5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 /* Purpose: misc code */
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
116 * Whether daytime or not
118 bool is_daytime(void)
120 s32b len = TURNS_PER_TICK * TOWN_DAWN;
121 if ((turn % len) < (len / 2))
128 * Extract day, hour, min
130 void extract_day_hour_min(int *day, int *hour, int *min)
132 s32b len = TURNS_PER_TICK * TOWN_DAWN;
133 s32b tick = turn % len + len / 4;
135 switch (p_ptr->start_race)
141 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
144 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
147 *hour = (24 * tick / len) % 24;
148 *min = (1440 * tick / len) % 60;
158 /* Dump 13 spaces to clear */
159 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(&day, &hour, &min);
163 /* Dump the info itself */
164 c_put_str(TERM_WHITE, format(
170 day), ROW_DAY, COL_DAY);
172 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
178 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
185 else if (p_ptr->wild_mode)
191 else if (p_ptr->inside_arena)
197 else if (p_ptr->inside_battle)
201 return "Monster Arena";
203 else if (!dun_level && p_ptr->town_num)
204 return town[p_ptr->town_num].name;
206 return d_name+d_info[dungeon_type].name;
212 static void prt_dungeon(void)
217 /* Dump 13 spaces to clear */
218 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
220 dungeon_name = map_name();
222 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223 if (col < 0) col = 0;
225 /* Dump the info itself */
226 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
234 * Print character stat in given row, column
236 static void prt_stat(int stat)
240 /* Display "injured" stat */
241 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
243 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244 cnv_stat(p_ptr->stat_use[stat], tmp);
245 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
248 /* Display "healthy" stat */
251 put_str(stat_names[stat], ROW_STAT + stat, 0);
252 cnv_stat(p_ptr->stat_use[stat], tmp);
253 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
256 /* Indicate natural maximum */
257 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
260 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261 put_str("!", ROW_STAT + stat, 5);
263 put_str("!", ROW_STAT + stat, 3);
271 * Data structure for status bar
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
335 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338 {TERM_RED, "áã", "Ëãáã"},
339 {TERM_VIOLET, "Íð", "º®Íð"},
340 {TERM_GREEN, "ÆÇ", "ÆÇ"},
341 {TERM_BLUE, "¶²", "¶²ÉÝ"},
342 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343 {TERM_SLATE, "È¿", "È¿¼Í"},
344 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346 {TERM_SLATE, "¼Ù", "ËɼÙ"},
347 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349 {TERM_L_UMBER, "¿", "¿¤Ó"},
350 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353 {TERM_YELLOW, "µæ", "µæ¶Ë"},
354 {TERM_YELLOW, "̵", "̵Ũ"},
355 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356 {TERM_GREEN, "»À", "ÂÑ»À"},
357 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360 {TERM_RED, "²Ð", "ÂѲÐ"},
361 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362 {TERM_SLATE, "Îä", "ÂÑÎä"},
363 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368 {TERM_WHITE, "Æ®", "Æ®µ¤"},
369 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371 {TERM_WHITE, "½Ë", "½ËÊ¡"},
372 {TERM_WHITE, "ͦ", "ͦ"},
373 {TERM_RED, "¶¸", "¶¸Íð"},
374 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377 {TERM_SLATE, "»À", "Ëâ·õ»À"},
378 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382 {TERM_L_BLUE, "²ó", "²óÉü"},
383 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384 {TERM_UMBER, "±£", "±£Ì©"},
385 {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386 {TERM_WHITE, "µ¢", "µ¢´Ô"},
387 {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
392 {TERM_YELLOW, "Ts", "Tsuyoshi"},
393 {TERM_VIOLET, "Hu", "Hullc"},
394 {TERM_L_DARK, "Bl", "Blind"},
395 {TERM_RED, "Pa", "Paralyzed"},
396 {TERM_VIOLET, "Cf", "Confused"},
397 {TERM_GREEN, "Po", "Poisoned"},
398 {TERM_BLUE, "Af", "Afraid"},
399 {TERM_L_BLUE, "Lv", "Levit"},
400 {TERM_SLATE, "Rf", "Reflect"},
401 {TERM_SLATE, "Pw", "PassWall"},
402 {TERM_L_DARK, "Wr", "Wraith"},
403 {TERM_SLATE, "Ev", "PrtEvl"},
404 {TERM_VIOLET, "Kw", "Kawarimi"},
405 {TERM_YELLOW, "Md", "MgcArm"},
406 {TERM_L_UMBER, "Eh", "Expand"},
407 {TERM_WHITE, "Ss", "StnSkn"},
408 {TERM_L_BLUE, "Ms", "MltShdw"},
409 {TERM_SLATE, "Rm", "ResMag"},
410 {TERM_YELLOW, "Ul", "Ultima"},
411 {TERM_YELLOW, "Iv", "Invuln"},
412 {TERM_L_GREEN, "IAc", "ImmAcid"},
413 {TERM_GREEN, "Ac", "Acid"},
414 {TERM_L_BLUE, "IEl", "ImmElec"},
415 {TERM_BLUE, "El", "Elec"},
416 {TERM_L_RED, "IFi", "ImmFire"},
417 {TERM_RED, "Fi", "Fire"},
418 {TERM_WHITE, "ICo", "ImmCold"},
419 {TERM_SLATE, "Co", "Cold"},
420 {TERM_GREEN, "Po", "Pois"},
421 {TERM_L_DARK, "Nt", "Nthr"},
422 {TERM_L_BLUE, "Ti", "Time"},
423 {TERM_L_DARK, "Mr", "Mirr"},
424 {TERM_L_RED, "SFi", "SFire"},
425 {TERM_WHITE, "Fo", "Force"},
426 {TERM_WHITE, "Ho", "Holy"},
427 {TERM_VIOLET, "Ee", "EyeEye"},
428 {TERM_WHITE, "Bs", "Bless"},
429 {TERM_WHITE, "He", "Hero"},
430 {TERM_RED, "Br", "Berserk"},
431 {TERM_L_RED, "BFi", "BFire"},
432 {TERM_WHITE, "BCo", "BCold"},
433 {TERM_L_BLUE, "BEl", "BElec"},
434 {TERM_SLATE, "BAc", "BAcid"},
435 {TERM_L_GREEN, "BPo", "BPois"},
436 {TERM_RED, "TCf", "TchCnf"},
437 {TERM_L_BLUE, "Se", "SInv"},
438 {TERM_ORANGE, "Te", "Telepa"},
439 {TERM_L_BLUE, "Rg", "Regen"},
440 {TERM_L_RED, "If", "Infr"},
441 {TERM_UMBER, "Sl", "Stealth"},
442 {TERM_YELLOW, "Stlt", "Stealth"},
443 {TERM_WHITE, "Rc", "Recall"},
444 {TERM_WHITE, "Al", "Alter"},
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
456 static void prt_status(void)
459 int wid, hgt, row_statbar, max_col_statbar;
460 int i, col = 0, num = 0;
463 Term_get_size(&wid, &hgt);
464 row_statbar = hgt + ROW_STATBAR;
465 max_col_statbar = wid + MAX_COL_STATBAR;
467 Term_erase(0, row_statbar, max_col_statbar);
469 bar_flags[0] = bar_flags[1] = 0L;
472 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
475 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
478 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
481 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
484 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
487 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
489 /* Times see-invisible */
490 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
493 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
495 /* Timed regenerate */
496 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
498 /* Timed infra-vision */
499 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
501 /* Protection from evil */
502 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
504 /* Invulnerability */
505 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
508 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
511 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
513 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
516 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
518 /* Super Heroism / berserk */
519 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
522 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
525 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
527 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
529 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
531 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
534 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
537 /* Oppose Lightning */
538 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
542 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
546 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
550 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
553 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
556 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
559 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
562 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
564 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
566 /* Confusing Hands */
567 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
569 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
571 /* Ultimate-resistance */
572 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
575 if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
577 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
579 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
582 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
589 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
592 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
594 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
597 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
599 /* An Eye for an Eye */
600 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
602 /* Calcurate length */
603 for (i = 0; bar[i].sstr; i++)
607 col += strlen(bar[i].lstr) + 1;
612 /* If there are not excess spaces for long strings, use short one */
613 if (col - 1 > max_col_statbar)
618 for (i = 0; bar[i].sstr; i++)
622 col += strlen(bar[i].sstr);
626 /* If there are excess spaces for short string, use more */
627 if (col - 1 <= max_col_statbar - (num-1))
635 /* Centering display column */
636 col = (max_col_statbar - col) / 2;
638 /* Display status bar */
639 for (i = 0; bar[i].sstr; i++)
644 if (space == 2) str = bar[i].lstr;
645 else str = bar[i].sstr;
647 c_put_str(bar[i].attr, str, row_statbar, col);
649 if (space > 0) col++;
650 if (col > max_col_statbar) break;
658 * Prints "title", including "wizard" or "winner" as needed.
660 static void prt_title(void)
669 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
678 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
680 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
683 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
692 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
703 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
707 prt_field(p, ROW_TITLE, COL_TITLE);
714 static void prt_level(void)
719 sprintf(tmp, "%5d", p_ptr->lev);
721 sprintf(tmp, "%6d", p_ptr->lev);
725 if (p_ptr->lev >= p_ptr->max_plv)
728 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
729 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
731 put_str("LEVEL ", ROW_LEVEL, 0);
732 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
739 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
740 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
742 put_str("Level ", ROW_LEVEL, 0);
743 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
751 * Display the experience
753 static void prt_exp(void)
758 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
760 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
764 if (p_ptr->exp >= p_ptr->max_exp)
767 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
768 else put_str("·Ð¸³ ", ROW_EXP, 0);
769 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
771 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
772 else put_str("EXP ", ROW_EXP, 0);
773 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
780 put_str("x·Ð¸³", ROW_EXP, 0);
781 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
783 put_str("Exp ", ROW_EXP, 0);
784 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
792 * Prints current gold
794 static void prt_gold(void)
799 put_str("¡ð ", ROW_GOLD, COL_GOLD);
801 put_str("AU ", ROW_GOLD, COL_GOLD);
804 sprintf(tmp, "%9ld", (long)p_ptr->au);
805 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
813 static void prt_ac(void)
818 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
819 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
820 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
823 put_str("Cur AC ", ROW_AC, COL_AC);
824 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
832 * Prints Cur/Max hit points
834 static void prt_hp(void)
836 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
842 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
844 put_str("HP", ROW_CURHP, COL_CURHP);
846 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
847 sprintf(tmp, "%4d", p_ptr->chp);
849 if (p_ptr->chp >= p_ptr->mhp)
851 color = TERM_L_GREEN;
853 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
862 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
865 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
867 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
868 sprintf(tmp, "%4d", p_ptr->mhp);
869 color = TERM_L_GREEN;
871 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
876 * Prints players max/cur spell points
878 static void prt_sp(void)
880 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
885 /* Do not show mana unless it matters */
886 if (!mp_ptr->spell_book) return;
889 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
892 put_str("MP", ROW_CURSP, COL_CURSP);
894 put_str("SP", ROW_CURSP, COL_CURSP);
897 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
898 sprintf(tmp, "%4d", p_ptr->csp);
900 if (p_ptr->csp >= p_ptr->msp)
902 color = TERM_L_GREEN;
904 else if (p_ptr->csp > p_ptr->msp / 5)
913 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
916 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
918 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
919 sprintf(tmp, "%4d", p_ptr->msp);
920 color = TERM_L_GREEN;
922 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
927 * Prints depth in stat area
929 static void prt_depth(void)
932 int wid, hgt, row_depth, col_depth;
934 Term_get_size(&wid, &hgt);
935 col_depth = wid + COL_DEPTH;
936 row_depth = hgt + ROW_DEPTH;
941 strcpy(depths, "ÃϾå");
943 strcpy(depths, "Surf.");
946 else if (p_ptr->inside_quest && !dungeon_type)
949 strcpy(depths, "ÃϾå");
951 strcpy(depths, "Quest");
955 else if (depth_in_feet)
958 (void)sprintf(depths, "%d ft", dun_level * 50);
960 (void)sprintf(depths, "%d ft", dun_level * 50);
967 sprintf(depths, "%d ³¬", dun_level);
969 (void)sprintf(depths, "Lev %d", dun_level);
974 /* Right-Adjust the "depth", and clear old values */
975 prt(format("%7s", depths), row_depth, col_depth);
980 * Prints status of hunger
982 static void prt_hunger(void)
984 /* Fainting / Starving */
985 if (p_ptr->food < PY_FOOD_FAINT)
988 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
990 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
996 else if (p_ptr->food < PY_FOOD_WEAK)
999 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
1001 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1007 else if (p_ptr->food < PY_FOOD_ALERT)
1010 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1012 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1018 else if (p_ptr->food < PY_FOOD_FULL)
1020 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1024 else if (p_ptr->food < PY_FOOD_MAX)
1027 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1029 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1038 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1040 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1048 * Prints Searching, Resting, Paralysis, or 'count' status
1049 * Display is always exactly 10 characters wide (see below)
1051 * This function was a major bottleneck when resting, so a lot of
1052 * the text formatting code was optimized in place below.
