3 * @brief プレイヤーのステータス処理 / status
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
18 * @param out_val 出力先文字列ポインタ
21 void cnv_stat(int val, char *out_val)
26 int bonus = (val - 18);
30 sprintf(out_val, "18/%3s", "***");
32 else if (bonus >= 100)
34 sprintf(out_val, "18/%03d", bonus);
38 sprintf(out_val, " 18/%02d", bonus);
45 sprintf(out_val, " %2d", val);
50 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51 * Modify a stat value by a "modifier", return new value
57 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58 * Or even: 18/13, 18/23, 18/33, ..., 18/220
59 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60 * Or even: 18/13, 18/03, 18, 17, ..., 3
63 s16b modify_stat_value(int value, int amount)
70 /* Apply each point */
71 for (i = 0; i < amount; i++)
73 /* One point at a time */
74 if (value < 18) value++;
76 /* Ten "points" at a time */
84 /* Apply each point */
85 for (i = 0; i < (0 - amount); i++)
87 /* Ten points at a time */
88 if (value >= 18+10) value -= 10;
90 /* Hack -- prevent weirdness */
91 else if (value > 18) value = 18;
93 /* One point at a time */
94 else if (value > 3) value--;
98 /* Return new value */
105 * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106 * Print character info at given row, column in a 13 char field
112 static void prt_field(cptr info, int row, int col)
114 /* Dump 13 spaces to clear */
115 c_put_str(TERM_WHITE, " ", row, col);
117 /* Dump the info itself */
118 c_put_str(TERM_L_BLUE, info, row, col);
123 * @brief ゲーム時間が日中かどうかを返す /
124 * Whether daytime or not
125 * @return 日中ならばTRUE、夜ならばFALSE
127 bool is_daytime(void)
129 s32b len = TURNS_PER_TICK * TOWN_DAWN;
130 if ((turn % len) < (len / 2))
137 * @brief 現在の日数、時刻を返す /
138 * Extract day, hour, min
139 * @param day 日数を返すための参照ポインタ
140 * @param hour 時数を返すための参照ポインタ
141 * @param min 分数を返すための参照ポインタ
143 void extract_day_hour_min(int *day, int *hour, int *min)
145 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
148 switch (p_ptr->start_race)
154 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
157 *day = (turn + A_DAY / 4) / A_DAY + 1;
160 *hour = (24 * turn_in_today / A_DAY) % 24;
161 *min = (1440 * turn_in_today / A_DAY) % 60;
165 * @brief ゲーム時刻を表示する /
173 /* Dump 13 spaces to clear */
174 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
176 extract_day_hour_min(&day, &hour, &min);
178 /* Dump the info itself */
179 if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180 else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
182 c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
186 * @brief 現在のマップ名を返す /
187 * @return マップ名の文字列参照ポインタ
191 if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192 && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193 return _("クエスト", "Quest");
194 else if (p_ptr->wild_mode)
195 return _("地上", "Surface");
196 else if (p_ptr->inside_arena)
197 return _("アリーナ", "Arena");
198 else if (p_ptr->inside_battle)
199 return _("闘技場", "Monster Arena");
200 else if (!dun_level && p_ptr->town_num)
201 return town[p_ptr->town_num].name;
203 return d_name+d_info[dungeon_type].name;
207 * @brief 現在のマップ名を描画する / Print dungeon
210 static void prt_dungeon(void)
215 /* Dump 13 spaces to clear */
216 c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
218 dungeon_name = map_name();
220 col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221 if (col < 0) col = 0;
223 /* Dump the info itself */
224 c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
230 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231 * @param stat 描画するステータスのID
234 static void prt_stat(int stat)
238 /* Display "injured" stat */
239 if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
241 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242 cnv_stat(p_ptr->stat_use[stat], tmp);
243 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246 /* Display "healthy" stat */
249 put_str(stat_names[stat], ROW_STAT + stat, 0);
250 cnv_stat(p_ptr->stat_use[stat], tmp);
251 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254 /* Indicate natural maximum */
255 if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258 /* 日本語にかぶらないように表示位置を変更 */
259 put_str("!", ROW_STAT + stat, 5);
261 put_str("!", ROW_STAT + stat, 3);
269 * 画面下部に表示する状態表示定義ID / Data structure for status bar
271 #define BAR_TSUYOSHI 0 /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2 /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3 /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4 /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5 /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6 /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7 /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8 /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9 /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10 /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11 /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12 /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14 /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15 /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16 /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17 /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18 /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19 /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20 /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21 /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22 /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23 /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24 /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25 /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26 /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27 /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28 /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29 /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30 /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31 /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32 /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33 /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34 /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35 /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36 /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37 /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38 /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39 /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40 /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41 /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42 /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43 /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44 /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45 /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46 /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48 /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49 /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51 /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52 /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53 /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54 /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55 /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56 /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57 /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58 /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59 /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60 /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61 /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62 /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63 /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64 /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65 /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
346 {TERM_YELLOW, "つ", "つよし"},
347 {TERM_VIOLET, "幻", "幻覚"},
348 {TERM_L_DARK, "盲", "盲目"},
349 {TERM_RED, "痺", "麻痺"},
350 {TERM_VIOLET, "乱", "混乱"},
351 {TERM_GREEN, "毒", "毒"},
352 {TERM_BLUE, "恐", "恐怖"},
353 {TERM_L_BLUE, "浮", "浮遊"},
354 {TERM_SLATE, "反", "反射"},
355 {TERM_SLATE, "壁", "壁抜け"},
356 {TERM_L_DARK, "幽", "幽体"},
357 {TERM_SLATE, "邪", "防邪"},
358 {TERM_VIOLET, "変", "変わり身"},
359 {TERM_YELLOW, "魔", "魔法鎧"},
360 {TERM_L_UMBER, "伸", "伸び"},
361 {TERM_WHITE, "石", "石肌"},
362 {TERM_L_BLUE, "分", "分身"},
363 {TERM_SLATE, "防", "魔法防御"},
364 {TERM_YELLOW, "究", "究極"},
365 {TERM_YELLOW, "無", "無敵"},
366 {TERM_L_GREEN, "酸", "酸免疫"},
367 {TERM_GREEN, "酸", "耐酸"},
368 {TERM_L_BLUE, "電", "電免疫"},
369 {TERM_BLUE, "電", "耐電"},
370 {TERM_L_RED, "火", "火免疫"},
371 {TERM_RED, "火", "耐火"},
372 {TERM_WHITE, "冷", "冷免疫"},
373 {TERM_SLATE, "冷", "耐冷"},
374 {TERM_GREEN, "毒", "耐毒"},
375 {TERM_L_DARK, "獄", "耐地獄"},
376 {TERM_L_BLUE, "時", "耐時間"},
377 {TERM_L_DARK, "鏡", "鏡オーラ"},
378 {TERM_L_RED, "オ", "火オーラ"},
379 {TERM_WHITE, "闘", "闘気"},
380 {TERM_WHITE, "聖", "聖オーラ"},
381 {TERM_VIOLET, "目", "目には目"},
382 {TERM_WHITE, "祝", "祝福"},
383 {TERM_WHITE, "勇", "勇"},
384 {TERM_RED, "狂", "狂乱"},
385 {TERM_L_RED, "火", "魔剣火"},
386 {TERM_WHITE, "冷", "魔剣冷"},
387 {TERM_L_BLUE, "電", "魔剣電"},
388 {TERM_SLATE, "酸", "魔剣酸"},
389 {TERM_L_GREEN, "毒", "魔剣毒"},
390 {TERM_RED, "乱", "混乱打撃"},
391 {TERM_L_BLUE, "視", "透明視"},
392 {TERM_ORANGE, "テ", "テレパシ"},
393 {TERM_L_BLUE, "回", "回復"},
394 {TERM_L_RED, "赤", "赤外"},
395 {TERM_UMBER, "隠", "隠密"},
396 {TERM_YELLOW, "隠", "超隠密"},
397 {TERM_WHITE, "帰", "帰還"},
398 {TERM_WHITE, "現", "現実変容"},
400 {TERM_WHITE, "オ", "氷オーラ"},
401 {TERM_BLUE, "オ", "電オーラ"},
402 {TERM_L_DARK, "オ", "影オーラ"},
403 {TERM_YELLOW, "腕", "腕力強化"},
404 {TERM_RED, "肉", "肉体強化"},
405 {TERM_L_DARK, "殖", "反増殖"},
406 {TERM_ORANGE, "テ", "反テレポ"},
407 {TERM_RED, "魔", "反魔法"},
408 {TERM_SLATE, "我", "我慢"},
409 {TERM_SLATE, "宣", "宣告"},
410 {TERM_L_DARK, "剣", "魔剣化"},
411 {TERM_RED, "吸", "吸血打撃"},
412 {TERM_WHITE, "回", "回復"},
413 {TERM_L_DARK, "感", "邪悪感知"},
418 {TERM_YELLOW, "Ts", "Tsuyoshi"},
419 {TERM_VIOLET, "Ha", "Halluc"},
420 {TERM_L_DARK, "Bl", "Blind"},
421 {TERM_RED, "Pa", "Paralyzed"},
422 {TERM_VIOLET, "Cf", "Confused"},
423 {TERM_GREEN, "Po", "Poisoned"},
424 {TERM_BLUE, "Af", "Afraid"},
425 {TERM_L_BLUE, "Lv", "Levit"},
426 {TERM_SLATE, "Rf", "Reflect"},
427 {TERM_SLATE, "Pw", "PassWall"},
428 {TERM_L_DARK, "Wr", "Wraith"},
429 {TERM_SLATE, "Ev", "PrtEvl"},
430 {TERM_VIOLET, "Kw", "Kawarimi"},
431 {TERM_YELLOW, "Md", "MgcArm"},
432 {TERM_L_UMBER, "Eh", "Expand"},
433 {TERM_WHITE, "Ss", "StnSkn"},
434 {TERM_L_BLUE, "Ms", "MltShdw"},
435 {TERM_SLATE, "Rm", "ResMag"},
436 {TERM_YELLOW, "Ul", "Ultima"},
437 {TERM_YELLOW, "Iv", "Invuln"},
438 {TERM_L_GREEN, "IAc", "ImmAcid"},
439 {TERM_GREEN, "Ac", "Acid"},
440 {TERM_L_BLUE, "IEl", "ImmElec"},
441 {TERM_BLUE, "El", "Elec"},
442 {TERM_L_RED, "IFi", "ImmFire"},
443 {TERM_RED, "Fi", "Fire"},
444 {TERM_WHITE, "ICo", "ImmCold"},
445 {TERM_SLATE, "Co", "Cold"},
446 {TERM_GREEN, "Po", "Pois"},
447 {TERM_L_DARK, "Nt", "Nthr"},
448 {TERM_L_BLUE, "Ti", "Time"},
449 {TERM_L_DARK, "Mr", "Mirr"},
450 {TERM_L_RED, "SFi", "SFire"},
451 {TERM_WHITE, "Fo", "Force"},
452 {TERM_WHITE, "Ho", "Holy"},
453 {TERM_VIOLET, "Ee", "EyeEye"},
454 {TERM_WHITE, "Bs", "Bless"},
455 {TERM_WHITE, "He", "Hero"},
456 {TERM_RED, "Br", "Berserk"},
457 {TERM_L_RED, "BFi", "BFire"},
458 {TERM_WHITE, "BCo", "BCold"},
459 {TERM_L_BLUE, "BEl", "BElec"},
460 {TERM_SLATE, "BAc", "BAcid"},
461 {TERM_L_GREEN, "BPo", "BPois"},
462 {TERM_RED, "TCf", "TchCnf"},
463 {TERM_L_BLUE, "Se", "SInv"},
464 {TERM_ORANGE, "Te", "Telepa"},
465 {TERM_L_BLUE, "Rg", "Regen"},
466 {TERM_L_RED, "If", "Infr"},
467 {TERM_UMBER, "Sl", "Stealth"},
468 {TERM_YELLOW, "Stlt", "Stealth"},
469 {TERM_WHITE, "Rc", "Recall"},
470 {TERM_WHITE, "Al", "Alter"},
472 {TERM_WHITE, "SCo", "SCold"},
473 {TERM_BLUE, "SEl", "SElec"},
474 {TERM_L_DARK, "SSh", "SShadow"},
475 {TERM_YELLOW, "EMi", "ExMight"},
476 {TERM_RED, "Bu", "BuildUp"},
477 {TERM_L_DARK, "AMl", "AntiMulti"},
478 {TERM_ORANGE, "AT", "AntiTele"},
479 {TERM_RED, "AM", "AntiMagic"},
480 {TERM_SLATE, "Pa", "Patience"},
481 {TERM_SLATE, "Rv", "Revenge"},
482 {TERM_L_DARK, "Rs", "RuneSword"},
483 {TERM_RED, "Vm", "Vampiric"},
484 {TERM_WHITE, "Cu", "Cure"},
485 {TERM_L_DARK, "ET", "EvilTele"},
491 * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492 * @param FLG フラグ位置(ビット)
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
498 * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499 * @param FLG フラグ位置(ビット)
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
506 * @brief 下部に状態表示を行う / Show status bar
509 static void prt_status(void)
512 int wid, hgt, row_statbar, max_col_statbar;
513 int i, col = 0, num = 0;
516 Term_get_size(&wid, &hgt);
517 row_statbar = hgt + ROW_STATBAR;
518 max_col_statbar = wid + MAX_COL_STATBAR;
520 Term_erase(0, row_statbar, max_col_statbar);
522 bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
525 if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
528 if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
531 if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
534 if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
537 if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
540 if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
542 /* Times see-invisible */
543 if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
546 if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
548 /* Timed regenerate */
549 if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
551 /* Timed infra-vision */
552 if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
554 /* Protection from evil */
555 if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
557 /* Invulnerability */
558 if (IS_INVULN()) ADD_FLG(BAR_INVULN);
561 if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
564 if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
566 if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
569 if (IS_HERO()) ADD_FLG(BAR_HEROISM);
571 /* Super Heroism / berserk */
572 if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
575 if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
578 if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
580 if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
582 if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
584 if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
587 if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588 if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
