, &f1, &f2, &f3);
3962 if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3963 if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3964 if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3965 if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3966 if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3967 if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3969 if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3971 /* Affect stealth */
3972 if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3974 /* Affect searching ability (factor of five) */
3975 if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3977 /* Affect searching frequency (factor of five) */
3978 if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3980 /* Affect infravision */
3981 if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
3983 /* Affect digging (factor of 20) */
3984 if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3987 if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
3990 if (f1 & (TR1_BLOWS))
3992 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3993 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3994 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3997 /* Hack -- cause earthquakes */
3998 if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4001 if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
4004 if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
4005 if (f3 & (TR3_AGGRAVATE)) p_ptr->aggravate = TRUE;
4006 if (f3 & (TR3_TELEPORT)) p_ptr->teleport = TRUE;
4007 if (f3 & (TR3_DRAIN_EXP)) p_ptr->exp_drain = TRUE;
4008 if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
4009 if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4010 if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4011 if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
4012 if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
4013 if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
4014 if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
4015 if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
4016 if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
4017 if (f3 & (TR3_WARNING)) p_ptr->warning = TRUE;
4019 /* Immunity flags */
4020 if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
4021 if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
4022 if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
4023 if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
4025 /* Resistance flags */
4026 if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
4027 if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
4028 if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
4029 if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
4030 if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
4031 if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
4032 if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
4033 if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
4034 if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
4035 if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
4036 if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4037 if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
4038 if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4039 if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4040 if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
4041 if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
4043 if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
4044 if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
4045 if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
4046 if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
4047 if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4048 if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
4051 if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
4052 if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
4053 if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4054 if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4055 if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
4056 if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4058 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4059 if (o_ptr->name2 == EGO_2HAND) easy_2hand = TRUE;
4060 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4061 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4062 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
4063 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4064 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4066 /* Modify the base armor class */
4067 p_ptr->ac += o_ptr->ac;
4069 /* The base armor class is always known */
4070 p_ptr->dis_ac += o_ptr->ac;
4072 /* Apply the bonuses to armor class */
4073 p_ptr->to_a += o_ptr->to_a;
4075 /* Apply the mental bonuses to armor class, if known */
4076 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4078 /* Hack -- do not apply "weapon" bonuses */
4079 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4080 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4082 /* Hack -- do not apply "bow" bonuses */
4083 if (i == INVEN_BOW) continue;
4085 bonus_to_h = o_ptr->to_h;
4086 bonus_to_d = o_ptr->to_d;
4088 if (p_ptr->pclass == CLASS_NINJA)
4090 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4091 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4094 /* To Bow and Natural attack */
4096 /* Apply the bonuses to hit/damage */
4097 p_ptr->to_h_b += bonus_to_h;
4098 p_ptr->to_h_m += bonus_to_h;
4099 p_ptr->to_d_m += bonus_to_d;
4101 /* Apply the mental bonuses tp hit/damage, if known */