1054 static void prt_state(void)
1056 byte attr = TERM_WHITE;
1063 if (command_rep > 999)
1066 sprintf(text, "%2d00", command_rep / 100);
1068 (void)sprintf(text, "%2d00", command_rep / 100);
1075 sprintf(text, " %2d", command_rep);
1077 (void)sprintf(text, " %2d", command_rep);
1086 switch(p_ptr->action)
1091 strcpy(text, "õº÷");
1093 strcpy(text, "Sear");
1101 /* Start with "Rest" */
1109 /* Extensive (timed) rest */
1110 if (resting >= 1000)
1115 text[1] = '0' + (i % 10);
1116 text[0] = '0' + (i / 10);
1119 /* Long (timed) rest */
1120 else if (resting >= 100)
1123 text[3] = '0' + (i % 10);
1125 text[2] = '0' + (i % 10);
1126 text[1] = '0' + (i / 10);
1129 /* Medium (timed) rest */
1130 else if (resting >= 10)
1133 text[3] = '0' + (i % 10);
1134 text[2] = '0' + (i / 10);
1137 /* Short (timed) rest */
1138 else if (resting > 0)
1141 text[3] = '0' + (i);
1144 /* Rest until healed */
1145 else if (resting == -1)
1147 text[0] = text[1] = text[2] = text[3] = '*';
1150 /* Rest until done */
1151 else if (resting == -2)
1153 text[0] = text[1] = text[2] = text[3] = '&';
1160 strcpy(text, "³Ø½¬");
1162 strcpy(text, "lear");
1164 if (new_mane) attr = TERM_L_RED;
1170 strcpy(text, "Äà¤ê");
1172 strcpy(text, "fish");
1179 for (i = 0; i < MAX_KAMAE; i++)
1180 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1183 case 0: attr = TERM_GREEN;break;
1184 case 1: attr = TERM_WHITE;break;
1185 case 2: attr = TERM_L_BLUE;break;
1186 case 3: attr = TERM_L_RED;break;
1188 strcpy(text, kamae_shurui[i].desc);
1194 for (i = 0; i < MAX_KATA; i++)
1195 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1196 strcpy(text, kata_shurui[i].desc);
1202 strcpy(text, "²Î ");
1204 strcpy(text, "Sing");
1208 case ACTION_HAYAGAKE:
1211 strcpy(text, "®¶î");
1213 strcpy(text, "Fast");
1225 /* Display the info (or blanks) */
1226 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1231 * Prints the speed of a character. -CJS-
1233 static void prt_speed(void)
1235 int i = p_ptr->pspeed;
1236 bool is_fast = IS_FAST();
1238 byte attr = TERM_WHITE;
1240 int wid, hgt, row_speed, col_speed;
1242 Term_get_size(&wid, &hgt);
1243 col_speed = wid + COL_SPEED;
1244 row_speed = hgt + ROW_SPEED;
1246 /* Hack -- Visually "undo" the Search Mode Slowdown */
1247 if (p_ptr->action == ACTION_SEARCH) i += 10;
1254 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1255 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1256 else attr = TERM_GREEN;
1258 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1259 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1260 else attr = TERM_L_GREEN;
1262 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1264 sprintf(buf, "Fast(+%d)", (i - 110));
1274 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1275 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1276 else attr = TERM_RED;
1278 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1279 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1280 else attr = TERM_L_UMBER;
1282 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1284 sprintf(buf, "Slow(-%d)", (110 - i));
1287 else if (p_ptr->riding)
1291 strcpy(buf, "¾èÇÏÃæ");
1293 strcpy(buf, "Riding");
1297 /* Display the speed */
1298 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1302 static void prt_study(void)
1304 int wid, hgt, row_study, col_study;
1306 Term_get_size(&wid, &hgt);
1307 col_study = wid + COL_STUDY;
1308 row_study = hgt + ROW_STUDY;
1310 if (p_ptr->new_spells)
1313 put_str("³Ø½¬", row_study, col_study);
1315 put_str("Stud", row_study, col_study);
1321 put_str(" ", row_study, col_study);
1326 static void prt_mane(void)
1328 int wid, hgt, row_study, col_study;
1330 Term_get_size(&wid, &hgt);
1331 col_study = wid + COL_STUDY;
1332 row_study = hgt + ROW_STUDY;
1334 if (p_ptr->pclass == CLASS_IMITATOR)
1336 if (p_ptr->mane_num)
1339 if (new_mane) attr = TERM_L_RED;
1340 else attr = TERM_WHITE;
1342 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1344 c_put_str(attr, "Mane", row_study, col_study);
1349 put_str(" ", row_study, col_study);
1355 static void prt_cut(void)
1362 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1364 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1371 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1373 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1380 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1382 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1389 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1391 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1398 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1400 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1407 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1409 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1416 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1418 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1424 put_str(" ", ROW_CUT, COL_CUT);
1430 static void prt_stun(void)
1432 int s = p_ptr->stun;
1437 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1439 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1446 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1448 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1455 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1457 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1463 put_str(" ", ROW_STUN, COL_STUN);
1470 * Redraw the "monster health bar" -DRS-
1471 * Rather extensive modifications by -BEN-
1473 * The "monster health bar" provides visual feedback on the "health"
1474 * of the monster currently being "tracked". There are several ways
1475 * to "track" a monster, including targetting it, attacking it, and
1476 * affecting it (and nobody else) with a ranged attack.
1478 * Display the monster health bar (affectionately known as the
1479 * "health-o-meter"). Clear health bar if nothing is being tracked.
1480 * Auto-track current target monster when bored. Note that the
1481 * health-bar stops tracking any monster that "disappears".
1483 static void health_redraw(void)
1486 #ifdef DRS_SHOW_HEALTH_BAR
1489 if (!p_ptr->health_who)
1491 /* Erase the health bar */
1492 Term_erase(COL_INFO, ROW_INFO, 12);
1495 /* Tracking an unseen monster */
1496 else if (!m_list[p_ptr->health_who].ml)
1498 /* Indicate that the monster health is "unknown" */
1499 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1502 /* Tracking a hallucinatory monster */
1503 else if (p_ptr->image)
1505 /* Indicate that the monster health is "unknown" */
1506 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1509 /* Tracking a dead monster (???) */
1510 else if (!m_list[p_ptr->health_who].hp < 0)
1512 /* Indicate that the monster health is "unknown" */
1513 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1516 /* Tracking a visible monster */
1521 monster_type *m_ptr = &m_list[p_ptr->health_who];
1523 /* Default to almost dead */
1524 byte attr = TERM_RED;
1526 /* Extract the "percent" of health */
1527 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1528 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1531 if (pct >= 10) attr = TERM_L_RED;
1534 if (pct >= 25) attr = TERM_ORANGE;
1536 /* Somewhat Wounded */
1537 if (pct >= 60) attr = TERM_YELLOW;
1540 if (pct >= 100) attr = TERM_L_GREEN;
1543 if (m_ptr->monfear) attr = TERM_VIOLET;
1546 if (m_ptr->csleep) attr = TERM_BLUE;
1549 if (m_ptr->invulner) attr = TERM_WHITE;
1551 /* Convert percent into "health" */
1552 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1554 /* Default to "unknown" */
1555 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1557 /* Dump the current "health" (use '*' symbols) */
1558 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1567 static void riding_health_redraw(void)
1570 #ifdef DRS_SHOW_HEALTH_BAR
1575 /* Erase the health bar */
1576 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1579 /* Tracking a hallucinatory monster */
1580 else if (p_ptr->image)
1582 /* Indicate that the monster health is "unknown" */
1583 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1586 /* Tracking a dead monster (???) */
1587 else if (!m_list[p_ptr->health_who].hp < 0)
1589 /* Indicate that the monster health is "unknown" */
1590 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1593 /* Tracking a visible monster */
1598 monster_type *m_ptr = &m_list[p_ptr->riding];
1600 /* Default to almost dead */
1601 byte attr = TERM_RED;
1603 /* Extract the "percent" of health */
1604 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1605 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1608 if (pct >= 10) attr = TERM_L_RED;
1611 if (pct >= 25) attr = TERM_ORANGE;
1613 /* Somewhat Wounded */
1614 if (pct >= 60) attr = TERM_YELLOW;
1617 if (pct >= 100) attr = TERM_L_GREEN;
1620 if (m_ptr->monfear) attr = TERM_VIOLET;
1623 if (m_ptr->csleep) attr = TERM_BLUE;
1626 if (m_ptr->invulner) attr = TERM_WHITE;
1628 /* Convert percent into "health" */
1629 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1631 /* Default to "unknown" */
1632 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1634 /* Dump the current "health" (use '*' symbols) */
1635 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1645 * Display basic info (mostly left of map)
1647 static void prt_frame_basic(void)
1651 /* Race and Class */
1652 if (p_ptr->mimic_form)
1653 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1657 my_strcpy(str, rp_ptr->title, sizeof(str));
1658 prt_field(str, ROW_RACE, COL_RACE);
1660 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1661 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1667 /* Level/Experience */
1672 for (i = 0; i < 6; i++) prt_stat(i);
1691 riding_health_redraw();
1696 * Display extra info (mostly below map)
1698 static void prt_frame_extra(void)
1723 * Hack -- display inventory in sub-windows
1725 static void fix_inven(void)
1730 for (j = 0; j < 8; j++)
1735 if (!angband_term[j]) continue;
1737 /* No relevant flags */
1738 if (!(window_flag[j] & (PW_INVEN))) continue;
1741 Term_activate(angband_term[j]);
1743 /* Display inventory */
1757 * Hack -- display equipment in sub-windows
1759 static void fix_equip(void)
1764 for (j = 0; j < 8; j++)
1769 if (!angband_term[j]) continue;
1771 /* No relevant flags */
1772 if (!(window_flag[j] & (PW_EQUIP))) continue;
1775 Term_activate(angband_term[j]);
1777 /* Display equipment */
1790 * Hack -- display equipment in sub-windows
1792 static void fix_spell(void)
1797 for (j = 0; j < 8; j++)
1802 if (!angband_term[j]) continue;
1804 /* No relevant flags */
1805 if (!(window_flag[j] & (PW_SPELL))) continue;
1808 Term_activate(angband_term[j]);
1810 /* Display spell list */
1811 display_spell_list();
1823 * Hack -- display character in sub-windows
1825 static void fix_player(void)
1830 for (j = 0; j < 8; j++)
1835 if (!angband_term[j]) continue;
1837 /* No relevant flags */
1838 if (!(window_flag[j] & (PW_PLAYER))) continue;
1841 Term_activate(angband_term[j]);
1845 /* Display player */
1859 * Hack -- display recent messages in sub-windows
1861 * XXX XXX XXX Adjust for width and split messages
1863 static void fix_message(void)
1870 for (j = 0; j < 8; j++)
1875 if (!angband_term[j]) continue;
1877 /* No relevant flags */
1878 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1881 Term_activate(angband_term[j]);
1884 Term_get_size(&w, &h);
1887 for (i = 0; i < h; i++)
1889 /* Dump the message on the appropriate line */
1890 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1893 Term_locate(&x, &y);
1895 /* Clear to end of line */
1896 Term_erase(x, y, 255);
1909 * Hack -- display overhead view in sub-windows
1911 * Note that the "player" symbol does NOT appear on the map.
1913 static void fix_overhead(void)
1920 for (j = 0; j < 8; j++)
1926 if (!angband_term[j]) continue;
1928 /* No relevant flags */
1929 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1932 Term_activate(angband_term[j]);
1934 /* Full map in too small window is useless */
1935 Term_get_size(&wid, &hgt);
1936 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1939 display_map(&cy, &cx);
1952 * Hack -- display dungeon view in sub-windows
1954 static void fix_dungeon(void)
1959 for (j = 0; j < 8; j++)
1964 if (!angband_term[j]) continue;
1966 /* No relevant flags */
1967 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1970 Term_activate(angband_term[j]);
1972 /* Redraw dungeon view */
1985 * Hack -- display monster recall in sub-windows
1987 static void fix_monster(void)
1992 for (j = 0; j < 8; j++)
1997 if (!angband_term[j]) continue;
1999 /* No relevant flags */
2000 if (!(window_flag[j] & (PW_MONSTER))) continue;
2003 Term_activate(angband_term[j]);
2005 /* Display monster race info */
2006 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2018 * Hack -- display object recall in sub-windows
2020 static void fix_object(void)
2025 for (j = 0; j < 8; j++)
2030 if (!angband_term[j]) continue;
2032 /* No relevant flags */
2033 if (!(window_flag[j] & (PW_OBJECT))) continue;
2036 Term_activate(angband_term[j]);
2038 /* Display monster race info */
2039 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2051 * Calculate number of spells player should have, and forget,
2052 * or remember, spells until that number is properly reflected.
2054 * Note that this function induces various "status" messages,
2055 * which must be bypasses until the character is created.