590 /* Oppose Lightning */
591 if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592 if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
595 if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596 if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
599 if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600 if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
603 if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
606 if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
609 if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
612 if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
615 if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
617 if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
619 /* Confusing Hands */
620 if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
622 if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
624 /* Ultimate-resistance */
625 if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
628 if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
630 if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
632 if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
635 if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636 if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637 if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638 if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639 if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640 if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
642 if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
645 if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
647 if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
650 if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
652 /* An Eye for an Eye */
653 if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
656 if (p_ptr->realm1 == REALM_HEX)
658 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673 if (hex_spelling(HEX_CURE_LIGHT) ||
674 hex_spelling(HEX_CURE_SERIOUS) ||
675 hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
677 if (HEX_REVENGE_TURN(p_ptr))
679 if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680 if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
684 /* Calcurate length */
685 for (i = 0; bar[i].sstr; i++)
689 col += strlen(bar[i].lstr) + 1;
694 /* If there are not excess spaces for long strings, use short one */
695 if (col - 1 > max_col_statbar)
700 for (i = 0; bar[i].sstr; i++)
704 col += strlen(bar[i].sstr);
708 /* If there are excess spaces for short string, use more */
709 if (col - 1 <= max_col_statbar - (num-1))
717 /* Centering display column */
718 col = (max_col_statbar - col) / 2;
720 /* Display status bar */
721 for (i = 0; bar[i].sstr; i++)
726 if (space == 2) str = bar[i].lstr;
727 else str = bar[i].sstr;
729 c_put_str(bar[i].attr, str, row_statbar, col);
731 if (space > 0) col++;
732 if (col > max_col_statbar) break;
739 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
742 static void prt_title(void)
760 else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
762 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
785 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
789 prt_field(p, ROW_TITLE, COL_TITLE);
794 * @brief プレイヤーのレベルを表示する / Prints level
797 static void prt_level(void)
801 sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
803 if (p_ptr->lev >= p_ptr->max_plv)
806 put_str("レベル ", ROW_LEVEL, 0);
807 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
809 put_str("LEVEL ", ROW_LEVEL, 0);
810 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
817 put_str("xレベル", ROW_LEVEL, 0);
818 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
820 put_str("Level ", ROW_LEVEL, 0);
821 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
829 * @brief プレイヤーの経験値を表示する / Display the experience
832 static void prt_exp(void)
836 if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
838 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
842 if (p_ptr->lev >= PY_MAX_LEVEL)
844 (void)sprintf(out_val, "********");
849 (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
851 (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
856 if (p_ptr->exp >= p_ptr->max_exp)
859 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860 else put_str("経験 ", ROW_EXP, 0);
861 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
863 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864 else put_str("EXP ", ROW_EXP, 0);
865 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
872 put_str("x経験", ROW_EXP, 0);
873 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
875 put_str("Exp ", ROW_EXP, 0);
876 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
883 * @brief プレイヤーの所持金を表示する / Prints current gold
886 static void prt_gold(void)
889 put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890 sprintf(tmp, "%9ld", (long)p_ptr->au);
891 c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
896 * @brief プレイヤーのACを表示する / Prints current AC
899 static void prt_ac(void)
904 /* AC の表示方式を変更している */
905 put_str(" AC( )", ROW_AC, COL_AC);
906 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
909 put_str("Cur AC ", ROW_AC, COL_AC);
910 sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911 c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
918 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
921 static void prt_hp(void)
923 /* ヒットポイントの表示方法を変更 */
929 /* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
931 put_str("HP", ROW_CURHP, COL_CURHP);
934 sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936 if (p_ptr->chp >= p_ptr->mhp)
938 color = TERM_L_GREEN;
940 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
949 c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
952 put_str( "/", ROW_CURHP, COL_CURHP + 7 );
955 sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956 color = TERM_L_GREEN;
958 c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
963 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
966 static void prt_sp(void)
968 /* マジックポイントの表示方法を変更している */
973 /* Do not show mana unless it matters */
974 if (!mp_ptr->spell_book) return;
977 /* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978 put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
981 sprintf(tmp, "%4ld", (long int)p_ptr->csp);
983 if (p_ptr->csp >= p_ptr->msp)
985 color = TERM_L_GREEN;
987 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
996 c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
999 put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1002 sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003 color = TERM_L_GREEN;
1005 c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1010 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1013 static void prt_depth(void)
1016 int wid, hgt, row_depth, col_depth;
1017 byte attr = TERM_WHITE;
1019 Term_get_size(&wid, &hgt);
1020 col_depth = wid + COL_DEPTH;
1021 row_depth = hgt + ROW_DEPTH;
1025 strcpy(depths, _("地上", "Surf."));
1027 else if (p_ptr->inside_quest && !dungeon_type)
1029 strcpy(depths, _("地上", "Quest"));
1033 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1036 /* Get color of level based on feeling -JSV- */
1037 switch (p_ptr->feeling)
1039 case 0: attr = TERM_SLATE; break; /* Unknown */
1040 case 1: attr = TERM_L_BLUE; break; /* Special */
1041 case 2: attr = TERM_VIOLET; break; /* Horrible visions */
1042 case 3: attr = TERM_RED; break; /* Very dangerous */
1043 case 4: attr = TERM_L_RED; break; /* Very bad feeling */
1044 case 5: attr = TERM_ORANGE; break; /* Bad feeling */
1045 case 6: attr = TERM_YELLOW; break; /* Nervous */
1046 case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047 case 8: attr = TERM_L_WHITE; break; /* Don't like */
1048 case 9: attr = TERM_WHITE; break; /* Reasonably safe */
1049 case 10: attr = TERM_WHITE; break; /* Boring place */
1053 /* Right-Adjust the "depth", and clear old values */
1054 c_prt(attr, format("%7s", depths), row_depth, col_depth);
1059 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1062 static void prt_hunger(void)
1064 if(p_ptr->wizard && p_ptr->inside_arena) return;
1066 /* Fainting / Starving */
1067 if (p_ptr->food < PY_FOOD_FAINT)
1069 c_put_str(TERM_RED, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1073 else if (p_ptr->food < PY_FOOD_WEAK)
1075 c_put_str(TERM_ORANGE, _("衰弱 ", "Weak "), ROW_HUNGRY, COL_HUNGRY);
1079 else if (p_ptr->food < PY_FOOD_ALERT)
1081 c_put_str(TERM_YELLOW, _("空腹 ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1085 else if (p_ptr->food < PY_FOOD_FULL)
1087 c_put_str(TERM_L_GREEN, " ", ROW_HUNGRY, COL_HUNGRY);
1091 else if (p_ptr->food < PY_FOOD_MAX)
1093 c_put_str(TERM_L_GREEN, _("満腹 ", "Full "), ROW_HUNGRY, COL_HUNGRY);
1099 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1105 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1108 * Display is always exactly 10 characters wide (see below)
1109 * This function was a major bottleneck when resting, so a lot of
1110 * the text formatting code was optimized in place below.
1112 static void prt_state(void)
1114 byte attr = TERM_WHITE;
1121 if (command_rep > 999)
1123 (void)sprintf(text, "%2d00", command_rep / 100);
1127 (void)sprintf(text, " %2d", command_rep);
1134 switch(p_ptr->action)
1138 strcpy(text, _("探索", "Sear"));
1145 /* Start with "Rest" */
1146 strcpy(text, _(" ", " "));
1148 /* Extensive (timed) rest */
1149 if (resting >= 1000)
1154 text[1] = '0' + (i % 10);
1155 text[0] = '0' + (i / 10);
1158 /* Long (timed) rest */
1159 else if (resting >= 100)
1162 text[3] = '0' + (i % 10);
1164 text[2] = '0' + (i % 10);
1165 text[1] = '0' + (i / 10);
1168 /* Medium (timed) rest */
1169 else if (resting >= 10)
1172 text[3] = '0' + (i % 10);
1173 text[2] = '0' + (i / 10);
1176 /* Short (timed) rest */
1177 else if (resting > 0)
1180 text[3] = '0' + (i);
1183 /* Rest until healed */
1184 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1186 text[0] = text[1] = text[2] = text[3] = '*';
1189 /* Rest until done */
1190 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1192 text[0] = text[1] = text[2] = text[3] = '&';
1198 strcpy(text, _("学習", "lear"));
1199 if (new_mane) attr = TERM_L_RED;
1204 strcpy(text, _("釣り", "fish"));
1210 for (i = 0; i < MAX_KAMAE; i++)
1211 if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1214 case 0: attr = TERM_GREEN;break;
1215 case 1: attr = TERM_WHITE;break;
1216 case 2: attr = TERM_L_BLUE;break;
1217 case 3: attr = TERM_L_RED;break;
1219 strcpy(text, kamae_shurui[i].desc);
1225 for (i = 0; i < MAX_KATA; i++)
1226 if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227 strcpy(text, kata_shurui[i].desc);
1232 strcpy(text, _("歌 ", "Sing"));
1235 case ACTION_HAYAGAKE:
1237 strcpy(text, _("速駆", "Fast"));
1242 strcpy(text, _("詠唱", "Spel"));
1253 /* Display the info (or blanks) */
1254 c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1259 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character. -CJS-
1262 static void prt_speed(void)
1264 int i = p_ptr->pspeed;
1265 bool is_fast = IS_FAST();
1267 byte attr = TERM_WHITE;
1269 int wid, hgt, row_speed, col_speed;
1271 Term_get_size(&wid, &hgt);
1272 col_speed = wid + COL_SPEED;
1273 row_speed = hgt + ROW_SPEED;
1275 /* Hack -- Visually "undo" the Search Mode Slowdown */
1276 if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1283 monster_type *m_ptr = &m_list[p_ptr->riding];
1284 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286 else attr = TERM_GREEN;
1288 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290 else attr = TERM_L_GREEN;
1292 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1294 sprintf(buf, "Fast(+%d)", (i - 110));
1304 monster_type *m_ptr = &m_list[p_ptr->riding];
1305 if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306 else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307 else attr = TERM_RED;
1309 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311 else attr = TERM_L_UMBER;
1313 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1315 sprintf(buf, "Slow(-%d)", (110 - i));
1318 else if (p_ptr->riding)
1321 strcpy(buf, _("乗馬中", "Riding"));
1324 /* Display the speed */
1325 c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1330 * @brief プレイヤーの呪文学習可能状態を表示する
1333 static void prt_study(void)
1335 int wid, hgt, row_study, col_study;
1337 Term_get_size(&wid, &hgt);
1338 col_study = wid + COL_STUDY;
1339 row_study = hgt + ROW_STUDY;
1341 if (p_ptr->new_spells)
1343 put_str(_("学習", "Stud"), row_study, col_study);
1347 put_str(" ", row_study, col_study);
1353 * @brief プレイヤーのものまね可能状態を表示する
1356 static void prt_imitation(void)
1358 int wid, hgt, row_study, col_study;
1360 Term_get_size(&wid, &hgt);
1361 col_study = wid + COL_STUDY;
1362 row_study = hgt + ROW_STUDY;
1364 if (p_ptr->pclass == CLASS_IMITATOR)
1366 if (p_ptr->mane_num)
1369 if (new_mane) attr = TERM_L_RED;
1370 else attr = TERM_WHITE;
1371 c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1375 put_str(" ", row_study, col_study);
1381 * @brief プレイヤーの負傷状態を表示する
1384 static void prt_cut(void)
1390 c_put_str(TERM_L_RED, _("致命傷 ", "Mortal wound"), ROW_CUT, COL_CUT);
1394 c_put_str(TERM_RED, _("ひどい深手 ", "Deep gash "), ROW_CUT, COL_CUT);
1398 c_put_str(TERM_RED, _("重傷 ", "Severe cut "), ROW_CUT, COL_CUT);
1402 c_put_str(TERM_ORANGE, _("大変な傷 ", "Nasty cut "), ROW_CUT, COL_CUT);
1406 c_put_str(TERM_ORANGE, _("ひどい傷 ", "Bad cut "), ROW_CUT, COL_CUT);
1410 c_put_str(TERM_YELLOW, _("軽傷 ", "Light cut "), ROW_CUT, COL_CUT);
1414 c_put_str(TERM_YELLOW, _("かすり傷 ", "Graze "), ROW_CUT, COL_CUT);
1418 put_str(" ", ROW_CUT, COL_CUT);
1424 * @brief プレイヤーの朦朧状態を表示する
1427 static void prt_stun(void)
1429 int s = p_ptr->stun;
1433 c_put_str(TERM_RED, _("意識不明瞭 ", "Knocked out "), ROW_STUN, COL_STUN);
1437 c_put_str(TERM_ORANGE, _("ひどく朦朧 ", "Heavy stun "), ROW_STUN, COL_STUN);
1441 c_put_str(TERM_ORANGE, _("朦朧 ", "Stun "), ROW_STUN, COL_STUN);
1445 put_str(" ", ROW_STUN, COL_STUN);
1452 * @brief モンスターの体力ゲージを表示する
1453 * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1457 * Redraw the "monster health bar" -DRS-
1458 * Rather extensive modifications by -BEN-
1460 * The "monster health bar" provides visual feedback on the "health"
1461 * of the monster currently being "tracked". There are several ways
1462 * to "track" a monster, including targetting it, attacking it, and
1463 * affecting it (and nobody else) with a ranged attack.