4102 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4105 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4107 /* Apply the bonuses to hit/damage */
4108 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4109 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4111 /* Apply the mental bonuses tp hit/damage, if known */
4112 if (object_known_p(o_ptr))
4114 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4115 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4118 else if (p_ptr->migite && p_ptr->hidarite)
4120 /* Apply the bonuses to hit/damage */
4121 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4122 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4123 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4124 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4126 /* Apply the mental bonuses tp hit/damage, if known */
4127 if (object_known_p(o_ptr))
4129 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4130 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4131 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4132 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4137 /* Apply the bonuses to hit/damage */
4138 p_ptr->to_h[0] += bonus_to_h;
4139 p_ptr->to_d[0] += bonus_to_d;
4141 /* Apply the mental bonuses tp hit/damage, if known */
4142 if (object_known_p(o_ptr))
4144 p_ptr->dis_to_h[0] += bonus_to_h;
4145 p_ptr->dis_to_d[0] += bonus_to_d;
4150 /* Monks get extra ac for armour _not worn_ */
4151 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4153 if (!(inventory[INVEN_BODY].k_idx))
4155 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4156 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4158 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4160 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4161 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4163 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4165 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4166 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4168 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4170 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4171 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4173 if (!(inventory[INVEN_HANDS].k_idx))
4175 p_ptr->to_a += (p_ptr->lev / 2);
4176 p_ptr->dis_to_a += (p_ptr->lev / 2);
4178 if (!(inventory[INVEN_FEET].k_idx))
4180 p_ptr->to_a += (p_ptr->lev / 3);
4181 p_ptr->dis_to_a += (p_ptr->lev / 3);
4183 if (p_ptr->special_defense & KAMAE_BYAKKO)
4185 p_ptr->stat_add[A_STR] += 2;
4186 p_ptr->stat_add[A_DEX] += 2;
4187 p_ptr->stat_add[A_CON] -= 3;
4189 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4192 else if (p_ptr->special_defense & KAMAE_GENBU)
4194 p_ptr->stat_add[A_INT] -= 1;
4195 p_ptr->stat_add[A_WIS] -= 1;
4196 p_ptr->stat_add[A_DEX] -= 2;
4197 p_ptr->stat_add[A_CON] += 3;
4199 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4201 p_ptr->stat_add[A_STR] -= 2;
4202 p_ptr->stat_add[A_INT] += 1;
4203 p_ptr->stat_add[A_WIS] += 1;
4204 p_ptr->stat_add[A_DEX] += 2;
4205 p_ptr->stat_add[A_CON] -= 2;
4209 if (p_ptr->special_defense & KATA_KOUKIJIN)
4211 for (i = 0; i < 6; i++)
4212 p_ptr->stat_add[i] += 5;
4216 /* Hack -- aura of fire also provides light */
4217 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4219 /* Golems also get an intrinsic AC bonus */
4220 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4222 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4223 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4226 /* Calculate stats */
4227 for (i = 0; i < 6; i++)
4231 /* Extract the new "stat_use" value for the stat */
4232 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4234 /* Notice changes */
4235 if (p_ptr->stat_top[i] != top)
4237 /* Save the new value */
4238 p_ptr->stat_top[i] = top;
4240 /* Redisplay the stats later */
4241 p_ptr->redraw |= (PR_STATS);
4244 p_ptr->window |= (PW_PLAYER);
4248 /* Extract the new "stat_use" value for the stat */
4249 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4251 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4253 /* 10 to 18/90 charisma, guaranteed, based on level */
4254 if (use < 8 + 2 * p_ptr->lev)
4256 use = 8 + 2 * p_ptr->lev;
4260 /* Notice changes */
4261 if (p_ptr->stat_use[i] != use)
4263 /* Save the new value */
4264 p_ptr->stat_use[i] = use;
4266 /* Redisplay the stats later */
4267 p_ptr->redraw |= (PR_STATS);
4270 p_ptr->window |= (PW_PLAYER);
4274 /* Values: 3, 4, ..., 17 */
4275 if (use <= 18) ind = (use - 3);
4277 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4278 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4280 /* Range: 18/220+ */
4283 /* Notice changes */
4284 if (p_ptr->stat_ind[i] != ind)
4286 /* Save the new index */
4287 p_ptr->stat_ind[i] = ind;
4289 /* Change in CON affects Hitpoints */
4292 p_ptr->update |= (PU_HP);
4295 /* Change in INT may affect Mana/Spells */
4296 else if (i == A_INT)
4298 if (mp_ptr->spell_stat == A_INT)
4300 p_ptr->update |= (PU_MANA | PU_SPELLS);
4304 /* Change in WIS may affect Mana/Spells */
4305 else if (i == A_WIS)
4307 if (mp_ptr->spell_stat == A_WIS)
4309 p_ptr->update |= (PU_MANA | PU_SPELLS);
4313 /* Change in WIS may affect Mana/Spells */
4314 else if (i == A_CHR)
4316 if (mp_ptr->spell_stat == A_CHR)
4318 p_ptr->update |= (PU_MANA | PU_SPELLS);
4323 p_ptr->window |= (PW_PLAYER);
4328 /* Apply temporary "stun" */
4329 if (p_ptr->stun > 50)
4331 p_ptr->to_h[0] -= 20;
4332 p_ptr->to_h[1] -= 20;
4333 p_ptr->to_h_b -= 20;
4334 p_ptr->to_h_m -= 20;
4335 p_ptr->dis_to_h[0] -= 20;
4336 p_ptr->dis_to_h[1] -= 20;
4337 p_ptr->dis_to_h_b -= 20;
4338 p_ptr->to_d[0] -= 20;