2057 static void calc_spells(void)
2059 int i, j, k, levels;
2061 int num_boukyaku = 0;
2070 /* Hack -- must be literate */
2071 if (!mp_ptr->spell_book) return;
2073 /* Hack -- wait for creation */
2074 if (!character_generated) return;
2076 /* Hack -- handle "xtra" mode */
2077 if (character_xtra) return;
2079 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2081 p_ptr->new_spells = 0;
2085 p = spell_categoly_name(mp_ptr->spell_book);
2087 /* Determine the number of spells allowed */
2088 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2090 /* Hack -- no negative spells */
2091 if (levels < 0) levels = 0;
2093 /* Extract total allowed spells */
2094 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2096 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2100 if (p_ptr->pclass == CLASS_SAMURAI)
2104 else if (p_ptr->realm2 == REALM_NONE)
2106 num_allowed = (num_allowed+1)/2;
2107 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2109 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2111 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2115 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2118 /* Count the number of spells we know */
2119 for (j = 0; j < 64; j++)
2121 /* Count known spells */
2123 (p_ptr->spell_forgotten1 & (1L << j)) :
2124 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2130 /* See how many spells we must forget or may learn */
2131 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2133 /* Forget spells which are too hard */
2134 for (i = 63; i >= 0; i--)
2136 /* Efficiency -- all done */
2137 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2139 /* Access the spell */
2140 j = p_ptr->spell_order[i];
2142 /* Skip non-spells */
2143 if (j >= 99) continue;
2147 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2150 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2152 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2155 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2157 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2159 /* Skip spells we are allowed to know */
2160 if (s_ptr->slevel <= p_ptr->lev) continue;
2164 (p_ptr->spell_learned1 & (1L << j)) :
2165 (p_ptr->spell_learned2 & (1L << (j - 32))))
2167 /* Mark as forgotten */
2170 p_ptr->spell_forgotten1 |= (1L << j);
2171 which = p_ptr->realm1;
2175 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2176 which = p_ptr->realm2;
2179 /* No longer known */
2182 p_ptr->spell_learned1 &= ~(1L << j);
2183 which = p_ptr->realm1;
2187 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2188 which = p_ptr->realm2;
2193 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2194 spell_names[technic2magic(which)-1][j%32], p );
2196 msg_format("You have forgotten the %s of %s.", p,
2197 spell_names[technic2magic(which)-1][j%32]);
2201 /* One more can be learned */
2202 p_ptr->new_spells++;
2207 /* Forget spells if we know too many spells */
2208 for (i = 63; i >= 0; i--)
2210 /* Stop when possible */
2211 if (p_ptr->new_spells >= 0) break;
2213 /* Efficiency -- all done */
2214 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2216 /* Get the (i+1)th spell learned */
2217 j = p_ptr->spell_order[i];
2219 /* Skip unknown spells */
2220 if (j >= 99) continue;
2222 /* Forget it (if learned) */
2224 (p_ptr->spell_learned1 & (1L << j)) :
2225 (p_ptr->spell_learned2 & (1L << (j - 32))))
2227 /* Mark as forgotten */
2230 p_ptr->spell_forgotten1 |= (1L << j);
2231 which = p_ptr->realm1;
2235 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2236 which = p_ptr->realm2;
2239 /* No longer known */
2242 p_ptr->spell_learned1 &= ~(1L << j);
2243 which = p_ptr->realm1;
2247 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2248 which = p_ptr->realm2;
2253 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2254 spell_names[technic2magic(which)-1][j%32], p );
2256 msg_format("You have forgotten the %s of %s.", p,
2257 spell_names[technic2magic(which)-1][j%32]);
2261 /* One more can be learned */
2262 p_ptr->new_spells++;
2267 /* Check for spells to remember */
2268 for (i = 0; i < 64; i++)
2270 /* None left to remember */
2271 if (p_ptr->new_spells <= 0) break;
2273 /* Efficiency -- all done */
2274 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2276 /* Get the next spell we learned */
2277 j = p_ptr->spell_order[i];
2279 /* Skip unknown spells */
2282 /* Access the spell */
2283 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2286 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2288 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2291 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2293 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2295 /* Skip spells we cannot remember */
2296 if (s_ptr->slevel > p_ptr->lev) continue;
2298 /* First set of spells */
2300 (p_ptr->spell_forgotten1 & (1L << j)) :
2301 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2303 /* No longer forgotten */
2306 p_ptr->spell_forgotten1 &= ~(1L << j);
2307 which = p_ptr->realm1;
2311 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2312 which = p_ptr->realm2;
2315 /* Known once more */
2318 p_ptr->spell_learned1 |= (1L << j);
2319 which = p_ptr->realm1;
2323 p_ptr->spell_learned2 |= (1L << (j - 32));
2324 which = p_ptr->realm2;
2329 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2330 spell_names[technic2magic(which)-1][j%32], p );
2332 msg_format("You have remembered the %s of %s.",
2333 p, spell_names[technic2magic(which)-1][j%32]);
2337 /* One less can be learned */
2338 p_ptr->new_spells--;
2344 if (p_ptr->realm2 == REALM_NONE)
2346 /* Count spells that can be learned */
2347 for (j = 0; j < 32; j++)
2349 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2350 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2352 /* Skip spells we cannot remember */
2353 if (s_ptr->slevel > p_ptr->lev) continue;
2355 /* Skip spells we already know */
2356 if (p_ptr->spell_learned1 & (1L << j))
2365 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;
2368 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2370 /* Spell count changed */
2371 if (p_ptr->old_spells != p_ptr->new_spells)
2373 /* Message if needed */
2374 if (p_ptr->new_spells)
2378 if( p_ptr->new_spells < 10 ){
2379 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2381 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2384 msg_format("You can learn %d more %s%s.",
2385 p_ptr->new_spells, p,
2386 (p_ptr->new_spells != 1) ? "s" : "");
2391 /* Save the new_spells value */
2392 p_ptr->old_spells = p_ptr->new_spells;
2394 /* Redraw Study Status */
2395 p_ptr->redraw |= (PR_STUDY);
2397 /* Redraw object recall */
2398 p_ptr->window |= (PW_OBJECT);
2404 * Calculate maximum mana. You do not need to know any spells.
2405 * Note that mana is lowered by heavy (or inappropriate) armor.
2407 * This function induces status messages.
2409 static void calc_mana(void)
2411 int msp, levels, cur_wgt, max_wgt;
2416 /* Hack -- Must be literate */
2417 if (!mp_ptr->spell_book) return;
2419 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2420 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2421 (p_ptr->pclass == CLASS_BLUE_MAGE))
2423 levels = p_ptr->lev;
2427 if(mp_ptr->spell_first > p_ptr->lev)
2432 /* Display mana later */
2433 p_ptr->redraw |= (PR_MANA);
2437 /* Extract "effective" player level */
2438 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2441 if (p_ptr->pclass == CLASS_SAMURAI)
2443 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2444 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2448 /* Extract total mana */
2449 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2451 /* Hack -- usually add one mana */
2454 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2456 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2458 /* Hack: High mages have a 25% mana bonus */
2459 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2461 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2464 /* Only mages are affected */
2465 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2467 u32b flgs[TR_FLAG_SIZE];
2469 /* Assume player is not encumbered by gloves */
2470 p_ptr->cumber_glove = FALSE;
2472 /* Get the gloves */
2473 o_ptr = &inventory[INVEN_HANDS];
2475 /* Examine the gloves */
2476 object_flags(o_ptr, flgs);
2478 /* Normal gloves hurt mage-type spells */
2480 !(have_flag(flgs, TR_FREE_ACT)) &&
2481 !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2482 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2485 p_ptr->cumber_glove = TRUE;
2488 msp = (3 * msp) / 4;
2493 /* Assume player not encumbered by armor */
2494 p_ptr->cumber_armor = FALSE;
2496 /* Weigh the armor */
2498 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2499 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2500 cur_wgt += inventory[INVEN_BODY].weight;
2501 cur_wgt += inventory[INVEN_HEAD].weight;
2502 cur_wgt += inventory[INVEN_OUTER].weight;
2503 cur_wgt += inventory[INVEN_HANDS].weight;
2504 cur_wgt += inventory[INVEN_FEET].weight;
2506 /* Subtract a percentage of maximum mana. */
2507 switch (p_ptr->pclass)
2509 /* For these classes, mana is halved if armour
2510 * is 30 pounds over their weight limit. */
2512 case CLASS_HIGH_MAGE:
2513 case CLASS_BLUE_MAGE:
2515 case CLASS_FORCETRAINER:
2516 case CLASS_SORCERER:
2518 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2519 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2523 /* Mana halved if armour is 40 pounds over weight limit. */
2528 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2529 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2533 case CLASS_MINDCRAFTER:
2534 case CLASS_BEASTMASTER:
2535 case CLASS_MIRROR_MASTER:
2537 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2538 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2542 /* Mana halved if armour is 50 pounds over weight limit. */
2545 case CLASS_RED_MAGE:
2546 case CLASS_WARRIOR_MAGE:
2548 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2549 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2553 /* Mana halved if armour is 60 pounds over weight limit. */
2555 case CLASS_CHAOS_WARRIOR:
2557 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2558 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2562 /* For new classes created, but not yet added to this formula. */
2569 /* Determine the weight allowance */
2570 max_wgt = mp_ptr->spell_weight;
2572 /* Heavy armor penalizes mana by a percentage. -LM- */
2573 if ((cur_wgt - max_wgt) > 0)
2576 p_ptr->cumber_armor = TRUE;
2578 /* Subtract a percentage of maximum mana. */
2579 switch (p_ptr->pclass)
2581 /* For these classes, mana is halved if armour
2582 * is 30 pounds over their weight limit. */
2584 case CLASS_HIGH_MAGE:
2585 case CLASS_BLUE_MAGE:
2587 msp -= msp * (cur_wgt - max_wgt) / 600;
2591 /* Mana halved if armour is 40 pounds over weight limit. */
2593 case CLASS_MINDCRAFTER:
2594 case CLASS_BEASTMASTER:
2596 case CLASS_FORCETRAINER:
2598 case CLASS_MIRROR_MASTER:
2600 msp -= msp * (cur_wgt - max_wgt) / 800;
2604 case CLASS_SORCERER:
2606 msp -= msp * (cur_wgt - max_wgt) / 900;
2610 /* Mana halved if armour is 50 pounds over weight limit. */
2614 case CLASS_RED_MAGE:
2616 msp -= msp * (cur_wgt - max_wgt) / 1000;
2620 /* Mana halved if armour is 60 pounds over weight limit. */
2622 case CLASS_CHAOS_WARRIOR:
2623 case CLASS_WARRIOR_MAGE:
2625 msp -= msp * (cur_wgt - max_wgt) / 1200;
2631 p_ptr->cumber_armor = FALSE;
2635 /* For new classes created, but not yet added to this formula. */
2638 msp -= msp * (cur_wgt - max_wgt) / 800;
2644 /* Mana can never be negative */
2645 if (msp < 0) msp = 0;
2648 /* Maximum mana has changed */
2649 if (p_ptr->msp != msp)
2651 /* Enforce maximum */
2652 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2655 p_ptr->csp_frac = 0;
2659 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2660 if ((level_up == 1) && (msp > p_ptr->msp))
2662 msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2663 (msp - p_ptr->msp));
2669 /* Display mana later */
2670 p_ptr->redraw |= (PR_MANA);
2673 p_ptr->window |= (PW_PLAYER);
2674 p_ptr->window |= (PW_SPELL);
2678 /* Hack -- handle "xtra" mode */
2679 if (character_xtra) return;
2681 /* Take note when "glove state" changes */
2682 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2685 if (p_ptr->cumber_glove)
2688 msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2690 msg_print("Your covered hands feel unsuitable for spellcasting.");
2697 msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2699 msg_print("Your hands feel more suitable for spellcasting.");
2705 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2709 /* Take note when "armor state" changes */
2710 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2713 if (p_ptr->cumber_armor)
2716 msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2718 msg_print("The weight of your equipment encumbers your movement.");
2725 msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2727 msg_print("You feel able to move more freely.");
2733 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2740 * Calculate the players (maximal) hit points
2741 * Adjust current hitpoints if necessary
2743 static void calc_hitpoints(void)
2748 /* Un-inflate "half-hitpoint bonus per level" value */
2749 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2751 /* Calculate hitpoints */
2752 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2754 if (p_ptr->mimic_form)
2756 if (p_ptr->pclass == CLASS_SORCERER)
2757 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2759 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2760 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2763 if (p_ptr->pclass == CLASS_SORCERER)
2765 if (p_ptr->lev < 30)
2766 mhp = (mhp * (45+p_ptr->lev) / 100);
2768 mhp = (mhp * 75 / 100);
2769 bonus = (bonus * 65 / 100);
2774 if (p_ptr->pclass == CLASS_BERSERKER)
2776 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2779 /* Always have at least one hitpoint per level */
2780 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2782 /* Factor in the hero / superhero settings */
2783 if (IS_HERO()) mhp += 10;
2784 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2785 if (p_ptr->tsuyoshi) mhp += 50;
2787 /* New maximum hitpoints */
2788 if (p_ptr->mhp != mhp)
2790 /* Enforce maximum */
2791 if (p_ptr->chp >= mhp)
2794 p_ptr->chp_frac = 0;
2798 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2799 if ((level_up == 1) && (mhp > p_ptr->mhp))
2801 msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2802 (mhp - p_ptr->mhp) );
2805 /* Save the new max-hitpoints */
2808 /* Display hitpoints (later) */
2809 p_ptr->redraw |= (PR_HP);
2812 p_ptr->window |= (PW_PLAYER);
2819 * Extract and set the current "lite radius"
2821 * SWD: Experimental modification: multiple light sources have additive effect.
2824 static void calc_torch(void)
2828 u32b flgs[TR_FLAG_SIZE];
2830 /* Assume no light */
2831 p_ptr->cur_lite = 0;
2833 /* Loop through all wielded items */
2834 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2836 o_ptr = &inventory[i];
2838 /* Examine actual lites */
2839 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2841 if (o_ptr->name2 == EGO_LITE_DARKNESS)
2843 if (o_ptr->sval == SV_LITE_TORCH)
2845 p_ptr->cur_lite -= 1;
2848 /* Lanterns (with fuel) provide more lite */
2849 else if (o_ptr->sval == SV_LITE_LANTERN)
2851 p_ptr->cur_lite -= 2;
2854 else if (o_ptr->sval == SV_LITE_FEANOR)
2856 p_ptr->cur_lite -= 3;
2859 /* Torches (with fuel) provide some lite */
2860 else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2862 p_ptr->cur_lite += 1;
2865 /* Lanterns (with fuel) provide more lite */
2866 else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2868 p_ptr->cur_lite += 2;
2871 else if (o_ptr->sval == SV_LITE_FEANOR)
2873 p_ptr->cur_lite += 2;
2876 /* Artifact Lites provide permanent, bright, lite */
2877 else if (artifact_p(o_ptr))
2879 p_ptr->cur_lite += 3;
2882 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2886 /* Skip empty slots */
2887 if (!o_ptr->k_idx) continue;
2889 /* Extract the flags */
2890 object_flags(o_ptr, flgs);
2892 /* does this item glow? */
2893 if (have_flag(flgs, TR_LITE))
2895 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2896 else p_ptr->cur_lite++;
2902 /* max radius is 14 (was 5) without rewriting other code -- */
2903 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2904 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2905 p_ptr->cur_lite = 1;
2908 * check if the player doesn't have light radius,
2909 * but does weakly glow as an intrinsic.