1465 * Display the monster health bar (affectionately known as the
1466 * "health-o-meter"). Clear health bar if nothing is being tracked.
1467 * Auto-track current target monster when bored. Note that the
1468 * health-bar stops tracking any monster that "disappears".
1471 static void health_redraw(bool riding)
1475 monster_type *m_ptr;
1479 health_who = p_ptr->riding;
1480 row = ROW_RIDING_INFO;
1481 col = COL_RIDING_INFO;
1485 health_who = p_ptr->health_who;
1490 m_ptr = &m_list[health_who];
1492 if (p_ptr->wizard && p_ptr->inside_battle)
1497 Term_putstr(col - 2, row, 12, TERM_WHITE, " / ");
1498 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, " / ");
1499 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, " / ");
1500 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, " / ");
1504 Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505 Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506 Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1511 Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512 Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513 Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1518 Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519 Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520 Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1525 Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526 Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527 Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1536 /* Erase the health bar */
1537 Term_erase(col, row, 12);
1540 /* Tracking an unseen monster */
1541 else if (!m_ptr->ml)
1543 /* Indicate that the monster health is "unknown" */
1544 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1547 /* Tracking a hallucinatory monster */
1548 else if (p_ptr->image)
1550 /* Indicate that the monster health is "unknown" */
1551 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1554 /* Tracking a dead monster (???) */
1555 else if (m_ptr->hp < 0)
1557 /* Indicate that the monster health is "unknown" */
1558 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1561 /* Tracking a visible monster */
1564 /* Extract the "percent" of health */
1565 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1568 /* Convert percent into "health" */
1569 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1571 /* Default to almost dead */
1572 byte attr = TERM_RED;
1575 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1578 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1581 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1584 else if (pct >= 100) attr = TERM_L_GREEN;
1586 /* Somewhat Wounded */
1587 else if (pct >= 60) attr = TERM_YELLOW;
1590 else if (pct >= 25) attr = TERM_ORANGE;
1593 else if (pct >= 10) attr = TERM_L_RED;
1595 /* Default to "unknown" */
1596 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1598 /* Dump the current "health" (use '*' symbols) */
1599 Term_putstr(col + 1, row, len, attr, "**********");
1607 * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1610 static void prt_frame_basic(void)
1614 /* Race and Class */
1615 if (p_ptr->mimic_form)
1616 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1620 my_strcpy(str, rp_ptr->title, sizeof(str));
1621 prt_field(str, ROW_RACE, COL_RACE);
1623 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /* prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1630 /* Level/Experience */
1635 for (i = 0; i < 6; i++) prt_stat(i);
1653 health_redraw(FALSE);
1654 health_redraw(TRUE);
1659 * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1662 static void prt_frame_extra(void)
1687 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1690 static void fix_inven(void)
1695 for (j = 0; j < 8; j++)
1700 if (!angband_term[j]) continue;
1702 /* No relevant flags */
1703 if (!(window_flag[j] & (PW_INVEN))) continue;
1706 Term_activate(angband_term[j]);
1708 /* Display inventory */
1721 * @brief モンスターの現在数を一行で表現する / Print monster info in line
1724 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725 * @param n_same モンスターの数の現在数
1729 * nnn : number or unique(U) or wanted unique(W)
1730 * X : symbol of monster
1731 * LV : monster lv if known
1732 * name: name of monster
1736 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1739 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740 monster_race* r_ptr = &r_info[r_idx];
1744 //Number of 'U'nique
1745 if(r_ptr->flags1&RF1_UNIQUE){//unique
1746 bool is_kubi = FALSE;
1747 for(i=0;i<MAX_KUBI;i++){
1748 if(kubi_r_idx[i] == r_idx){
1753 Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
1755 sprintf(buf, "%3d", n_same);
1756 Term_addstr(-1, TERM_WHITE, buf);
1759 Term_addstr(-1, TERM_WHITE, " ");
1760 //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761 //Term_addstr(-1, TERM_WHITE, "/");
1762 Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1764 if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765 sprintf(buf, " %2d", (int)r_ptr->level);
1769 Term_addstr(-1, TERM_WHITE, buf);
1771 sprintf(buf, " %s ", r_name+r_ptr->name);
1772 Term_addstr(-1, TERM_WHITE, buf);
1774 //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1778 * @brief モンスターの出現リストを表示する / Print monster info in line
1781 * @param max_lines 最大何行描画するか
1783 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1785 monster_type* last_mons = NULL;
1786 monster_type* m_ptr = NULL;
1790 for(i=0;i<temp_n;i++){
1791 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793 m_ptr = &m_list[c_ptr->m_idx];
1794 if(is_pet(m_ptr))continue;//pet
1795 if(!m_ptr->r_idx)continue;//dead?
1798 MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799 monster_race* r_ptr = &r_info[r_idx];
1800 cptr name = (r_name + r_ptr->name);
1801 cptr ename = (r_name + r_ptr->name);
1802 //ミミック類や「それ」等は、一覧に出てはいけない
1803 if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804 if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1806 if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807 (strcmp(ename, "Null the Living Void")==0))continue;
1808 //"金無垢の指輪"は、一覧に出てはいけない
1809 if((strcmp(name, "金無垢の指輪")==0)||
1810 (strcmp(ename, "Plain Gold Ring")==0))continue;
1814 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815 if(!last_mons){//先頭モンスター
1821 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1823 continue;//表示処理を次に回す
1825 //print last mons info
1826 print_monster_line(x, line++, last_mons, n_same);
1829 if(line-y-1==max_lines){//残り1行
1833 if(line-y-1==max_lines && i!=temp_n){
1834 Term_gotoxy(x, line);
1835 Term_addstr(-1, TERM_WHITE, "-- and more --");
1837 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1842 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1845 static void fix_monster_list(void)
1851 for (j = 0; j < 8; j++)
1856 if (!angband_term[j]) continue;
1858 /* No relevant flags */
1859 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1862 Term_activate(angband_term[j]);
1863 Term_get_size(&w, &h);
1867 target_set_prepare_look();//モンスター一覧を生成,ソート
1868 print_monster_list(0, 0, h);
1881 * @brief 現在の装備品をサブウィンドウに表示する /
1882 * Hack -- display equipment in sub-windows
1885 static void fix_equip(void)
1890 for (j = 0; j < 8; j++)
1895 if (!angband_term[j]) continue;
1897 /* No relevant flags */
1898 if (!(window_flag[j] & (PW_EQUIP))) continue;
1901 Term_activate(angband_term[j]);
1903 /* Display equipment */
1916 * @brief 現在の習得済魔法をサブウィンドウに表示する /
1917 * Hack -- display spells in sub-windows
1920 static void fix_spell(void)
1925 for (j = 0; j < 8; j++)
1930 if (!angband_term[j]) continue;
1932 /* No relevant flags */
1933 if (!(window_flag[j] & (PW_SPELL))) continue;
1936 Term_activate(angband_term[j]);
1938 /* Display spell list */
1939 display_spell_list();
1951 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
1952 * Hack -- display character in sub-windows
1955 static void fix_player(void)
1960 for (j = 0; j < 8; j++)
1965 if (!angband_term[j]) continue;
1967 /* No relevant flags */
1968 if (!(window_flag[j] & (PW_PLAYER))) continue;
1971 Term_activate(angband_term[j]);
1975 /* Display player */
1987 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
1988 * Hack -- display recent messages in sub-windows
1989 * Adjust for width and split messages
1992 static void fix_message(void)
1999 for (j = 0; j < 8; j++)
2004 if (!angband_term[j]) continue;
2006 /* No relevant flags */
2007 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2010 Term_activate(angband_term[j]);
2013 Term_get_size(&w, &h);
2016 for (i = 0; i < h; i++)
2018 /* Dump the message on the appropriate line */
2019 Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2022 Term_locate(&x, &y);
2024 /* Clear to end of line */
2025 Term_erase(x, y, 255);
2038 * @brief 簡易マップをサブウィンドウに表示する /
2039 * Hack -- display overhead view in sub-windows
2040 * Adjust for width and split messages
2043 * Note that the "player" symbol does NOT appear on the map.
2045 static void fix_overhead(void)
2052 for (j = 0; j < 8; j++)
2058 if (!angband_term[j]) continue;
2060 /* No relevant flags */
2061 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2064 Term_activate(angband_term[j]);
2066 /* Full map in too small window is useless */
2067 Term_get_size(&wid, &hgt);
2068 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2071 display_map(&cy, &cx);
2084 * @brief ダンジョンの地形をサブウィンドウに表示する /
2085 * Hack -- display dungeon view in sub-windows
2088 static void fix_dungeon(void)
2093 for (j = 0; j < 8; j++)
2098 if (!angband_term[j]) continue;
2100 /* No relevant flags */
2101 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2104 Term_activate(angband_term[j]);
2106 /* Redraw dungeon view */
2119 * @brief モンスターの思い出をサブウィンドウに表示する /
2120 * Hack -- display dungeon view in sub-windows
2123 static void fix_monster(void)
2128 for (j = 0; j < 8; j++)
2133 if (!angband_term[j]) continue;
2135 /* No relevant flags */
2136 if (!(window_flag[j] & (PW_MONSTER))) continue;
2139 Term_activate(angband_term[j]);
2141 /* Display monster race info */
2142 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2154 * @brief ベースアイテム情報をサブウィンドウに表示する /
2155 * Hack -- display object recall in sub-windows
2158 static void fix_object(void)
2163 for (j = 0; j < 8; j++)
2168 if (!angband_term[j]) continue;
2170 /* No relevant flags */
2171 if (!(window_flag[j] & (PW_OBJECT))) continue;
2174 Term_activate(angband_term[j]);
2176 /* Display monster race info */
2177 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2190 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2191 * Calculate number of spells player should have, and forget,
2192 * or remember, spells until that number is properly reflected.
2195 * Note that this function induces various "status" messages,
2196 * which must be bypasses until the character is created.
