4 /* Purpose: misc code */
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Converts stat num into a six-char (right justified) string
22 void cnv_stat(int val, char *out_val)
27 int bonus = (val - 18);
31 sprintf(out_val, "18/%3s", "***");
33 else if (bonus >= 100)
35 sprintf(out_val, "18/%03d", bonus);
39 sprintf(out_val, " 18/%02d", bonus);
46 sprintf(out_val, " %2d", val);
53 * Modify a stat value by a "modifier", return new value
55 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56 * Or even: 18/13, 18/23, 18/33, ..., 18/220
58 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59 * Or even: 18/13, 18/03, 18, 17, ..., 3
61 s16b modify_stat_value(int value, int amount)
68 /* Apply each point */
69 for (i = 0; i < amount; i++)
71 /* One point at a time */
72 if (value < 18) value++;
74 /* Ten "points" at a time */
82 /* Apply each point */
83 for (i = 0; i < (0 - amount); i++)
85 /* Ten points at a time */
86 if (value >= 18+10) value -= 10;
88 /* Hack -- prevent weirdness */
89 else if (value > 18) value = 18;
91 /* One point at a time */
92 else if (value > 3) value--;
96 /* Return new value */
103 * Print character info at given row, column in a 13 char field
105 static void prt_field(cptr info, int row, int col)
107 /* Dump 13 spaces to clear */
108 c_put_str(TERM_WHITE, " ", row, col);
110 /* Dump the info itself */
111 c_put_str(TERM_L_BLUE, info, row, col);
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 if ((p_ptr->prace == RACE_VAMPIRE) ||
136 (p_ptr->prace == RACE_SKELETON) ||
137 (p_ptr->prace == RACE_ZOMBIE) ||
138 (p_ptr->prace == RACE_SPECTRE))
139 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN *3/4)) / len + 1;
141 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN /4))/ len + 1;
142 *hour = (24 * tick / len) % 24;
143 *min = (1440 * tick / len) % 60;
153 /* Dump 13 spaces to clear */
154 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
156 extract_day_hour_min(&day, &hour, &min);
158 /* Dump the info itself */
159 c_put_str(TERM_WHITE, format(
165 day), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 if (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)
174 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 else if (p_ptr->wild_mode)
186 else if (p_ptr->inside_arena)
190 return "Monster Arena";
192 else if (p_ptr->inside_battle)
198 else if (!dun_level && p_ptr->town_num)
199 return town[p_ptr->town_num].name;
201 return d_name+d_info[dungeon_type].name;
207 static void prt_dungeon(void)
212 /* Dump 13 spaces to clear */
213 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
215 dungeon_name = map_name();
217 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
218 if (col < 0) col = 0;
220 /* Dump the info itself */
221 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
229 * Print character stat in given row, column
231 static void prt_stat(int stat)
235 /* Display "injured" stat */
236 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
238 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
239 cnv_stat(p_ptr->stat_use[stat], tmp);
240 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
243 /* Display "healthy" stat */
246 put_str(stat_names[stat], ROW_STAT + stat, 0);
247 cnv_stat(p_ptr->stat_use[stat], tmp);
248 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
251 /* Indicate natural maximum */
252 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
255 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
256 put_str("!", ROW_STAT + stat, 5);
258 put_str("!", ROW_STAT + stat, 3);
266 * Data structure for status bar
268 #define BAR_TSUYOSHI 0
269 #define BAR_HALLUCINATION 1
270 #define BAR_BLINDNESS 2
271 #define BAR_PARALYZE 3
272 #define BAR_CONFUSE 4
273 #define BAR_POISONED 5
275 #define BAR_LEVITATE 7
276 #define BAR_REFLECTION 8
277 #define BAR_PASSWALL 9
278 #define BAR_WRAITH 10
279 #define BAR_PROTEVIL 11
280 #define BAR_KAWARIMI 12
281 #define BAR_MAGICDEFENSE 13
282 #define BAR_EXPAND 14
283 #define BAR_STONESKIN 15
284 #define BAR_MULTISHADOW 16
285 #define BAR_REGMAGIC 17
286 #define BAR_ULTIMATE 18
287 #define BAR_INVULN 19
288 #define BAR_IMMACID 20
289 #define BAR_RESACID 21
290 #define BAR_IMMELEC 22
291 #define BAR_RESELEC 23
292 #define BAR_IMMFIRE 24
293 #define BAR_RESFIRE 25
294 #define BAR_IMMCOLD 26
295 #define BAR_RESCOLD 27
296 #define BAR_RESPOIS 28
297 #define BAR_RESNETH 29
298 #define BAR_RESTIME 30
299 #define BAR_DUSTROBE 31
300 #define BAR_SHFIRE 32
302 #define BAR_SHHOLY 34
303 #define BAR_EYEEYE 35
304 #define BAR_BLESSED 36
305 #define BAR_HEROISM 37
306 #define BAR_BERSERK 38
307 #define BAR_ATTKFIRE 39
308 #define BAR_ATTKCOLD 40
309 #define BAR_ATTKELEC 41
310 #define BAR_ATTKACID 42
311 #define BAR_ATTKPOIS 43
312 #define BAR_ATTKCONF 44
313 #define BAR_SENSEUNSEEN 45
314 #define BAR_TELEPATHY 46
315 #define BAR_REGENERATION 47
316 #define BAR_INFRAVISION 48
317 #define BAR_STEALTH 49
318 #define BAR_SUPERSTEALTH 50
319 #define BAR_RECALL 51
329 {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
330 {TERM_VIOLET, "¸¸", "¸¸³Ð"},
331 {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
332 {TERM_RED, "áã", "Ëãáã"},
333 {TERM_VIOLET, "Íð", "º®Íð"},
334 {TERM_GREEN, "ÆÇ", "ÆÇ"},
335 {TERM_BLUE, "¶²", "¶²ÉÝ"},
336 {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
337 {TERM_SLATE, "È¿", "È¿¼Í"},
338 {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
339 {TERM_L_DARK, "Í©", "Í©ÂÎ"},
340 {TERM_SLATE, "¼Ù", "ËɼÙ"},
341 {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
342 {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
343 {TERM_L_UMBER, "¿", "¿¤Ó"},
344 {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
345 {TERM_L_BLUE, "ʬ", "ʬ¿È"},
346 {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
347 {TERM_YELLOW, "µæ", "µæ¶Ë"},
348 {TERM_YELLOW, "̵", "̵Ũ"},
349 {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
350 {TERM_GREEN, "»À", "ÂÑ»À"},
351 {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
352 {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
353 {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
354 {TERM_RED, "²Ð", "ÂѲÐ"},
355 {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
356 {TERM_SLATE, "Îä", "ÂÑÎä"},
357 {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
358 {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
359 {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
360 {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
361 {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
362 {TERM_WHITE, "Æ®", "Æ®µ¤"},
363 {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
364 {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
365 {TERM_WHITE, "½Ë", "½ËÊ¡"},
366 {TERM_WHITE, "ͦ", "ͦ"},
367 {TERM_RED, "¶¸", "¶¸Íð"},
368 {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
369 {TERM_WHITE, "Îä", "Ëâ·õÎä"},
370 {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
371 {TERM_SLATE, "»À", "Ëâ·õ»À"},
372 {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
373 {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
374 {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
375 {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
376 {TERM_L_BLUE, "²ó", "²óÉü"},
377 {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
378 {TERM_UMBER, "±£", "±£Ì©"},
379 {TERM_YELLOW, "Ķ±£", "Ķ±£Ì©"},
380 {TERM_WHITE, "µ¢", "µ¢´Ô"},
385 {TERM_YELLOW, "Ts", "Tsuyoshi"},
386 {TERM_VIOLET, "Hu", "Hullc"},
387 {TERM_L_DARK, "Bl", "Blind"},
388 {TERM_RED, "Pa", "Paralyzed"},
389 {TERM_VIOLET, "Cf", "Confused"},
390 {TERM_GREEN, "Po", "Poisoned"},
391 {TERM_BLUE, "Af", "Afraid"},
392 {TERM_L_BLUE, "Lv", "Levit"},
393 {TERM_SLATE, "Rf", "Reflect"},
394 {TERM_SLATE, "Pw", "PassWall"},
395 {TERM_L_DARK, "Wr", "Wraith"},
396 {TERM_SLATE, "Ev", "PrtEvl"},
397 {TERM_VIOLET, "Kw", "Kawarimi"},
398 {TERM_YELLOW, "Md", "MgcArm"},
399 {TERM_L_UMBER, "Eh", "Expand"},
400 {TERM_WHITE, "Ss", "StnSkn"},
401 {TERM_L_BLUE, "Ms", "MltShdw"},
402 {TERM_SLATE, "Rm", "ResMag"},
403 {TERM_YELLOW, "Ul", "Ultima"},
404 {TERM_YELLOW, "Iv", "Invuln"},
405 {TERM_L_GREEN, "IAc", "ImmAcid"},
406 {TERM_GREEN, "Ac", "Acid"},
407 {TERM_L_BLUE, "IEl", "ImmElec"},
408 {TERM_BLUE, "El", "Elec"},
409 {TERM_L_RED, "IFi", "ImmFire"},
410 {TERM_RED, "Fi", "Fire"},
411 {TERM_WHITE, "ICo", "ImmCold"},
412 {TERM_SLATE, "Co", "Cold"},
413 {TERM_GREEN, "Po", "Pois"},
414 {TERM_L_DARK, "Nt", "Nthr"},
415 {TERM_L_BLUE, "Ti", "Time"},
416 {TERM_L_DARK, "Mr", "Mirr"},
417 {TERM_L_RED, "SFi", "SFire"},
418 {TERM_WHITE, "Fo", "Force"},
419 {TERM_WHITE, "Ho", "Holy"},
420 {TERM_VIOLET, "Ee", "EyeEye"},
421 {TERM_WHITE, "Bs", "Bless"},
422 {TERM_WHITE, "He", "Hero"},
423 {TERM_RED, "Br", "Berserk"},
424 {TERM_L_RED, "BFi", "BFire"},
425 {TERM_WHITE, "BCo", "BCold"},
426 {TERM_L_BLUE, "BEl", "BElec"},
427 {TERM_SLATE, "BAc", "BAcid"},
428 {TERM_L_GREEN, "BPo", "BPois"},
429 {TERM_RED, "TCf", "TchCnf"},
430 {TERM_L_BLUE, "Se", "SInv"},
431 {TERM_ORANGE, "Te", "Telepa"},
432 {TERM_L_BLUE, "Rg", "Regen"},
433 {TERM_L_RED, "If", "Infr"},
434 {TERM_UMBER, "Sl", "Stealth"},
435 {TERM_YELLOW, "Stlt", "Stealth"},
436 {TERM_WHITE, "Rc", "Recall"},
441 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
442 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
448 static void prt_status(void)
451 int wid, hgt, row_statbar, max_col_statbar;
452 int i, col = 0, num = 0;
455 Term_get_size(&wid, &hgt);
456 row_statbar = hgt + ROW_STATBAR;
457 max_col_statbar = wid + MAX_COL_STATBAR;
459 Term_erase(0, row_statbar, max_col_statbar);
461 bar_flags[0] = bar_flags[1] = 0L;
464 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
467 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
470 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
473 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
476 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
479 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
481 /* Times see-invisible */
482 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
485 if (p_ptr->tim_esp || music_singing(MUSIC_MIND)) ADD_FLG(BAR_TELEPATHY);
487 /* Timed regenerate */
488 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
490 /* Timed infra-vision */
491 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
493 /* Protection from evil */
494 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
496 /* Invulnerability */
497 if (p_ptr->invuln || music_singing(MUSIC_INVULN)) ADD_FLG(BAR_INVULN);
500 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
503 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
505 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
508 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) ADD_FLG(BAR_HEROISM);
510 /* Super Heroism / berserk */
511 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
514 if (p_ptr->blessed || music_singing(MUSIC_BLESS)) ADD_FLG(BAR_BLESSED);
517 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
519 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
521 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
523 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
526 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
527 if (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESACID);
529 /* Oppose Lightning */
530 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
531 if (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESELEC);
534 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
535 if (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESFIRE);
538 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
539 if (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESCOLD);
542 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU)) ADD_FLG(BAR_RESPOIS);
545 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
548 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
551 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
553 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
555 /* Confusing Hands */
556 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
558 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
560 /* Ultimate-resistance */
561 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
564 if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
566 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
568 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
571 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
572 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
573 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
574 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
575 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
576 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
579 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
581 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH)) ADD_FLG(BAR_STEALTH);
583 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
586 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
588 /* An Eye for an Eye */
589 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
591 /* Calcurate length */
592 for (i = 0; bar[i].sstr; i++)
596 col += strlen(bar[i].lstr) + 1;
601 /* If there are not excess spaces for long strings, use short one */
602 if (col - 1 > max_col_statbar)
607 for (i = 0; bar[i].sstr; i++)
611 col += strlen(bar[i].sstr);
615 /* If there are excess spaces for short string, use more */
616 if (col - 1 <= max_col_statbar - (num-1))
624 /* Centering display column */
625 col = (max_col_statbar - col) / 2;
627 /* Display status bar */
628 for (i = 0; bar[i].sstr; i++)
633 if (space == 2) str = bar[i].lstr;
634 else str = bar[i].sstr;
636 c_put_str(bar[i].attr, str, row_statbar, col);
638 if (space > 0) col++;
639 if (col > max_col_statbar) break;
647 * Prints "title", including "wizard" or "winner" as needed.