2911 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2913 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2914 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2916 /* end experimental mods */
2918 /* Reduce lite when running if requested */
2919 if (running && view_reduce_lite)
2921 /* Reduce the lite radius if needed */
2922 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
2925 /* Notice changes in the "lite radius" */
2926 if (p_ptr->old_lite != p_ptr->cur_lite)
2928 /* Update the lite */
2929 p_ptr->update |= (PU_LITE);
2931 /* Update the monsters */
2932 p_ptr->update |= (PU_MONSTERS);
2934 /* Remember the old lite */
2935 p_ptr->old_lite = p_ptr->cur_lite;
2937 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2938 set_superstealth(FALSE);
2945 * Computes current weight limit.
2947 static int weight_limit(void)
2951 /* Weight limit based only on strength */
2952 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2953 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2955 /* Return the result */
2960 bool buki_motteruka(int i)
2962 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2966 * Calculate the players current "state", taking into account
2967 * not only race/class intrinsics, but also objects being worn
2968 * and temporary spell effects.
2970 * See also calc_mana() and calc_hitpoints().
2972 * Take note of the new "speed code", in particular, a very strong
2973 * player will start slowing down as soon as he reaches 150 pounds,
2974 * but not until he reaches 450 pounds will he be half as fast as
2975 * a normal kobold. This both hurts and helps the player, hurts
2976 * because in the old days a player could just avoid 300 pounds,
2977 * and helps because now carrying 300 pounds is not very painful.
2979 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2980 * damage, since that would affect non-combat things. These values
2981 * are actually added in later, at the appropriate place.
2983 * This function induces various "status" messages.
2985 void calc_bonuses(void)
2987 int i, j, hold, neutral[2];
2990 bool old_esp_animal;
2991 bool old_esp_undead;
2996 bool old_esp_dragon;
3000 bool old_esp_nonliving;
3001 bool old_esp_unique;
3008 u32b flgs[TR_FLAG_SIZE];
3010 bool yoiyami = FALSE;
3011 bool down_saving = FALSE;
3013 bool have_dd_s = FALSE, have_dd_t = FALSE;
3015 bool have_sw = FALSE, have_kabe = FALSE;
3016 bool easy_2weapon = FALSE;
3017 s16b this_o_idx, next_o_idx = 0;
3018 player_race *tmp_rp_ptr;
3021 /* Save the old vision stuff */
3022 old_telepathy = p_ptr->telepathy;
3023 old_esp_animal = p_ptr->esp_animal;
3024 old_esp_undead = p_ptr->esp_undead;
3025 old_esp_demon = p_ptr->esp_demon;
3026 old_esp_orc = p_ptr->esp_orc;
3027 old_esp_troll = p_ptr->esp_troll;
3028 old_esp_giant = p_ptr->esp_giant;
3029 old_esp_dragon = p_ptr->esp_dragon;
3030 old_esp_human = p_ptr->esp_human;
3031 old_esp_evil = p_ptr->esp_evil;
3032 old_esp_good = p_ptr->esp_good;
3033 old_esp_nonliving = p_ptr->esp_nonliving;
3034 old_esp_unique = p_ptr->esp_unique;
3036 old_see_inv = p_ptr->see_inv;
3038 /* Save the old armor class */
3039 old_dis_ac = p_ptr->dis_ac;
3040 old_dis_to_a = p_ptr->dis_to_a;
3043 /* Clear extra blows/shots */
3044 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3046 /* Clear the stat modifiers */
3047 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3050 /* Clear the Displayed/Real armor class */
3051 p_ptr->dis_ac = p_ptr->ac = 0;
3053 /* Clear the Displayed/Real Bonuses */
3054 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3055 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3056 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3057 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3058 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3059 p_ptr->dis_to_a = p_ptr->to_a = 0;
3063 p_ptr->to_m_chance = 0;
3065 /* Start with "normal" speed */
3068 /* Start with a single blow per turn */
3069 p_ptr->num_blow[0] = 1;
3070 p_ptr->num_blow[1] = 1;
3072 /* Start with a single shot per turn */
3073 p_ptr->num_fire = 100;
3075 /* Reset the "xtra" tval */
3076 p_ptr->tval_xtra = 0;
3078 /* Reset the "ammo" tval */
3079 p_ptr->tval_ammo = 0;
3081 /* Clear all the flags */
3083 p_ptr->bless_blade = FALSE;
3084 p_ptr->xtra_might = FALSE;
3085 p_ptr->impact[0] = FALSE;
3086 p_ptr->impact[1] = FALSE;
3087 p_ptr->pass_wall = FALSE;
3088 p_ptr->kill_wall = FALSE;
3089 p_ptr->dec_mana = FALSE;
3090 p_ptr->easy_spell = FALSE;
3091 p_ptr->heavy_spell = FALSE;
3092 p_ptr->see_inv = FALSE;
3093 p_ptr->free_act = FALSE;
3094 p_ptr->slow_digest = FALSE;
3095 p_ptr->regenerate = FALSE;
3096 p_ptr->can_swim = FALSE;
3097 p_ptr->ffall = FALSE;
3098 p_ptr->hold_life = FALSE;
3099 p_ptr->telepathy = FALSE;
3100 p_ptr->esp_animal = FALSE;
3101 p_ptr->esp_undead = FALSE;
3102 p_ptr->esp_demon = FALSE;
3103 p_ptr->esp_orc = FALSE;
3104 p_ptr->esp_troll = FALSE;
3105 p_ptr->esp_giant = FALSE;
3106 p_ptr->esp_dragon = FALSE;
3107 p_ptr->esp_human = FALSE;
3108 p_ptr->esp_evil = FALSE;
3109 p_ptr->esp_good = FALSE;
3110 p_ptr->esp_nonliving = FALSE;
3111 p_ptr->esp_unique = FALSE;
3112 p_ptr->lite = FALSE;
3113 p_ptr->sustain_str = FALSE;
3114 p_ptr->sustain_int = FALSE;
3115 p_ptr->sustain_wis = FALSE;
3116 p_ptr->sustain_con = FALSE;
3117 p_ptr->sustain_dex = FALSE;
3118 p_ptr->sustain_chr = FALSE;
3119 p_ptr->resist_acid = FALSE;
3120 p_ptr->resist_elec = FALSE;
3121 p_ptr->resist_fire = FALSE;
3122 p_ptr->resist_cold = FALSE;
3123 p_ptr->resist_pois = FALSE;
3124 p_ptr->resist_conf = FALSE;
3125 p_ptr->resist_sound = FALSE;
3126 p_ptr->resist_lite = FALSE;
3127 p_ptr->resist_dark = FALSE;
3128 p_ptr->resist_chaos = FALSE;
3129 p_ptr->resist_disen = FALSE;
3130 p_ptr->resist_shard = FALSE;
3131 p_ptr->resist_nexus = FALSE;
3132 p_ptr->resist_blind = FALSE;
3133 p_ptr->resist_neth = FALSE;
3134 p_ptr->resist_time = FALSE;
3135 p_ptr->resist_fear = FALSE;
3136 p_ptr->reflect = FALSE;
3137 p_ptr->sh_fire = FALSE;
3138 p_ptr->sh_elec = FALSE;
3139 p_ptr->sh_cold = FALSE;
3140 p_ptr->anti_magic = FALSE;
3141 p_ptr->anti_tele = FALSE;
3142 p_ptr->warning = FALSE;
3143 p_ptr->mighty_throw = FALSE;
3145 p_ptr->immune_acid = FALSE;
3146 p_ptr->immune_elec = FALSE;
3147 p_ptr->immune_fire = FALSE;
3148 p_ptr->immune_cold = FALSE;
3150 p_ptr->ryoute = FALSE;
3151 p_ptr->migite = FALSE;
3152 p_ptr->hidarite = FALSE;
3153 p_ptr->no_flowed = FALSE;
3157 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3158 else tmp_rp_ptr = &race_info[p_ptr->prace];
3160 /* Base infravision (purely racial) */
3161 p_ptr->see_infra = tmp_rp_ptr->infra;
3163 /* Base skill -- disarming */
3164 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3166 /* Base skill -- magic devices */
3167 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3169 /* Base skill -- saving throw */
3170 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3172 /* Base skill -- stealth */
3173 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3175 /* Base skill -- searching ability */
3176 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3178 /* Base skill -- searching frequency */
3179 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3181 /* Base skill -- combat (normal) */
3182 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3184 /* Base skill -- combat (shooting) */
3185 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3187 /* Base skill -- combat (throwing) */
3188 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3190 /* Base skill -- digging */
3191 p_ptr->skill_dig = 0;
3193 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;
3194 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;
3195 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3196 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3198 if (p_ptr->special_defense & KAMAE_MASK)
3200 if (empty_hands(TRUE) < 2)
3202 set_action(ACTION_NONE);
3206 switch (p_ptr->pclass)
3209 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3210 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3213 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3215 case CLASS_CHAOS_WARRIOR:
3216 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3217 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3219 case CLASS_MINDCRAFTER:
3220 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3221 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3222 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3223 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3226 case CLASS_FORCETRAINER:
3227 /* Unencumbered Monks become faster every 10 levels */
3228 if (!(heavy_armor()))
3230 if (!(prace_is_(RACE_KLACKON) ||
3231 prace_is_(RACE_SPRITE) ||
3232 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3233 new_speed += (p_ptr->lev) / 10;
3235 /* Free action if unencumbered at level 25 */
3236 if (p_ptr->lev > 24)
3237 p_ptr->free_act = TRUE;
3240 case CLASS_SORCERER:
3242 p_ptr->dis_to_a -= 50;
3245 p_ptr->resist_sound = TRUE;
3248 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3250 case CLASS_BERSERKER:
3252 p_ptr->sustain_str = TRUE;
3253 p_ptr->sustain_dex = TRUE;
3254 p_ptr->sustain_con = TRUE;
3255 p_ptr->regenerate = TRUE;
3256 p_ptr->free_act = TRUE;
3258 if (p_ptr->lev > 29) new_speed++;
3259 if (p_ptr->lev > 39) new_speed++;
3260 if (p_ptr->lev > 44) new_speed++;
3261 if (p_ptr->lev > 49) new_speed++;
3262 p_ptr->to_a += 10+p_ptr->lev/2;
3263 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3264 p_ptr->skill_dig += (100+p_ptr->lev*8);
3265 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3266 p_ptr->redraw |= PR_STATUS;
3268 case CLASS_MIRROR_MASTER:
3269 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3272 /* Unencumbered Monks become faster every 10 levels */
3275 new_speed -= (p_ptr->lev) / 10;
3276 p_ptr->skill_stl -= (p_ptr->lev)/10;
3278 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3281 if (!(prace_is_(RACE_KLACKON) ||
3282 prace_is_(RACE_SPRITE) ||
3283 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3284 new_speed += (p_ptr->lev) / 10;
3285 p_ptr->skill_stl += (p_ptr->lev)/10;
3287 /* Free action if unencumbered at level 25 */
3288 if (p_ptr->lev > 24)
3289 p_ptr->free_act = TRUE;
3291 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3293 p_ptr->to_a += p_ptr->lev/2+5;
3294 p_ptr->dis_to_a += p_ptr->lev/2+5;
3296 p_ptr->slow_digest = TRUE;
3297 p_ptr->resist_fear = TRUE;
3298 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3299 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3300 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3301 if (p_ptr->lev > 44)
3303 p_ptr->oppose_pois = 1;
3304 p_ptr->redraw |= PR_STATUS;
3310 if (p_ptr->mimic_form)
3312 switch(p_ptr->mimic_form)
3315 p_ptr->hold_life=TRUE;
3316 p_ptr->resist_chaos=TRUE;
3317 p_ptr->resist_neth=TRUE;
3318 p_ptr->resist_fire=TRUE;
3319 p_ptr->oppose_fire = 1;
3320 p_ptr->see_inv=TRUE;
3322 p_ptr->redraw |= PR_STATUS;
3324 p_ptr->dis_to_a += 10;
3326 case MIMIC_DEMON_LORD:
3327 p_ptr->hold_life=TRUE;
3328 p_ptr->resist_chaos=TRUE;
3329 p_ptr->resist_neth=TRUE;
3330 p_ptr->immune_fire=TRUE;
3331 p_ptr->resist_acid = TRUE;
3332 p_ptr->resist_fire=TRUE;
3333 p_ptr->resist_cold = TRUE;
3334 p_ptr->resist_elec = TRUE;
3335 p_ptr->resist_pois = TRUE;
3336 p_ptr->resist_conf = TRUE;
3337 p_ptr->resist_disen = TRUE;
3338 p_ptr->resist_nexus = TRUE;
3339 p_ptr->resist_fear = TRUE;
3340 p_ptr->sh_fire = TRUE;
3341 p_ptr->see_inv = TRUE;
3342 p_ptr->telepathy = TRUE;
3343 p_ptr->ffall = TRUE;
3344 p_ptr->kill_wall = TRUE;
3347 p_ptr->dis_to_a += 20;
3350 p_ptr->resist_dark = TRUE;
3351 p_ptr->hold_life = TRUE;
3352 p_ptr->resist_neth = TRUE;
3353 p_ptr->resist_cold = TRUE;
3354 p_ptr->resist_pois = TRUE;
3355 p_ptr->see_inv = TRUE;
3358 p_ptr->dis_to_a += 10;
3359 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3365 switch (p_ptr->prace)
3368 p_ptr->resist_lite = TRUE;
3371 p_ptr->sustain_dex = TRUE;
3374 p_ptr->free_act = TRUE;
3377 p_ptr->resist_blind = TRUE;
3380 p_ptr->resist_dark = TRUE;
3382 case RACE_HALF_TROLL:
3383 p_ptr->sustain_str = TRUE;
3385 if (p_ptr->lev > 14)
3387 /* High level trolls heal fast... */
3388 p_ptr->regenerate = TRUE;
3390 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3392 p_ptr->slow_digest = TRUE;
3393 /* Let's not make Regeneration
3394 * a disadvantage for the poor warriors who can
3395 * never learn a spell that satisfies hunger (actually
3396 * neither can rogues, but half-trolls are not
3397 * supposed to play rogues) */
3402 p_ptr->sustain_con = TRUE;
3403 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3406 p_ptr->resist_lite = TRUE;
3407 p_ptr->see_inv = TRUE;
3409 case RACE_BARBARIAN:
3410 p_ptr->resist_fear = TRUE;
3412 case RACE_HALF_OGRE:
3413 p_ptr->resist_dark = TRUE;