2198 static void calc_spells(void)
2200 int i, j, k, levels;
2202 int num_boukyaku = 0;
2204 const magic_type *s_ptr;
2211 /* Hack -- must be literate */
2212 if (!mp_ptr->spell_book) return;
2214 /* Hack -- wait for creation */
2215 if (!character_generated) return;
2217 /* Hack -- handle "xtra" mode */
2218 if (character_xtra) return;
2220 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2222 p_ptr->new_spells = 0;
2226 p = spell_category_name(mp_ptr->spell_book);
2228 /* Determine the number of spells allowed */
2229 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2231 /* Hack -- no negative spells */
2232 if (levels < 0) levels = 0;
2234 /* Extract total allowed spells */
2235 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2237 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2241 if (p_ptr->pclass == CLASS_SAMURAI)
2245 else if (p_ptr->realm2 == REALM_NONE)
2247 num_allowed = (num_allowed+1)/2;
2248 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2250 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2252 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2256 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2259 /* Count the number of spells we know */
2260 for (j = 0; j < 64; j++)
2262 /* Count known spells */
2264 (p_ptr->spell_forgotten1 & (1L << j)) :
2265 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2271 /* See how many spells we must forget or may learn */
2272 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2274 /* Forget spells which are too hard */
2275 for (i = 63; i >= 0; i--)
2277 /* Efficiency -- all done */
2278 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2280 /* Access the spell */
2281 j = p_ptr->spell_order[i];
2283 /* Skip non-spells */
2284 if (j >= 99) continue;
2288 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2291 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2293 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2296 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2298 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2300 /* Skip spells we are allowed to know */
2301 if (s_ptr->slevel <= p_ptr->lev) continue;
2305 (p_ptr->spell_learned1 & (1L << j)) :
2306 (p_ptr->spell_learned2 & (1L << (j - 32))))
2308 /* Mark as forgotten */
2311 p_ptr->spell_forgotten1 |= (1L << j);
2312 which = p_ptr->realm1;
2316 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317 which = p_ptr->realm2;
2320 /* No longer known */
2323 p_ptr->spell_learned1 &= ~(1L << j);
2324 which = p_ptr->realm1;
2328 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329 which = p_ptr->realm2;
2333 msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2335 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2339 /* One more can be learned */
2340 p_ptr->new_spells++;
2345 /* Forget spells if we know too many spells */
2346 for (i = 63; i >= 0; i--)
2348 /* Stop when possible */
2349 if (p_ptr->new_spells >= 0) break;
2351 /* Efficiency -- all done */
2352 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2354 /* Get the (i+1)th spell learned */
2355 j = p_ptr->spell_order[i];
2357 /* Skip unknown spells */
2358 if (j >= 99) continue;
2360 /* Forget it (if learned) */
2362 (p_ptr->spell_learned1 & (1L << j)) :
2363 (p_ptr->spell_learned2 & (1L << (j - 32))))
2365 /* Mark as forgotten */
2368 p_ptr->spell_forgotten1 |= (1L << j);
2369 which = p_ptr->realm1;
2373 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2374 which = p_ptr->realm2;
2377 /* No longer known */
2380 p_ptr->spell_learned1 &= ~(1L << j);
2381 which = p_ptr->realm1;
2385 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2386 which = p_ptr->realm2;
2390 msg_format("%sの%sを忘れてしまった。",
2391 do_spell(which, j%32, SPELL_NAME), p );
2393 msg_format("You have forgotten the %s of %s.", p,
2394 do_spell(which, j%32, SPELL_NAME));
2398 /* One more can be learned */
2399 p_ptr->new_spells++;
2404 /* Check for spells to remember */
2405 for (i = 0; i < 64; i++)
2407 /* None left to remember */
2408 if (p_ptr->new_spells <= 0) break;
2410 /* Efficiency -- all done */
2411 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2413 /* Get the next spell we learned */
2414 j = p_ptr->spell_order[i];
2416 /* Skip unknown spells */
2419 /* Access the spell */
2420 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2423 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2425 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2428 s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2430 s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2432 /* Skip spells we cannot remember */
2433 if (s_ptr->slevel > p_ptr->lev) continue;
2435 /* First set of spells */
2437 (p_ptr->spell_forgotten1 & (1L << j)) :
2438 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2440 /* No longer forgotten */
2443 p_ptr->spell_forgotten1 &= ~(1L << j);
2444 which = p_ptr->realm1;
2448 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2449 which = p_ptr->realm2;
2452 /* Known once more */
2455 p_ptr->spell_learned1 |= (1L << j);
2456 which = p_ptr->realm1;
2460 p_ptr->spell_learned2 |= (1L << (j - 32));
2461 which = p_ptr->realm2;
2465 msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2467 msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2471 /* One less can be learned */
2472 p_ptr->new_spells--;
2478 if (p_ptr->realm2 == REALM_NONE)
2480 /* Count spells that can be learned */
2481 for (j = 0; j < 32; j++)
2483 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2484 else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2486 /* Skip spells we cannot remember */
2487 if (s_ptr->slevel > p_ptr->lev) continue;
2489 /* Skip spells we already know */
2490 if (p_ptr->spell_learned1 & (1L << j))
2499 if ((p_ptr->new_spells > k) &&
2500 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2502 p_ptr->new_spells = (s16b)k;
2506 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2508 /* Spell count changed */
2509 if (p_ptr->old_spells != p_ptr->new_spells)
2511 /* Message if needed */
2512 if (p_ptr->new_spells)
2515 if( p_ptr->new_spells < 10 ){
2516 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2518 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2521 msg_format("You can learn %d more %s%s.",
2522 p_ptr->new_spells, p,
2523 (p_ptr->new_spells != 1) ? "s" : "");
2528 /* Save the new_spells value */
2529 p_ptr->old_spells = p_ptr->new_spells;
2531 /* Redraw Study Status */
2532 p_ptr->redraw |= (PR_STUDY);
2534 /* Redraw object recall */
2535 p_ptr->window |= (PW_OBJECT);
2540 * @brief プレイヤーの最大MPを計算する /
2541 * Calculate maximum mana. You do not need to know any spells.
2542 * Note that mana is lowered by heavy (or inappropriate) armor.
2545 * This function induces status messages.
2547 static void calc_mana(void)
2549 int msp, levels, cur_wgt, max_wgt;
2554 /* Hack -- Must be literate */
2555 if (!mp_ptr->spell_book) return;
2557 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2558 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2559 (p_ptr->pclass == CLASS_BLUE_MAGE))
2561 levels = p_ptr->lev;
2565 if(mp_ptr->spell_first > p_ptr->lev)
2570 /* Display mana later */
2571 p_ptr->redraw |= (PR_MANA);
2575 /* Extract "effective" player level */
2576 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2579 if (p_ptr->pclass == CLASS_SAMURAI)
2581 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2582 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2586 /* Extract total mana */
2587 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2589 /* Hack -- usually add one mana */
2592 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2594 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2596 /* Hack: High mages have a 25% mana bonus */
2597 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2599 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2602 /* Only mages are affected */
2603 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2605 BIT_FLAGS flgs[TR_FLAG_SIZE];
2607 /* Assume player is not encumbered by gloves */
2608 p_ptr->cumber_glove = FALSE;
2610 /* Get the gloves */
2611 o_ptr = &inventory[INVEN_HANDS];
2613 /* Examine the gloves */
2614 object_flags(o_ptr, flgs);
2616 /* Normal gloves hurt mage-type spells */
2618 !(have_flag(flgs, TR_FREE_ACT)) &&
2619 !(have_flag(flgs, TR_DEC_MANA)) &&
2620 !(have_flag(flgs, TR_EASY_SPELL)) &&
2621 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2622 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2625 p_ptr->cumber_glove = TRUE;
2628 msp = (3 * msp) / 4;
2633 /* Assume player not encumbered by armor */
2634 p_ptr->cumber_armor = FALSE;
2636 /* Weigh the armor */
2638 if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2639 if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2640 cur_wgt += inventory[INVEN_BODY].weight;
2641 cur_wgt += inventory[INVEN_HEAD].weight;
2642 cur_wgt += inventory[INVEN_OUTER].weight;
2643 cur_wgt += inventory[INVEN_HANDS].weight;
2644 cur_wgt += inventory[INVEN_FEET].weight;
2646 /* Subtract a percentage of maximum mana. */
2647 switch (p_ptr->pclass)
2649 /* For these classes, mana is halved if armour
2650 * is 30 pounds over their weight limit. */
2652 case CLASS_HIGH_MAGE:
2653 case CLASS_BLUE_MAGE:
2655 case CLASS_FORCETRAINER:
2656 case CLASS_SORCERER:
2658 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2663 /* Mana halved if armour is 40 pounds over weight limit. */
2668 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2669 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2673 case CLASS_MINDCRAFTER:
2674 case CLASS_BEASTMASTER:
2675 case CLASS_MIRROR_MASTER:
2677 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2678 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2682 /* Mana halved if armour is 50 pounds over weight limit. */
2685 case CLASS_RED_MAGE:
2686 case CLASS_WARRIOR_MAGE:
2688 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2689 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2693 /* Mana halved if armour is 60 pounds over weight limit. */
2695 case CLASS_CHAOS_WARRIOR:
2697 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2698 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2702 /* For new classes created, but not yet added to this formula. */
2709 /* Determine the weight allowance */
2710 max_wgt = mp_ptr->spell_weight;
2712 /* Heavy armor penalizes mana by a percentage. -LM- */
2713 if ((cur_wgt - max_wgt) > 0)
2716 p_ptr->cumber_armor = TRUE;
2718 /* Subtract a percentage of maximum mana. */
2719 switch (p_ptr->pclass)
2721 /* For these classes, mana is halved if armour
2722 * is 30 pounds over their weight limit. */
2724 case CLASS_HIGH_MAGE:
2725 case CLASS_BLUE_MAGE:
2727 msp -= msp * (cur_wgt - max_wgt) / 600;
2731 /* Mana halved if armour is 40 pounds over weight limit. */
2733 case CLASS_MINDCRAFTER:
2734 case CLASS_BEASTMASTER:
2736 case CLASS_FORCETRAINER:
2738 case CLASS_MIRROR_MASTER:
2740 msp -= msp * (cur_wgt - max_wgt) / 800;
2744 case CLASS_SORCERER:
2746 msp -= msp * (cur_wgt - max_wgt) / 900;
2750 /* Mana halved if armour is 50 pounds over weight limit. */
2754 case CLASS_RED_MAGE:
2756 msp -= msp * (cur_wgt - max_wgt) / 1000;
2760 /* Mana halved if armour is 60 pounds over weight limit. */
2762 case CLASS_CHAOS_WARRIOR:
2763 case CLASS_WARRIOR_MAGE:
2765 msp -= msp * (cur_wgt - max_wgt) / 1200;
2771 p_ptr->cumber_armor = FALSE;
2775 /* For new classes created, but not yet added to this formula. */
2778 msp -= msp * (cur_wgt - max_wgt) / 800;
2784 /* Mana can never be negative */
2785 if (msp < 0) msp = 0;
2788 /* Maximum mana has changed */
2789 if (p_ptr->msp != msp)
2791 /* Enforce maximum */
2792 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2795 p_ptr->csp_frac = 0;
2799 /* レベルアップの時は上昇量を表示する */
2800 if ((level_up == 1) && (msp > p_ptr->msp))
2802 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2808 /* Display mana later */
2809 p_ptr->redraw |= (PR_MANA);
2811 p_ptr->window |= (PW_PLAYER);
2812 p_ptr->window |= (PW_SPELL);
2816 /* Hack -- handle "xtra" mode */
2817 if (character_xtra) return;
2819 /* Take note when "glove state" changes */
2820 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2822 if (p_ptr->cumber_glove)
2824 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2828 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2832 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2836 /* Take note when "armor state" changes */
2837 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2839 if (p_ptr->cumber_armor)
2841 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2845 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2849 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2856 * @brief プレイヤーの最大HPを計算する /
2857 * Calculate the players (maximal) hit points
2858 * Adjust current hitpoints if necessary
2862 static void calc_hitpoints(void)
2867 /* Un-inflate "half-hitpoint bonus per level" value */
2868 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2870 /* Calculate hitpoints */
2871 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2873 if (p_ptr->mimic_form)
2875 if (p_ptr->pclass == CLASS_SORCERER)
2876 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2878 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2879 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2882 if (p_ptr->pclass == CLASS_SORCERER)
2884 if (p_ptr->lev < 30)
2885 mhp = (mhp * (45+p_ptr->lev) / 100);
2887 mhp = (mhp * 75 / 100);
2888 bonus = (bonus * 65 / 100);
2893 if (p_ptr->pclass == CLASS_BERSERKER)
2895 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2898 /* Always have at least one hitpoint per level */
2899 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2901 /* Factor in the hero / superhero settings */
2902 if (IS_HERO()) mhp += 10;
2903 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2904 if (p_ptr->tsuyoshi) mhp += 50;
2906 /* Factor in the hex spell settings */
2907 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2908 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2910 /* New maximum hitpoints */
2911 if (p_ptr->mhp != mhp)
2913 /* Enforce maximum */
2914 if (p_ptr->chp >= mhp)
2917 p_ptr->chp_frac = 0;
2921 /* レベルアップの時は上昇量を表示する */
2922 if ((level_up == 1) && (mhp > p_ptr->mhp))
2924 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2927 /* Save the new max-hitpoints */
2930 /* Display hitpoints (later) */
2931 p_ptr->redraw |= (PR_HP);
2933 p_ptr->window |= (PW_PLAYER);
2938 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2941 * SWD: Experimental modification: multiple light sources have additive effect.
2943 static void calc_torch(void)
2947 BIT_FLAGS flgs[TR_FLAG_SIZE];
2949 /* Assume no light */
2950 p_ptr->cur_lite = 0;
2952 /* Loop through all wielded items */
2953 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2955 o_ptr = &inventory[i];
2956 /* Skip empty slots */
2957 if (!o_ptr->k_idx) continue;
2959 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2962 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2964 if (o_ptr->tval == TV_LITE)
2966 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2967 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2971 /* Extract the flags */
2972 object_flags(o_ptr, flgs);
2974 /* calc the lite_radius */
2977 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2978 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2979 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2980 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2981 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2982 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2983 p_ptr->cur_lite += (s16b)rad;
2986 /* max radius is 14 (was 5) without rewriting other code -- */
2987 /* see cave.c:update_lite() and defines.h:LITE_MAX */
2988 if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2989 p_ptr->cur_lite = 1;
2992 * check if the player doesn't have light radius,
2993 * but does weakly glow as an intrinsic.