649 static void prt_title(void)
658 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
667 else if (total_winner || (p_ptr->lev > PY_MAX_LEVEL))
669 if ((p_ptr->arena_number > MAX_ARENA_MONS+2) && (p_ptr->arena_number < 99))
672 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
682 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
695 mb_strlcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 14);
697 strncpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], 13);
703 prt_field(p, ROW_TITLE, COL_TITLE);
710 static void prt_level(void)
715 sprintf(tmp, "%5d", p_ptr->lev);
717 sprintf(tmp, "%6d", p_ptr->lev);
721 if (p_ptr->lev >= p_ptr->max_plv)
724 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
725 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
727 put_str("LEVEL ", ROW_LEVEL, 0);
728 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
735 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
736 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
738 put_str("Level ", ROW_LEVEL, 0);
739 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
747 * Display the experience
749 static void prt_exp(void)
753 if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
754 (void)strcpy(out_val, "*******");
757 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
759 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
763 if (p_ptr->exp >= p_ptr->max_exp)
766 put_str("·Ð¸³ ", ROW_EXP, 0);
767 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
769 put_str("EXP ", ROW_EXP, 0);
770 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
777 put_str("x·Ð¸³", ROW_EXP, 0);
778 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
780 put_str("Exp ", ROW_EXP, 0);
781 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
789 * Prints current gold
791 static void prt_gold(void)
796 put_str("¡ð ", ROW_GOLD, COL_GOLD);
798 put_str("AU ", ROW_GOLD, COL_GOLD);
801 sprintf(tmp, "%9ld", (long)p_ptr->au);
802 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
810 static void prt_ac(void)
815 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
816 put_str(" £Á£Ã( )", ROW_AC, COL_AC);
817 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
818 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
820 put_str("Cur AC ", ROW_AC, COL_AC);
821 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
822 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
829 * Prints Cur/Max hit points
831 static void prt_hp(void)
833 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
839 /* put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
841 put_str("HP", ROW_CURHP, COL_CURHP);
843 /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
844 sprintf(tmp, "%4d", p_ptr->chp);
846 if (p_ptr->chp >= p_ptr->mhp)
848 color = TERM_L_GREEN;
850 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
859 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
862 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
864 /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
865 sprintf(tmp, "%4d", p_ptr->mhp);
866 color = TERM_L_GREEN;
868 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
873 * Prints players max/cur spell points
875 static void prt_sp(void)
877 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
882 /* Do not show mana unless it matters */
883 if (!mp_ptr->spell_book) return;
886 /* put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
889 put_str("MP", ROW_CURSP, COL_CURSP);
891 put_str("SP", ROW_CURSP, COL_CURSP);
894 /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
895 sprintf(tmp, "%4d", p_ptr->csp);
897 if (p_ptr->csp >= p_ptr->msp)
899 color = TERM_L_GREEN;
901 else if (p_ptr->csp > (p_ptr->msp * hitpoint_warn) / 10)
910 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
913 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
915 /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
916 sprintf(tmp, "%4d", p_ptr->msp);
917 color = TERM_L_GREEN;
919 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
924 * Prints depth in stat area
926 static void prt_depth(void)
929 int wid, hgt, row_depth, col_depth;
931 Term_get_size(&wid, &hgt);
932 col_depth = wid + COL_DEPTH;
933 row_depth = hgt + ROW_DEPTH;
938 strcpy(depths, "ÃϾå");
940 strcpy(depths, "Surf.");
943 else if (p_ptr->inside_quest && !dungeon_type)
946 strcpy(depths, "ÃϾå");
948 strcpy(depths, "Quest");
952 else if (depth_in_feet)
955 (void)sprintf(depths, "%d ft", dun_level * 50);
957 (void)sprintf(depths, "%d ft", dun_level * 50);
964 sprintf(depths, "%d ³¬", dun_level);
966 (void)sprintf(depths, "Lev %d", dun_level);
971 /* Right-Adjust the "depth", and clear old values */
972 prt(format("%7s", depths), row_depth, col_depth);
977 * Prints status of hunger
979 static void prt_hunger(void)
981 /* Fainting / Starving */
982 if (p_ptr->food < PY_FOOD_FAINT)
985 c_put_str(TERM_RED, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
987 c_put_str(TERM_RED, "Weak ", ROW_HUNGRY, COL_HUNGRY);
993 else if (p_ptr->food < PY_FOOD_WEAK)
996 c_put_str(TERM_ORANGE, "¿ê¼å ", ROW_HUNGRY, COL_HUNGRY);
998 c_put_str(TERM_ORANGE, "Weak ", ROW_HUNGRY, COL_HUNGRY);
1004 else if (p_ptr->food < PY_FOOD_ALERT)
1007 c_put_str(TERM_YELLOW, "¶õÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1009 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1015 else if (p_ptr->food < PY_FOOD_FULL)
1017 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1021 else if (p_ptr->food < PY_FOOD_MAX)
1024 c_put_str(TERM_L_GREEN, "ËþÊ¢ ", ROW_HUNGRY, COL_HUNGRY);
1026 c_put_str(TERM_L_GREEN, "Full ", ROW_HUNGRY, COL_HUNGRY);
1035 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1037 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1045 * Prints Searching, Resting, Paralysis, or 'count' status
1046 * Display is always exactly 10 characters wide (see below)
1048 * This function was a major bottleneck when resting, so a lot of
1049 * the text formatting code was optimized in place below.
1051 static void prt_state(void)
1053 byte attr = TERM_WHITE;
1060 if (command_rep > 999)
1063 sprintf(text, "%2d00", command_rep / 100);
1065 (void)sprintf(text, "%2d00", command_rep / 100);
1072 sprintf(text, " %2d", command_rep);
1074 (void)sprintf(text, " %2d", command_rep);
1083 switch(p_ptr->action)
1088 strcpy(text, "õº÷");
1090 strcpy(text, "Sear");
1098 /* Start with "Rest" */
1106 /* Extensive (timed) rest */
1107 if (resting >= 1000)
1112 text[1] = '0' + (i % 10);
1113 text[0] = '0' + (i / 10);
1116 /* Long (timed) rest */
1117 else if (resting >= 100)
1120 text[3] = '0' + (i % 10);
1122 text[2] = '0' + (i % 10);
1123 text[1] = '0' + (i / 10);
1126 /* Medium (timed) rest */
1127 else if (resting >= 10)
1130 text[3] = '0' + (i % 10);
1131 text[2] = '0' + (i / 10);
1134 /* Short (timed) rest */
1135 else if (resting > 0)
1138 text[3] = '0' + (i);
1141 /* Rest until healed */
1142 else if (resting == -1)
1144 text[0] = text[1] = text[2] = text[3] = '*';
1147 /* Rest until done */
1148 else if (resting == -2)
1150 text[0] = text[1] = text[2] = text[3] = '&';
1157 strcpy(text, "³Ø½¬");
1159 strcpy(text, "lear");
1161 if (new_mane) attr = TERM_L_RED;
1167 strcpy(text, "Äà¤ê");
1169 strcpy(text, "fish");
1176 for (i = 0; i < MAX_KAMAE; i++)
1177 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1180 case 0: attr = TERM_GREEN;break;
1181 case 1: attr = TERM_WHITE;break;
1182 case 2: attr = TERM_L_BLUE;break;
1183 case 3: attr = TERM_L_RED;break;
1185 strcpy(text, kamae_shurui[i].desc);
1191 for (i = 0; i < MAX_KATA; i++)
1192 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1193 strcpy(text, kata_shurui[i].desc);
1199 strcpy(text, "²Î ");
1201 strcpy(text, "Sing");
1205 case ACTION_HAYAGAKE:
1208 strcpy(text, "®¶î");
1210 strcpy(text, "Fast");
1222 /* Display the info (or blanks) */
1223 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1228 * Prints the speed of a character. -CJS-
1230 static void prt_speed(void)
1232 int i = p_ptr->pspeed;
1233 bool is_fast = (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO));
1235 byte attr = TERM_WHITE;
1237 int wid, hgt, row_speed, col_speed;
1239 Term_get_size(&wid, &hgt);
1240 col_speed = wid + COL_SPEED;
1241 row_speed = hgt + ROW_SPEED;
1243 /* Hack -- Visually "undo" the Search Mode Slowdown */
1244 if (p_ptr->action == ACTION_SEARCH) i += 10;
1251 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1252 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1253 else attr = TERM_GREEN;
1255 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1256 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1257 else attr = TERM_L_GREEN;
1259 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1261 sprintf(buf, "Fast(+%d)", (i - 110));
1271 if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1272 else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1273 else attr = TERM_RED;
1275 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1276 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1277 else attr = TERM_L_UMBER;
1279 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1281 sprintf(buf, "Slow(-%d)", (110 - i));
1284 else if (p_ptr->riding)
1288 strcpy(buf, "¾èÇÏÃæ");
1290 strcpy(buf, "Riding");
1294 /* Display the speed */
1295 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1299 static void prt_study(void)
1301 int wid, hgt, row_study, col_study;
1303 Term_get_size(&wid, &hgt);
1304 col_study = wid + COL_STUDY;
1305 row_study = hgt + ROW_STUDY;
1307 if (p_ptr->new_spells)
1310 put_str("³Ø½¬", row_study, col_study);
1312 put_str("Stud", row_study, col_study);
1318 put_str(" ", row_study, col_study);
1323 static void prt_mane(void)
1325 int wid, hgt, row_study, col_study;
1327 Term_get_size(&wid, &hgt);
1328 col_study = wid + COL_STUDY;
1329 row_study = hgt + ROW_STUDY;
1331 if (p_ptr->pclass == CLASS_IMITATOR)
1336 if (new_mane) attr = TERM_L_RED;
1337 else attr = TERM_WHITE;
1339 c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1341 c_put_str(attr, "Mane", row_study, col_study);
1346 put_str(" ", row_study, col_study);
1352 static void prt_cut(void)
1359 c_put_str(TERM_L_RED, "Ã×Ì¿½ý ", ROW_CUT, COL_CUT);
1361 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1368 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê ", ROW_CUT, COL_CUT);
1370 c_put_str(TERM_RED, "Deep gash ", ROW_CUT, COL_CUT);
1377 c_put_str(TERM_RED, "½Å½ý ", ROW_CUT, COL_CUT);
1379 c_put_str(TERM_RED, "Severe cut ", ROW_CUT, COL_CUT);
1386 c_put_str(TERM_ORANGE, "ÂçÊѤʽý ", ROW_CUT, COL_CUT);
1388 c_put_str(TERM_ORANGE, "Nasty cut ", ROW_CUT, COL_CUT);
1395 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý ", ROW_CUT, COL_CUT);
1397 c_put_str(TERM_ORANGE, "Bad cut ", ROW_CUT, COL_CUT);
1404 c_put_str(TERM_YELLOW, "·Ú½ý ", ROW_CUT, COL_CUT);
1406 c_put_str(TERM_YELLOW, "Light cut ", ROW_CUT, COL_CUT);
1413 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý ", ROW_CUT, COL_CUT);
1415 c_put_str(TERM_YELLOW, "Graze ", ROW_CUT, COL_CUT);
1421 put_str(" ", ROW_CUT, COL_CUT);
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1434 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ ", ROW_STUN, COL_STUN);
1436 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1443 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û° ", ROW_STUN, COL_STUN);
1445 c_put_str(TERM_ORANGE, "Heavy stun ", ROW_STUN, COL_STUN);
1452 c_put_str(TERM_ORANGE, "ۯ۰ ", ROW_STUN, COL_STUN);
1454 c_put_str(TERM_ORANGE, "Stun ", ROW_STUN, COL_STUN);
1460 put_str(" ", ROW_STUN, COL_STUN);
1467 * Redraw the "monster health bar" -DRS-
1468 * Rather extensive modifications by -BEN-
1470 * The "monster health bar" provides visual feedback on the "health"
1471 * of the monster currently being "tracked". There are several ways
1472 * to "track" a monster, including targetting it, attacking it, and
1473 * affecting it (and nobody else) with a ranged attack.
1475 * Display the monster health bar (affectionately known as the
1476 * "health-o-meter"). Clear health bar if nothing is being tracked.
1477 * Auto-track current target monster when bored. Note that the
1478 * health-bar stops tracking any monster that "disappears".