3414 p_ptr->sustain_str = TRUE;
3416 case RACE_HALF_GIANT:
3417 p_ptr->sustain_str = TRUE;
3418 p_ptr->resist_shard = TRUE;
3420 case RACE_HALF_TITAN:
3421 p_ptr->resist_chaos = TRUE;
3424 p_ptr->resist_sound = TRUE;
3427 p_ptr->resist_acid = TRUE;
3428 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3431 p_ptr->resist_conf = TRUE;
3432 p_ptr->resist_acid = TRUE;
3434 /* Klackons become faster */
3435 new_speed += (p_ptr->lev) / 10;
3438 p_ptr->resist_pois = TRUE;
3441 p_ptr->resist_disen = TRUE;
3442 p_ptr->resist_dark = TRUE;
3445 p_ptr->resist_dark = TRUE;
3446 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3448 case RACE_DRACONIAN:
3449 p_ptr->ffall = TRUE;
3450 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3451 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3452 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3453 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3454 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3456 case RACE_MIND_FLAYER:
3457 p_ptr->sustain_int = TRUE;
3458 p_ptr->sustain_wis = TRUE;
3459 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3460 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3463 p_ptr->resist_fire = TRUE;
3464 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3467 p_ptr->slow_digest = TRUE;
3468 p_ptr->free_act = TRUE;
3469 p_ptr->see_inv = TRUE;
3470 p_ptr->resist_pois = TRUE;
3471 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3474 p_ptr->resist_shard = TRUE;
3475 p_ptr->hold_life = TRUE;
3476 p_ptr->see_inv = TRUE;
3477 p_ptr->resist_pois = TRUE;
3478 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3481 p_ptr->resist_neth = TRUE;
3482 p_ptr->hold_life = TRUE;
3483 p_ptr->see_inv = TRUE;
3484 p_ptr->resist_pois = TRUE;
3485 p_ptr->slow_digest = TRUE;
3486 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3489 p_ptr->resist_dark = TRUE;
3490 p_ptr->hold_life = TRUE;
3491 p_ptr->resist_neth = TRUE;
3492 p_ptr->resist_cold = TRUE;
3493 p_ptr->resist_pois = TRUE;
3494 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3497 p_ptr->ffall = TRUE;
3498 p_ptr->free_act = TRUE;
3499 p_ptr->resist_neth = TRUE;
3500 p_ptr->hold_life = TRUE;
3501 p_ptr->see_inv = TRUE;
3502 p_ptr->resist_pois = TRUE;
3503 p_ptr->slow_digest = TRUE;
3504 p_ptr->resist_cold = TRUE;
3505 p_ptr->pass_wall = TRUE;
3506 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3509 p_ptr->ffall = TRUE;
3510 p_ptr->resist_lite = TRUE;
3512 /* Sprites become faster */
3513 new_speed += (p_ptr->lev) / 10;
3516 p_ptr->resist_conf = TRUE;
3517 p_ptr->resist_sound = TRUE;
3520 /* Ents dig like maniacs, but only with their hands. */
3521 if (!inventory[INVEN_RARM].k_idx)
3522 p_ptr->skill_dig += p_ptr->lev * 10;
3523 /* Ents get tougher and stronger as they age, but lose dexterity. */
3524 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3525 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3526 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3528 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3529 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3530 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3532 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3533 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3534 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3537 p_ptr->ffall = TRUE;
3538 p_ptr->see_inv = TRUE;
3541 p_ptr->resist_fire = TRUE;
3542 p_ptr->resist_neth = TRUE;
3543 p_ptr->hold_life = TRUE;
3545 p_ptr->see_inv = TRUE;
3546 if (p_ptr->lev > 44)
3548 p_ptr->oppose_fire = 1;
3549 p_ptr->redraw |= PR_STATUS;
3553 p_ptr->sustain_con = TRUE;
3556 p_ptr->ffall = TRUE;
3559 p_ptr->resist_conf = TRUE;
3562 p_ptr->slow_digest = TRUE;
3563 p_ptr->free_act = TRUE;
3564 p_ptr->resist_pois = TRUE;
3565 p_ptr->hold_life = TRUE;
3573 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3575 p_ptr->see_inv = TRUE;
3576 p_ptr->free_act = TRUE;
3577 p_ptr->slow_digest = TRUE;
3578 p_ptr->regenerate = TRUE;
3579 p_ptr->ffall = TRUE;
3580 p_ptr->hold_life = TRUE;
3581 p_ptr->telepathy = TRUE;
3583 p_ptr->sustain_str = TRUE;
3584 p_ptr->sustain_int = TRUE;
3585 p_ptr->sustain_wis = TRUE;
3586 p_ptr->sustain_con = TRUE;
3587 p_ptr->sustain_dex = TRUE;
3588 p_ptr->sustain_chr = TRUE;
3589 p_ptr->resist_acid = TRUE;
3590 p_ptr->resist_elec = TRUE;
3591 p_ptr->resist_fire = TRUE;
3592 p_ptr->resist_cold = TRUE;
3593 p_ptr->resist_pois = TRUE;
3594 p_ptr->resist_conf = TRUE;
3595 p_ptr->resist_sound = TRUE;
3596 p_ptr->resist_lite = TRUE;
3597 p_ptr->resist_dark = TRUE;
3598 p_ptr->resist_chaos = TRUE;
3599 p_ptr->resist_disen = TRUE;
3600 p_ptr->resist_shard = TRUE;
3601 p_ptr->resist_nexus = TRUE;
3602 p_ptr->resist_blind = TRUE;
3603 p_ptr->resist_neth = TRUE;
3604 p_ptr->resist_fear = TRUE;
3605 p_ptr->reflect = TRUE;
3606 p_ptr->sh_fire = TRUE;
3607 p_ptr->sh_elec = TRUE;
3608 p_ptr->sh_cold = TRUE;
3610 p_ptr->dis_to_a += 100;
3612 /* Temporary shield */
3613 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3616 p_ptr->dis_to_a += 50;
3619 if (p_ptr->tim_res_nether)
3621 p_ptr->resist_neth = TRUE;
3623 if (p_ptr->tim_sh_fire)
3625 p_ptr->sh_fire = TRUE;
3627 if (p_ptr->tim_res_time)
3629 p_ptr->resist_time = TRUE;
3633 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3634 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3635 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3636 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3639 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3641 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3643 p_ptr->resist_blind = TRUE;
3644 p_ptr->resist_conf = TRUE;
3645 p_ptr->hold_life = TRUE;
3646 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3648 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3649 /* Munchkin become faster */
3650 new_speed += (p_ptr->lev) / 10 + 5;
3655 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3656 p_ptr->pass_wall = FALSE;
3657 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3658 p_ptr->pass_wall = TRUE;
3660 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3662 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3664 /* Hack -- apply racial/class stat maxes */
3665 /* Apply the racial modifiers */
3666 for (i = 0; i < 6; i++)
3668 /* Modify the stats for "race" */
3669 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3673 /* I'm adding the mutations here for the lack of a better place... */
3676 /* Hyper Strength */
3677 if (p_ptr->muta3 & MUT3_HYPER_STR)
3679 p_ptr->stat_add[A_STR] += 4;
3683 if (p_ptr->muta3 & MUT3_PUNY)
3685 p_ptr->stat_add[A_STR] -= 4;
3688 /* Living computer */
3689 if (p_ptr->muta3 & MUT3_HYPER_INT)
3691 p_ptr->stat_add[A_INT] += 4;
3692 p_ptr->stat_add[A_WIS] += 4;
3696 if (p_ptr->muta3 & MUT3_MORONIC)
3698 p_ptr->stat_add[A_INT] -= 4;
3699 p_ptr->stat_add[A_WIS] -= 4;
3702 if (p_ptr->muta3 & MUT3_RESILIENT)
3704 p_ptr->stat_add[A_CON] += 4;
3707 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3709 p_ptr->stat_add[A_CON] += 2;
3713 if (p_ptr->muta3 & MUT3_ALBINO)
3715 p_ptr->stat_add[A_CON] -= 4;
3718 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3720 p_ptr->stat_add[A_CON] -= 2;
3721 p_ptr->stat_add[A_CHR] -= 1;
3722 p_ptr->regenerate = FALSE;
3723 /* Cancel innate regeneration */
3726 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3728 p_ptr->stat_add[A_CHR] -= 4;
3731 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3733 p_ptr->stat_add[A_CHR] -= 1;
3736 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3738 p_ptr->skill_fos += 15;
3739 p_ptr->skill_srh += 15;
3742 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3744 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3747 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3749 p_ptr->skill_stl -= 3;
3752 if (p_ptr->muta3 & MUT3_INFRAVIS)
3754 p_ptr->see_infra += 3;
3757 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3762 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3767 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3769 p_ptr->sh_elec = TRUE;
3772 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3774 p_ptr->sh_fire = TRUE;
3778 if (p_ptr->muta3 & MUT3_WART_SKIN)
3780 p_ptr->stat_add[A_CHR] -= 2;
3782 p_ptr->dis_to_a += 5;
3785 if (p_ptr->muta3 & MUT3_SCALES)
3787 p_ptr->stat_add[A_CHR] -= 1;
3789 p_ptr->dis_to_a += 10;
3792 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3794 p_ptr->stat_add[A_DEX] -= 1;
3796 p_ptr->dis_to_a += 25;
3799 if (p_ptr->muta3 & MUT3_WINGS)
3801 p_ptr->ffall = TRUE;
3804 if (p_ptr->muta3 & MUT3_FEARLESS)
3806 p_ptr->resist_fear = TRUE;
3809 if (p_ptr->muta3 & MUT3_REGEN)
3811 p_ptr->regenerate = TRUE;
3814 if (p_ptr->muta3 & MUT3_ESP)
3816 p_ptr->telepathy = TRUE;
3819 if (p_ptr->muta3 & MUT3_LIMBER)
3821 p_ptr->stat_add[A_DEX] += 3;
3824 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3826 p_ptr->stat_add[A_DEX] -= 3;
3829 if (p_ptr->muta3 & MUT3_MOTION)
3831 p_ptr->free_act = TRUE;
3832 p_ptr->skill_stl += 1;
3835 if (p_ptr->muta3 & MUT3_ILL_NORM)
3837 p_ptr->stat_add[A_CHR] = 0;
3841 if (p_ptr->tsuyoshi)
3843 p_ptr->stat_add[A_STR] += 4;
3844 p_ptr->stat_add[A_CON] += 4;
3847 /* Scan the usable inventory */
3848 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3850 int bonus_to_h, bonus_to_d;
3851 o_ptr = &inventory[i];
3853 /* Skip non-objects */
3854 if (!o_ptr->k_idx) continue;
3856 /* Extract the item flags */
3857 object_flags(o_ptr, flgs);
3859 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3860 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3863 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3864 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3865 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3866 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3867 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3868 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3870 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3872 /* Affect stealth */
3873 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3875 /* Affect searching ability (factor of five) */
3876 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3878 /* Affect searching frequency (factor of five) */
3879 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3881 /* Affect infravision */
3882 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3884 /* Affect digging (factor of 20) */
3885 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3888 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3891 if (have_flag(flgs, TR_BLOWS))
3893 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3894 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3895 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3898 /* Hack -- cause earthquakes */
3899 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3902 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3905 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3906 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3907 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3908 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
3909 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
3910 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3911 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3912 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
3913 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
3914 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
3915 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
3916 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
3917 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
3918 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
3919 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
3920 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
3921 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
3922 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
3923 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
3924 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3925 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
3927 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
3928 if (have_flag(flgs, TR_FEATHER)) p_ptr->ffall = TRUE;
3929 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
3930 if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3931 if (have_flag(flgs, TR_WARNING)){
3932 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3933 p_ptr->warning = TRUE;
3936 if (have_flag(flgs, TR_TELEPORT))
3938 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3941 cptr insc = quark_str(o_ptr->inscription);
3943 if (o_ptr->inscription &&
3944 (strchr(insc, '.') || strchr(insc, '%')))
3947 * {.} will stop random teleportation.
3948 * {%} includes '.' after conversion.