2995 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2997 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2998 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3000 /* end experimental mods */
3002 /* Notice changes in the "lite radius" */
3003 if (p_ptr->old_lite != p_ptr->cur_lite)
3005 /* Hack -- PU_MON_LITE for monsters' darkness */
3006 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3008 /* Remember the old lite */
3009 p_ptr->old_lite = p_ptr->cur_lite;
3011 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3012 set_superstealth(FALSE);
3018 * @brief プレイヤーの所持重量制限を計算する /
3019 * Computes current weight limit.
3022 WEIGHT weight_limit(void)
3026 /* Weight limit based only on strength */
3027 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3028 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3030 /* Return the result */
3035 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3036 * @param i 判定する手のID(右手:0 左手:1)
3037 * @return 持っているならばTRUE
3039 bool buki_motteruka(int i)
3041 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3045 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3046 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3047 * @return 重すぎるならばTRUE
3049 bool is_heavy_shoot(object_type *o_ptr)
3051 int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3052 /* It is hard to carholdry a heavy bow */
3053 return (hold < o_ptr->weight / 10);
3057 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3058 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3059 * @return 対応する矢/弾薬のベースアイテムID
3061 int bow_tval_ammo(object_type *o_ptr)
3063 /* Analyze the launcher */
3064 switch (o_ptr->sval)
3094 * @brief 装備中の射撃武器の威力倍率を返す /
3095 * calcurate the fire rate of target object
3096 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3097 * @return 射撃倍率の値(100で1.00倍)
3099 s16b calc_num_fire(object_type *o_ptr)
3101 int extra_shots = 0;
3104 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3106 BIT_FLAGS flgs[TR_FLAG_SIZE];
3108 /* Scan the usable inventory */
3109 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3111 q_ptr = &inventory[i];
3113 /* Skip non-objects */
3114 if (!q_ptr->k_idx) continue;
3116 /* Do not apply current equip */
3117 if (i == INVEN_BOW) continue;
3119 /* Extract the item flags */
3120 object_flags(q_ptr, flgs);
3123 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3126 object_flags(o_ptr, flgs);
3127 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3129 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3133 num += (extra_shots * 100);
3135 /* Hack -- Rangers love Bows */
3136 if ((p_ptr->pclass == CLASS_RANGER) &&
3137 (tval_ammo == TV_ARROW))
3139 num += (p_ptr->lev * 4);
3142 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3143 (tval_ammo == TV_ARROW))
3145 num += (p_ptr->lev * 3);
3148 if (p_ptr->pclass == CLASS_ARCHER)
3150 if (tval_ammo == TV_ARROW)
3151 num += ((p_ptr->lev * 5)+50);
3152 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3153 num += (p_ptr->lev * 4);
3157 * Addendum -- also "Reward" high level warriors,
3158 * with _any_ missile weapon -- TY
3160 if (p_ptr->pclass == CLASS_WARRIOR &&
3161 (tval_ammo <= TV_BOLT) &&
3162 (tval_ammo >= TV_SHOT))
3164 num += (p_ptr->lev * 2);
3166 if ((p_ptr->pclass == CLASS_ROGUE) &&
3167 (tval_ammo == TV_SHOT))
3169 num += (p_ptr->lev * 4);
3176 * @brief プレイヤーの全ステータスを更新する /
3177 * Calculate the players current "state", taking into account
3178 * not only race/class intrinsics, but also objects being worn
3179 * and temporary spell effects.
3183 * See also calc_mana() and calc_hitpoints().
3185 * Take note of the new "speed code", in particular, a very strong
3186 * player will start slowing down as soon as he reaches 150 pounds,
3187 * but not until he reaches 450 pounds will he be half as fast as
3188 * a normal kobold. This both hurts and helps the player, hurts
3189 * because in the old days a player could just avoid 300 pounds,
3190 * and helps because now carrying 300 pounds is not very painful.
3192 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3193 * damage, since that would affect non-combat things. These values
3194 * are actually added in later, at the appropriate place.
3196 * This function induces various "status" messages.
3199 void calc_bonuses(void)
3201 int i, j, hold, neutral[2];
3203 int default_hand = 0;
3204 int empty_hands_status = empty_hands(TRUE);
3207 BIT_FLAGS flgs[TR_FLAG_SIZE];
3209 bool yoiyami = FALSE;
3210 bool down_saving = FALSE;
3212 bool have_dd_s = FALSE, have_dd_t = FALSE;
3214 bool have_sw = FALSE, have_kabe = FALSE;
3215 bool easy_2weapon = FALSE;
3216 bool riding_levitation = FALSE;
3217 OBJECT_IDX this_o_idx, next_o_idx = 0;
3218 const player_race *tmp_rp_ptr;
3220 /* Save the old vision stuff */
3221 bool old_telepathy = p_ptr->telepathy;
3222 bool old_esp_animal = p_ptr->esp_animal;
3223 bool old_esp_undead = p_ptr->esp_undead;
3224 bool old_esp_demon = p_ptr->esp_demon;
3225 bool old_esp_orc = p_ptr->esp_orc;
3226 bool old_esp_troll = p_ptr->esp_troll;
3227 bool old_esp_giant = p_ptr->esp_giant;
3228 bool old_esp_dragon = p_ptr->esp_dragon;
3229 bool old_esp_human = p_ptr->esp_human;
3230 bool old_esp_evil = p_ptr->esp_evil;
3231 bool old_esp_good = p_ptr->esp_good;
3232 bool old_esp_nonliving = p_ptr->esp_nonliving;
3233 bool old_esp_unique = p_ptr->esp_unique;
3234 bool old_see_inv = p_ptr->see_inv;
3235 bool old_mighty_throw = p_ptr->mighty_throw;
3237 /* Save the old armor class */
3238 s16b old_dis_ac = p_ptr->dis_ac;
3239 s16b old_dis_to_a = p_ptr->dis_to_a;
3242 /* Clear extra blows/shots */
3243 extra_blows[0] = extra_blows[1] = 0;
3245 /* Clear the stat modifiers */
3246 for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3249 /* Clear the Displayed/Real armor class */
3250 p_ptr->dis_ac = p_ptr->ac = 0;
3252 /* Clear the Displayed/Real Bonuses */
3253 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3254 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3255 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3256 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3257 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3258 p_ptr->dis_to_a = p_ptr->to_a = 0;
3262 p_ptr->to_m_chance = 0;
3264 /* Clear the Extra Dice Bonuses */
3265 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3266 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3268 /* Start with "normal" speed */
3271 /* Start with a single blow per turn */
3272 p_ptr->num_blow[0] = 1;
3273 p_ptr->num_blow[1] = 1;
3275 /* Start with a single shot per turn */
3276 p_ptr->num_fire = 100;
3278 /* Reset the "xtra" tval */
3279 p_ptr->tval_xtra = 0;
3281 /* Reset the "ammo" tval */
3282 p_ptr->tval_ammo = 0;
3284 /* Clear all the flags */
3286 p_ptr->bless_blade = FALSE;
3287 p_ptr->xtra_might = FALSE;
3288 p_ptr->impact[0] = FALSE;
3289 p_ptr->impact[1] = FALSE;
3290 p_ptr->pass_wall = FALSE;
3291 p_ptr->kill_wall = FALSE;
3292 p_ptr->dec_mana = FALSE;
3293 p_ptr->easy_spell = FALSE;
3294 p_ptr->heavy_spell = FALSE;
3295 p_ptr->see_inv = FALSE;
3296 p_ptr->free_act = FALSE;
3297 p_ptr->slow_digest = FALSE;
3298 p_ptr->regenerate = FALSE;
3299 p_ptr->can_swim = FALSE;
3300 p_ptr->levitation = FALSE;
3301 p_ptr->hold_exp = FALSE;
3302 p_ptr->telepathy = FALSE;
3303 p_ptr->esp_animal = FALSE;
3304 p_ptr->esp_undead = FALSE;
3305 p_ptr->esp_demon = FALSE;
3306 p_ptr->esp_orc = FALSE;
3307 p_ptr->esp_troll = FALSE;
3308 p_ptr->esp_giant = FALSE;
3309 p_ptr->esp_dragon = FALSE;
3310 p_ptr->esp_human = FALSE;
3311 p_ptr->esp_evil = FALSE;
3312 p_ptr->esp_good = FALSE;
3313 p_ptr->esp_nonliving = FALSE;
3314 p_ptr->esp_unique = FALSE;
3315 p_ptr->lite = FALSE;
3316 p_ptr->sustain_str = FALSE;
3317 p_ptr->sustain_int = FALSE;
3318 p_ptr->sustain_wis = FALSE;
3319 p_ptr->sustain_con = FALSE;
3320 p_ptr->sustain_dex = FALSE;
3321 p_ptr->sustain_chr = FALSE;
3322 p_ptr->resist_acid = FALSE;
3323 p_ptr->resist_elec = FALSE;
3324 p_ptr->resist_fire = FALSE;
3325 p_ptr->resist_cold = FALSE;
3326 p_ptr->resist_pois = FALSE;
3327 p_ptr->resist_conf = FALSE;
3328 p_ptr->resist_sound = FALSE;
3329 p_ptr->resist_lite = FALSE;
3330 p_ptr->resist_dark = FALSE;
3331 p_ptr->resist_chaos = FALSE;
3332 p_ptr->resist_disen = FALSE;
3333 p_ptr->resist_shard = FALSE;
3334 p_ptr->resist_nexus = FALSE;
3335 p_ptr->resist_blind = FALSE;
3336 p_ptr->resist_neth = FALSE;
3337 p_ptr->resist_time = FALSE;
3338 p_ptr->resist_fear = FALSE;
3339 p_ptr->reflect = FALSE;
3340 p_ptr->sh_fire = FALSE;
3341 p_ptr->sh_elec = FALSE;
3342 p_ptr->sh_cold = FALSE;
3343 p_ptr->anti_magic = FALSE;
3344 p_ptr->anti_tele = FALSE;
3345 p_ptr->warning = FALSE;
3346 p_ptr->mighty_throw = FALSE;
3347 p_ptr->see_nocto = FALSE;
3349 p_ptr->immune_acid = FALSE;
3350 p_ptr->immune_elec = FALSE;
3351 p_ptr->immune_fire = FALSE;
3352 p_ptr->immune_cold = FALSE;
3354 p_ptr->ryoute = FALSE;
3355 p_ptr->migite = FALSE;
3356 p_ptr->hidarite = FALSE;
3357 p_ptr->no_flowed = FALSE;
3359 p_ptr->align = friend_align;
3361 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3362 else tmp_rp_ptr = &race_info[p_ptr->prace];
3364 /* Base infravision (purely racial) */
3365 p_ptr->see_infra = tmp_rp_ptr->infra;
3367 /* Base skill -- disarming */
3368 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3370 /* Base skill -- magic devices */
3371 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3373 /* Base skill -- saving throw */
3374 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3376 /* Base skill -- stealth */
3377 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3379 /* Base skill -- searching ability */
3380 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3382 /* Base skill -- searching frequency */
3383 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3385 /* Base skill -- combat (normal) */
3386 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3388 /* Base skill -- combat (shooting) */
3389 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3391 /* Base skill -- combat (throwing) */
3392 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3394 /* Base skill -- digging */
3395 p_ptr->skill_dig = 0;
3397 if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3398 if (buki_motteruka(INVEN_LARM))
3400 p_ptr->hidarite = TRUE;
3401 if (!p_ptr->migite) default_hand = 1;
3404 if (CAN_TWO_HANDS_WIELDING())
3406 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3407 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3409 p_ptr->ryoute = TRUE;
3411 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3412 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3414 p_ptr->ryoute = TRUE;
3418 switch (p_ptr->pclass)
3421 case CLASS_FORCETRAINER:
3422 case CLASS_BERSERKER:
3423 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3425 p_ptr->migite = TRUE;
3426 p_ptr->ryoute = TRUE;
3433 if (!p_ptr->migite && !p_ptr->hidarite)
3435 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3436 else if (empty_hands_status == EMPTY_HAND_LARM)
3438 p_ptr->hidarite = TRUE;
3443 if (p_ptr->special_defense & KAMAE_MASK)
3445 if (!(empty_hands_status & EMPTY_HAND_RARM))
3447 set_action(ACTION_NONE);
3451 switch (p_ptr->pclass)
3454 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3455 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3458 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3460 case CLASS_CHAOS_WARRIOR:
3461 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3462 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3464 case CLASS_MINDCRAFTER:
3465 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
3466 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3467 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3468 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3471 case CLASS_FORCETRAINER:
3472 /* Unencumbered Monks become faster every 10 levels */
3473 if (!(heavy_armor()))
3475 if (!(prace_is_(RACE_KLACKON) ||
3476 prace_is_(RACE_SPRITE) ||
3477 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3478 new_speed += (p_ptr->lev) / 10;
3480 /* Free action if unencumbered at level 25 */
3481 if (p_ptr->lev > 24)
3482 p_ptr->free_act = TRUE;
3485 case CLASS_SORCERER:
3487 p_ptr->dis_to_a -= 50;
3490 p_ptr->resist_sound = TRUE;
3493 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3495 case CLASS_BERSERKER:
3497 p_ptr->sustain_str = TRUE;
3498 p_ptr->sustain_dex = TRUE;
3499 p_ptr->sustain_con = TRUE;
3500 p_ptr->regenerate = TRUE;
3501 p_ptr->free_act = TRUE;
3503 if (p_ptr->lev > 29) new_speed++;
3504 if (p_ptr->lev > 39) new_speed++;
3505 if (p_ptr->lev > 44) new_speed++;
3506 if (p_ptr->lev > 49) new_speed++;
3507 p_ptr->to_a += 10+p_ptr->lev/2;
3508 p_ptr->dis_to_a += 10+p_ptr->lev/2;
3509 p_ptr->skill_dig += (100+p_ptr->lev*8);
3510 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3511 p_ptr->redraw |= PR_STATUS;
3513 case CLASS_MIRROR_MASTER:
3514 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3517 /* Unencumbered Ninjas become faster every 10 levels */
3520 new_speed -= (p_ptr->lev) / 10;
3521 p_ptr->skill_stl -= (p_ptr->lev)/10;
3523 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3524 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3527 if (!(prace_is_(RACE_KLACKON) ||
3528 prace_is_(RACE_SPRITE) ||
3529 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3530 new_speed += (p_ptr->lev) / 10;
3531 p_ptr->skill_stl += (p_ptr->lev)/10;