1480 static void health_redraw(void)
1483 #ifdef DRS_SHOW_HEALTH_BAR
1486 if (!p_ptr->health_who)
1488 /* Erase the health bar */
1489 Term_erase(COL_INFO, ROW_INFO, 12);
1492 /* Tracking an unseen monster */
1493 else if (!m_list[p_ptr->health_who].ml)
1495 /* Indicate that the monster health is "unknown" */
1496 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1499 /* Tracking a hallucinatory monster */
1500 else if (p_ptr->image)
1502 /* Indicate that the monster health is "unknown" */
1503 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1506 /* Tracking a dead monster (???) */
1507 else if (!m_list[p_ptr->health_who].hp < 0)
1509 /* Indicate that the monster health is "unknown" */
1510 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1513 /* Tracking a visible monster */
1518 monster_type *m_ptr = &m_list[p_ptr->health_who];
1520 /* Default to almost dead */
1521 byte attr = TERM_RED;
1523 /* Extract the "percent" of health */
1524 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1525 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1528 if (pct >= 10) attr = TERM_L_RED;
1531 if (pct >= 25) attr = TERM_ORANGE;
1533 /* Somewhat Wounded */
1534 if (pct >= 60) attr = TERM_YELLOW;
1537 if (pct >= 100) attr = TERM_L_GREEN;
1540 if (m_ptr->monfear) attr = TERM_VIOLET;
1543 if (m_ptr->csleep) attr = TERM_BLUE;
1546 if (m_ptr->invulner) attr = TERM_WHITE;
1548 /* Convert percent into "health" */
1549 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1551 /* Default to "unknown" */
1552 Term_putstr(COL_INFO, ROW_INFO, 12, TERM_WHITE, "[----------]");
1554 /* Dump the current "health" (use '*' symbols) */
1555 Term_putstr(COL_INFO + 1, ROW_INFO, len, attr, "**********");
1564 static void riding_health_redraw(void)
1567 #ifdef DRS_SHOW_HEALTH_BAR
1572 /* Erase the health bar */
1573 Term_erase(COL_RIDING_INFO, ROW_RIDING_INFO, 12);
1576 /* Tracking a hallucinatory monster */
1577 else if (p_ptr->image)
1579 /* Indicate that the monster health is "unknown" */
1580 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1583 /* Tracking a dead monster (???) */
1584 else if (!m_list[p_ptr->health_who].hp < 0)
1586 /* Indicate that the monster health is "unknown" */
1587 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1590 /* Tracking a visible monster */
1595 monster_type *m_ptr = &m_list[p_ptr->riding];
1597 /* Default to almost dead */
1598 byte attr = TERM_RED;
1600 /* Extract the "percent" of health */
1601 pct = 100L * m_ptr->hp / m_ptr->maxhp;
1602 pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1605 if (pct >= 10) attr = TERM_L_RED;
1608 if (pct >= 25) attr = TERM_ORANGE;
1610 /* Somewhat Wounded */
1611 if (pct >= 60) attr = TERM_YELLOW;
1614 if (pct >= 100) attr = TERM_L_GREEN;
1617 if (m_ptr->monfear) attr = TERM_VIOLET;
1620 if (m_ptr->csleep) attr = TERM_BLUE;
1623 if (m_ptr->invulner) attr = TERM_WHITE;
1625 /* Convert percent into "health" */
1626 len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1628 /* Default to "unknown" */
1629 Term_putstr(COL_RIDING_INFO, ROW_RIDING_INFO, 12, TERM_WHITE, "[----------]");
1631 /* Dump the current "health" (use '*' symbols) */
1632 Term_putstr(COL_RIDING_INFO + 1, ROW_RIDING_INFO, len, attr, "**********");
1642 * Display basic info (mostly left of map)
1644 static void prt_frame_basic(void)
1648 /* Race and Class */
1649 if (p_ptr->mimic_form)
1650 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1655 mb_strlcpy(str, rp_ptr->title, 14);
1656 prt_field(str, ROW_RACE, COL_RACE);
1658 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
1661 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1662 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1668 /* Level/Experience */
1673 for (i = 0; i < 6; i++) prt_stat(i);
1692 riding_health_redraw();
1697 * Display extra info (mostly below map)
1699 static void prt_frame_extra(void)
1724 * Hack -- display inventory in sub-windows
1726 static void fix_inven(void)
1731 for (j = 0; j < 8; j++)
1736 if (!angband_term[j]) continue;
1738 /* No relevant flags */
1739 if (!(window_flag[j] & (PW_INVEN))) continue;
1742 Term_activate(angband_term[j]);
1744 /* Display inventory */
1758 * Hack -- display equipment in sub-windows
1760 static void fix_equip(void)
1765 for (j = 0; j < 8; j++)
1770 if (!angband_term[j]) continue;
1772 /* No relevant flags */
1773 if (!(window_flag[j] & (PW_EQUIP))) continue;
1776 Term_activate(angband_term[j]);
1778 /* Display equipment */
1791 * Hack -- display equipment in sub-windows
1793 static void fix_spell(void)
1798 for (j = 0; j < 8; j++)
1803 if (!angband_term[j]) continue;
1805 /* No relevant flags */
1806 if (!(window_flag[j] & (PW_SPELL))) continue;
1809 Term_activate(angband_term[j]);
1811 /* Display spell list */
1812 display_spell_list();
1824 * Hack -- display character in sub-windows
1826 static void fix_player(void)
1831 for (j = 0; j < 8; j++)
1836 if (!angband_term[j]) continue;
1838 /* No relevant flags */
1839 if (!(window_flag[j] & (PW_PLAYER))) continue;
1842 Term_activate(angband_term[j]);
1846 /* Display player */
1860 * Hack -- display recent messages in sub-windows
1862 * XXX XXX XXX Adjust for width and split messages
1864 static void fix_message(void)
1871 for (j = 0; j < 8; j++)
1876 if (!angband_term[j]) continue;
1878 /* No relevant flags */
1879 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1882 Term_activate(angband_term[j]);
1885 Term_get_size(&w, &h);
1888 for (i = 0; i < h; i++)
1890 /* Dump the message on the appropriate line */
1891 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1894 Term_locate(&x, &y);
1896 /* Clear to end of line */
1897 Term_erase(x, y, 255);
1910 * Hack -- display overhead view in sub-windows
1912 * Note that the "player" symbol does NOT appear on the map.
1914 static void fix_overhead(void)
1921 for (j = 0; j < 8; j++)
1927 if (!angband_term[j]) continue;
1929 /* No relevant flags */
1930 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1933 Term_activate(angband_term[j]);
1935 /* Full map in too small window is useless */
1936 Term_get_size(&wid, &hgt);
1937 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1940 display_map(&cy, &cx);
1953 * Hack -- display dungeon view in sub-windows
1955 static void fix_dungeon(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1971 Term_activate(angband_term[j]);
1973 /* Redraw dungeon view */
1986 * Hack -- display monster recall in sub-windows
1988 static void fix_monster(void)
1993 for (j = 0; j < 8; j++)
1998 if (!angband_term[j]) continue;
2000 /* No relevant flags */
2001 if (!(window_flag[j] & (PW_MONSTER))) continue;
2004 Term_activate(angband_term[j]);
2006 /* Display monster race info */
2007 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2019 * Hack -- display object recall in sub-windows
2021 static void fix_object(void)
2026 for (j = 0; j < 8; j++)
2031 if (!angband_term[j]) continue;
2033 /* No relevant flags */
2034 if (!(window_flag[j] & (PW_OBJECT))) continue;
2037 Term_activate(angband_term[j]);
2039 /* Display monster race info */
2040 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2052 * Calculate number of spells player should have, and forget,
2053 * or remember, spells until that number is properly reflected.
2055 * Note that this function induces various "status" messages,
2056 * which must be bypasses until the character is created.
2058 static void calc_spells(void)
2060 int i, j, k, levels;
2062 int num_boukyaku = 0;
2065 int use_realm1 = p_ptr->realm1 - 1;
2066 int use_realm2 = p_ptr->realm2 - 1;
2073 /* Hack -- must be literate */
2074 if (!mp_ptr->spell_book) return;
2076 /* Hack -- wait for creation */
2077 if (!character_generated) return;
2079 /* Hack -- handle "xtra" mode */
2080 if (character_xtra) return;
2082 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2084 p_ptr->new_spells = 0;
2088 p = spell_categoly_name(mp_ptr->spell_book);
2090 /* Determine the number of spells allowed */
2091 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2093 /* Hack -- no negative spells */
2094 if (levels < 0) levels = 0;
2096 /* Extract total allowed spells */
2097 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2099 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2103 if (p_ptr->pclass == CLASS_SAMURAI)
2107 else if (p_ptr->realm2 == REALM_NONE)
2109 num_allowed = (num_allowed+1)/2;
2110 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2112 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2114 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2118 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2121 /* Count the number of spells we know */
2122 for (j = 0; j < 64; j++)
2124 /* Count known spells */
2126 (spell_forgotten1 & (1L << j)) :
2127 (spell_forgotten2 & (1L << (j - 32))))
2133 /* See how many spells we must forget or may learn */
2134 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2136 /* Forget spells which are too hard */
2137 for (i = 63; i >= 0; i--)
2139 /* Efficiency -- all done */
2140 if (!spell_learned1 && !spell_learned2) break;
2142 /* Access the spell */
2145 /* Skip non-spells */
2146 if (j >= 99) continue;
2150 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2153 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2155 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2158 s_ptr = &mp_ptr->info[use_realm1][j];
2160 s_ptr = &mp_ptr->info[use_realm2][j%32];
2162 /* Skip spells we are allowed to know */
2163 if (s_ptr->slevel <= p_ptr->lev) continue;
2167 (spell_learned1 & (1L << j)) :
2168 (spell_learned2 & (1L << (j - 32))))
2170 /* Mark as forgotten */
2173 spell_forgotten1 |= (1L << j);
2178 spell_forgotten2 |= (1L << (j - 32));
2182 /* No longer known */
2185 spell_learned1 &= ~(1L << j);
2190 spell_learned2 &= ~(1L << (j - 32));
2196 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2197 spell_names[technic2magic(which+1)-1][j%32], p );
2199 msg_format("You have forgotten the %s of %s.", p,
2200 spell_names[technic2magic(which+1)-1][j%32]);
2204 /* One more can be learned */
2205 p_ptr->new_spells++;
2210 /* Forget spells if we know too many spells */
2211 for (i = 63; i >= 0; i--)
2213 /* Stop when possible */
2214 if (p_ptr->new_spells >= 0) break;
2216 /* Efficiency -- all done */
2217 if (!spell_learned1 && !spell_learned2) break;
2219 /* Get the (i+1)th spell learned */
2222 /* Skip unknown spells */
2223 if (j >= 99) continue;
2225 /* Forget it (if learned) */
2227 (spell_learned1 & (1L << j)) :
2228 (spell_learned2 & (1L << (j - 32))))
2230 /* Mark as forgotten */
2233 spell_forgotten1 |= (1L << j);
2238 spell_forgotten2 |= (1L << (j - 32));
2242 /* No longer known */
2245 spell_learned1 &= ~(1L << j);
2250 spell_learned2 &= ~(1L << (j - 32));
2256 msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2257 spell_names[technic2magic(which+1)-1][j%32], p );
2259 msg_format("You have forgotten the %s of %s.", p,
2260 spell_names[technic2magic(which+1)-1][j%32]);
2264 /* One more can be learned */
2265 p_ptr->new_spells++;
2270 /* Check for spells to remember */
2271 for (i = 0; i < 64; i++)
2273 /* None left to remember */
2274 if (p_ptr->new_spells <= 0) break;
2276 /* Efficiency -- all done */
2277 if (!spell_forgotten1 && !spell_forgotten2) break;
2279 /* Get the next spell we learned */
2282 /* Skip unknown spells */
2285 /* Access the spell */
2286 if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
2289 s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
2291 s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
2294 s_ptr = &mp_ptr->info[use_realm1][j];
2296 s_ptr = &mp_ptr->info[use_realm2][j%32];
2298 /* Skip spells we cannot remember */
2299 if (s_ptr->slevel > p_ptr->lev) continue;
2301 /* First set of spells */
2303 (spell_forgotten1 & (1L << j)) :
2304 (spell_forgotten2 & (1L << (j - 32))))
2306 /* No longer forgotten */
2309 spell_forgotten1 &= ~(1L << j);
2314 spell_forgotten2 &= ~(1L << (j - 32));
2318 /* Known once more */
2321 spell_learned1 |= (1L << j);
2326 spell_learned2 |= (1L << (j - 32));
2332 msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2333 spell_names[technic2magic(which+1)-1][j%32], p );
2335 msg_format("You have remembered the %s of %s.",
2336 p, spell_names[technic2magic(which+1)-1][j%32]);
2340 /* One less can be learned */
2341 p_ptr->new_spells--;
2347 if (p_ptr->realm2 == REALM_NONE)
2349 /* Count spells that can be learned */
2350 for (j = 0; j < 32; j++)
2352 if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
2353 else s_ptr = &mp_ptr->info[use_realm1][j];
2355 /* Skip spells we cannot remember */
2356 if (s_ptr->slevel > p_ptr->lev) continue;
2358 /* Skip spells we already know */
2359 if (spell_learned1 & (1L << j))
2368 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;
2371 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2373 /* Spell count changed */
2374 if (p_ptr->old_spells != p_ptr->new_spells)
2376 /* Message if needed */
2377 if (p_ptr->new_spells)
2381 if( p_ptr->new_spells < 10 ){
2382 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2384 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2387 msg_format("You can learn %d more %s%s.",
2388 p_ptr->new_spells, p,
2389 (p_ptr->new_spells != 1) ? "s" : "");
2394 /* Save the new_spells value */
2395 p_ptr->old_spells = p_ptr->new_spells;
2397 /* Redraw Study Status */
2398 p_ptr->redraw |= (PR_STUDY);
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)
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, &f1, &f2, &f3);
2478 /* Normal gloves hurt mage-type spells */
2480 !(f2 & (TR2_FREE_ACT)) &&
2481 !(f1 & (TR1_MAGIC_MASTERY)) &&
2482 !((f1 & (TR1_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 = 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 (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
2784 if (p_ptr->shero) 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)
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, &f1, &f2, &f3);
2892 /* does this item glow? */
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 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;
2906 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2907 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2909 /* check if the player doesn't have a lite source, */
2910 /* but does glow as an intrinsic. */
2911 if (p_ptr->cur_lite == 0 && p_ptr->lite) p_ptr->cur_lite = 1;
2913 /* end experimental mods */
2915 /* Reduce lite when running if requested */
2916 if (running && view_reduce_lite)
2918 /* Reduce the lite radius if needed */
2919 if (p_ptr->cur_lite > 1) p_ptr->cur_lite = 1;
2922 /* Notice changes in the "lite radius" */
2923 if (p_ptr->old_lite != p_ptr->cur_lite)
2925 /* Update the lite */
2926 p_ptr->update |= (PU_LITE);
2928 /* Update the monsters */
2929 p_ptr->update |= (PU_MONSTERS);
2931 /* Remember the old lite */
2932 p_ptr->old_lite = p_ptr->cur_lite;
2934 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2935 set_superstealth(FALSE);
2942 * Computes current weight limit.