3953 /* Controlled random teleportation */
3954 p_ptr->cursed |= TRC_TELEPORT_SELF;
3959 /* Immunity flags */
3960 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3961 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3962 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3963 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3965 /* Resistance flags */
3966 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
3967 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
3968 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
3969 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
3970 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
3971 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
3972 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
3973 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
3974 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
3975 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
3976 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3977 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
3978 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3979 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3980 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
3981 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3983 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
3984 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
3985 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
3986 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
3987 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3988 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
3991 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3992 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3993 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3994 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3995 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3996 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3998 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3999 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4000 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4001 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4002 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4003 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4004 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4006 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4008 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4010 p_ptr->to_m_chance += 10;
4014 p_ptr->to_m_chance += 3;
4018 if (o_ptr->tval == TV_CAPTURE) continue;
4020 /* Modify the base armor class */
4021 p_ptr->ac += o_ptr->ac;
4023 /* The base armor class is always known */
4024 p_ptr->dis_ac += o_ptr->ac;
4026 /* Apply the bonuses to armor class */
4027 p_ptr->to_a += o_ptr->to_a;
4029 /* Apply the mental bonuses to armor class, if known */
4030 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4032 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4034 int slot = i - INVEN_RARM;
4037 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4039 p_ptr->to_h[slot] -= 15;
4040 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4044 p_ptr->to_h[slot] -= 5;
4045 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4050 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4052 p_ptr->to_h_b -= 15;
4053 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4058 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4063 if (o_ptr->curse_flags & TRC_LOW_AC)
4065 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4068 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4073 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4077 /* Hack -- do not apply "weapon" bonuses */
4078 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4079 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4081 /* Hack -- do not apply "bow" bonuses */
4082 if (i == INVEN_BOW) continue;
4084 bonus_to_h = o_ptr->to_h;
4085 bonus_to_d = o_ptr->to_d;
4087 if (p_ptr->pclass == CLASS_NINJA)
4089 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4090 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4093 /* To Bow and Natural attack */
4095 /* Apply the bonuses to hit/damage */
4096 p_ptr->to_h_b += bonus_to_h;
4097 p_ptr->to_h_m += bonus_to_h;
4098 p_ptr->to_d_m += bonus_to_d;
4100 /* Apply the mental bonuses tp hit/damage, if known */
4101 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4104 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4106 /* Apply the bonuses to hit/damage */
4107 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4108 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4110 /* Apply the mental bonuses tp hit/damage, if known */
4111 if (object_known_p(o_ptr))
4113 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4114 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4117 else if (p_ptr->migite && p_ptr->hidarite)
4119 /* Apply the bonuses to hit/damage */
4120 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4121 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4122 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4123 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4125 /* Apply the mental bonuses tp hit/damage, if known */
4126 if (object_known_p(o_ptr))
4128 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4129 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4130 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4131 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4136 /* Apply the bonuses to hit/damage */
4137 p_ptr->to_h[0] += bonus_to_h;
4138 p_ptr->to_d[0] += bonus_to_d;
4140 /* Apply the mental bonuses tp hit/damage, if known */
4141 if (object_known_p(o_ptr))
4143 p_ptr->dis_to_h[0] += bonus_to_h;
4144 p_ptr->dis_to_d[0] += bonus_to_d;
4149 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4151 /* Monks get extra ac for armour _not worn_ */
4152 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4154 if (!(inventory[INVEN_BODY].k_idx))
4156 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4157 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4159 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4161 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4162 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4164 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4166 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4167 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4169 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4171 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4172 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4174 if (!(inventory[INVEN_HANDS].k_idx))
4176 p_ptr->to_a += (p_ptr->lev / 2);
4177 p_ptr->dis_to_a += (p_ptr->lev / 2);
4179 if (!(inventory[INVEN_FEET].k_idx))
4181 p_ptr->to_a += (p_ptr->lev / 3);
4182 p_ptr->dis_to_a += (p_ptr->lev / 3);
4184 if (p_ptr->special_defense & KAMAE_BYAKKO)
4186 p_ptr->stat_add[A_STR] += 2;
4187 p_ptr->stat_add[A_DEX] += 2;
4188 p_ptr->stat_add[A_CON] -= 3;
4190 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4193 else if (p_ptr->special_defense & KAMAE_GENBU)
4195 p_ptr->stat_add[A_INT] -= 1;
4196 p_ptr->stat_add[A_WIS] -= 1;
4197 p_ptr->stat_add[A_DEX] -= 2;
4198 p_ptr->stat_add[A_CON] += 3;
4200 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4202 p_ptr->stat_add[A_STR] -= 2;
4203 p_ptr->stat_add[A_INT] += 1;
4204 p_ptr->stat_add[A_WIS] += 1;
4205 p_ptr->stat_add[A_DEX] += 2;
4206 p_ptr->stat_add[A_CON] -= 2;
4210 if (p_ptr->special_defense & KATA_KOUKIJIN)
4212 for (i = 0; i < 6; i++)
4213 p_ptr->stat_add[i] += 5;
4215 p_ptr->dis_to_a -= 50;
4218 /* Hack -- aura of fire also provides light */
4219 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4221 /* Golems also get an intrinsic AC bonus */
4222 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4224 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4225 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4228 /* Calculate stats */
4229 for (i = 0; i < 6; i++)
4233 /* Extract the new "stat_use" value for the stat */
4234 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4236 /* Notice changes */
4237 if (p_ptr->stat_top[i] != top)
4239 /* Save the new value */
4240 p_ptr->stat_top[i] = top;
4242 /* Redisplay the stats later */
4243 p_ptr->redraw |= (PR_STATS);
4246 p_ptr->window |= (PW_PLAYER);
4250 /* Extract the new "stat_use" value for the stat */
4251 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4253 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4255 /* 10 to 18/90 charisma, guaranteed, based on level */
4256 if (use < 8 + 2 * p_ptr->lev)
4258 use = 8 + 2 * p_ptr->lev;
4262 /* Notice changes */
4263 if (p_ptr->stat_use[i] != use)
4265 /* Save the new value */
4266 p_ptr->stat_use[i] = use;
4268 /* Redisplay the stats later */
4269 p_ptr->redraw |= (PR_STATS);
4272 p_ptr->window |= (PW_PLAYER);
4276 /* Values: 3, 4, ..., 17 */
4277 if (use <= 18) ind = (use - 3);
4279 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4280 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4282 /* Range: 18/220+ */
4285 /* Notice changes */
4286 if (p_ptr->stat_ind[i] != ind)
4288 /* Save the new index */
4289 p_ptr->stat_ind[i] = ind;
4291 /* Change in CON affects Hitpoints */
4294 p_ptr->update |= (PU_HP);
4297 /* Change in INT may affect Mana/Spells */
4298 else if (i == A_INT)
4300 if (mp_ptr->spell_stat == A_INT)
4302 p_ptr->update |= (PU_MANA | PU_SPELLS);
4306 /* Change in WIS may affect Mana/Spells */
4307 else if (i == A_WIS)
4309 if (mp_ptr->spell_stat == A_WIS)
4311 p_ptr->update |= (PU_MANA | PU_SPELLS);
4315 /* Change in WIS may affect Mana/Spells */
4316 else if (i == A_CHR)
4318 if (mp_ptr->spell_stat == A_CHR)
4320 p_ptr->update |= (PU_MANA | PU_SPELLS);
4325 p_ptr->window |= (PW_PLAYER);
4330 /* Apply temporary "stun" */
4331 if (p_ptr->stun > 50)
4333 p_ptr->to_h[0] -= 20;
4334 p_ptr->to_h[1] -= 20;
4335 p_ptr->to_h_b -= 20;
4336 p_ptr->to_h_m -= 20;
4337 p_ptr->dis_to_h[0] -= 20;
4338 p_ptr->dis_to_h[1] -= 20;
4339 p_ptr->dis_to_h_b -= 20;
4340 p_ptr->to_d[0] -= 20;
4341 p_ptr->to_d[1] -= 20;
4342 p_ptr->to_d_m -= 20;
4343 p_ptr->dis_to_d[0] -= 20;
4344 p_ptr->dis_to_d[1] -= 20;
4346 else if (p_ptr->stun)
4348 p_ptr->to_h[0] -= 5;
4349 p_ptr->to_h[1] -= 5;
4352 p_ptr->dis_to_h[0] -= 5;
4353 p_ptr->dis_to_h[1] -= 5;
4354 p_ptr->dis_to_h_b -= 5;
4355 p_ptr->to_d[0] -= 5;
4356 p_ptr->to_d[1] -= 5;
4358 p_ptr->dis_to_d[0] -= 5;
4359 p_ptr->dis_to_d[1] -= 5;
4363 if (p_ptr->wraith_form)
4365 p_ptr->reflect = TRUE;
4368 /* Temporary blessing */
4372 p_ptr->dis_to_a += 5;
4373 p_ptr->to_h[0] += 10;
4374 p_ptr->to_h[1] += 10;
4375 p_ptr->to_h_b += 10;
4376 p_ptr->to_h_m += 10;
4377 p_ptr->dis_to_h[0] += 10;
4378 p_ptr->dis_to_h[1] += 10;
4379 p_ptr->dis_to_h_b += 10;
4382 if (p_ptr->magicdef)
4384 p_ptr->resist_blind = TRUE;
4385 p_ptr->resist_conf = TRUE;
4386 p_ptr->reflect = TRUE;
4387 p_ptr->free_act = TRUE;
4388 p_ptr->ffall = TRUE;
4391 /* Temporary "Hero" */
4394 p_ptr->to_h[0] += 12;
4395 p_ptr->to_h[1] += 12;
4396 p_ptr->to_h_b += 12;
4397 p_ptr->to_h_m += 12;
4398 p_ptr->dis_to_h[0] += 12;
4399 p_ptr->dis_to_h[1] += 12;
4400 p_ptr->dis_to_h_b += 12;
4403 /* Temporary "Beserk" */
4406 p_ptr->to_h[0] += 12;
4407 p_ptr->to_h[1] += 12;
4408 p_ptr->to_h_b -= 12;
4409 p_ptr->to_h_m += 12;
4410 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4411 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4412 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4413 p_ptr->dis_to_h[0] += 12;
4414 p_ptr->dis_to_h[1] += 12;
4415 p_ptr->dis_to_h_b -= 12;
4416 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4417 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4419 p_ptr->dis_to_a -= 10;
4420 p_ptr->skill_stl -= 7;
4421 p_ptr->skill_dev -= 20;
4422 p_ptr->skill_sav -= 30;
4423 p_ptr->skill_srh -= 15;
4424 p_ptr->skill_fos -= 15;
4425 p_ptr->skill_tht -= 20;
4426 p_ptr->skill_dig += 30;
4429 /* Temporary "fast" */
4435 /* Temporary "slow" */
4441 /* Temporary "telepathy" */
4444 p_ptr->telepathy = TRUE;
4447 if (p_ptr->ele_immune)
4449 if (p_ptr->special_defense & DEFENSE_ACID)
4450 p_ptr->immune_acid = TRUE;
4451 else if (p_ptr->special_defense & DEFENSE_ELEC)
4452 p_ptr->immune_elec = TRUE;
4453 else if (p_ptr->special_defense & DEFENSE_FIRE)
4454 p_ptr->immune_fire = TRUE;
4455 else if (p_ptr->special_defense & DEFENSE_COLD)
4456 p_ptr->immune_cold = TRUE;
4459 /* Temporary see invisible */
4460 if (p_ptr->tim_invis)
4462 p_ptr->see_inv = TRUE;
4465 /* Temporary infravision boost */
4466 if (p_ptr->tim_infra)
4468 p_ptr->see_infra+=3;
4471 /* Temporary regeneration boost */
4472 if (p_ptr->tim_regen)
4474 p_ptr->regenerate = TRUE;
4477 /* Temporary levitation */
4478 if (p_ptr->tim_ffall)
4480 p_ptr->ffall = TRUE;
4483 /* Temporary reflection */
4484 if (p_ptr->tim_reflect)
4486 p_ptr->reflect = TRUE;
4489 /* Hack -- Hero/Shero -> Res fear */
4490 if (IS_HERO() || p_ptr->shero)
4492 p_ptr->resist_fear = TRUE;
4496 /* Hack -- Telepathy Change */
4497 if (p_ptr->telepathy != old_telepathy)
4499 p_ptr->update |= (PU_MONSTERS);
4502 if ((p_ptr->esp_animal != old_esp_animal) ||
4503 (p_ptr->esp_undead != old_esp_undead) ||
4504 (p_ptr->esp_demon != old_esp_demon) ||
4505 (p_ptr->esp_orc != old_esp_orc) ||
4506 (p_ptr->esp_troll != old_esp_troll) ||
4507 (p_ptr->esp_giant != old_esp_giant) ||
4508 (p_ptr->esp_dragon != old_esp_dragon) ||
4509 (p_ptr->esp_human != old_esp_human) ||
4510 (p_ptr->esp_evil != old_esp_evil) ||
4511 (p_ptr->esp_good != old_esp_good) ||
4512 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4513 (p_ptr->esp_unique != old_esp_unique))
4515 p_ptr->update |= (PU_MONSTERS);
4518 /* Hack -- See Invis Change */
4519 if (p_ptr->see_inv != old_see_inv)
4521 p_ptr->update |= (PU_MONSTERS);
4524 /* Bloating slows the player down (a little) */
4525 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4527 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4529 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4531 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4532 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4535 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4537 int penalty1, penalty2;
4538 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4539 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4540 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4542 penalty1 = penalty1 / 2 - 5;
4543 penalty2 = penalty2 / 2 - 5;
4546 p_ptr->dis_to_a += 10;
4550 if (penalty1 > 0) penalty1 /= 2;
4551 if (penalty2 > 0) penalty2 /= 2;
4553 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4555 penalty1 = MAX(0, penalty1 - 10);
4556 penalty2 = MAX(0, penalty2 - 10);
4558 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4560 penalty1 = MIN(0, penalty1);
4561 penalty2 = MIN(0, penalty2);
4563 p_ptr->dis_to_a += 10;