4339 p_ptr->to_d[1] -= 20;
4340 p_ptr->to_d_m -= 20;
4341 p_ptr->dis_to_d[0] -= 20;
4342 p_ptr->dis_to_d[1] -= 20;
4344 else if (p_ptr->stun)
4346 p_ptr->to_h[0] -= 5;
4347 p_ptr->to_h[1] -= 5;
4350 p_ptr->dis_to_h[0] -= 5;
4351 p_ptr->dis_to_h[1] -= 5;
4352 p_ptr->dis_to_h_b -= 5;
4353 p_ptr->to_d[0] -= 5;
4354 p_ptr->to_d[1] -= 5;
4356 p_ptr->dis_to_d[0] -= 5;
4357 p_ptr->dis_to_d[1] -= 5;
4361 if (p_ptr->wraith_form)
4363 p_ptr->reflect = TRUE;
4366 /* Temporary blessing */
4367 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4370 p_ptr->dis_to_a += 5;
4371 p_ptr->to_h[0] += 10;
4372 p_ptr->to_h[1] += 10;
4373 p_ptr->to_h_b += 10;
4374 p_ptr->to_h_m += 10;
4375 p_ptr->dis_to_h[0] += 10;
4376 p_ptr->dis_to_h[1] += 10;
4377 p_ptr->dis_to_h_b += 10;
4380 /* Temporary shield */
4381 if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
4384 p_ptr->dis_to_a += 50;
4386 if (p_ptr->magicdef)
4388 p_ptr->resist_blind = TRUE;
4389 p_ptr->resist_conf = TRUE;
4390 p_ptr->reflect = TRUE;
4391 p_ptr->free_act = TRUE;
4392 p_ptr->ffall = TRUE;
4395 /* Temporary "Hero" */
4396 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4398 p_ptr->to_h[0] += 12;
4399 p_ptr->to_h[1] += 12;
4400 p_ptr->to_h_b += 12;
4401 p_ptr->to_h_m += 12;
4402 p_ptr->dis_to_h[0] += 12;
4403 p_ptr->dis_to_h[1] += 12;
4404 p_ptr->dis_to_h_b += 12;
4407 /* Temporary "Beserk" */
4410 p_ptr->to_h[0] += 12;
4411 p_ptr->to_h[1] += 12;
4412 p_ptr->to_h_b -= 12;
4413 p_ptr->to_h_m += 12;
4414 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4415 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4416 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4417 p_ptr->dis_to_h[0] += 12;
4418 p_ptr->dis_to_h[1] += 12;
4419 p_ptr->dis_to_h_b -= 12;
4420 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4421 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4423 p_ptr->dis_to_a -= 10;
4424 p_ptr->skill_stl -= 7;
4425 p_ptr->skill_dev -= 20;
4426 p_ptr->skill_sav -= 30;
4427 p_ptr->skill_srh -= 15;
4428 p_ptr->skill_fos -= 15;
4429 p_ptr->skill_tht -= 20;
4430 p_ptr->skill_dig += 30;
4433 /* Temporary "fast" */
4434 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4436 p_ptr->pspeed += 10;
4439 /* Temporary "slow" */
4442 p_ptr->pspeed -= 10;
4445 /* Temporary "telepathy" */
4446 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4448 p_ptr->telepathy = TRUE;
4451 if (p_ptr->ele_immune)
4453 if (p_ptr->special_defense & DEFENSE_ACID)
4454 p_ptr->immune_acid = TRUE;
4455 else if (p_ptr->special_defense & DEFENSE_ELEC)
4456 p_ptr->immune_elec = TRUE;
4457 else if (p_ptr->special_defense & DEFENSE_FIRE)
4458 p_ptr->immune_fire = TRUE;
4459 else if (p_ptr->special_defense & DEFENSE_COLD)
4460 p_ptr->immune_cold = TRUE;
4463 /* Temporary see invisible */
4464 if (p_ptr->tim_invis)
4466 p_ptr->see_inv = TRUE;
4469 /* Temporary infravision boost */
4470 if (p_ptr->tim_infra)
4472 p_ptr->see_infra+=3;
4475 /* Temporary regeneration boost */
4476 if (p_ptr->tim_regen)
4478 p_ptr->regenerate = TRUE;
4481 /* Temporary levitation */
4482 if (p_ptr->tim_ffall)
4484 p_ptr->ffall = TRUE;
4487 /* Hack -- Hero/Shero -> Res fear */
4488 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4490 p_ptr->resist_fear = TRUE;
4494 /* Hack -- Telepathy Change */
4495 if (p_ptr->telepathy != old_telepathy)
4497 p_ptr->update |= (PU_MONSTERS);
4500 /* Hack -- See Invis Change */
4501 if (p_ptr->see_inv != old_see_inv)
4503 p_ptr->update |= (PU_MONSTERS);
4506 /* Bloating slows the player down (a little) */
4507 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4509 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4511 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4513 p_ptr->to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4514 p_ptr->dis_to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4517 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4519 int penalty1, penalty2;
4520 penalty1 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4521 penalty2 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4522 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4524 penalty1 = penalty1 / 2 - 5;
4525 penalty2 = penalty2 / 2 - 5;
4528 p_ptr->dis_to_a += 10;
4532 if (penalty1 > 0) penalty1 /= 2;
4533 if (penalty2 > 0) penalty2 /= 2;
4535 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4537 penalty1 = MAX(0, penalty1 - 10);
4538 penalty2 = MAX(0, penalty2 - 10);
4540 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4542 penalty1 = MIN(0, penalty1);
4543 penalty2 = MIN(0, penalty2);
4545 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4546 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4547 p_ptr->to_h[0] -= penalty1;
4548 p_ptr->to_h[1] -= penalty2;
4549 p_ptr->dis_to_h[0] -= penalty1;
4550 p_ptr->dis_to_h[1] -= penalty2;
4553 /* Extract the current weight (in tenth pounds) */
4554 j = p_ptr->total_weight;
4556 /* Extract the "weight limit" (in tenth pounds) */
4561 int speed = m_list[p_ptr->riding].mspeed;
4562 if (m_list[p_ptr->riding].mspeed > 110)
4564 p_ptr->pspeed = 110 + (s16b)((speed-110)*(skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4565 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4569 p_ptr->pspeed = speed;
4571 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4572 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4573 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4574 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4576 if (skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - skill_exp[GINOU_RIDING]))/2000;
4578 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4581 /* XXX XXX XXX Apply "encumbrance" from weight */