2944 static int weight_limit(void)
2948 /* Weight limit based only on strength */
2949 i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2950 if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2952 /* Return the result */
2957 bool buki_motteruka(int i)
2959 return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2963 * Calculate the players current "state", taking into account
2964 * not only race/class intrinsics, but also objects being worn
2965 * and temporary spell effects.
2967 * See also calc_mana() and calc_hitpoints().
2969 * Take note of the new "speed code", in particular, a very strong
2970 * player will start slowing down as soon as he reaches 150 pounds,
2971 * but not until he reaches 450 pounds will he be half as fast as
2972 * a normal kobold. This both hurts and helps the player, hurts
2973 * because in the old days a player could just avoid 300 pounds,
2974 * and helps because now carrying 300 pounds is not very painful.
2976 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2977 * damage, since that would affect non-combat things. These values
2978 * are actually added in later, at the appropriate place.
2980 * This function induces various "status" messages.
2982 void calc_bonuses(void)
2984 int i, j, hold, neutral[2];
2995 bool yoiyami = FALSE;
2996 bool down_saving = FALSE;
2997 bool have_dd_s, have_dd_t, have_sw, have_kabe;
2998 bool easy_2weapon = FALSE;
2999 s16b this_o_idx, next_o_idx = 0;
3000 player_race *tmp_rp_ptr;
3003 /* Save the old speed */
3004 old_speed = p_ptr->pspeed;
3006 /* Save the old vision stuff */
3007 old_telepathy = p_ptr->telepathy;
3008 old_see_inv = p_ptr->see_inv;
3010 /* Save the old armor class */
3011 old_dis_ac = p_ptr->dis_ac;
3012 old_dis_to_a = p_ptr->dis_to_a;
3015 /* Clear extra blows/shots */
3016 extra_blows[0] = extra_blows[1] = extra_shots = 0;
3018 /* Clear the stat modifiers */
3019 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3022 /* Clear the Displayed/Real armor class */
3023 p_ptr->dis_ac = p_ptr->ac = 0;
3025 /* Clear the Displayed/Real Bonuses */
3026 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3027 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3028 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3029 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3030 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3031 p_ptr->dis_to_a = p_ptr->to_a = 0;
3035 p_ptr->to_m_chance = 0;
3037 /* Start with "normal" speed */
3038 p_ptr->pspeed = 110;
3040 /* Start with a single blow per turn */
3041 p_ptr->num_blow[0] = 1;
3042 p_ptr->num_blow[1] = 1;
3044 /* Start with a single shot per turn */
3045 p_ptr->num_fire = 100;
3047 /* Reset the "xtra" tval */
3048 p_ptr->tval_xtra = 0;
3050 /* Reset the "ammo" tval */
3051 p_ptr->tval_ammo = 0;
3053 /* Clear all the flags */
3055 p_ptr->bless_blade = FALSE;
3056 p_ptr->xtra_might = FALSE;
3057 p_ptr->impact[0] = FALSE;
3058 p_ptr->impact[1] = FALSE;
3059 p_ptr->pass_wall = FALSE;
3060 p_ptr->kill_wall = FALSE;
3061 p_ptr->dec_mana = FALSE;
3062 p_ptr->easy_spell = FALSE;
3063 p_ptr->heavy_spell = FALSE;
3064 p_ptr->see_inv = FALSE;
3065 p_ptr->free_act = FALSE;
3066 p_ptr->slow_digest = FALSE;
3067 p_ptr->regenerate = FALSE;
3068 p_ptr->can_swim = FALSE;
3069 p_ptr->ffall = FALSE;
3070 p_ptr->hold_life = FALSE;
3071 p_ptr->telepathy = FALSE;
3072 p_ptr->lite = FALSE;
3073 p_ptr->sustain_str = FALSE;
3074 p_ptr->sustain_int = FALSE;
3075 p_ptr->sustain_wis = FALSE;
3076 p_ptr->sustain_con = FALSE;
3077 p_ptr->sustain_dex = FALSE;
3078 p_ptr->sustain_chr = FALSE;
3079 p_ptr->resist_acid = FALSE;
3080 p_ptr->resist_elec = FALSE;
3081 p_ptr->resist_fire = FALSE;
3082 p_ptr->resist_cold = FALSE;
3083 p_ptr->resist_pois = FALSE;
3084 p_ptr->resist_conf = FALSE;
3085 p_ptr->resist_sound = FALSE;
3086 p_ptr->resist_lite = FALSE;
3087 p_ptr->resist_dark = FALSE;
3088 p_ptr->resist_chaos = FALSE;
3089 p_ptr->resist_disen = FALSE;
3090 p_ptr->resist_shard = FALSE;
3091 p_ptr->resist_nexus = FALSE;
3092 p_ptr->resist_blind = FALSE;
3093 p_ptr->resist_neth = FALSE;
3094 p_ptr->resist_time = FALSE;
3095 p_ptr->resist_fear = FALSE;
3096 p_ptr->reflect = FALSE;
3097 p_ptr->sh_fire = FALSE;
3098 p_ptr->sh_elec = FALSE;
3099 p_ptr->sh_cold = FALSE;
3100 p_ptr->anti_magic = FALSE;
3101 p_ptr->anti_tele = FALSE;
3102 p_ptr->warning = FALSE;
3103 p_ptr->mighty_throw = FALSE;
3105 p_ptr->immune_acid = FALSE;
3106 p_ptr->immune_elec = FALSE;
3107 p_ptr->immune_fire = FALSE;
3108 p_ptr->immune_cold = FALSE;
3110 p_ptr->ryoute = FALSE;
3111 p_ptr->migite = FALSE;
3112 p_ptr->hidarite = FALSE;
3113 p_ptr->no_flowed = FALSE;
3117 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3118 else tmp_rp_ptr = &race_info[p_ptr->prace];
3120 /* Base infravision (purely racial) */
3121 p_ptr->see_infra = tmp_rp_ptr->infra;
3123 /* Base skill -- disarming */
3124 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3126 /* Base skill -- magic devices */
3127 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3129 /* Base skill -- saving throw */
3130 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3132 /* Base skill -- stealth */
3133 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3135 /* Base skill -- searching ability */
3136 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3138 /* Base skill -- searching frequency */
3139 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3141 /* Base skill -- combat (normal) */
3142 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3144 /* Base skill -- combat (shooting) */
3145 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3147 /* Base skill -- combat (throwing) */
3148 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3150 /* Base skill -- digging */
3151 p_ptr->skill_dig = 0;
3153 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;
3154 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;
3155 if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3156 if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3158 if (p_ptr->special_defense & KAMAE_MASK)
3160 if (empty_hands(TRUE) < 2)
3162 set_action(ACTION_NONE);
3166 switch (p_ptr->pclass)
3169 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3170 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3173 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3175 case CLASS_CHAOS_WARRIOR:
3176 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3177 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3179 case CLASS_MINDCRAFTER:
3180 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3181 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3182 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3183 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3186 case CLASS_FORCETRAINER:
3187 /* Unencumbered Monks become faster every 10 levels */
3188 if (!(heavy_armor()))
3190 if (!((p_ptr->prace == RACE_KLACKON) ||
3191 (p_ptr->prace == RACE_SPRITE) ||
3192 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3193 p_ptr->pspeed += (p_ptr->lev) / 10;
3195 /* Free action if unencumbered at level 25 */
3196 if (p_ptr->lev > 24)
3197 p_ptr->free_act = TRUE;
3200 case CLASS_SORCERER:
3202 p_ptr->dis_to_a -= 50;
3205 p_ptr->resist_sound = TRUE;
3208 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3210 case CLASS_BERSERKER:
3212 p_ptr->sustain_str = TRUE;
3213 p_ptr->sustain_dex = TRUE;
3214 p_ptr->sustain_con = TRUE;
3215 p_ptr->regenerate = TRUE;
3216 p_ptr->free_act = TRUE;
3218 if (p_ptr->lev > 29) p_ptr->pspeed++;
3219 if (p_ptr->lev > 39) p_ptr->pspeed++;
3220 if (p_ptr->lev > 44) p_ptr->pspeed++;
3221 if (p_ptr->lev > 49) p_ptr->pspeed++;
3222 p_ptr->to_a += 10+p_ptr->lev/2;
3223 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3224 p_ptr->skill_dig += (100+p_ptr->lev*8);
3225 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3226 p_ptr->redraw |= PR_STATUS;
3228 case CLASS_MIRROR_MASTER:
3229 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3232 /* Unencumbered Monks become faster every 10 levels */
3235 p_ptr->pspeed -= (p_ptr->lev) / 10;
3236 p_ptr->skill_stl -= (p_ptr->lev)/10;
3238 else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3241 if (!((p_ptr->prace == RACE_KLACKON) ||
3242 (p_ptr->prace == RACE_SPRITE) ||
3243 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3244 p_ptr->pspeed += (p_ptr->lev) / 10;
3245 p_ptr->skill_stl += (p_ptr->lev)/10;
3247 /* Free action if unencumbered at level 25 */
3248 if (p_ptr->lev > 24)
3249 p_ptr->free_act = TRUE;
3251 if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3253 p_ptr->to_a += p_ptr->lev/2+5;
3254 p_ptr->dis_to_a += p_ptr->lev/2+5;
3256 p_ptr->slow_digest = TRUE;
3257 p_ptr->resist_fear = TRUE;
3258 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3259 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3260 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3261 if (p_ptr->lev > 44)
3263 p_ptr->oppose_pois = 1;
3264 p_ptr->redraw |= PR_STATUS;
3270 if (p_ptr->mimic_form)
3272 switch(p_ptr->mimic_form)
3275 p_ptr->hold_life=TRUE;
3276 p_ptr->resist_chaos=TRUE;
3277 p_ptr->resist_neth=TRUE;
3278 p_ptr->resist_fire=TRUE;
3279 p_ptr->oppose_fire = 1;
3280 p_ptr->see_inv=TRUE;
3282 p_ptr->redraw |= PR_STATUS;
3284 p_ptr->dis_to_a += 10;
3286 case MIMIC_DEMON_LORD:
3287 p_ptr->hold_life=TRUE;
3288 p_ptr->resist_chaos=TRUE;
3289 p_ptr->resist_neth=TRUE;
3290 p_ptr->immune_fire=TRUE;
3291 p_ptr->resist_acid = TRUE;
3292 p_ptr->resist_fire=TRUE;
3293 p_ptr->resist_cold = TRUE;
3294 p_ptr->resist_elec = TRUE;
3295 p_ptr->resist_pois = TRUE;
3296 p_ptr->resist_conf = TRUE;
3297 p_ptr->resist_disen = TRUE;
3298 p_ptr->resist_nexus = TRUE;
3299 p_ptr->resist_fear = TRUE;
3300 p_ptr->sh_fire = TRUE;
3301 p_ptr->see_inv = TRUE;
3302 p_ptr->telepathy = TRUE;
3303 p_ptr->ffall = TRUE;
3304 p_ptr->kill_wall = TRUE;
3307 p_ptr->dis_to_a += 20;
3310 p_ptr->resist_dark = TRUE;
3311 p_ptr->hold_life = TRUE;
3312 p_ptr->resist_neth = TRUE;
3313 p_ptr->resist_cold = TRUE;
3314 p_ptr->resist_pois = TRUE;
3315 p_ptr->see_inv = TRUE;
3318 p_ptr->dis_to_a += 10;
3319 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3325 switch (p_ptr->prace)
3328 p_ptr->resist_lite = TRUE;
3331 p_ptr->sustain_dex = TRUE;
3334 p_ptr->free_act = TRUE;
3337 p_ptr->resist_blind = TRUE;
3340 p_ptr->resist_dark = TRUE;
3342 case RACE_HALF_TROLL:
3343 p_ptr->sustain_str = TRUE;
3345 if (p_ptr->lev > 14)
3347 /* High level trolls heal fast... */
3348 p_ptr->regenerate = TRUE;
3350 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3352 p_ptr->slow_digest = TRUE;
3353 /* Let's not make Regeneration
3354 * a disadvantage for the poor warriors who can
3355 * never learn a spell that satisfies hunger (actually
3356 * neither can rogues, but half-trolls are not
3357 * supposed to play rogues) */
3362 p_ptr->sustain_con = TRUE;
3363 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3366 p_ptr->resist_lite = TRUE;
3367 p_ptr->see_inv = TRUE;
3369 case RACE_BARBARIAN:
3370 p_ptr->resist_fear = TRUE;
3372 case RACE_HALF_OGRE:
3373 p_ptr->resist_dark = TRUE;
3374 p_ptr->sustain_str = TRUE;
3376 case RACE_HALF_GIANT:
3377 p_ptr->sustain_str = TRUE;
3378 p_ptr->resist_shard = TRUE;
3380 case RACE_HALF_TITAN:
3381 p_ptr->resist_chaos = TRUE;
3384 p_ptr->resist_sound = TRUE;
3387 p_ptr->resist_acid = TRUE;
3388 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3391 p_ptr->resist_conf = TRUE;
3392 p_ptr->resist_acid = TRUE;
3394 /* Klackons become faster */
3395 p_ptr->pspeed += (p_ptr->lev) / 10;
3398 p_ptr->resist_pois = TRUE;