4567 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4569 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4572 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4573 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4574 p_ptr->to_h[0] -= penalty1;
4575 p_ptr->to_h[1] -= penalty2;
4576 p_ptr->dis_to_h[0] -= penalty1;
4577 p_ptr->dis_to_h[1] -= penalty2;
4580 /* Extract the current weight (in tenth pounds) */
4581 j = p_ptr->total_weight;
4583 /* Extract the "weight limit" (in tenth pounds) */
4588 int speed = m_list[p_ptr->riding].mspeed;
4589 if (m_list[p_ptr->riding].mspeed > 110)
4591 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4592 if (new_speed < 110) new_speed = 110;
4598 if (m_list[p_ptr->riding].fast) new_speed += 10;
4599 if (m_list[p_ptr->riding].slow) new_speed -= 10;
4600 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4601 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4603 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4605 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4608 /* XXX XXX XXX Apply "encumbrance" from weight */
4609 if (j > i/2) new_speed -= ((j - (i/2)) / (i / 10));
4611 /* Searching slows the player down */
4612 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4614 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4615 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4616 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4617 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4618 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4619 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4620 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4621 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4622 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4623 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4624 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4625 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4626 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4628 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4629 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4630 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4631 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4632 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4633 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4634 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4635 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4636 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4637 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4640 /* Obtain the "hold" value */
4641 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4644 /* Examine the "current bow" */
4645 o_ptr = &inventory[INVEN_BOW];
4648 /* Assume not heavy */
4649 p_ptr->heavy_shoot = FALSE;
4651 /* It is hard to carholdry a heavy bow */
4652 if (hold < o_ptr->weight / 10)
4654 /* Hard to wield a heavy bow */
4655 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4656 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4659 p_ptr->heavy_shoot = TRUE;
4663 /* Compute "extra shots" if needed */
4666 /* Analyze the launcher */
4667 switch (o_ptr->sval)
4671 p_ptr->tval_ammo = TV_SHOT;
4679 p_ptr->tval_ammo = TV_ARROW;
4686 p_ptr->tval_ammo = TV_BOLT;
4691 p_ptr->tval_ammo = TV_NO_AMMO;
4696 /* Apply special flags */
4697 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4700 p_ptr->num_fire += (extra_shots * 100);
4702 /* Hack -- Rangers love Bows */
4703 if ((p_ptr->pclass == CLASS_RANGER) &&
4704 (p_ptr->tval_ammo == TV_ARROW))
4706 p_ptr->num_fire += (p_ptr->lev * 4);
4709 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4710 (p_ptr->tval_ammo == TV_ARROW))
4712 p_ptr->num_fire += (p_ptr->lev * 3);
4715 if (p_ptr->pclass == CLASS_ARCHER)
4717 if (p_ptr->tval_ammo == TV_ARROW)
4718 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4719 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4720 p_ptr->num_fire += (p_ptr->lev * 4);
4724 * Addendum -- also "Reward" high level warriors,
4725 * with _any_ missile weapon -- TY
4727 if (p_ptr->pclass == CLASS_WARRIOR &&
4728 (p_ptr->tval_ammo <= TV_BOLT) &&
4729 (p_ptr->tval_ammo >= TV_SHOT))
4731 p_ptr->num_fire += (p_ptr->lev * 2);
4733 if ((p_ptr->pclass == CLASS_ROGUE) &&
4734 (p_ptr->tval_ammo == TV_SHOT))
4736 p_ptr->num_fire += (p_ptr->lev * 4);
4744 for(i = 0 ; i < 2 ; i++)
4746 /* Examine the "main weapon" */
4747 o_ptr = &inventory[INVEN_RARM+i];
4749 object_flags(o_ptr, flgs);
4751 /* Assume not heavy */
4752 p_ptr->heavy_wield[i] = FALSE;
4753 p_ptr->icky_wield[i] = FALSE;
4754 p_ptr->riding_wield[i] = FALSE;
4756 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4757 /* It is hard to hold a heavy weapon */
4758 if (hold < o_ptr->weight / 10)
4760 /* Hard to wield a heavy weapon */
4761 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4762 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4765 p_ptr->heavy_wield[i] = TRUE;
4767 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4769 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4772 p_ptr->dis_to_a += 5;
4775 /* Normal weapons */
4776 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4778 int str_index, dex_index;
4780 int num = 0, wgt = 0, mul = 0, div = 0;
4782 /* Analyze the class */
4783 switch (p_ptr->pclass)
4787 num = 6; wgt = 70; mul = 5; break;
4790 case CLASS_BERSERKER:
4791 num = 6; wgt = 70; mul = 7; break;
4795 case CLASS_HIGH_MAGE:
4796 case CLASS_BLUE_MAGE:
4797 num = 3; wgt = 100; mul = 2; break;
4799 /* Priest, Mindcrafter */
4801 case CLASS_MAGIC_EATER:
4802 case CLASS_MINDCRAFTER:
4803 num = 5; wgt = 100; mul = 3; break;
4807 num = 5; wgt = 40; mul = 3; break;
4811 num = 5; wgt = 70; mul = 4; break;
4816 num = 5; wgt = 70; mul = 4; break;
4820 num = 5; wgt = 150; mul = 5; break;
4823 case CLASS_WARRIOR_MAGE:
4824 case CLASS_RED_MAGE:
4825 num = 5; wgt = 70; mul = 3; break;
4828 case CLASS_CHAOS_WARRIOR:
4829 num = 5; wgt = 70; mul = 4; break;
4833 num = 5; wgt = 60; mul = 3; break;
4837 num = 4; wgt = 100; mul = 3; break;
4840 case CLASS_IMITATOR:
4841 num = 5; wgt = 70; mul = 4; break;
4844 case CLASS_BEASTMASTER:
4845 num = 5; wgt = 70; mul = 3; break;
4848 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4849 else {num = 5; wgt = 100; mul = 3;}
4853 case CLASS_SORCERER:
4854 num = 1; wgt = 1; mul = 1; break;
4856 /* Archer, Magic eater */
4859 num = 4; wgt = 70; mul = 2; break;
4862 case CLASS_FORCETRAINER:
4863 num = 4; wgt = 60; mul = 2; break;
4866 case CLASS_MIRROR_MASTER:
4867 num = 3; wgt = 100; mul = 3; break;
4871 num = 4; wgt = 20; mul = 1; break;
4874 /* Enforce a minimum "weight" (tenth pounds) */
4875 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4877 /* Access the strength vs weight */
4878 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4880 if (p_ptr->ryoute && !omoi) str_index++;
4881 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4884 if (str_index > 11) str_index = 11;
4886 /* Index by dexterity */
4887 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4890 if (dex_index > 11) dex_index = 11;
4892 /* Use the blows table */
4893 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4896 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4898 /* Add in the "bonus blows" */
4899 p_ptr->num_blow[i] += extra_blows[i];
4902 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4903 else if (p_ptr->pclass == CLASS_BERSERKER)
4905 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4907 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4909 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4911 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4914 /* Require at least one blow */
4915 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4917 /* Boost digging skill by weapon weight */
4918 p_ptr->skill_dig += (o_ptr->weight / 10);
4922 /* Priest weapon penalty for non-blessed edged weapons */
4923 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4924 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4926 /* Reduce the real bonuses */
4927 p_ptr->to_h[i] -= 2;
4928 p_ptr->to_d[i] -= 2;
4930 /* Reduce the mental bonuses */
4931 p_ptr->dis_to_h[i] -= 2;
4932 p_ptr->dis_to_d[i] -= 2;
4935 p_ptr->icky_wield[i] = TRUE;
4937 else if (p_ptr->pclass == CLASS_BERSERKER)
4939 p_ptr->to_h[i] += p_ptr->lev/5;
4940 p_ptr->to_d[i] += p_ptr->lev/6;
4941 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4942 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4943 if (!p_ptr->hidarite || p_ptr->ryoute)
4945 p_ptr->to_h[i] += p_ptr->lev/5;
4946 p_ptr->to_d[i] += p_ptr->lev/6;
4947 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4948 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4951 else if (p_ptr->pclass == CLASS_SORCERER)
4953 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4955 /* Reduce the real bonuses */
4956 p_ptr->to_h[i] -= 200;
4957 p_ptr->to_d[i] -= 200;
4959 /* Reduce the mental bonuses */
4960 p_ptr->dis_to_h[i] -= 200;
4961 p_ptr->dis_to_d[i] -= 200;
4964 p_ptr->icky_wield[i] = TRUE;
4968 /* Reduce the real bonuses */
4969 p_ptr->to_h[i] -= 30;
4970 p_ptr->to_d[i] -= 10;
4972 /* Reduce the mental bonuses */
4973 p_ptr->dis_to_h[i] -= 30;
4974 p_ptr->dis_to_d[i] -= 10;
4979 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4981 p_ptr->to_h[i] +=15;
4982 p_ptr->dis_to_h[i] +=15;
4984 else if (!(have_flag(flgs, TR_RIDING)))
4987 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4993 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4995 if (penalty < 30) penalty = 30;
4997 p_ptr->to_h[i] -= penalty;
4998 p_ptr->dis_to_h[i] -= penalty;
5001 p_ptr->riding_wield[i] = TRUE;
5010 p_ptr->riding_ryoute = FALSE;
5011 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
5013 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5015 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5019 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5021 if (penalty < 30) penalty = 30;
5023 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5024 p_ptr->to_h_b -= penalty;
5025 p_ptr->dis_to_h_b -= penalty;
5028 /* Different calculation for monks with empty hands */
5029 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
5031 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5032 p_ptr->num_blow[0] = 0;
5034 if (p_ptr->pclass == CLASS_FORCETRAINER)
5036 if (blow_base > 18) p_ptr->num_blow[0]++;
5037 if (blow_base > 31) p_ptr->num_blow[0]++;
5038 if (blow_base > 44) p_ptr->num_blow[0]++;
5039 if (blow_base > 58) p_ptr->num_blow[0]++;
5040 if (p_ptr->magic_num1[0])
5042 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5043 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5048 if (blow_base > 12) p_ptr->num_blow[0]++;
5049 if (blow_base > 22) p_ptr->num_blow[0]++;
5050 if (blow_base > 31) p_ptr->num_blow[0]++;
5051 if (blow_base > 39) p_ptr->num_blow[0]++;
5052 if (blow_base > 46) p_ptr->num_blow[0]++;
5053 if (blow_base > 53) p_ptr->num_blow[0]++;
5054 if (blow_base > 59) p_ptr->num_blow[0]++;
5057 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5058 p_ptr->num_blow[0] /= 2;
5061 p_ptr->to_h[0] += (p_ptr->lev / 3);
5062 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5064 p_ptr->to_d[0] += (p_ptr->lev / 6);
5065 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5068 if (p_ptr->special_defense & KAMAE_BYAKKO)
5071 p_ptr->dis_to_a -= 40;
5074 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5077 p_ptr->dis_to_a -= 50;
5078 p_ptr->resist_acid = TRUE;
5079 p_ptr->resist_fire = TRUE;
5080 p_ptr->resist_elec = TRUE;
5081 p_ptr->resist_cold = TRUE;
5082 p_ptr->resist_pois = TRUE;
5083 p_ptr->sh_fire = TRUE;
5084 p_ptr->sh_elec = TRUE;
5085 p_ptr->sh_cold = TRUE;
5086 p_ptr->ffall = TRUE;
5088 else if (p_ptr->special_defense & KAMAE_GENBU)
5090 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5091 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5092 p_ptr->reflect = TRUE;
5093 p_ptr->num_blow[0] -= 2;
5094 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5095 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5097 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5099 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5100 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5102 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5103 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5104 p_ptr->num_blow[0] /= 2;
5105 p_ptr->ffall = TRUE;
5108 p_ptr->num_blow[0] += 1+extra_blows[0];
5111 monk_armour_aux = FALSE;
5115 monk_armour_aux = TRUE;
5118 for (i = 0 ; i < 2 ; i++)
5120 if (buki_motteruka(INVEN_RARM+i))
5122 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5123 int sval = inventory[INVEN_RARM+i].sval;
5125 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5126 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5127 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5129 p_ptr->to_h[i] -= 40;
5130 p_ptr->dis_to_h[i] -= 40;
5131 p_ptr->icky_wield[i] = TRUE;
5133 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5135 p_ptr->to_h[i] -= 40;
5136 p_ptr->dis_to_h[i] -= 40;
5137 p_ptr->icky_wield[i] = TRUE;
5139 else if (p_ptr->pclass == CLASS_NINJA)
5141 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5143 p_ptr->to_h[i] -= 40;
5144 p_ptr->dis_to_h[i] -= 40;
5145 p_ptr->icky_wield[i] = TRUE;
5146 p_ptr->num_blow[i] /= 2;
5147 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5153 /* Maximum speed is (+99). (internally it's 110 + 99) */
5154 /* Temporary lightspeed forces to be maximum speed */
5155 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5160 /* Minimum speed is (-99). (internally it's 110 - 99) */
5161 if (new_speed < 11) new_speed = 11;
5163 /* Display the speed (if needed) */
5164 if (p_ptr->pspeed != (byte)new_speed)
5166 p_ptr->pspeed = (byte)new_speed;
5167 p_ptr->redraw |= (PR_SPEED);
5172 if (p_ptr->to_a > (0 - p_ptr->ac))
5173 p_ptr->to_a = 0 - p_ptr->ac;
5174 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5175 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5178 /* Redraw armor (if needed) */
5179 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5182 p_ptr->redraw |= (PR_ARMOR);
5185 p_ptr->window |= (PW_PLAYER);
5189 if (p_ptr->ryoute && !omoi)
5191 int bonus_to_h=0, bonus_to_d=0;
5192 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5193 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);
5195 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5196 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5197 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5198 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5201 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5203 /* Affect Skill -- stealth (bonus one) */
5204 p_ptr->skill_stl += 1;
5206 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5208 /* Affect Skill -- disarming (DEX and INT) */
5209 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5210 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5212 /* Affect Skill -- magic devices (INT) */
5213 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5215 /* Affect Skill -- saving throw (WIS) */