4582 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4584 /* Searching slows the player down */
4585 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4587 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4588 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4589 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4590 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4591 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4592 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4593 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4594 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4595 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4596 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4597 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4598 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4599 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4601 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4602 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4603 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4604 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4605 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4606 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4607 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4608 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4609 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4610 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4613 /* Obtain the "hold" value */
4614 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4617 /* Examine the "current bow" */
4618 o_ptr = &inventory[INVEN_BOW];
4621 /* Assume not heavy */
4622 p_ptr->heavy_shoot = FALSE;
4624 /* It is hard to carholdry a heavy bow */
4625 if (hold < o_ptr->weight / 10)
4627 /* Hard to wield a heavy bow */
4628 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4629 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4632 p_ptr->heavy_shoot = TRUE;
4636 /* Compute "extra shots" if needed */
4639 /* Analyze the launcher */
4640 switch (o_ptr->sval)
4644 p_ptr->tval_ammo = TV_SHOT;
4652 p_ptr->tval_ammo = TV_ARROW;
4659 p_ptr->tval_ammo = TV_BOLT;
4664 p_ptr->tval_ammo = TV_NO_AMMO;
4669 /* Apply special flags */
4670 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4673 p_ptr->num_fire += (extra_shots * 100);
4675 /* Hack -- Rangers love Bows */
4676 if ((p_ptr->pclass == CLASS_RANGER) &&
4677 (p_ptr->tval_ammo == TV_ARROW))
4679 p_ptr->num_fire += (p_ptr->lev * 4);
4682 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4683 (p_ptr->tval_ammo == TV_ARROW))
4685 p_ptr->num_fire += (p_ptr->lev * 3);
4688 if (p_ptr->pclass == CLASS_ARCHER)
4690 if (p_ptr->tval_ammo == TV_ARROW)
4691 p_ptr->num_fire += (p_ptr->lev * 6);
4692 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4693 p_ptr->num_fire += (p_ptr->lev * 4);
4697 * Addendum -- also "Reward" high level warriors,
4698 * with _any_ missile weapon -- TY
4700 if (p_ptr->pclass == CLASS_WARRIOR &&
4701 (p_ptr->tval_ammo <= TV_BOLT) &&
4702 (p_ptr->tval_ammo >= TV_SHOT))
4704 p_ptr->num_fire += (p_ptr->lev * 2);
4706 if ((p_ptr->pclass == CLASS_ROGUE) &&
4707 (p_ptr->tval_ammo == TV_SHOT))
4709 p_ptr->num_fire += (p_ptr->lev * 4);
4717 for(i = 0 ; i < 2 ; i++)
4719 /* Examine the "main weapon" */
4720 o_ptr = &inventory[INVEN_RARM+i];
4722 object_flags(o_ptr, &f1, &f2, &f3);
4724 /* Assume not heavy */
4725 p_ptr->heavy_wield[i] = FALSE;
4726 p_ptr->icky_wield[i] = FALSE;
4727 p_ptr->riding_wield[i] = FALSE;
4729 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4730 /* It is hard to hold a heavy weapon */
4731 if (hold < o_ptr->weight / 10)
4733 /* Hard to wield a heavy weapon */
4734 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4735 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4738 p_ptr->heavy_wield[i] = TRUE;
4740 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4742 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4745 p_ptr->dis_to_a += 5;
4748 /* Normal weapons */
4749 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4751 int str_index, dex_index;
4753 int num = 0, wgt = 0, mul = 0, div = 0;
4755 /* Analyze the class */
4756 switch (p_ptr->pclass)
4760 num = 6; wgt = 70; mul = 5; break;
4763 case CLASS_BERSERKER:
4764 num = 6; wgt = 70; mul = 7; break;
4768 case CLASS_HIGH_MAGE:
4769 case CLASS_BLUE_MAGE:
4770 num = 3; wgt = 100; mul = 2; break;
4772 /* Priest, Mindcrafter */
4774 case CLASS_MAGIC_EATER:
4775 case CLASS_MINDCRAFTER:
4776 num = 5; wgt = 100; mul = 3; break;
4780 num = 5; wgt = 40; mul = 3; break;
4784 num = 5; wgt = 70; mul = 4; break;
4789 num = 5; wgt = 70; mul = 4; break;
4793 num = 5; wgt = 150; mul = 5; break;
4796 case CLASS_WARRIOR_MAGE:
4797 case CLASS_RED_MAGE:
4798 num = 5; wgt = 70; mul = 3; break;
4801 case CLASS_CHAOS_WARRIOR:
4802 num = 5; wgt = 70; mul = 4; break;
4806 num = 5; wgt = 60; mul = 3; break;
4810 num = 4; wgt = 100; mul = 3; break;
4813 case CLASS_IMITATOR:
4814 num = 5; wgt = 70; mul = 4; break;
4817 case CLASS_BEASTMASTER:
4818 num = 5; wgt = 70; mul = 3; break;
4821 if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
4822 else {num = 5; wgt = 100; mul = 3;}
4826 case CLASS_SORCERER:
4827 num = 1; wgt = 1; mul = 1; break;
4829 /* Archer, Magic eater */
4832 num = 4; wgt = 70; mul = 2; break;
4835 case CLASS_FORCETRAINER:
4836 num = 4; wgt = 60; mul = 2; break;
4839 case CLASS_MIRROR_MASTER:
4840 num = 3; wgt = 100; mul = 3; break;
4844 num = 4; wgt = 20; mul = 1; break;
4847 /* Enforce a minimum "weight" (tenth pounds) */
4848 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4850 /* Access the strength vs weight */