3401 p_ptr->resist_disen = TRUE;
3402 p_ptr->resist_dark = TRUE;
3405 p_ptr->resist_dark = TRUE;
3406 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3408 case RACE_DRACONIAN:
3409 p_ptr->ffall = TRUE;
3410 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3411 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3412 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3413 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3414 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3416 case RACE_MIND_FLAYER:
3417 p_ptr->sustain_int = TRUE;
3418 p_ptr->sustain_wis = TRUE;
3419 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3420 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3423 p_ptr->resist_fire = TRUE;
3424 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3427 p_ptr->slow_digest = TRUE;
3428 p_ptr->free_act = TRUE;
3429 p_ptr->see_inv = TRUE;
3430 p_ptr->resist_pois = TRUE;
3431 if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3434 p_ptr->resist_shard = TRUE;
3435 p_ptr->hold_life = TRUE;
3436 p_ptr->see_inv = TRUE;
3437 p_ptr->resist_pois = TRUE;
3438 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3441 p_ptr->resist_neth = TRUE;
3442 p_ptr->hold_life = TRUE;
3443 p_ptr->see_inv = TRUE;
3444 p_ptr->resist_pois = TRUE;
3445 p_ptr->slow_digest = TRUE;
3446 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3449 p_ptr->resist_dark = TRUE;
3450 p_ptr->hold_life = TRUE;
3451 p_ptr->resist_neth = TRUE;
3452 p_ptr->resist_cold = TRUE;
3453 p_ptr->resist_pois = TRUE;
3454 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3457 p_ptr->ffall = TRUE;
3458 p_ptr->free_act = TRUE;
3459 p_ptr->resist_neth = TRUE;
3460 p_ptr->hold_life = TRUE;
3461 p_ptr->see_inv = TRUE;
3462 p_ptr->resist_pois = TRUE;
3463 p_ptr->slow_digest = TRUE;
3464 p_ptr->resist_cold = TRUE;
3465 p_ptr->pass_wall = TRUE;
3466 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3469 p_ptr->ffall = TRUE;
3470 p_ptr->resist_lite = TRUE;
3472 /* Sprites become faster */
3473 p_ptr->pspeed += (p_ptr->lev) / 10;
3476 p_ptr->resist_conf = TRUE;
3477 p_ptr->resist_sound = TRUE;
3480 /* Ents dig like maniacs, but only with their hands. */
3481 if (!inventory[INVEN_RARM].k_idx)
3482 p_ptr->skill_dig += p_ptr->lev * 10;
3483 /* Ents get tougher and stronger as they age, but lose dexterity. */
3484 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3485 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3486 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3488 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3489 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3490 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3492 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3493 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3494 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3497 p_ptr->ffall = TRUE;
3498 p_ptr->see_inv = TRUE;
3501 p_ptr->resist_fire = TRUE;
3502 p_ptr->resist_neth = TRUE;
3503 p_ptr->hold_life = TRUE;
3505 p_ptr->see_inv = TRUE;
3506 if (p_ptr->lev > 44)
3508 p_ptr->oppose_fire = 1;
3509 p_ptr->redraw |= PR_STATUS;
3513 p_ptr->sustain_con = TRUE;
3516 p_ptr->ffall = TRUE;
3519 p_ptr->resist_conf = TRUE;
3522 p_ptr->slow_digest = TRUE;
3523 p_ptr->free_act = TRUE;
3524 p_ptr->resist_pois = TRUE;
3525 p_ptr->hold_life = TRUE;
3533 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3535 p_ptr->see_inv = TRUE;
3536 p_ptr->free_act = TRUE;
3537 p_ptr->slow_digest = TRUE;
3538 p_ptr->regenerate = TRUE;
3539 p_ptr->ffall = TRUE;
3540 p_ptr->hold_life = TRUE;
3541 p_ptr->telepathy = TRUE;
3543 p_ptr->sustain_str = TRUE;
3544 p_ptr->sustain_int = TRUE;
3545 p_ptr->sustain_wis = TRUE;
3546 p_ptr->sustain_con = TRUE;
3547 p_ptr->sustain_dex = TRUE;
3548 p_ptr->sustain_chr = TRUE;
3549 p_ptr->resist_acid = TRUE;
3550 p_ptr->resist_elec = TRUE;
3551 p_ptr->resist_fire = TRUE;
3552 p_ptr->resist_cold = TRUE;
3553 p_ptr->resist_pois = TRUE;
3554 p_ptr->resist_conf = TRUE;
3555 p_ptr->resist_sound = TRUE;
3556 p_ptr->resist_lite = TRUE;
3557 p_ptr->resist_dark = TRUE;
3558 p_ptr->resist_chaos = TRUE;
3559 p_ptr->resist_disen = TRUE;
3560 p_ptr->resist_shard = TRUE;
3561 p_ptr->resist_nexus = TRUE;
3562 p_ptr->resist_blind = TRUE;
3563 p_ptr->resist_neth = TRUE;
3564 p_ptr->resist_fear = TRUE;
3565 p_ptr->reflect = TRUE;
3566 p_ptr->sh_fire = TRUE;
3567 p_ptr->sh_elec = TRUE;
3568 p_ptr->sh_cold = TRUE;
3570 p_ptr->dis_to_a += 100;
3572 /* Temporary shield */
3573 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3576 p_ptr->dis_to_a += 50;
3579 if (p_ptr->tim_res_nether)
3581 p_ptr->resist_neth = TRUE;
3583 if (p_ptr->tim_sh_fire)
3585 p_ptr->sh_fire = TRUE;
3587 if (p_ptr->tim_res_time)
3589 p_ptr->resist_time = TRUE;
3593 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3594 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3595 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3596 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3599 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3601 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3603 p_ptr->resist_blind = TRUE;
3604 p_ptr->resist_conf = TRUE;
3605 p_ptr->hold_life = TRUE;
3606 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3608 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3609 /* Munchkin become faster */
3610 p_ptr->pspeed += (p_ptr->lev) / 10 + 5;
3615 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3616 p_ptr->pass_wall = FALSE;
3617 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3618 p_ptr->pass_wall = TRUE;
3620 if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3622 if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3624 /* Hack -- apply racial/class stat maxes */
3625 /* Apply the racial modifiers */
3626 for (i = 0; i < 6; i++)
3628 /* Modify the stats for "race" */
3629 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3633 /* I'm adding the mutations here for the lack of a better place... */
3636 /* Hyper Strength */
3637 if (p_ptr->muta3 & MUT3_HYPER_STR)
3639 p_ptr->stat_add[A_STR] += 4;
3643 if (p_ptr->muta3 & MUT3_PUNY)
3645 p_ptr->stat_add[A_STR] -= 4;
3648 /* Living computer */
3649 if (p_ptr->muta3 & MUT3_HYPER_INT)
3651 p_ptr->stat_add[A_INT] += 4;
3652 p_ptr->stat_add[A_WIS] += 4;
3656 if (p_ptr->muta3 & MUT3_MORONIC)
3658 p_ptr->stat_add[A_INT] -= 4;
3659 p_ptr->stat_add[A_WIS] -= 4;
3662 if (p_ptr->muta3 & MUT3_RESILIENT)
3664 p_ptr->stat_add[A_CON] += 4;
3667 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3669 p_ptr->stat_add[A_CON] += 2;
3673 if (p_ptr->muta3 & MUT3_ALBINO)
3675 p_ptr->stat_add[A_CON] -= 4;
3678 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3680 p_ptr->stat_add[A_CON] -= 2;
3681 p_ptr->stat_add[A_CHR] -= 1;
3682 p_ptr->regenerate = FALSE;
3683 /* Cancel innate regeneration */
3686 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3688 p_ptr->stat_add[A_CHR] -= 4;
3691 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3693 p_ptr->stat_add[A_CHR] -= 1;
3696 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3698 p_ptr->skill_fos += 15;
3699 p_ptr->skill_srh += 15;
3702 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3704 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3707 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3709 p_ptr->skill_stl -= 3;
3712 if (p_ptr->muta3 & MUT3_INFRAVIS)
3714 p_ptr->see_infra += 3;
3717 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3722 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3727 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3729 p_ptr->sh_elec = TRUE;
3732 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3734 p_ptr->sh_fire = TRUE;
3738 if (p_ptr->muta3 & MUT3_WART_SKIN)
3740 p_ptr->stat_add[A_CHR] -= 2;
3742 p_ptr->dis_to_a += 5;
3745 if (p_ptr->muta3 & MUT3_SCALES)
3747 p_ptr->stat_add[A_CHR] -= 1;
3749 p_ptr->dis_to_a += 10;
3752 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3754 p_ptr->stat_add[A_DEX] -= 1;
3756 p_ptr->dis_to_a += 25;
3759 if (p_ptr->muta3 & MUT3_WINGS)
3761 p_ptr->ffall = TRUE;
3764 if (p_ptr->muta3 & MUT3_FEARLESS)
3766 p_ptr->resist_fear = TRUE;
3769 if (p_ptr->muta3 & MUT3_REGEN)
3771 p_ptr->regenerate = TRUE;
3774 if (p_ptr->muta3 & MUT3_ESP)
3776 p_ptr->telepathy = TRUE;
3779 if (p_ptr->muta3 & MUT3_LIMBER)
3781 p_ptr->stat_add[A_DEX] += 3;
3784 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3786 p_ptr->stat_add[A_DEX] -= 3;
3789 if (p_ptr->muta3 & MUT3_MOTION)
3791 p_ptr->free_act = TRUE;
3792 p_ptr->skill_stl += 1;
3795 if (p_ptr->muta3 & MUT3_ILL_NORM)
3797 p_ptr->stat_add[A_CHR] = 0;
3801 if (p_ptr->tsuyoshi)
3803 p_ptr->stat_add[A_STR] += 4;
3804 p_ptr->stat_add[A_CON] += 4;
3807 /* Scan the usable inventory */
3808 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3810 int bonus_to_h, bonus_to_d;
3811 o_ptr = &inventory[i];
3813 /* Skip non-objects */
3814 if (!o_ptr->k_idx) continue;
3816 /* Extract the item flags */
3817 object_flags(o_ptr, &f1, &f2, &f3);
3819 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3820 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3823 if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3824 if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3825 if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3826 if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3827 if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3828 if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3830 if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
3832 /* Affect stealth */
3833 if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3835 /* Affect searching ability (factor of five) */
3836 if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3838 /* Affect searching frequency (factor of five) */
3839 if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3841 /* Affect infravision */
3842 if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
3844 /* Affect digging (factor of 20) */
3845 if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3848 if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
3851 if (f1 & (TR1_BLOWS))
3853 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3854 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3855 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3858 /* Hack -- cause earthquakes */
3859 if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3862 if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
3865 if (f3 & (TR3_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
3866 if (f3 & (TR3_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
3867 if (f3 & (TR3_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
3868 if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
3869 if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
3870 if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
3871 if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3872 if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
3873 if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
3874 if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
3875 if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
3876 if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
3877 if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
3878 if (f3 & (TR3_WARNING)){
3879 if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3880 p_ptr->warning = TRUE;
3883 if (f3 & (TR3_TELEPORT))
3885 if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3886 else if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'.')))