3533 /* Free action if unencumbered at level 25 */
3534 if (p_ptr->lev > 24)
3535 p_ptr->free_act = TRUE;
3537 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3538 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3540 p_ptr->to_a += p_ptr->lev/2+5;
3541 p_ptr->dis_to_a += p_ptr->lev/2+5;
3543 p_ptr->slow_digest = TRUE;
3544 p_ptr->resist_fear = TRUE;
3545 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3546 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3547 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3548 if (p_ptr->lev > 44)
3550 p_ptr->oppose_pois = 1;
3551 p_ptr->redraw |= PR_STATUS;
3553 p_ptr->see_nocto = TRUE;
3558 if (p_ptr->mimic_form)
3560 switch (p_ptr->mimic_form)
3563 p_ptr->hold_exp = TRUE;
3564 p_ptr->resist_chaos = TRUE;
3565 p_ptr->resist_neth = TRUE;
3566 p_ptr->resist_fire = TRUE;
3567 p_ptr->oppose_fire = 1;
3568 p_ptr->see_inv=TRUE;
3570 p_ptr->redraw |= PR_STATUS;
3572 p_ptr->dis_to_a += 10;
3573 p_ptr->align -= 200;
3575 case MIMIC_DEMON_LORD:
3576 p_ptr->hold_exp = TRUE;
3577 p_ptr->resist_chaos = TRUE;
3578 p_ptr->resist_neth = TRUE;
3579 p_ptr->immune_fire = TRUE;
3580 p_ptr->resist_acid = TRUE;
3581 p_ptr->resist_fire = TRUE;
3582 p_ptr->resist_cold = TRUE;
3583 p_ptr->resist_elec = TRUE;
3584 p_ptr->resist_pois = TRUE;
3585 p_ptr->resist_conf = TRUE;
3586 p_ptr->resist_disen = TRUE;
3587 p_ptr->resist_nexus = TRUE;
3588 p_ptr->resist_fear = TRUE;
3589 p_ptr->sh_fire = TRUE;
3590 p_ptr->see_inv = TRUE;
3591 p_ptr->telepathy = TRUE;
3592 p_ptr->levitation = TRUE;
3593 p_ptr->kill_wall = TRUE;
3596 p_ptr->dis_to_a += 20;
3597 p_ptr->align -= 200;
3600 p_ptr->resist_dark = TRUE;
3601 p_ptr->hold_exp = TRUE;
3602 p_ptr->resist_neth = TRUE;
3603 p_ptr->resist_cold = TRUE;
3604 p_ptr->resist_pois = TRUE;
3605 p_ptr->see_inv = TRUE;
3608 p_ptr->dis_to_a += 10;
3609 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3615 switch (p_ptr->prace)
3618 p_ptr->resist_lite = TRUE;
3621 p_ptr->hold_exp = TRUE;
3624 p_ptr->free_act = TRUE;
3627 p_ptr->resist_blind = TRUE;
3630 p_ptr->resist_dark = TRUE;
3632 case RACE_HALF_TROLL:
3633 p_ptr->sustain_str = TRUE;
3635 if (p_ptr->lev > 14)
3637 /* High level trolls heal fast... */
3638 p_ptr->regenerate = TRUE;
3640 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3642 p_ptr->slow_digest = TRUE;
3643 /* Let's not make Regeneration
3644 * a disadvantage for the poor warriors who can
3645 * never learn a spell that satisfies hunger (actually
3646 * neither can rogues, but half-trolls are not
3647 * supposed to play rogues) */
3652 p_ptr->sustain_con = TRUE;
3653 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
3656 p_ptr->resist_lite = TRUE;
3657 p_ptr->see_inv = TRUE;
3659 case RACE_BARBARIAN:
3660 p_ptr->resist_fear = TRUE;
3662 case RACE_HALF_OGRE:
3663 p_ptr->resist_dark = TRUE;
3664 p_ptr->sustain_str = TRUE;
3666 case RACE_HALF_GIANT:
3667 p_ptr->sustain_str = TRUE;
3668 p_ptr->resist_shard = TRUE;
3670 case RACE_HALF_TITAN:
3671 p_ptr->resist_chaos = TRUE;
3674 p_ptr->resist_sound = TRUE;
3677 p_ptr->resist_acid = TRUE;
3678 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3681 p_ptr->resist_conf = TRUE;
3682 p_ptr->resist_acid = TRUE;
3684 /* Klackons become faster */
3685 new_speed += (p_ptr->lev) / 10;
3688 p_ptr->resist_pois = TRUE;
3691 p_ptr->resist_disen = TRUE;
3692 p_ptr->resist_dark = TRUE;
3695 p_ptr->resist_dark = TRUE;
3696 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3698 case RACE_DRACONIAN:
3699 p_ptr->levitation = TRUE;
3700 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
3701 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3702 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3703 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3704 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3706 case RACE_MIND_FLAYER:
3707 p_ptr->sustain_int = TRUE;
3708 p_ptr->sustain_wis = TRUE;
3709 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3710 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3713 p_ptr->resist_fire = TRUE;
3714 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3717 p_ptr->slow_digest = TRUE;
3718 p_ptr->free_act = TRUE;
3719 p_ptr->see_inv = TRUE;
3720 p_ptr->resist_pois = TRUE;
3721 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3724 p_ptr->resist_shard = TRUE;
3725 p_ptr->hold_exp = TRUE;
3726 p_ptr->see_inv = TRUE;
3727 p_ptr->resist_pois = TRUE;
3728 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3731 p_ptr->resist_neth = TRUE;
3732 p_ptr->hold_exp = TRUE;
3733 p_ptr->see_inv = TRUE;
3734 p_ptr->resist_pois = TRUE;
3735 p_ptr->slow_digest = TRUE;
3736 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3739 p_ptr->resist_dark = TRUE;
3740 p_ptr->hold_exp = TRUE;
3741 p_ptr->resist_neth = TRUE;
3742 p_ptr->resist_cold = TRUE;
3743 p_ptr->resist_pois = TRUE;
3744 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3747 p_ptr->levitation = TRUE;
3748 p_ptr->free_act = TRUE;
3749 p_ptr->resist_neth = TRUE;
3750 p_ptr->hold_exp = TRUE;
3751 p_ptr->see_inv = TRUE;
3752 p_ptr->resist_pois = TRUE;
3753 p_ptr->slow_digest = TRUE;
3754 p_ptr->resist_cold = TRUE;
3755 p_ptr->pass_wall = TRUE;
3756 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3759 p_ptr->levitation = TRUE;
3760 p_ptr->resist_lite = TRUE;
3762 /* Sprites become faster */
3763 new_speed += (p_ptr->lev) / 10;
3766 p_ptr->resist_conf = TRUE;
3767 p_ptr->resist_sound = TRUE;
3770 /* Ents dig like maniacs, but only with their hands. */
3771 if (!inventory[INVEN_RARM].k_idx)
3772 p_ptr->skill_dig += p_ptr->lev * 10;
3773 /* Ents get tougher and stronger as they age, but lose dexterity. */
3774 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3775 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3776 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3778 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3779 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3780 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3782 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3783 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3784 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3787 p_ptr->levitation = TRUE;
3788 p_ptr->see_inv = TRUE;
3789 p_ptr->align += 200;
3792 p_ptr->resist_fire = TRUE;
3793 p_ptr->resist_neth = TRUE;
3794 p_ptr->hold_exp = TRUE;
3795 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3796 if (p_ptr->lev > 44)
3798 p_ptr->oppose_fire = 1;
3799 p_ptr->redraw |= PR_STATUS;
3801 p_ptr->align -= 200;
3804 p_ptr->sustain_con = TRUE;
3807 p_ptr->levitation = TRUE;
3810 p_ptr->resist_conf = TRUE;
3813 p_ptr->slow_digest = TRUE;
3814 p_ptr->free_act = TRUE;
3815 p_ptr->resist_pois = TRUE;
3816 p_ptr->hold_exp = TRUE;
3824 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3826 p_ptr->see_inv = TRUE;
3827 p_ptr->free_act = TRUE;
3828 p_ptr->slow_digest = TRUE;
3829 p_ptr->regenerate = TRUE;
3830 p_ptr->levitation = TRUE;
3831 p_ptr->hold_exp = TRUE;
3832 p_ptr->telepathy = TRUE;
3834 p_ptr->sustain_str = TRUE;
3835 p_ptr->sustain_int = TRUE;
3836 p_ptr->sustain_wis = TRUE;
3837 p_ptr->sustain_con = TRUE;
3838 p_ptr->sustain_dex = TRUE;
3839 p_ptr->sustain_chr = TRUE;
3840 p_ptr->resist_acid = TRUE;
3841 p_ptr->resist_elec = TRUE;
3842 p_ptr->resist_fire = TRUE;
3843 p_ptr->resist_cold = TRUE;
3844 p_ptr->resist_pois = TRUE;
3845 p_ptr->resist_conf = TRUE;
3846 p_ptr->resist_sound = TRUE;
3847 p_ptr->resist_lite = TRUE;
3848 p_ptr->resist_dark = TRUE;
3849 p_ptr->resist_chaos = TRUE;
3850 p_ptr->resist_disen = TRUE;
3851 p_ptr->resist_shard = TRUE;
3852 p_ptr->resist_nexus = TRUE;
3853 p_ptr->resist_blind = TRUE;
3854 p_ptr->resist_neth = TRUE;
3855 p_ptr->resist_fear = TRUE;
3856 p_ptr->reflect = TRUE;
3857 p_ptr->sh_fire = TRUE;
3858 p_ptr->sh_elec = TRUE;
3859 p_ptr->sh_cold = TRUE;
3861 p_ptr->dis_to_a += 100;
3863 /* Temporary shield */
3864 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3867 p_ptr->dis_to_a += 50;
3870 if (p_ptr->tim_res_nether)
3872 p_ptr->resist_neth = TRUE;
3874 if (p_ptr->tim_sh_fire)
3876 p_ptr->sh_fire = TRUE;
3878 if (p_ptr->tim_res_time)
3880 p_ptr->resist_time = TRUE;
3884 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3885 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3886 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3887 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3890 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3892 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3894 p_ptr->resist_blind = TRUE;
3895 p_ptr->resist_conf = TRUE;
3896 p_ptr->hold_exp = TRUE;
3897 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3899 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3900 /* Munchkin become faster */
3901 new_speed += (p_ptr->lev) / 10 + 5;
3904 if (music_singing(MUSIC_WALL))
3906 p_ptr->kill_wall = TRUE;
3909 /* Hack -- apply racial/class stat maxes */
3910 /* Apply the racial modifiers */
3911 for (i = 0; i < 6; i++)
3913 /* Modify the stats for "race" */
3914 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3918 /* I'm adding the mutations here for the lack of a better place... */
3921 /* Hyper Strength */
3922 if (p_ptr->muta3 & MUT3_HYPER_STR)
3924 p_ptr->stat_add[A_STR] += 4;
3928 if (p_ptr->muta3 & MUT3_PUNY)
3930 p_ptr->stat_add[A_STR] -= 4;
3933 /* Living computer */
3934 if (p_ptr->muta3 & MUT3_HYPER_INT)
3936 p_ptr->stat_add[A_INT] += 4;
3937 p_ptr->stat_add[A_WIS] += 4;
3941 if (p_ptr->muta3 & MUT3_MORONIC)
3943 p_ptr->stat_add[A_INT] -= 4;
3944 p_ptr->stat_add[A_WIS] -= 4;
3947 if (p_ptr->muta3 & MUT3_RESILIENT)
3949 p_ptr->stat_add[A_CON] += 4;
3952 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3954 p_ptr->stat_add[A_CON] += 2;
3958 if (p_ptr->muta3 & MUT3_ALBINO)
3960 p_ptr->stat_add[A_CON] -= 4;
3963 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3965 p_ptr->stat_add[A_CON] -= 2;
3966 p_ptr->stat_add[A_CHR] -= 1;
3967 p_ptr->regenerate = FALSE;
3968 /* Cancel innate regeneration */
3971 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3973 p_ptr->stat_add[A_CHR] -= 4;
3976 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3978 p_ptr->stat_add[A_CHR] -= 1;
3981 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3983 p_ptr->skill_fos += 15;
3984 p_ptr->skill_srh += 15;
3987 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3989 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3992 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3994 p_ptr->skill_stl -= 3;
3997 if (p_ptr->muta3 & MUT3_INFRAVIS)
3999 p_ptr->see_infra += 3;
4002 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4007 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4012 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4014 p_ptr->sh_elec = TRUE;
4017 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4019 p_ptr->sh_fire = TRUE;
4023 if (p_ptr->muta3 & MUT3_WART_SKIN)
4025 p_ptr->stat_add[A_CHR] -= 2;
4027 p_ptr->dis_to_a += 5;
4030 if (p_ptr->muta3 & MUT3_SCALES)
4032 p_ptr->stat_add[A_CHR] -= 1;
4034 p_ptr->dis_to_a += 10;
4037 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4039 p_ptr->stat_add[A_DEX] -= 1;
4041 p_ptr->dis_to_a += 25;
4044 if (p_ptr->muta3 & MUT3_WINGS)
4046 p_ptr->levitation = TRUE;
4049 if (p_ptr->muta3 & MUT3_FEARLESS)
4051 p_ptr->resist_fear = TRUE;
4054 if (p_ptr->muta3 & MUT3_REGEN)
4056 p_ptr->regenerate = TRUE;
4059 if (p_ptr->muta3 & MUT3_ESP)
4061 p_ptr->telepathy = TRUE;
4064 if (p_ptr->muta3 & MUT3_LIMBER)
4066 p_ptr->stat_add[A_DEX] += 3;
4069 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4071 p_ptr->stat_add[A_DEX] -= 3;
4074 if (p_ptr->muta3 & MUT3_MOTION)
4076 p_ptr->free_act = TRUE;
4077 p_ptr->skill_stl += 1;
4080 if (p_ptr->muta3 & MUT3_ILL_NORM)
4082 p_ptr->stat_add[A_CHR] = 0;
4086 if (p_ptr->tsuyoshi)
4088 p_ptr->stat_add[A_STR] += 4;
4089 p_ptr->stat_add[A_CON] += 4;
4092 /* Scan the usable inventory */
4093 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4095 int bonus_to_h, bonus_to_d;
4096 o_ptr = &inventory[i];
4098 /* Skip non-objects */
4099 if (!o_ptr->k_idx) continue;
4101 /* Extract the item flags */
4102 object_flags(o_ptr, flgs);
4104 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4105 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4108 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4109 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4110 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4111 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4112 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4113 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4115 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
4117 /* Affect stealth */
4118 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4120 /* Affect searching ability (factor of five) */
4121 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4123 /* Affect searching frequency (factor of five) */
4124 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4126 /* Affect infravision */
4127 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4129 /* Affect digging (factor of 20) */
4130 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4133 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4136 if (have_flag(flgs, TR_BLOWS))
4138 if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4139 else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4140 else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4143 /* Hack -- cause earthquakes */