4851 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4853 if (p_ptr->ryoute && !omoi) str_index++;
4854 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4857 if (str_index > 11) str_index = 11;
4859 /* Index by dexterity */
4860 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4863 if (dex_index > 11) dex_index = 11;
4865 /* Use the blows table */
4866 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4869 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4871 /* Add in the "bonus blows" */
4872 p_ptr->num_blow[i] += extra_blows[i];
4875 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4876 else if (p_ptr->pclass == CLASS_BERSERKER)
4878 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4880 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4882 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4884 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4887 /* Require at least one blow */
4888 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4890 /* Boost digging skill by weapon weight */
4891 p_ptr->skill_dig += (o_ptr->weight / 10);
4895 /* Priest weapon penalty for non-blessed edged weapons */
4896 if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
4897 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4899 /* Reduce the real bonuses */
4900 p_ptr->to_h[i] -= 2;
4901 p_ptr->to_d[i] -= 2;
4903 /* Reduce the mental bonuses */
4904 p_ptr->dis_to_h[i] -= 2;
4905 p_ptr->dis_to_d[i] -= 2;
4908 p_ptr->icky_wield[i] = TRUE;
4910 else if (p_ptr->pclass == CLASS_BERSERKER)
4912 p_ptr->to_h[i] += p_ptr->lev/5;
4913 p_ptr->to_d[i] += p_ptr->lev/6;
4914 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4915 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4916 if (!p_ptr->hidarite || p_ptr->ryoute)
4918 p_ptr->to_h[i] += p_ptr->lev/5;
4919 p_ptr->to_d[i] += p_ptr->lev/6;
4920 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4921 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4924 else if (p_ptr->pclass == CLASS_SORCERER)
4926 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4928 /* Reduce the real bonuses */
4929 p_ptr->to_h[i] -= 200;
4930 p_ptr->to_d[i] -= 200;
4932 /* Reduce the mental bonuses */
4933 p_ptr->dis_to_h[i] -= 200;
4934 p_ptr->dis_to_d[i] -= 200;
4937 p_ptr->icky_wield[i] = TRUE;
4941 /* Reduce the real bonuses */
4942 p_ptr->to_h[i] -= 30;
4943 p_ptr->to_d[i] -= 10;
4945 /* Reduce the mental bonuses */
4946 p_ptr->dis_to_h[i] -= 30;
4947 p_ptr->dis_to_d[i] -= 10;
4952 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4954 p_ptr->to_h[i] +=15;
4955 p_ptr->dis_to_h[i] +=15;
4957 else if (!(f2 & TR2_RIDING))
4960 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4966 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4968 if (penalty < 30) penalty = 30;
4970 p_ptr->to_h[i] -= penalty;
4971 p_ptr->dis_to_h[i] -= penalty;
4974 p_ptr->riding_wield[i] = TRUE;
4983 p_ptr->riding_ryoute = FALSE;
4984 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
4986 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4988 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4992 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4994 if (penalty < 30) penalty = 30;
4996 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4997 p_ptr->to_h_b -= penalty;
4998 p_ptr->dis_to_h_b -= penalty;
5001 /* Different calculation for monks with empty hands */
5002 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5004 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5005 p_ptr->num_blow[0] = 0;
5007 if (p_ptr->pclass == CLASS_FORCETRAINER)
5009 if (blow_base > 18) p_ptr->num_blow[0]++;
5010 if (blow_base > 31) p_ptr->num_blow[0]++;
5011 if (blow_base > 44) p_ptr->num_blow[0]++;
5012 if (blow_base > 58) p_ptr->num_blow[0]++;
5016 if (blow_base > 12) p_ptr->num_blow[0]++;
5017 if (blow_base > 22) p_ptr->num_blow[0]++;
5018 if (blow_base > 31) p_ptr->num_blow[0]++;
5019 if (blow_base > 39) p_ptr->num_blow[0]++;
5020 if (blow_base > 46) p_ptr->num_blow[0]++;
5021 if (blow_base > 53) p_ptr->num_blow[0]++;
5022 if (blow_base > 59) p_ptr->num_blow[0]++;
5025 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5026 p_ptr->num_blow[0] /= 2;
5029 p_ptr->to_h[0] += (p_ptr->lev / 3);
5030 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5032 p_ptr->to_d[0] += (p_ptr->lev / 6);
5033 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5036 if (p_ptr->special_defense & KAMAE_BYAKKO)
5039 p_ptr->dis_to_a -= 40;
5042 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5045 p_ptr->dis_to_a -= 50;
5046 p_ptr->resist_acid = TRUE;
5047 p_ptr->resist_fire = TRUE;
5048 p_ptr->resist_elec = TRUE;
5049 p_ptr->resist_cold = TRUE;
5050 p_ptr->resist_pois = TRUE;
5051 p_ptr->sh_fire = TRUE;
5052 p_ptr->sh_elec = TRUE;
5053 p_ptr->sh_cold = TRUE;
5054 p_ptr->ffall = TRUE;
5056 else if (p_ptr->special_defense & KAMAE_GENBU)
5058 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5059 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5060 p_ptr->reflect = TRUE;
5061 p_ptr->num_blow[0] -= 2;
5062 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5063 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5065 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5067 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5068 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5070 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5071 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5072 p_ptr->num_blow[0] /= 2;
5073 p_ptr->ffall = TRUE;
5076 p_ptr->num_blow[0] += 1+extra_blows[0];
5079 monk_armour_aux = FALSE;
5083 monk_armour_aux = TRUE;