3887 p_ptr->cursed |= TRC_TELEPORT_SELF;
3890 /* Immunity flags */
3891 if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
3892 if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
3893 if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
3894 if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
3896 /* Resistance flags */
3897 if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
3898 if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
3899 if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
3900 if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
3901 if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
3902 if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
3903 if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
3904 if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
3905 if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
3906 if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
3907 if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
3908 if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
3909 if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3910 if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
3911 if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
3912 if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
3914 if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
3915 if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
3916 if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
3917 if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
3918 if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3919 if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
3922 if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
3923 if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
3924 if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3925 if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3926 if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
3927 if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3929 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3930 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3931 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3932 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3933 if (o_ptr->name2 == EGO_RING_WIZARD) p_ptr->easy_spell = TRUE;
3934 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3935 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3937 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3939 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3941 p_ptr->to_m_chance += 10;
3945 p_ptr->to_m_chance += 3;
3949 if (o_ptr->tval == TV_CAPTURE) continue;
3951 /* Modify the base armor class */
3952 p_ptr->ac += o_ptr->ac;
3954 /* The base armor class is always known */
3955 p_ptr->dis_ac += o_ptr->ac;
3957 /* Apply the bonuses to armor class */
3958 p_ptr->to_a += o_ptr->to_a;
3960 /* Apply the mental bonuses to armor class, if known */
3961 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
3963 if (o_ptr->curse_flags & TRC_LOW_MELEE)
3965 int slot = i - INVEN_RARM;
3968 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3970 p_ptr->to_h[slot] -= 15;
3971 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
3975 p_ptr->to_h[slot] -= 5;
3976 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
3981 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3983 p_ptr->to_h_b -= 15;
3984 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
3989 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
3994 if (o_ptr->curse_flags & TRC_LOW_AC)
3996 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3999 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4004 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4008 /* Hack -- do not apply "weapon" bonuses */
4009 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4010 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4012 /* Hack -- do not apply "bow" bonuses */
4013 if (i == INVEN_BOW) continue;
4015 bonus_to_h = o_ptr->to_h;
4016 bonus_to_d = o_ptr->to_d;
4018 if (p_ptr->pclass == CLASS_NINJA)
4020 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4021 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4024 /* To Bow and Natural attack */
4026 /* Apply the bonuses to hit/damage */
4027 p_ptr->to_h_b += bonus_to_h;
4028 p_ptr->to_h_m += bonus_to_h;
4029 p_ptr->to_d_m += bonus_to_d;
4031 /* Apply the mental bonuses tp hit/damage, if known */
4032 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4035 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4037 /* Apply the bonuses to hit/damage */
4038 p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4039 p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4041 /* Apply the mental bonuses tp hit/damage, if known */
4042 if (object_known_p(o_ptr))
4044 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4045 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4048 else if (p_ptr->migite && p_ptr->hidarite)
4050 /* Apply the bonuses to hit/damage */
4051 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4052 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4053 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4054 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4056 /* Apply the mental bonuses tp hit/damage, if known */
4057 if (object_known_p(o_ptr))
4059 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4060 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4061 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4062 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4067 /* Apply the bonuses to hit/damage */
4068 p_ptr->to_h[0] += bonus_to_h;
4069 p_ptr->to_d[0] += bonus_to_d;
4071 /* Apply the mental bonuses tp hit/damage, if known */
4072 if (object_known_p(o_ptr))
4074 p_ptr->dis_to_h[0] += bonus_to_h;
4075 p_ptr->dis_to_d[0] += bonus_to_d;
4080 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4082 /* Monks get extra ac for armour _not worn_ */
4083 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4085 if (!(inventory[INVEN_BODY].k_idx))
4087 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4088 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4090 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4092 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4093 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4095 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4097 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4098 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4100 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4102 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4103 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4105 if (!(inventory[INVEN_HANDS].k_idx))
4107 p_ptr->to_a += (p_ptr->lev / 2);
4108 p_ptr->dis_to_a += (p_ptr->lev / 2);
4110 if (!(inventory[INVEN_FEET].k_idx))
4112 p_ptr->to_a += (p_ptr->lev / 3);
4113 p_ptr->dis_to_a += (p_ptr->lev / 3);
4115 if (p_ptr->special_defense & KAMAE_BYAKKO)
4117 p_ptr->stat_add[A_STR] += 2;
4118 p_ptr->stat_add[A_DEX] += 2;
4119 p_ptr->stat_add[A_CON] -= 3;
4121 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4124 else if (p_ptr->special_defense & KAMAE_GENBU)
4126 p_ptr->stat_add[A_INT] -= 1;
4127 p_ptr->stat_add[A_WIS] -= 1;
4128 p_ptr->stat_add[A_DEX] -= 2;
4129 p_ptr->stat_add[A_CON] += 3;
4131 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4133 p_ptr->stat_add[A_STR] -= 2;
4134 p_ptr->stat_add[A_INT] += 1;
4135 p_ptr->stat_add[A_WIS] += 1;
4136 p_ptr->stat_add[A_DEX] += 2;
4137 p_ptr->stat_add[A_CON] -= 2;
4141 if (p_ptr->special_defense & KATA_KOUKIJIN)
4143 for (i = 0; i < 6; i++)
4144 p_ptr->stat_add[i] += 5;
4146 p_ptr->dis_to_a -= 50;
4149 /* Hack -- aura of fire also provides light */
4150 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4152 /* Golems also get an intrinsic AC bonus */
4153 if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
4155 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4156 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4159 /* Calculate stats */
4160 for (i = 0; i < 6; i++)
4164 /* Extract the new "stat_use" value for the stat */
4165 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4167 /* Notice changes */
4168 if (p_ptr->stat_top[i] != top)
4170 /* Save the new value */
4171 p_ptr->stat_top[i] = top;
4173 /* Redisplay the stats later */
4174 p_ptr->redraw |= (PR_STATS);
4177 p_ptr->window |= (PW_PLAYER);
4181 /* Extract the new "stat_use" value for the stat */
4182 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4184 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4186 /* 10 to 18/90 charisma, guaranteed, based on level */
4187 if (use < 8 + 2 * p_ptr->lev)
4189 use = 8 + 2 * p_ptr->lev;
4193 /* Notice changes */
4194 if (p_ptr->stat_use[i] != use)
4196 /* Save the new value */
4197 p_ptr->stat_use[i] = use;
4199 /* Redisplay the stats later */
4200 p_ptr->redraw |= (PR_STATS);
4203 p_ptr->window |= (PW_PLAYER);
4207 /* Values: 3, 4, ..., 17 */
4208 if (use <= 18) ind = (use - 3);
4210 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4211 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4213 /* Range: 18/220+ */
4216 /* Notice changes */
4217 if (p_ptr->stat_ind[i] != ind)
4219 /* Save the new index */
4220 p_ptr->stat_ind[i] = ind;
4222 /* Change in CON affects Hitpoints */
4225 p_ptr->update |= (PU_HP);
4228 /* Change in INT may affect Mana/Spells */
4229 else if (i == A_INT)
4231 if (mp_ptr->spell_stat == A_INT)
4233 p_ptr->update |= (PU_MANA | PU_SPELLS);
4237 /* Change in WIS may affect Mana/Spells */
4238 else if (i == A_WIS)
4240 if (mp_ptr->spell_stat == A_WIS)
4242 p_ptr->update |= (PU_MANA | PU_SPELLS);
4246 /* Change in WIS may affect Mana/Spells */
4247 else if (i == A_CHR)
4249 if (mp_ptr->spell_stat == A_CHR)
4251 p_ptr->update |= (PU_MANA | PU_SPELLS);
4256 p_ptr->window |= (PW_PLAYER);
4261 /* Apply temporary "stun" */
4262 if (p_ptr->stun > 50)
4264 p_ptr->to_h[0] -= 20;
4265 p_ptr->to_h[1] -= 20;
4266 p_ptr->to_h_b -= 20;
4267 p_ptr->to_h_m -= 20;
4268 p_ptr->dis_to_h[0] -= 20;
4269 p_ptr->dis_to_h[1] -= 20;
4270 p_ptr->dis_to_h_b -= 20;
4271 p_ptr->to_d[0] -= 20;
4272 p_ptr->to_d[1] -= 20;
4273 p_ptr->to_d_m -= 20;
4274 p_ptr->dis_to_d[0] -= 20;
4275 p_ptr->dis_to_d[1] -= 20;
4277 else if (p_ptr->stun)
4279 p_ptr->to_h[0] -= 5;
4280 p_ptr->to_h[1] -= 5;
4283 p_ptr->dis_to_h[0] -= 5;
4284 p_ptr->dis_to_h[1] -= 5;
4285 p_ptr->dis_to_h_b -= 5;
4286 p_ptr->to_d[0] -= 5;
4287 p_ptr->to_d[1] -= 5;
4289 p_ptr->dis_to_d[0] -= 5;
4290 p_ptr->dis_to_d[1] -= 5;
4294 if (p_ptr->wraith_form)
4296 p_ptr->reflect = TRUE;
4299 /* Temporary blessing */
4300 if (p_ptr->blessed || music_singing(MUSIC_BLESS))
4303 p_ptr->dis_to_a += 5;
4304 p_ptr->to_h[0] += 10;
4305 p_ptr->to_h[1] += 10;
4306 p_ptr->to_h_b += 10;
4307 p_ptr->to_h_m += 10;
4308 p_ptr->dis_to_h[0] += 10;
4309 p_ptr->dis_to_h[1] += 10;
4310 p_ptr->dis_to_h_b += 10;
4313 if (p_ptr->magicdef)
4315 p_ptr->resist_blind = TRUE;
4316 p_ptr->resist_conf = TRUE;
4317 p_ptr->reflect = TRUE;
4318 p_ptr->free_act = TRUE;
4319 p_ptr->ffall = TRUE;
4322 /* Temporary "Hero" */
4323 if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4325 p_ptr->to_h[0] += 12;
4326 p_ptr->to_h[1] += 12;
4327 p_ptr->to_h_b += 12;
4328 p_ptr->to_h_m += 12;
4329 p_ptr->dis_to_h[0] += 12;
4330 p_ptr->dis_to_h[1] += 12;
4331 p_ptr->dis_to_h_b += 12;
4334 /* Temporary "Beserk" */
4337 p_ptr->to_h[0] += 12;
4338 p_ptr->to_h[1] += 12;
4339 p_ptr->to_h_b -= 12;
4340 p_ptr->to_h_m += 12;
4341 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4342 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4343 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4344 p_ptr->dis_to_h[0] += 12;
4345 p_ptr->dis_to_h[1] += 12;
4346 p_ptr->dis_to_h_b -= 12;
4347 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4348 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4350 p_ptr->dis_to_a -= 10;
4351 p_ptr->skill_stl -= 7;
4352 p_ptr->skill_dev -= 20;
4353 p_ptr->skill_sav -= 30;
4354 p_ptr->skill_srh -= 15;
4355 p_ptr->skill_fos -= 15;
4356 p_ptr->skill_tht -= 20;
4357 p_ptr->skill_dig += 30;
4360 /* Temporary "fast" */
4361 if (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
4363 p_ptr->pspeed += 10;
4366 /* Temporary "slow" */
4369 p_ptr->pspeed -= 10;
4372 /* Temporary "telepathy" */
4373 if (p_ptr->tim_esp || music_singing(MUSIC_MIND))
4375 p_ptr->telepathy = TRUE;
4378 if (p_ptr->ele_immune)
4380 if (p_ptr->special_defense & DEFENSE_ACID)
4381 p_ptr->immune_acid = TRUE;
4382 else if (p_ptr->special_defense & DEFENSE_ELEC)
4383 p_ptr->immune_elec = TRUE;
4384 else if (p_ptr->special_defense & DEFENSE_FIRE)
4385 p_ptr->immune_fire = TRUE;
4386 else if (p_ptr->special_defense & DEFENSE_COLD)
4387 p_ptr->immune_cold = TRUE;
4390 /* Temporary see invisible */
4391 if (p_ptr->tim_invis)
4393 p_ptr->see_inv = TRUE;
4396 /* Temporary infravision boost */
4397 if (p_ptr->tim_infra)
4399 p_ptr->see_infra+=3;
4402 /* Temporary regeneration boost */
4403 if (p_ptr->tim_regen)
4405 p_ptr->regenerate = TRUE;
4408 /* Temporary levitation */
4409 if (p_ptr->tim_ffall)
4411 p_ptr->ffall = TRUE;
4414 /* Hack -- Hero/Shero -> Res fear */
4415 if (p_ptr->hero || p_ptr->shero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
4417 p_ptr->resist_fear = TRUE;
4421 /* Hack -- Telepathy Change */
4422 if (p_ptr->telepathy != old_telepathy)
4424 p_ptr->update |= (PU_MONSTERS);
4427 /* Hack -- See Invis Change */
4428 if (p_ptr->see_inv != old_see_inv)
4430 p_ptr->update |= (PU_MONSTERS);
4433 /* Bloating slows the player down (a little) */
4434 if (p_ptr->food >= PY_FOOD_MAX) p_ptr->pspeed -= 10;
4436 if (p_ptr->special_defense & KAMAE_SUZAKU) p_ptr->pspeed += 10;
4438 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4440 p_ptr->to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4441 p_ptr->dis_to_h[0] += (skill_exp[GINOU_SUDE]-4000)/200;
4444 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4446 int penalty1, penalty2;
4447 penalty1 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_RARM].weight)/8);
4448 penalty2 = ((100-skill_exp[GINOU_NITOURYU]/160) - (130-inventory[INVEN_LARM].weight)/8);
4449 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4451 penalty1 = penalty1 / 2 - 5;
4452 penalty2 = penalty2 / 2 - 5;
4455 p_ptr->dis_to_a += 10;
4459 if (penalty1 > 0) penalty1 /= 2;
4460 if (penalty2 > 0) penalty2 /= 2;
4462 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4464 penalty1 = MAX(0, penalty1 - 10);
4465 penalty2 = MAX(0, penalty2 - 10);
4467 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4469 penalty1 = MIN(0, penalty1);
4470 penalty2 = MIN(0, penalty2);
4472 p_ptr->dis_to_a += 10;
4476 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4478 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4481 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4482 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4483 p_ptr->to_h[0] -= penalty1;