5216 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5218 /* Affect Skill -- digging (STR) */
5219 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5221 /* Affect Skill -- disarming (Level, by Class) */
5222 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5224 /* Affect Skill -- magic devices (Level, by Class) */
5225 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5227 /* Affect Skill -- saving throw (Level, by Class) */
5228 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5230 /* Affect Skill -- stealth (Level, by Class) */
5231 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5233 /* Affect Skill -- search ability (Level, by Class) */
5234 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5236 /* Affect Skill -- search frequency (Level, by Class) */
5237 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5239 /* Affect Skill -- combat (normal) (Level, by Class) */
5240 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5242 /* Affect Skill -- combat (shooting) (Level, by Class) */
5243 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5245 /* Affect Skill -- combat (throwing) (Level, by Class) */
5246 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5249 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5251 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5252 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5255 /* Limit Skill -- stealth from 0 to 30 */
5256 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5257 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5259 /* Limit Skill -- digging from 1 up */
5260 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5262 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5264 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5266 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;
5268 if (down_saving) p_ptr->skill_sav /= 2;
5270 /* Hack -- Each elemental immunity includes resistance */
5271 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5272 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5273 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5274 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5276 /* Hack -- handle "xtra" mode */
5277 if (character_xtra) return;
5279 /* Take note when "heavy bow" changes */
5280 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5283 if (p_ptr->heavy_shoot)
5286 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5288 msg_print("You have trouble wielding such a heavy bow.");
5292 else if (inventory[INVEN_BOW].k_idx)
5295 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5297 msg_print("You have no trouble wielding your bow.");
5304 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5306 msg_print("You feel relieved to put down your heavy bow.");
5312 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5315 for(i = 0 ; i < 2 ; i++)
5317 /* Take note when "heavy weapon" changes */
5318 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5321 if (p_ptr->heavy_wield[i])
5324 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5326 msg_print("You have trouble wielding such a heavy weapon.");
5330 else if (buki_motteruka(INVEN_RARM+i))
5333 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5335 msg_print("You have no trouble wielding your weapon.");
5339 else if (p_ptr->heavy_wield[1-i])
5342 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5344 msg_print("You have still trouble wielding a heavy weapon.");
5351 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5353 msg_print("You feel relieved to put down your heavy weapon.");
5359 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5362 /* Take note when "heavy weapon" changes */
5363 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5366 if (p_ptr->riding_wield[i])
5369 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5371 msg_print("This weapon is not suitable for use while riding.");
5375 else if (!p_ptr->riding)
5378 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5380 msg_print("This weapon was not suitable for use while riding.");
5384 else if (buki_motteruka(INVEN_RARM+i))
5387 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5389 msg_print("This weapon is suitable for use while riding.");
5394 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5397 /* Take note when "illegal weapon" changes */
5398 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5401 if (p_ptr->icky_wield[i])
5404 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5406 msg_print("You do not feel comfortable with your weapon.");
5410 chg_virtue(V_FAITH, -1);
5413 else if (buki_motteruka(INVEN_RARM+i))
5416 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5418 msg_print("You feel comfortable with your weapon.");
5425 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5427 msg_print("You feel more comfortable after removing your weapon.");
5433 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5437 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5440 if (p_ptr->riding_ryoute)
5443 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5445 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5451 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5453 msg_print("You began to control riding pet with one hand.");
5457 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5460 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5465 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5467 msg_print("The weight of your armor disrupts your balance.");
5472 chg_virtue(V_HARMONY, -1);
5477 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5479 msg_print("You regain your balance.");
5482 monk_notify_aux = monk_armour_aux;
5486 p_ptr->align = friend_align;
5488 /* Determine player alignment */
5489 for (i = 0; i < 8; i++)
5491 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5496 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5497 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5498 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5500 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5501 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5502 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5506 if (p_ptr->align > 0)
5508 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5509 if (p_ptr->align < 0) p_ptr->align = 0;
5511 else if (p_ptr->align < 0)
5513 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5514 if (p_ptr->align > 0) p_ptr->align = 0;
5518 for (i = 0; i < INVEN_PACK; i++)
5521 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5522 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5524 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5525 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5527 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5531 /* Acquire object */
5532 o_ptr = &o_list[this_o_idx];
5534 /* Acquire next object */
5535 next_o_idx = o_ptr->next_o_idx;
5538 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5539 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5541 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5542 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5545 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5547 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5549 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5550 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5553 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)))
5555 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5556 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5559 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5561 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5562 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5565 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5567 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5568 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5575 * Handle "p_ptr->notice"
5577 void notice_stuff(void)
5580 if (!p_ptr->notice) return;
5583 /* Actually do auto-destroy */
5584 if (p_ptr->notice & (PN_AUTODESTROY))
5586 p_ptr->notice &= ~(PN_AUTODESTROY);
5587 delayed_auto_destroy();
5590 /* Combine the pack */
5591 if (p_ptr->notice & (PN_COMBINE))
5593 p_ptr->notice &= ~(PN_COMBINE);
5597 /* Reorder the pack */
5598 if (p_ptr->notice & (PN_REORDER))
5600 p_ptr->notice &= ~(PN_REORDER);
5607 * Handle "p_ptr->update"
5609 void update_stuff(void)
5612 if (!p_ptr->update) return;
5615 if (p_ptr->update & (PU_BONUS))
5617 p_ptr->update &= ~(PU_BONUS);
5621 if (p_ptr->update & (PU_TORCH))
5623 p_ptr->update &= ~(PU_TORCH);
5627 if (p_ptr->update & (PU_HP))
5629 p_ptr->update &= ~(PU_HP);
5633 if (p_ptr->update & (PU_MANA))
5635 p_ptr->update &= ~(PU_MANA);
5639 if (p_ptr->update & (PU_SPELLS))
5641 p_ptr->update &= ~(PU_SPELLS);
5646 /* Character is not ready yet, no screen updates */
5647 if (!character_generated) return;
5650 /* Character is in "icky" mode, no screen updates */
5651 if (character_icky) return;
5654 if (p_ptr->update & (PU_UN_LITE))
5656 p_ptr->update &= ~(PU_UN_LITE);
5660 if (p_ptr->update & (PU_UN_VIEW))
5662 p_ptr->update &= ~(PU_UN_VIEW);
5666 if (p_ptr->update & (PU_VIEW))
5668 p_ptr->update &= ~(PU_VIEW);
5672 if (p_ptr->update & (PU_LITE))
5674 p_ptr->update &= ~(PU_LITE);
5679 if (p_ptr->update & (PU_FLOW))
5681 p_ptr->update &= ~(PU_FLOW);
5685 if (p_ptr->update & (PU_DISTANCE))
5687 p_ptr->update &= ~(PU_DISTANCE);
5689 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5690 /* p_ptr->update &= ~(PU_MONSTERS); */
5692 update_monsters(TRUE);
5695 if (p_ptr->update & (PU_MON_LITE))
5697 p_ptr->update &= ~(PU_MON_LITE);
5701 if (p_ptr->update & (PU_MONSTERS))
5703 p_ptr->update &= ~(PU_MONSTERS);
5704 update_monsters(FALSE);
5710 * Handle "p_ptr->redraw"
5712 void redraw_stuff(void)
5715 if (!p_ptr->redraw) return;
5718 /* Character is not ready yet, no screen updates */
5719 if (!character_generated) return;
5722 /* Character is in "icky" mode, no screen updates */
5723 if (character_icky) return;
5727 /* Hack -- clear the screen */
5728 if (p_ptr->redraw & (PR_WIPE))
5730 p_ptr->redraw &= ~(PR_WIPE);
5736 if (p_ptr->redraw & (PR_MAP))
5738 p_ptr->redraw &= ~(PR_MAP);
5743 if (p_ptr->redraw & (PR_BASIC))
5745 p_ptr->redraw &= ~(PR_BASIC);
5746 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5747 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5748 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5749 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5755 if (p_ptr->redraw & (PR_EQUIPPY))
5757 p_ptr->redraw &= ~(PR_EQUIPPY);
5758 print_equippy(); /* To draw / delete equippy chars */
5761 if (p_ptr->redraw & (PR_MISC))
5763 p_ptr->redraw &= ~(PR_MISC);
5764 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5765 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5769 if (p_ptr->redraw & (PR_TITLE))
5771 p_ptr->redraw &= ~(PR_TITLE);
5775 if (p_ptr->redraw & (PR_LEV))
5777 p_ptr->redraw &= ~(PR_LEV);
5781 if (p_ptr->redraw & (PR_EXP))
5783 p_ptr->redraw &= ~(PR_EXP);
5787 if (p_ptr->redraw & (PR_STATS))
5789 p_ptr->redraw &= ~(PR_STATS);
5798 if (p_ptr->redraw & (PR_STATUS))
5800 p_ptr->redraw &= ~(PR_STATUS);
5804 if (p_ptr->redraw & (PR_ARMOR))
5806 p_ptr->redraw &= ~(PR_ARMOR);
5810 if (p_ptr->redraw & (PR_HP))
5812 p_ptr->redraw &= ~(PR_HP);
5816 if (p_ptr->redraw & (PR_MANA))
5818 p_ptr->redraw &= ~(PR_MANA);
5822 if (p_ptr->redraw & (PR_GOLD))
5824 p_ptr->redraw &= ~(PR_GOLD);
5828 if (p_ptr->redraw & (PR_DEPTH))
5830 p_ptr->redraw &= ~(PR_DEPTH);
5834 if (p_ptr->redraw & (PR_HEALTH))
5836 p_ptr->redraw &= ~(PR_HEALTH);
5840 if (p_ptr->redraw & (PR_UHEALTH))
5842 p_ptr->redraw &= ~(PR_UHEALTH);
5843 riding_health_redraw();
5847 if (p_ptr->redraw & (PR_EXTRA))
5849 p_ptr->redraw &= ~(PR_EXTRA);
5850 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5851 p_ptr->redraw &= ~(PR_HUNGER);
5852 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5856 if (p_ptr->redraw & (PR_CUT))
5858 p_ptr->redraw &= ~(PR_CUT);
5862 if (p_ptr->redraw & (PR_STUN))
5864 p_ptr->redraw &= ~(PR_STUN);
5868 if (p_ptr->redraw & (PR_HUNGER))
5870 p_ptr->redraw &= ~(PR_HUNGER);
5874 if (p_ptr->redraw & (PR_STATE))
5876 p_ptr->redraw &= ~(PR_STATE);
5880 if (p_ptr->redraw & (PR_SPEED))
5882 p_ptr->redraw &= ~(PR_SPEED);
5886 if (p_ptr->pclass == CLASS_IMITATOR)
5888 if (p_ptr->redraw & (PR_MANE))
5890 p_ptr->redraw &= ~(PR_MANE);
5894 else if (p_ptr->redraw & (PR_STUDY))
5896 p_ptr->redraw &= ~(PR_STUDY);
5903 * Handle "p_ptr->window"
5905 void window_stuff(void)
5913 if (!p_ptr->window) return;
5916 for (j = 0; j < 8; j++)
5918 /* Save usable flags */
5919 if (angband_term[j]) mask |= window_flag[j];
5922 /* Apply usable flags */
5923 p_ptr->window &= mask;
5926 if (!p_ptr->window) return;
5929 /* Display inventory */
5930 if (p_ptr->window & (PW_INVEN))
5932 p_ptr->window &= ~(PW_INVEN);
5936 /* Display equipment */
5937 if (p_ptr->window & (PW_EQUIP))
5939 p_ptr->window &= ~(PW_EQUIP);
5943 /* Display spell list */
5944 if (p_ptr->window & (PW_SPELL))
5946 p_ptr->window &= ~(PW_SPELL);
5950 /* Display player */
5951 if (p_ptr->window & (PW_PLAYER))
5953 p_ptr->window &= ~(PW_PLAYER);
5957 /* Display overhead view */
5958 if (p_ptr->window & (PW_MESSAGE))
5960 p_ptr->window &= ~(PW_MESSAGE);
5964 /* Display overhead view */
5965 if (p_ptr->window & (PW_OVERHEAD))
5967 p_ptr->window &= ~(PW_OVERHEAD);
5971 /* Display overhead view */
5972 if (p_ptr->window & (PW_DUNGEON))
5974 p_ptr->window &= ~(PW_DUNGEON);
5978 /* Display monster recall */
5979 if (p_ptr->window & (PW_MONSTER))
5981 p_ptr->window &= ~(PW_MONSTER);
5985 /* Display object recall */
5986 if (p_ptr->window & (PW_OBJECT))
5988 p_ptr->window &= ~(PW_OBJECT);
5995 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5997 void handle_stuff(void)
6000 if (p_ptr->update) update_stuff();
6003 if (p_ptr->redraw) redraw_stuff();
6006 if (p_ptr->window) window_stuff();
6010 s16b empty_hands(bool is_monk)
6013 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
6015 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
6016 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
6021 bool heavy_armor(void)
6023 u16b monk_arm_wgt = 0;
6025 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6027 /* Weight the armor */
6028 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6029 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6030 monk_arm_wgt += inventory[INVEN_BODY].weight;
6031 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6032 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6033 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6034 monk_arm_wgt += inventory[INVEN_FEET].weight;
6036 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6039 int number_of_quests(void)
6043 /* Clear the counter */
6046 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
6048 if (quest[j].status != QUEST_STATUS_UNTAKEN)
6050 /* Increment count of quests taken. */
6055 /* Return the number of quests taken */