5086 for (i = 0 ; i < 2 ; i++)
5088 if(buki_motteruka(INVEN_RARM+i))
5090 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5091 int sval = inventory[INVEN_RARM+i].sval;
5093 p_ptr->to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5094 p_ptr->dis_to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5095 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5097 p_ptr->to_h[i] -= 40;
5098 p_ptr->dis_to_h[i] -= 40;
5099 p_ptr->icky_wield[i] = TRUE;
5101 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5103 p_ptr->to_h[i] -= 40;
5104 p_ptr->dis_to_h[i] -= 40;
5105 p_ptr->icky_wield[i] = TRUE;
5107 else if (p_ptr->pclass == CLASS_NINJA)
5109 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5111 p_ptr->to_h[i] -= 40;
5112 p_ptr->dis_to_h[i] -= 40;
5113 p_ptr->icky_wield[i] = TRUE;
5114 p_ptr->num_blow[i] /= 2;
5115 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5121 /* Temporary lightspeed */
5122 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5124 p_ptr->pspeed = 209;
5126 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5128 /* Display the speed (if needed) */
5129 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5133 if (p_ptr->to_a > (0 - p_ptr->ac))
5134 p_ptr->to_a = 0 - p_ptr->ac;
5135 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5136 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5139 /* Redraw armor (if needed) */
5140 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5143 p_ptr->redraw |= (PR_ARMOR);
5146 p_ptr->window |= (PW_PLAYER);
5150 if (p_ptr->ryoute && !omoi)
5152 int bonus_to_h=0, bonus_to_d=0;
5153 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5154 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);
5156 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5157 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5158 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5159 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5162 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5164 /* Affect Skill -- stealth (bonus one) */
5165 p_ptr->skill_stl += 1;
5167 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5168 p_ptr->skill_stl += 99;
5170 /* Affect Skill -- disarming (DEX and INT) */
5171 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5172 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5174 /* Affect Skill -- magic devices (INT) */
5175 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5177 /* Affect Skill -- saving throw (WIS) */
5178 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5180 /* Affect Skill -- digging (STR) */
5181 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5183 /* Affect Skill -- disarming (Level, by Class) */
5184 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5186 /* Affect Skill -- magic devices (Level, by Class) */
5187 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5189 /* Affect Skill -- saving throw (Level, by Class) */
5190 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5192 /* Affect Skill -- stealth (Level, by Class) */
5193 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5195 /* Affect Skill -- search ability (Level, by Class) */
5196 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5198 /* Affect Skill -- search frequency (Level, by Class) */
5199 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5201 /* Affect Skill -- combat (normal) (Level, by Class) */
5202 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5204 /* Affect Skill -- combat (shooting) (Level, by Class) */
5205 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5207 /* Affect Skill -- combat (throwing) (Level, by Class) */
5208 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5211 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && p_ptr->aggravate)
5213 p_ptr->aggravate = FALSE;
5214 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5217 /* Limit Skill -- stealth from 0 to 30 */
5218 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5219 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5221 /* Limit Skill -- digging from 1 up */
5222 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5224 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5226 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5228 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;
5230 if (down_saving) p_ptr->skill_sav /= 2;
5232 /* Hack -- handle "xtra" mode */
5233 if (character_xtra) return;
5235 /* Take note when "heavy bow" changes */
5236 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5239 if (p_ptr->heavy_shoot)
5242 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5244 msg_print("You have trouble wielding such a heavy bow.");
5248 else if (inventory[INVEN_BOW].k_idx)
5251 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5253 msg_print("You have no trouble wielding your bow.");
5260 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5262 msg_print("You feel relieved to put down your heavy bow.");
5268 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5271 for(i = 0 ; i < 2 ; i++)
5273 /* Take note when "heavy weapon" changes */
5274 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5277 if (p_ptr->heavy_wield[i])
5280 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5282 msg_print("You have trouble wielding such a heavy weapon.");
5286 else if (buki_motteruka(INVEN_RARM+i))
5289 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5291 msg_print("You have no trouble wielding your weapon.");
5295 else if (p_ptr->heavy_wield[1-i])
5298 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5300 msg_print("You have still trouble wielding a heavy weapon.");