4484 p_ptr->to_h[1] -= penalty2;
4485 p_ptr->dis_to_h[0] -= penalty1;
4486 p_ptr->dis_to_h[1] -= penalty2;
4489 /* Extract the current weight (in tenth pounds) */
4490 j = p_ptr->total_weight;
4492 /* Extract the "weight limit" (in tenth pounds) */
4497 int speed = m_list[p_ptr->riding].mspeed;
4498 if (m_list[p_ptr->riding].mspeed > 110)
4500 p_ptr->pspeed = 110 + (s16b)((speed-110)*(skill_exp[GINOU_RIDING]*3 + p_ptr->lev*160L - 10000L)/(22000L));
4501 if (p_ptr->pspeed < 110) p_ptr->pspeed = 110;
4505 p_ptr->pspeed = speed;
4507 if (m_list[p_ptr->riding].fast) p_ptr->pspeed += 10;
4508 if (m_list[p_ptr->riding].slow) p_ptr->pspeed -= 10;
4509 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4510 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4512 if (skill_exp[GINOU_RIDING] < 2000) j += (p_ptr->wt*3*(2000 - skill_exp[GINOU_RIDING]))/2000;
4514 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4517 /* XXX XXX XXX Apply "encumbrance" from weight */
4518 if (j > i/2) p_ptr->pspeed -= ((j - (i/2)) / (i / 10));
4520 /* Searching slows the player down */
4521 if (p_ptr->action == ACTION_SEARCH) p_ptr->pspeed -= 10;
4523 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4524 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4525 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4526 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4527 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4528 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4529 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4530 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4531 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4532 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4533 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4534 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4535 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4537 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4538 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4539 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4540 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4541 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4542 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4543 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4544 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4545 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4546 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4549 /* Obtain the "hold" value */
4550 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4553 /* Examine the "current bow" */
4554 o_ptr = &inventory[INVEN_BOW];
4557 /* Assume not heavy */
4558 p_ptr->heavy_shoot = FALSE;
4560 /* It is hard to carholdry a heavy bow */
4561 if (hold < o_ptr->weight / 10)
4563 /* Hard to wield a heavy bow */
4564 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4565 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4568 p_ptr->heavy_shoot = TRUE;
4572 /* Compute "extra shots" if needed */
4575 /* Analyze the launcher */
4576 switch (o_ptr->sval)
4580 p_ptr->tval_ammo = TV_SHOT;
4588 p_ptr->tval_ammo = TV_ARROW;
4595 p_ptr->tval_ammo = TV_BOLT;
4600 p_ptr->tval_ammo = TV_NO_AMMO;
4605 /* Apply special flags */
4606 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4609 p_ptr->num_fire += (extra_shots * 100);
4611 /* Hack -- Rangers love Bows */
4612 if ((p_ptr->pclass == CLASS_RANGER) &&
4613 (p_ptr->tval_ammo == TV_ARROW))
4615 p_ptr->num_fire += (p_ptr->lev * 4);
4618 if ((p_ptr->pclass == CLASS_CAVALRY) &&
4619 (p_ptr->tval_ammo == TV_ARROW))
4621 p_ptr->num_fire += (p_ptr->lev * 3);
4624 if (p_ptr->pclass == CLASS_ARCHER)
4626 if (p_ptr->tval_ammo == TV_ARROW)
4627 p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4628 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4629 p_ptr->num_fire += (p_ptr->lev * 4);
4633 * Addendum -- also "Reward" high level warriors,
4634 * with _any_ missile weapon -- TY
4636 if (p_ptr->pclass == CLASS_WARRIOR &&
4637 (p_ptr->tval_ammo <= TV_BOLT) &&
4638 (p_ptr->tval_ammo >= TV_SHOT))
4640 p_ptr->num_fire += (p_ptr->lev * 2);
4642 if ((p_ptr->pclass == CLASS_ROGUE) &&
4643 (p_ptr->tval_ammo == TV_SHOT))
4645 p_ptr->num_fire += (p_ptr->lev * 4);
4653 for(i = 0 ; i < 2 ; i++)
4655 /* Examine the "main weapon" */
4656 o_ptr = &inventory[INVEN_RARM+i];
4658 object_flags(o_ptr, &f1, &f2, &f3);
4660 /* Assume not heavy */
4661 p_ptr->heavy_wield[i] = FALSE;
4662 p_ptr->icky_wield[i] = FALSE;
4663 p_ptr->riding_wield[i] = FALSE;
4665 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4666 /* It is hard to hold a heavy weapon */
4667 if (hold < o_ptr->weight / 10)
4669 /* Hard to wield a heavy weapon */
4670 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4671 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4674 p_ptr->heavy_wield[i] = TRUE;
4676 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4678 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4681 p_ptr->dis_to_a += 5;
4684 /* Normal weapons */
4685 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4687 int str_index, dex_index;
4689 int num = 0, wgt = 0, mul = 0, div = 0;
4691 /* Analyze the class */
4692 switch (p_ptr->pclass)
4696 num = 6; wgt = 70; mul = 5; break;
4699 case CLASS_BERSERKER:
4700 num = 6; wgt = 70; mul = 7; break;
4704 case CLASS_HIGH_MAGE:
4705 case CLASS_BLUE_MAGE:
4706 num = 3; wgt = 100; mul = 2; break;
4708 /* Priest, Mindcrafter */
4710 case CLASS_MAGIC_EATER:
4711 case CLASS_MINDCRAFTER:
4712 num = 5; wgt = 100; mul = 3; break;
4716 num = 5; wgt = 40; mul = 3; break;
4720 num = 5; wgt = 70; mul = 4; break;
4725 num = 5; wgt = 70; mul = 4; break;
4729 num = 5; wgt = 150; mul = 5; break;
4732 case CLASS_WARRIOR_MAGE:
4733 case CLASS_RED_MAGE:
4734 num = 5; wgt = 70; mul = 3; break;
4737 case CLASS_CHAOS_WARRIOR:
4738 num = 5; wgt = 70; mul = 4; break;
4742 num = 5; wgt = 60; mul = 3; break;
4746 num = 4; wgt = 100; mul = 3; break;
4749 case CLASS_IMITATOR:
4750 num = 5; wgt = 70; mul = 4; break;
4753 case CLASS_BEASTMASTER:
4754 num = 5; wgt = 70; mul = 3; break;
4757 if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
4758 else {num = 5; wgt = 100; mul = 3;}
4762 case CLASS_SORCERER:
4763 num = 1; wgt = 1; mul = 1; break;
4765 /* Archer, Magic eater */
4768 num = 4; wgt = 70; mul = 2; break;
4771 case CLASS_FORCETRAINER:
4772 num = 4; wgt = 60; mul = 2; break;
4775 case CLASS_MIRROR_MASTER:
4776 num = 3; wgt = 100; mul = 3; break;
4780 num = 4; wgt = 20; mul = 1; break;
4783 /* Enforce a minimum "weight" (tenth pounds) */
4784 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4786 /* Access the strength vs weight */
4787 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4789 if (p_ptr->ryoute && !omoi) str_index++;
4790 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4793 if (str_index > 11) str_index = 11;
4795 /* Index by dexterity */
4796 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4799 if (dex_index > 11) dex_index = 11;
4801 /* Use the blows table */
4802 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4805 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4807 /* Add in the "bonus blows" */
4808 p_ptr->num_blow[i] += extra_blows[i];
4811 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4812 else if (p_ptr->pclass == CLASS_BERSERKER)
4814 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4816 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4818 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4820 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4823 /* Require at least one blow */
4824 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4826 /* Boost digging skill by weapon weight */
4827 p_ptr->skill_dig += (o_ptr->weight / 10);
4831 /* Priest weapon penalty for non-blessed edged weapons */
4832 if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
4833 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4835 /* Reduce the real bonuses */
4836 p_ptr->to_h[i] -= 2;
4837 p_ptr->to_d[i] -= 2;
4839 /* Reduce the mental bonuses */
4840 p_ptr->dis_to_h[i] -= 2;
4841 p_ptr->dis_to_d[i] -= 2;
4844 p_ptr->icky_wield[i] = TRUE;
4846 else if (p_ptr->pclass == CLASS_BERSERKER)
4848 p_ptr->to_h[i] += p_ptr->lev/5;
4849 p_ptr->to_d[i] += p_ptr->lev/6;
4850 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4851 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4852 if (!p_ptr->hidarite || p_ptr->ryoute)
4854 p_ptr->to_h[i] += p_ptr->lev/5;
4855 p_ptr->to_d[i] += p_ptr->lev/6;
4856 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4857 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4860 else if (p_ptr->pclass == CLASS_SORCERER)
4862 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4864 /* Reduce the real bonuses */
4865 p_ptr->to_h[i] -= 200;
4866 p_ptr->to_d[i] -= 200;
4868 /* Reduce the mental bonuses */
4869 p_ptr->dis_to_h[i] -= 200;
4870 p_ptr->dis_to_d[i] -= 200;
4873 p_ptr->icky_wield[i] = TRUE;
4877 /* Reduce the real bonuses */
4878 p_ptr->to_h[i] -= 30;
4879 p_ptr->to_d[i] -= 10;
4881 /* Reduce the mental bonuses */
4882 p_ptr->dis_to_h[i] -= 30;
4883 p_ptr->dis_to_d[i] -= 10;
4888 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4890 p_ptr->to_h[i] +=15;
4891 p_ptr->dis_to_h[i] +=15;
4893 else if (!(f2 & TR2_RIDING))
4896 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4902 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4904 if (penalty < 30) penalty = 30;
4906 p_ptr->to_h[i] -= penalty;
4907 p_ptr->dis_to_h[i] -= penalty;
4910 p_ptr->riding_wield[i] = TRUE;
4919 p_ptr->riding_ryoute = FALSE;
4920 if (p_ptr->ryoute || !empty_hands(FALSE)) p_ptr->riding_ryoute = TRUE;
4922 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4924 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4928 penalty = r_info[m_list[p_ptr->riding].r_idx].level - skill_exp[GINOU_RIDING] / 80;
4930 if (penalty < 30) penalty = 30;
4932 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4933 p_ptr->to_h_b -= penalty;
4934 p_ptr->dis_to_h_b -= penalty;
4937 /* Different calculation for monks with empty hands */
4938 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
4940 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
4941 p_ptr->num_blow[0] = 0;
4943 if (p_ptr->pclass == CLASS_FORCETRAINER)
4945 if (blow_base > 18) p_ptr->num_blow[0]++;
4946 if (blow_base > 31) p_ptr->num_blow[0]++;
4947 if (blow_base > 44) p_ptr->num_blow[0]++;
4948 if (blow_base > 58) p_ptr->num_blow[0]++;
4949 if (p_ptr->magic_num1[0])
4951 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
4952 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
4957 if (blow_base > 12) p_ptr->num_blow[0]++;
4958 if (blow_base > 22) p_ptr->num_blow[0]++;
4959 if (blow_base > 31) p_ptr->num_blow[0]++;
4960 if (blow_base > 39) p_ptr->num_blow[0]++;
4961 if (blow_base > 46) p_ptr->num_blow[0]++;
4962 if (blow_base > 53) p_ptr->num_blow[0]++;
4963 if (blow_base > 59) p_ptr->num_blow[0]++;
4966 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
4967 p_ptr->num_blow[0] /= 2;
4970 p_ptr->to_h[0] += (p_ptr->lev / 3);
4971 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
4973 p_ptr->to_d[0] += (p_ptr->lev / 6);
4974 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
4977 if (p_ptr->special_defense & KAMAE_BYAKKO)
4980 p_ptr->dis_to_a -= 40;
4983 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4986 p_ptr->dis_to_a -= 50;
4987 p_ptr->resist_acid = TRUE;
4988 p_ptr->resist_fire = TRUE;
4989 p_ptr->resist_elec = TRUE;
4990 p_ptr->resist_cold = TRUE;
4991 p_ptr->resist_pois = TRUE;
4992 p_ptr->sh_fire = TRUE;
4993 p_ptr->sh_elec = TRUE;
4994 p_ptr->sh_cold = TRUE;
4995 p_ptr->ffall = TRUE;
4997 else if (p_ptr->special_defense & KAMAE_GENBU)
4999 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5000 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5001 p_ptr->reflect = TRUE;
5002 p_ptr->num_blow[0] -= 2;
5003 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5004 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5006 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5008 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5009 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5011 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5012 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5013 p_ptr->num_blow[0] /= 2;
5014 p_ptr->ffall = TRUE;
5017 p_ptr->num_blow[0] += 1+extra_blows[0];
5020 monk_armour_aux = FALSE;
5024 monk_armour_aux = TRUE;
5027 for (i = 0 ; i < 2 ; i++)
5029 if(buki_motteruka(INVEN_RARM+i))
5031 int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5032 int sval = inventory[INVEN_RARM+i].sval;
5034 p_ptr->to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5035 p_ptr->dis_to_h[i] += (weapon_exp[tval][sval]-4000)/200;
5036 if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5038 p_ptr->to_h[i] -= 40;
5039 p_ptr->dis_to_h[i] -= 40;
5040 p_ptr->icky_wield[i] = TRUE;
5042 else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5044 p_ptr->to_h[i] -= 40;
5045 p_ptr->dis_to_h[i] -= 40;
5046 p_ptr->icky_wield[i] = TRUE;
5048 else if (p_ptr->pclass == CLASS_NINJA)
5050 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= 4000) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5052 p_ptr->to_h[i] -= 40;
5053 p_ptr->dis_to_h[i] -= 40;
5054 p_ptr->icky_wield[i] = TRUE;
5055 p_ptr->num_blow[i] /= 2;
5056 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5062 /* Temporary lightspeed */
5063 if ((p_ptr->lightspeed && !p_ptr->riding) || (p_ptr->pspeed > 209))
5065 p_ptr->pspeed = 209;
5067 if (p_ptr->pspeed < 11) p_ptr->pspeed = 11;
5069 /* Display the speed (if needed) */
5070 if (p_ptr->pspeed != old_speed) p_ptr->redraw |= (PR_SPEED);
5074 if (p_ptr->to_a > (0 - p_ptr->ac))
5075 p_ptr->to_a = 0 - p_ptr->ac;
5076 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5077 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5080 /* Redraw armor (if needed) */
5081 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5084 p_ptr->redraw |= (PR_ARMOR);
5087 p_ptr->window |= (PW_PLAYER);
5091 if (p_ptr->ryoute && !omoi)
5093 int bonus_to_h=0, bonus_to_d=0;
5094 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5095 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);
5097 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5098 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5099 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5100 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5103 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == 3)) p_ptr->ryoute = FALSE;
5105 /* Affect Skill -- stealth (bonus one) */
5106 p_ptr->skill_stl += 1;
5108 if (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5109 p_ptr->skill_stl += 99;