4144 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4147 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
4148 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
4149 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
4150 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4151 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4152 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
4153 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
4154 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4155 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
4156 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4157 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4158 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
4159 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
4160 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
4161 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
4162 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4163 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
4164 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
4165 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
4166 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
4167 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4168 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
4169 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
4170 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
4171 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
4172 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
4173 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
4174 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
4175 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
4176 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
4177 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
4178 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
4179 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
4180 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4181 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
4183 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
4184 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
4185 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
4186 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
4187 if (have_flag(flgs, TR_WARNING)){
4188 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4189 p_ptr->warning = TRUE;
4192 if (have_flag(flgs, TR_TELEPORT))
4194 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4197 cptr insc = quark_str(o_ptr->inscription);
4199 if (o_ptr->inscription && my_strchr(insc, '.'))
4202 * {.} will stop random teleportation.
4207 /* Controlled random teleportation */
4208 p_ptr->cursed |= TRC_TELEPORT_SELF;
4213 /* Immunity flags */
4214 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4215 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4216 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4217 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4219 /* Resistance flags */
4220 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
4221 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
4222 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
4223 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
4224 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
4225 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
4226 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
4227 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
4228 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
4229 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
4230 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
4231 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
4232 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4233 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
4234 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
4235 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4237 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
4238 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
4239 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
4240 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
4241 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4242 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
4245 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4246 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4247 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4248 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4249 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4250 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4252 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4253 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4254 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4255 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4256 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4257 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4258 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4260 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4262 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4264 p_ptr->to_m_chance += 10;
4268 p_ptr->to_m_chance += 3;
4272 if (o_ptr->tval == TV_CAPTURE) continue;
4274 /* Modify the base armor class */
4275 p_ptr->ac += o_ptr->ac;
4277 /* The base armor class is always known */
4278 p_ptr->dis_ac += o_ptr->ac;
4280 /* Apply the bonuses to armor class */
4281 p_ptr->to_a += o_ptr->to_a;
4283 /* Apply the mental bonuses to armor class, if known */
4284 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4286 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4288 int slot = i - INVEN_RARM;
4291 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4293 p_ptr->to_h[slot] -= 15;
4294 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4298 p_ptr->to_h[slot] -= 5;
4299 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4304 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4306 p_ptr->to_h_b -= 15;
4307 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4312 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4317 if (o_ptr->curse_flags & TRC_LOW_AC)
4319 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4322 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4327 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4331 /* Hack -- do not apply "weapon" bonuses */
4332 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4333 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4335 /* Hack -- do not apply "bow" bonuses */
4336 if (i == INVEN_BOW) continue;
4338 bonus_to_h = o_ptr->to_h;
4339 bonus_to_d = o_ptr->to_d;
4341 if (p_ptr->pclass == CLASS_NINJA)
4343 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4344 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4347 /* To Bow and Natural attack */
4349 /* Apply the bonuses to hit/damage */
4350 p_ptr->to_h_b += (s16b)bonus_to_h;
4351 p_ptr->to_h_m += (s16b)bonus_to_h;
4352 p_ptr->to_d_m += (s16b)bonus_to_d;
4354 /* Apply the mental bonuses tp hit/damage, if known */
4355 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4358 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4360 /* Apply the bonuses to hit/damage */
4361 p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4362 p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4364 /* Apply the mental bonuses tp hit/damage, if known */
4365 if (object_is_known(o_ptr))
4367 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4368 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4371 else if (p_ptr->migite && p_ptr->hidarite)
4373 /* Apply the bonuses to hit/damage */
4374 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4375 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4376 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4377 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4379 /* Apply the mental bonuses tp hit/damage, if known */
4380 if (object_is_known(o_ptr))
4382 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4383 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4384 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4385 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4390 /* Apply the bonuses to hit/damage */
4391 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4392 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4394 /* Apply the mental bonuses to hit/damage, if known */
4395 if (object_is_known(o_ptr))
4397 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4398 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4403 if (old_mighty_throw != p_ptr->mighty_throw)
4405 /* Redraw average damege display of Shuriken */
4406 p_ptr->window |= PW_INVEN;
4409 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4411 /* Monks get extra ac for armour _not worn_ */
4412 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4414 if (!(inventory[INVEN_BODY].k_idx))
4416 p_ptr->to_a += (p_ptr->lev * 3) / 2;
4417 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4419 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4421 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4422 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4424 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4426 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4427 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4429 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4431 p_ptr->to_a += (p_ptr->lev - 2) / 3;
4432 p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4434 if (!(inventory[INVEN_HANDS].k_idx))
4436 p_ptr->to_a += (p_ptr->lev / 2);
4437 p_ptr->dis_to_a += (p_ptr->lev / 2);
4439 if (!(inventory[INVEN_FEET].k_idx))
4441 p_ptr->to_a += (p_ptr->lev / 3);
4442 p_ptr->dis_to_a += (p_ptr->lev / 3);
4444 if (p_ptr->special_defense & KAMAE_BYAKKO)
4446 p_ptr->stat_add[A_STR] += 2;
4447 p_ptr->stat_add[A_DEX] += 2;
4448 p_ptr->stat_add[A_CON] -= 3;
4450 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4453 else if (p_ptr->special_defense & KAMAE_GENBU)
4455 p_ptr->stat_add[A_INT] -= 1;
4456 p_ptr->stat_add[A_WIS] -= 1;
4457 p_ptr->stat_add[A_DEX] -= 2;
4458 p_ptr->stat_add[A_CON] += 3;
4460 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4462 p_ptr->stat_add[A_STR] -= 2;
4463 p_ptr->stat_add[A_INT] += 1;
4464 p_ptr->stat_add[A_WIS] += 1;
4465 p_ptr->stat_add[A_DEX] += 2;
4466 p_ptr->stat_add[A_CON] -= 2;
4470 if (p_ptr->special_defense & KATA_KOUKIJIN)
4472 for (i = 0; i < 6; i++)
4473 p_ptr->stat_add[i] += 5;
4475 p_ptr->dis_to_a -= 50;
4478 /* Hack -- aura of fire also provides light */
4479 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4481 /* Golems also get an intrinsic AC bonus */
4482 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4484 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4485 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4489 if (p_ptr->realm1 == REALM_HEX)
4491 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4492 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4493 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4494 if (hex_spelling(HEX_BUILDING))
4496 p_ptr->stat_add[A_STR] += 4;
4497 p_ptr->stat_add[A_DEX] += 4;
4498 p_ptr->stat_add[A_CON] += 4;
4500 if (hex_spelling(HEX_DEMON_AURA))
4502 p_ptr->sh_fire = TRUE;
4503 p_ptr->regenerate = TRUE;
4505 if (hex_spelling(HEX_ICE_ARMOR))
4507 p_ptr->sh_cold = TRUE;
4509 p_ptr->dis_to_a += 30;
4511 if (hex_spelling(HEX_SHOCK_CLOAK))
4513 p_ptr->sh_elec = TRUE;
4516 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4518 ARMOUR_CLASS ac = 0;
4519 o_ptr = &inventory[i];
4520 if (!o_ptr->k_idx) continue;
4521 if (!object_is_armour(o_ptr)) continue;
4522 if (!object_is_cursed(o_ptr)) continue;
4524 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4525 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4526 p_ptr->to_a += (s16b)ac;
4527 p_ptr->dis_to_a += (s16b)ac;
4531 /* Calculate stats */
4532 for (i = 0; i < 6; i++)
4536 /* Extract the new "stat_use" value for the stat */
4537 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4539 /* Notice changes */
4540 if (p_ptr->stat_top[i] != top)
4542 /* Save the new value */
4543 p_ptr->stat_top[i] = (s16b)top;
4545 /* Redisplay the stats later */
4546 p_ptr->redraw |= (PR_STATS);
4548 p_ptr->window |= (PW_PLAYER);
4552 /* Extract the new "stat_use" value for the stat */
4553 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4555 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4557 /* 10 to 18/90 charisma, guaranteed, based on level */
4558 if (use < 8 + 2 * p_ptr->lev)
4560 use = 8 + 2 * p_ptr->lev;
4564 /* Notice changes */
4565 if (p_ptr->stat_use[i] != use)
4567 /* Save the new value */
4568 p_ptr->stat_use[i] = (s16b)use;
4570 /* Redisplay the stats later */
4571 p_ptr->redraw |= (PR_STATS);
4573 p_ptr->window |= (PW_PLAYER);
4577 /* Values: 3, 4, ..., 17 */
4578 if (use <= 18) ind = (use - 3);
4580 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4581 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4583 /* Range: 18/220+ */
4586 /* Notice changes */
4587 if (p_ptr->stat_ind[i] != ind)
4589 /* Save the new index */
4590 p_ptr->stat_ind[i] = (s16b)ind;