5307 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5309 msg_print("You feel relieved to put down your heavy weapon.");
5315 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5318 /* Take note when "heavy weapon" changes */
5319 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5322 if (p_ptr->riding_wield[i])
5325 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5327 msg_print("This weapon is not suitable for riding.");
5331 else if (!p_ptr->riding)
5334 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5336 msg_print("This weapon was not suitable for riding.");
5340 else if (buki_motteruka(INVEN_RARM+i))
5343 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5345 msg_print("This weapon is suitable for riding.");
5350 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5353 /* Take note when "illegal weapon" changes */
5354 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5357 if (p_ptr->icky_wield[i])
5360 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5362 msg_print("You do not feel comfortable with your weapon.");
5366 chg_virtue(V_FAITH, -1);
5369 else if (buki_motteruka(INVEN_RARM+i))
5372 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5374 msg_print("You feel comfortable with your weapon.");
5381 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5383 msg_print("You feel more comfortable after removing your weapon.");
5389 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5393 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5396 if (p_ptr->riding_ryoute)
5399 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5401 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5407 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5409 msg_print("You began to control riding pet with one hand.");
5413 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5416 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5421 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5423 msg_print("The weight of your armor disrupts your balance.");
5428 chg_virtue(V_HARMONY, -1);
5433 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5435 msg_print("You regain your balance.");
5438 monk_notify_aux = monk_armour_aux;
5442 p_ptr->align = friend_align;
5444 /* Determine player alignment */
5445 for (i = 0; i < 8; i++)
5447 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5452 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5453 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5454 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5458 if (p_ptr->align > 0)
5460 p_ptr->align -= (p_ptr->virtues[j]/2);
5461 if (p_ptr->align < 0) p_ptr->align = 0;
5463 else if (p_ptr->align < 0)
5465 p_ptr->align += (p_ptr->virtues[j]/2);
5466 if (p_ptr->align > 0) p_ptr->align = 0;
5470 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5471 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5472 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5478 for (i = 0; i < INVEN_PACK; i++)
5480 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5481 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5482 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5483 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5485 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5489 /* Acquire object */
5490 o_ptr = &o_list[this_o_idx];
5492 /* Acquire next object */
5493 next_o_idx = o_ptr->next_o_idx;
5495 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5496 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5497 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5498 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5501 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5503 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5505 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5506 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5509 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)))
5511 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5512 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5515 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5517 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5518 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5521 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5523 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5524 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5531 * Handle "p_ptr->notice"
5533 void notice_stuff(void)
5536 if (!p_ptr->notice) return;
5539 /* Combine the pack */
5540 if (p_ptr->notice & (PN_COMBINE))
5542 p_ptr->notice &= ~(PN_COMBINE);
5546 /* Reorder the pack */
5547 if (p_ptr->notice & (PN_REORDER))
5549 p_ptr->notice &= ~(PN_REORDER);
5556 * Handle "p_ptr->update"
5558 void update_stuff(void)
5561 if (!p_ptr->update) return;
5564 if (p_ptr->update & (PU_BONUS))
5566 p_ptr->update &= ~(PU_BONUS);
5570 if (p_ptr->update & (PU_TORCH))
5572 p_ptr->update &= ~(PU_TORCH);
5576 if (p_ptr->update & (PU_HP))
5578 p_ptr->update &= ~(PU_HP);
5582 if (p_ptr->update & (PU_MANA))
5584 p_ptr->update &= ~(PU_MANA);
5588 if (p_ptr->update & (PU_SPELLS))
5590 p_ptr->update &= ~(PU_SPELLS);
5595 /* Character is not ready yet, no screen updates */
5596 if (!character_generated) return;
5599 /* Character is in "icky" mode, no screen updates */
5600 if (character_icky) return;
5603 if (p_ptr->update & (PU_UN_LITE))
5605 p_ptr->update &= ~(PU_UN_LITE);
5609 if (p_ptr->update & (PU_UN_VIEW))
5611 p_ptr->update &= ~(PU_UN_VIEW);
5615 if (p_ptr->update & (PU_VIEW))
5617 p_ptr->update &= ~(PU_VIEW);
5621 if (p_ptr->update & (PU_LITE))
5623 p_ptr->update &= ~(PU_LITE);
5628 if (p_ptr->update & (PU_FLOW))
5630 p_ptr->update &= ~(PU_FLOW);