5111 /* Affect Skill -- disarming (DEX and INT) */
5112 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5113 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5115 /* Affect Skill -- magic devices (INT) */
5116 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5118 /* Affect Skill -- saving throw (WIS) */
5119 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5121 /* Affect Skill -- digging (STR) */
5122 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5124 /* Affect Skill -- disarming (Level, by Class) */
5125 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5127 /* Affect Skill -- magic devices (Level, by Class) */
5128 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5130 /* Affect Skill -- saving throw (Level, by Class) */
5131 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5133 /* Affect Skill -- stealth (Level, by Class) */
5134 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5136 /* Affect Skill -- search ability (Level, by Class) */
5137 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5139 /* Affect Skill -- search frequency (Level, by Class) */
5140 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5142 /* Affect Skill -- combat (normal) (Level, by Class) */
5143 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5145 /* Affect Skill -- combat (shooting) (Level, by Class) */
5146 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5148 /* Affect Skill -- combat (throwing) (Level, by Class) */
5149 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5152 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5154 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5155 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5158 /* Limit Skill -- stealth from 0 to 30 */
5159 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5160 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5162 /* Limit Skill -- digging from 1 up */
5163 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5165 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5167 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5169 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;
5171 if (down_saving) p_ptr->skill_sav /= 2;
5173 /* Hack -- handle "xtra" mode */
5174 if (character_xtra) return;
5176 /* Take note when "heavy bow" changes */
5177 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5180 if (p_ptr->heavy_shoot)
5183 msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5185 msg_print("You have trouble wielding such a heavy bow.");
5189 else if (inventory[INVEN_BOW].k_idx)
5192 msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5194 msg_print("You have no trouble wielding your bow.");
5201 msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5203 msg_print("You feel relieved to put down your heavy bow.");
5209 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5212 for(i = 0 ; i < 2 ; i++)
5214 /* Take note when "heavy weapon" changes */
5215 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5218 if (p_ptr->heavy_wield[i])
5221 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5223 msg_print("You have trouble wielding such a heavy weapon.");
5227 else if (buki_motteruka(INVEN_RARM+i))
5230 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5232 msg_print("You have no trouble wielding your weapon.");
5236 else if (p_ptr->heavy_wield[1-i])
5239 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5241 msg_print("You have still trouble wielding a heavy weapon.");
5248 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5250 msg_print("You feel relieved to put down your heavy weapon.");
5256 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5259 /* Take note when "heavy weapon" changes */
5260 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5263 if (p_ptr->riding_wield[i])
5266 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5268 msg_print("This weapon is not suitable for use while riding.");
5272 else if (!p_ptr->riding)
5275 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5277 msg_print("This weapon was not suitable for use while riding.");
5281 else if (buki_motteruka(INVEN_RARM+i))
5284 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5286 msg_print("This weapon is suitable for use while riding.");
5291 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5294 /* Take note when "illegal weapon" changes */
5295 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5298 if (p_ptr->icky_wield[i])
5301 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5303 msg_print("You do not feel comfortable with your weapon.");
5307 chg_virtue(V_FAITH, -1);
5310 else if (buki_motteruka(INVEN_RARM+i))
5313 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5315 msg_print("You feel comfortable with your weapon.");
5322 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5324 msg_print("You feel more comfortable after removing your weapon.");
5330 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5334 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5337 if (p_ptr->riding_ryoute)
5340 msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5342 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5348 msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5350 msg_print("You began to control riding pet with one hand.");
5354 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5357 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5362 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5364 msg_print("The weight of your armor disrupts your balance.");
5369 chg_virtue(V_HARMONY, -1);
5374 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5376 msg_print("You regain your balance.");
5379 monk_notify_aux = monk_armour_aux;
5383 p_ptr->align = friend_align;
5385 /* Determine player alignment */
5386 for (i = 0; i < 8; i++)
5388 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5393 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5394 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5395 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5400 if (p_ptr->align > 0)
5402 p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5403 if (p_ptr->align < 0) p_ptr->align = 0;
5405 else if (p_ptr->align < 0)
5407 p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5408 if (p_ptr->align > 0) p_ptr->align = 0;
5411 if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5412 if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5413 if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5419 for (i = 0; i < INVEN_PACK; i++)
5421 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 3)) have_dd_s = TRUE;
5422 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5423 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5424 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5426 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5430 /* Acquire object */
5431 o_ptr = &o_list[this_o_idx];
5433 /* Acquire next object */
5434 next_o_idx = o_ptr->next_o_idx;
5436 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5437 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5438 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5439 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5442 if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5444 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5446 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5447 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5450 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)))
5452 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5453 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5456 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5458 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5459 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5462 if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5464 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5465 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5472 * Handle "p_ptr->notice"
5474 void notice_stuff(void)
5477 if (!p_ptr->notice) return;
5480 /* Combine the pack */
5481 if (p_ptr->notice & (PN_COMBINE))
5483 p_ptr->notice &= ~(PN_COMBINE);
5487 /* Reorder the pack */
5488 if (p_ptr->notice & (PN_REORDER))
5490 p_ptr->notice &= ~(PN_REORDER);
5497 * Handle "p_ptr->update"
5499 void update_stuff(void)
5502 if (!p_ptr->update) return;
5505 if (p_ptr->update & (PU_BONUS))
5507 p_ptr->update &= ~(PU_BONUS);
5511 if (p_ptr->update & (PU_TORCH))
5513 p_ptr->update &= ~(PU_TORCH);
5517 if (p_ptr->update & (PU_HP))
5519 p_ptr->update &= ~(PU_HP);
5523 if (p_ptr->update & (PU_MANA))
5525 p_ptr->update &= ~(PU_MANA);
5529 if (p_ptr->update & (PU_SPELLS))
5531 p_ptr->update &= ~(PU_SPELLS);
5536 /* Character is not ready yet, no screen updates */
5537 if (!character_generated) return;
5540 /* Character is in "icky" mode, no screen updates */
5541 if (character_icky) return;
5544 if (p_ptr->update & (PU_UN_LITE))
5546 p_ptr->update &= ~(PU_UN_LITE);
5550 if (p_ptr->update & (PU_UN_VIEW))
5552 p_ptr->update &= ~(PU_UN_VIEW);
5556 if (p_ptr->update & (PU_VIEW))
5558 p_ptr->update &= ~(PU_VIEW);
5562 if (p_ptr->update & (PU_LITE))
5564 p_ptr->update &= ~(PU_LITE);
5569 if (p_ptr->update & (PU_FLOW))
5571 p_ptr->update &= ~(PU_FLOW);
5575 if (p_ptr->update & (PU_MON_LITE))
5577 p_ptr->update &= ~(PU_MON_LITE);
5581 if (p_ptr->update & (PU_DISTANCE))
5583 p_ptr->update &= ~(PU_DISTANCE);
5584 p_ptr->update &= ~(PU_MONSTERS);
5585 update_monsters(TRUE);
5588 if (p_ptr->update & (PU_MONSTERS))
5590 p_ptr->update &= ~(PU_MONSTERS);
5591 update_monsters(FALSE);
5597 * Handle "p_ptr->redraw"
5599 void redraw_stuff(void)
5602 if (!p_ptr->redraw) return;
5605 /* Character is not ready yet, no screen updates */
5606 if (!character_generated) return;
5609 /* Character is in "icky" mode, no screen updates */
5610 if (character_icky) return;
5614 /* Hack -- clear the screen */
5615 if (p_ptr->redraw & (PR_WIPE))
5617 p_ptr->redraw &= ~(PR_WIPE);
5623 if (p_ptr->redraw & (PR_MAP))
5625 p_ptr->redraw &= ~(PR_MAP);
5630 if (p_ptr->redraw & (PR_BASIC))
5632 p_ptr->redraw &= ~(PR_BASIC);
5633 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5634 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5635 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5636 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5642 if (p_ptr->redraw & (PR_DUNGEON))
5644 p_ptr->redraw &= ~(PR_DUNGEON);
5647 if (p_ptr->redraw & (PR_EQUIPPY))
5649 p_ptr->redraw &= ~(PR_EQUIPPY);
5650 print_equippy(); /* To draw / delete equippy chars */
5653 if (p_ptr->redraw & (PR_MISC))
5655 p_ptr->redraw &= ~(PR_MISC);
5656 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5657 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5661 if (p_ptr->redraw & (PR_TITLE))
5663 p_ptr->redraw &= ~(PR_TITLE);
5667 if (p_ptr->redraw & (PR_LEV))
5669 p_ptr->redraw &= ~(PR_LEV);
5673 if (p_ptr->redraw & (PR_EXP))
5675 p_ptr->redraw &= ~(PR_EXP);
5679 if (p_ptr->redraw & (PR_STATS))
5681 p_ptr->redraw &= ~(PR_STATS);
5690 if (p_ptr->redraw & (PR_STATUS))
5692 p_ptr->redraw &= ~(PR_STATUS);
5696 if (p_ptr->redraw & (PR_ARMOR))
5698 p_ptr->redraw &= ~(PR_ARMOR);
5702 if (p_ptr->redraw & (PR_HP))
5704 p_ptr->redraw &= ~(PR_HP);
5708 if (p_ptr->redraw & (PR_MANA))
5710 p_ptr->redraw &= ~(PR_MANA);
5714 if (p_ptr->redraw & (PR_GOLD))
5716 p_ptr->redraw &= ~(PR_GOLD);
5720 if (p_ptr->redraw & (PR_DEPTH))
5722 p_ptr->redraw &= ~(PR_DEPTH);
5726 if (p_ptr->redraw & (PR_HEALTH))
5728 p_ptr->redraw &= ~(PR_HEALTH);
5732 if (p_ptr->redraw & (PR_UHEALTH))
5734 p_ptr->redraw &= ~(PR_UHEALTH);
5735 riding_health_redraw();
5739 if (p_ptr->redraw & (PR_EXTRA))
5741 p_ptr->redraw &= ~(PR_EXTRA);
5742 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5743 p_ptr->redraw &= ~(PR_HUNGER);
5744 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5748 if (p_ptr->redraw & (PR_CUT))
5750 p_ptr->redraw &= ~(PR_CUT);
5754 if (p_ptr->redraw & (PR_STUN))
5756 p_ptr->redraw &= ~(PR_STUN);
5760 if (p_ptr->redraw & (PR_HUNGER))
5762 p_ptr->redraw &= ~(PR_HUNGER);
5766 if (p_ptr->redraw & (PR_STATE))
5768 p_ptr->redraw &= ~(PR_STATE);
5772 if (p_ptr->redraw & (PR_SPEED))
5774 p_ptr->redraw &= ~(PR_SPEED);
5778 if (p_ptr->pclass == CLASS_IMITATOR)
5780 if (p_ptr->redraw & (PR_MANE))
5782 p_ptr->redraw &= ~(PR_MANE);
5786 else if (p_ptr->redraw & (PR_STUDY))
5788 p_ptr->redraw &= ~(PR_STUDY);
5795 * Handle "p_ptr->window"
5797 void window_stuff(void)
5805 if (!p_ptr->window) return;
5808 for (j = 0; j < 8; j++)
5810 /* Save usable flags */
5811 if (angband_term[j]) mask |= window_flag[j];
5814 /* Apply usable flags */
5815 p_ptr->window &= mask;
5818 if (!p_ptr->window) return;
5821 /* Display inventory */
5822 if (p_ptr->window & (PW_INVEN))
5824 p_ptr->window &= ~(PW_INVEN);
5828 /* Display equipment */
5829 if (p_ptr->window & (PW_EQUIP))
5831 p_ptr->window &= ~(PW_EQUIP);
5835 /* Display spell list */
5836 if (p_ptr->window & (PW_SPELL))
5838 p_ptr->window &= ~(PW_SPELL);
5842 /* Display player */
5843 if (p_ptr->window & (PW_PLAYER))
5845 p_ptr->window &= ~(PW_PLAYER);
5849 /* Display overhead view */
5850 if (p_ptr->window & (PW_MESSAGE))
5852 p_ptr->window &= ~(PW_MESSAGE);
5856 /* Display overhead view */
5857 if (p_ptr->window & (PW_OVERHEAD))
5859 p_ptr->window &= ~(PW_OVERHEAD);
5863 /* Display overhead view */
5864 if (p_ptr->window & (PW_DUNGEON))
5866 p_ptr->window &= ~(PW_DUNGEON);
5870 /* Display monster recall */
5871 if (p_ptr->window & (PW_MONSTER))
5873 p_ptr->window &= ~(PW_MONSTER);
5877 /* Display object recall */
5878 if (p_ptr->window & (PW_OBJECT))
5880 p_ptr->window &= ~(PW_OBJECT);
5887 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5889 void handle_stuff(void)
5892 if (p_ptr->update) update_stuff();
5895 if (p_ptr->redraw) redraw_stuff();
5898 if (p_ptr->window) window_stuff();
5902 s16b empty_hands(bool is_monk)
5905 if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return FALSE;
5907 if (!(inventory[INVEN_RARM].k_idx)) kaerichi +=2;
5908 if (!(inventory[INVEN_LARM].k_idx)) kaerichi +=1;
5913 bool heavy_armor(void)
5915 u16b monk_arm_wgt = 0;
5917 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5919 /* Weight the armor */
5920 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5921 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5922 monk_arm_wgt += inventory[INVEN_BODY].weight;
5923 monk_arm_wgt += inventory[INVEN_HEAD].weight;
5924 monk_arm_wgt += inventory[INVEN_OUTER].weight;
5925 monk_arm_wgt += inventory[INVEN_HANDS].weight;
5926 monk_arm_wgt += inventory[INVEN_FEET].weight;
5928 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5931 int number_of_quests(void)
5935 /* Clear the counter */
5938 for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
5940 if (quest[j].status != QUEST_STATUS_UNTAKEN)
5942 /* Increment count of quests taken. */
5947 /* Return the number of quests taken */