5634 if (p_ptr->update & (PU_MON_LITE))
5636 p_ptr->update &= ~(PU_MON_LITE);
5640 if (p_ptr->update & (PU_DISTANCE))
5642 p_ptr->update &= ~(PU_DISTANCE);
5643 p_ptr->update &= ~(PU_MONSTERS);
5644 update_monsters(TRUE);
5647 if (p_ptr->update & (PU_MONSTERS))
5649 p_ptr->update &= ~(PU_MONSTERS);
5650 update_monsters(FALSE);
5656 * Handle "p_ptr->redraw"
5658 void redraw_stuff(void)
5661 if (!p_ptr->redraw) return;
5664 /* Character is not ready yet, no screen updates */
5665 if (!character_generated) return;
5668 /* Character is in "icky" mode, no screen updates */
5669 if (character_icky) return;
5673 /* Hack -- clear the screen */
5674 if (p_ptr->redraw & (PR_WIPE))
5676 p_ptr->redraw &= ~(PR_WIPE);
5682 if (p_ptr->redraw & (PR_MAP))
5684 p_ptr->redraw &= ~(PR_MAP);
5689 if (p_ptr->redraw & (PR_BASIC))
5691 p_ptr->redraw &= ~(PR_BASIC);
5692 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5693 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5694 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5695 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5701 if (p_ptr->redraw & (PR_DUNGEON))
5703 p_ptr->redraw &= ~(PR_DUNGEON);
5706 if (p_ptr->redraw & (PR_EQUIPPY))
5708 p_ptr->redraw &= ~(PR_EQUIPPY);
5709 print_equippy(); /* To draw / delete equippy chars */
5712 if (p_ptr->redraw & (PR_MISC))
5714 p_ptr->redraw &= ~(PR_MISC);
5715 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5716 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5720 if (p_ptr->redraw & (PR_TITLE))
5722 p_ptr->redraw &= ~(PR_TITLE);
5726 if (p_ptr->redraw & (PR_LEV))
5728 p_ptr->redraw &= ~(PR_LEV);
5732 if (p_ptr->redraw & (PR_EXP))
5734 p_ptr->redraw &= ~(PR_EXP);
5738 if (p_ptr->redraw & (PR_STATS))
5740 p_ptr->redraw &= ~(PR_STATS);
5749 if (p_ptr->redraw & (PR_STATUS))
5751 p_ptr->redraw &= ~(PR_STATUS);
5755 if (p_ptr->redraw & (PR_ARMOR))
5757 p_ptr->redraw &= ~(PR_ARMOR);
5761 if (p_ptr->redraw & (PR_HP))
5763 p_ptr->redraw &= ~(PR_HP);
5767 if (p_ptr->redraw & (PR_MANA))
5769 p_ptr->redraw &= ~(PR_MANA);
5773 if (p_ptr->redraw & (PR_GOLD))
5775 p_ptr->redraw &= ~(PR_GOLD);
5779 if (p_ptr->redraw & (PR_DEPTH))
5781 p_ptr->redraw &= ~(PR_DEPTH);
5785 if (p_ptr->redraw & (PR_HEALTH))
5787 p_ptr->redraw &= ~(PR_HEALTH);
5791 if (p_ptr->redraw & (PR_UHEALTH))
5793 p_ptr->redraw &= ~(PR_UHEALTH);
5794 riding_health_redraw();
5798 if (p_ptr->redraw & (PR_EXTRA))
5800 p_ptr->redraw &= ~(PR_EXTRA);
5801 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5802 p_ptr->redraw &= ~(PR_HUNGER);
5803 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5807 if (p_ptr->redraw & (PR_CUT))
5809 p_ptr->redraw &= ~(PR_CUT);
5813 if (p_ptr->redraw & (PR_STUN))
5815 p_ptr->redraw &= ~(PR_STUN);
5819 if (p_ptr->redraw & (PR_HUNGER))
5821 p_ptr->redraw &= ~(PR_HUNGER);
5825 if (p_ptr->redraw & (PR_STATE))
5827 p_ptr->redraw &= ~(PR_STATE);
5831 if (p_ptr->redraw & (PR_SPEED))
5833 p_ptr->redraw &= ~(PR_SPEED);
5837 if (p_ptr->pclass == CLASS_IMITATOR)
5839 if (p_ptr->redraw & (PR_MANE))
5841 p_ptr->redraw &= ~(PR_MANE);
5845 else if (p_ptr->redraw & (PR_STUDY))
5847 p_ptr->redraw &= ~(PR_STUDY);
5854 * Handle "p_ptr->window"
5856 void window_stuff(void)
5864 if (!p_ptr->window) return;
5867 for (j = 0; j < 8; j++)
5869 /* Save usable flags */
5870 if (angband_term[j]) mask |= window_flag[j];
5873 /* Apply usable flags */
5874 p_ptr->window &= mask;
5877 if (!p_ptr->window) return;
5880 /* Display inventory */
5881 if (p_ptr->window & (PW_INVEN))
5883 p_ptr->window &= ~(PW_INVEN);
5887 /* Display equipment */
5888 if (p_ptr->window & (PW_EQUIP))
5890 p_ptr->window &= ~(PW_EQUIP);
5894 /* Display spell list */
5895 if (p_ptr->window & (PW_SPELL))
5897 p_ptr->window &= ~(PW_SPELL);
5901 /* Display player */
5902 if (p_ptr->window & (PW_PLAYER))
5904 p_ptr->window &= ~(PW_PLAYER);
5908 /* Display overhead view */
5909 if (p_ptr->window & (PW_MESSAGE))
5911 p_ptr->window &= ~(PW_MESSAGE);
5915 /* Display overhead view */
5916 if (p_ptr->window & (PW_OVERHEAD))
5918 p_ptr->window &= ~(PW_OVERHEAD);
5922 /* Display overhead view */
5923 if (p_ptr->window & (PW_DUNGEON))
5925 p_ptr->window &= ~(PW_DUNGEON);
5929 /* Display monster recall */
5930 if (p_ptr->window & (PW_MONSTER))
5932 p_ptr->window &= ~(PW_MONSTER);
5936 /* Display object recall */
5937 if (p_ptr->window & (PW_OBJECT))
5939 p_ptr->window &= ~(PW_OBJECT);
5946 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5948 void handle_stuff(void)
5951 if (p_ptr->update) update_stuff();
5954 if (p_ptr->redraw) redraw_stuff();
5957 if (p_ptr->window) window_stuff();
5961 s16b empty_hands(bool is_monk)
5964 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5966 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
5967 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
5972 bool heavy_armor(void)
5974 u16b monk_arm_wgt = 0;
5976 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5978 /* Weight the armor */
5979 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5980 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5981 monk_arm_wgt += inventory[INVEN_BODY].weight;
5982 monk_arm_wgt += inventory[INVEN_HEAD].weight;
5983 monk_arm_wgt += inventory[INVEN_OUTER].weight;
5984 monk_arm_wgt += inventory[INVEN_HANDS].weight;
5985 monk_arm_wgt += inventory[INVEN_FEET].weight;
5987 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5990 int number_of_quests(void)
5994 /* Clear the counter */
5997 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
5999 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6001 /* Increment count of quests taken. */
6006 /* Return the number of quests taken */