4592 /* Change in CON affects Hitpoints */
4595 p_ptr->update |= (PU_HP);
4598 /* Change in INT may affect Mana/Spells */
4599 else if (i == A_INT)
4601 if (mp_ptr->spell_stat == A_INT)
4603 p_ptr->update |= (PU_MANA | PU_SPELLS);
4607 /* Change in WIS may affect Mana/Spells */
4608 else if (i == A_WIS)
4610 if (mp_ptr->spell_stat == A_WIS)
4612 p_ptr->update |= (PU_MANA | PU_SPELLS);
4616 /* Change in WIS may affect Mana/Spells */
4617 else if (i == A_CHR)
4619 if (mp_ptr->spell_stat == A_CHR)
4621 p_ptr->update |= (PU_MANA | PU_SPELLS);
4625 p_ptr->window |= (PW_PLAYER);
4630 /* Apply temporary "stun" */
4631 if (p_ptr->stun > 50)
4633 p_ptr->to_h[0] -= 20;
4634 p_ptr->to_h[1] -= 20;
4635 p_ptr->to_h_b -= 20;
4636 p_ptr->to_h_m -= 20;
4637 p_ptr->dis_to_h[0] -= 20;
4638 p_ptr->dis_to_h[1] -= 20;
4639 p_ptr->dis_to_h_b -= 20;
4640 p_ptr->to_d[0] -= 20;
4641 p_ptr->to_d[1] -= 20;
4642 p_ptr->to_d_m -= 20;
4643 p_ptr->dis_to_d[0] -= 20;
4644 p_ptr->dis_to_d[1] -= 20;
4646 else if (p_ptr->stun)
4648 p_ptr->to_h[0] -= 5;
4649 p_ptr->to_h[1] -= 5;
4652 p_ptr->dis_to_h[0] -= 5;
4653 p_ptr->dis_to_h[1] -= 5;
4654 p_ptr->dis_to_h_b -= 5;
4655 p_ptr->to_d[0] -= 5;
4656 p_ptr->to_d[1] -= 5;
4658 p_ptr->dis_to_d[0] -= 5;
4659 p_ptr->dis_to_d[1] -= 5;
4663 if (p_ptr->wraith_form)
4665 p_ptr->reflect = TRUE;
4666 p_ptr->pass_wall = TRUE;
4669 if (p_ptr->kabenuke)
4671 p_ptr->pass_wall = TRUE;
4674 /* Temporary blessing */
4678 p_ptr->dis_to_a += 5;
4679 p_ptr->to_h[0] += 10;
4680 p_ptr->to_h[1] += 10;
4681 p_ptr->to_h_b += 10;
4682 p_ptr->to_h_m += 10;
4683 p_ptr->dis_to_h[0] += 10;
4684 p_ptr->dis_to_h[1] += 10;
4685 p_ptr->dis_to_h_b += 10;
4688 if (p_ptr->magicdef)
4690 p_ptr->resist_blind = TRUE;
4691 p_ptr->resist_conf = TRUE;
4692 p_ptr->reflect = TRUE;
4693 p_ptr->free_act = TRUE;
4694 p_ptr->levitation = TRUE;
4697 /* Temporary "Hero" */
4700 p_ptr->to_h[0] += 12;
4701 p_ptr->to_h[1] += 12;
4702 p_ptr->to_h_b += 12;
4703 p_ptr->to_h_m += 12;
4704 p_ptr->dis_to_h[0] += 12;
4705 p_ptr->dis_to_h[1] += 12;
4706 p_ptr->dis_to_h_b += 12;
4709 /* Temporary "Beserk" */
4712 p_ptr->to_h[0] += 12;
4713 p_ptr->to_h[1] += 12;
4714 p_ptr->to_h_b -= 12;
4715 p_ptr->to_h_m += 12;
4716 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4717 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4718 p_ptr->to_d_m += 3+(p_ptr->lev/5);
4719 p_ptr->dis_to_h[0] += 12;
4720 p_ptr->dis_to_h[1] += 12;
4721 p_ptr->dis_to_h_b -= 12;
4722 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4723 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4725 p_ptr->dis_to_a -= 10;
4726 p_ptr->skill_stl -= 7;
4727 p_ptr->skill_dev -= 20;
4728 p_ptr->skill_sav -= 30;
4729 p_ptr->skill_srh -= 15;
4730 p_ptr->skill_fos -= 15;
4731 p_ptr->skill_tht -= 20;
4732 p_ptr->skill_dig += 30;
4735 /* Temporary "fast" */
4741 /* Temporary "slow" */
4747 /* Temporary "telepathy" */
4750 p_ptr->telepathy = TRUE;
4753 if (p_ptr->ele_immune)
4755 if (p_ptr->special_defense & DEFENSE_ACID)
4756 p_ptr->immune_acid = TRUE;
4757 else if (p_ptr->special_defense & DEFENSE_ELEC)
4758 p_ptr->immune_elec = TRUE;
4759 else if (p_ptr->special_defense & DEFENSE_FIRE)
4760 p_ptr->immune_fire = TRUE;
4761 else if (p_ptr->special_defense & DEFENSE_COLD)
4762 p_ptr->immune_cold = TRUE;
4765 /* Temporary see invisible */
4766 if (p_ptr->tim_invis)
4768 p_ptr->see_inv = TRUE;
4771 /* Temporary infravision boost */
4772 if (p_ptr->tim_infra)
4774 p_ptr->see_infra+=3;
4777 /* Temporary regeneration boost */
4778 if (p_ptr->tim_regen)
4780 p_ptr->regenerate = TRUE;
4783 /* Temporary levitation */
4784 if (p_ptr->tim_levitation)
4786 p_ptr->levitation = TRUE;
4789 /* Temporary reflection */
4790 if (p_ptr->tim_reflect)
4792 p_ptr->reflect = TRUE;
4795 /* Hack -- Hero/Shero -> Res fear */
4796 if (IS_HERO() || p_ptr->shero)
4798 p_ptr->resist_fear = TRUE;
4802 /* Hack -- Telepathy Change */
4803 if (p_ptr->telepathy != old_telepathy)
4805 p_ptr->update |= (PU_MONSTERS);
4808 if ((p_ptr->esp_animal != old_esp_animal) ||
4809 (p_ptr->esp_undead != old_esp_undead) ||
4810 (p_ptr->esp_demon != old_esp_demon) ||
4811 (p_ptr->esp_orc != old_esp_orc) ||
4812 (p_ptr->esp_troll != old_esp_troll) ||
4813 (p_ptr->esp_giant != old_esp_giant) ||
4814 (p_ptr->esp_dragon != old_esp_dragon) ||
4815 (p_ptr->esp_human != old_esp_human) ||
4816 (p_ptr->esp_evil != old_esp_evil) ||
4817 (p_ptr->esp_good != old_esp_good) ||
4818 (p_ptr->esp_nonliving != old_esp_nonliving) ||
4819 (p_ptr->esp_unique != old_esp_unique))
4821 p_ptr->update |= (PU_MONSTERS);
4824 /* Hack -- See Invis Change */
4825 if (p_ptr->see_inv != old_see_inv)
4827 p_ptr->update |= (PU_MONSTERS);
4830 /* Bloating slows the player down (a little) */
4831 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4833 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4835 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4836 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4838 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4839 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4842 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4844 int penalty1, penalty2;
4845 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4846 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4847 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4849 penalty1 = penalty1 / 2 - 5;
4850 penalty2 = penalty2 / 2 - 5;
4853 p_ptr->dis_to_a += 10;
4857 if (penalty1 > 0) penalty1 /= 2;
4858 if (penalty2 > 0) penalty2 /= 2;
4860 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4862 penalty1 = MAX(0, penalty1 - 10);
4863 penalty2 = MAX(0, penalty2 - 10);
4865 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4867 penalty1 = MIN(0, penalty1);
4868 penalty2 = MIN(0, penalty2);
4870 p_ptr->dis_to_a += 10;
4874 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4876 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4879 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4880 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4881 p_ptr->to_h[0] -= (s16b)penalty1;
4882 p_ptr->to_h[1] -= (s16b)penalty2;
4883 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4884 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4887 /* Extract the current weight (in tenth pounds) */
4888 j = p_ptr->total_weight;
4892 /* Extract the "weight limit" (in tenth pounds) */
4893 i = (int)weight_limit();
4897 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4898 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4899 int speed = riding_m_ptr->mspeed;
4901 if (riding_m_ptr->mspeed > 110)
4903 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4904 if (new_speed < 110) new_speed = 110;
4910 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4911 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4912 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4913 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4914 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4916 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4917 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4919 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4921 /* Extract the "weight limit" */
4922 i = 1500 + riding_r_ptr->level * 25;
4925 /* Apply "encumbrance" from weight */
4926 if (j > i) new_speed -= ((j - i) / (i / 5));
4928 /* Searching slows the player down */
4929 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4931 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4932 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4933 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4934 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4935 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4936 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4937 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4938 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4939 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4940 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4941 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4942 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4943 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4945 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4946 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4947 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4948 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4949 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4950 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4951 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4952 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4953 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4954 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4957 /* Obtain the "hold" value */
4958 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4961 /* Examine the "current bow" */
4962 o_ptr = &inventory[INVEN_BOW];
4964 /* It is hard to carholdry a heavy bow */
4965 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4966 if (p_ptr->heavy_shoot)
4968 /* Hard to wield a heavy bow */
4969 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
4970 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
4973 /* Compute "extra shots" if needed */
4976 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4978 /* Apply special flags */
4979 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4982 p_ptr->num_fire = calc_num_fire(o_ptr);
4984 /* Snipers love Cross bows */
4985 if ((p_ptr->pclass == CLASS_SNIPER) &&
4986 (p_ptr->tval_ammo == TV_BOLT))
4988 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4989 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4994 if (p_ptr->ryoute) hold *= 2;
4996 for(i = 0 ; i < 2 ; i++)
4998 /* Examine the "main weapon" */
4999 o_ptr = &inventory[INVEN_RARM+i];
5001 object_flags(o_ptr, flgs);
5003 /* Assume not heavy */
5004 p_ptr->heavy_wield[i] = FALSE;
5005 p_ptr->icky_wield[i] = FALSE;
5006 p_ptr->riding_wield[i] = FALSE;
5008 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5009 /* It is hard to hold a heavy weapon */
5010 if (hold < o_ptr->weight / 10)
5012 /* Hard to wield a heavy weapon */
5013 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5014 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5017 p_ptr->heavy_wield[i] = TRUE;
5019 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5021 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5024 p_ptr->dis_to_a += 5;
5027 /* Normal weapons */
5028 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5030 int str_index, dex_index;
5032 int num = 0, wgt = 0, mul = 0, div = 0;
5034 /* Analyze the class */
5035 switch (p_ptr->pclass)
5039 num = 6; wgt = 70; mul = 5; break;
5042 case CLASS_BERSERKER:
5043 num = 6; wgt = 70; mul = 7; break;
5047 case CLASS_HIGH_MAGE:
5048 case CLASS_BLUE_MAGE:
5049 num = 3; wgt = 100; mul = 2; break;
5051 /* Priest, Mindcrafter, Magic-Eater */
5053 case CLASS_MAGIC_EATER:
5054 case CLASS_MINDCRAFTER:
5055 num = 5; wgt = 100; mul = 3; break;
5059 num = 5; wgt = 40; mul = 3; break;
5063 num = 5; wgt = 70; mul = 4; break;
5068 num = 5; wgt = 70; mul = 4; break;
5072 num = 5; wgt = 150; mul = 5; break;
5075 case CLASS_WARRIOR_MAGE:
5076 case CLASS_RED_MAGE:
5077 num = 5; wgt = 70; mul = 3; break;
5080 case CLASS_CHAOS_WARRIOR:
5081 num = 5; wgt = 70; mul = 4; break;
5085 num = 5; wgt = 60; mul = 3; break;
5089 num = 4; wgt = 100; mul = 3; break;
5092 case CLASS_IMITATOR:
5093 num = 5; wgt = 70; mul = 4; break;
5096 case CLASS_BEASTMASTER:
5097 num = 5; wgt = 70; mul = 3; break;
5101 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5102 else {num = 5; wgt = 100; mul = 3;}
5106 case CLASS_SORCERER:
5107 num = 1; wgt = 1; mul = 1; break;
5109 /* Archer, Bard, Sniper */
5113 num = 4; wgt = 70; mul = 2; break;
5116 case CLASS_FORCETRAINER:
5117 num = 4; wgt = 60; mul = 2; break;
5120 case CLASS_MIRROR_MASTER:
5121 num = 3; wgt = 100; mul = 3; break;
5125 num = 4; wgt = 20; mul = 1; break;
5128 /* Hex - extra mights gives +1 bonus to max blows */
5129 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5131 /* Enforce a minimum "weight" (tenth pounds) */
5132 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5134 /* Access the strength vs weight */
5135 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5137 if (p_ptr->ryoute && !omoi) str_index++;
5138 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5141 if (str_index > 11) str_index = 11;
5143 /* Index by dexterity */
5144 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5147 if (dex_index > 11) dex_index = 11;
5149 /* Use the blows table */
5150 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5153 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5155 /* Add in the "bonus blows" */
5156 p_ptr->num_blow[i] += (s16b)extra_blows[i];
5159 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5160 else if (p_ptr->pclass == CLASS_BERSERKER)
5162 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5164 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5166 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5168 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5171 /* Require at least one blow */
5172 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5174 /* Boost digging skill by weapon weight */
5175 p_ptr->skill_dig += (o_ptr->weight / 10);
5179 /* Priest weapon penalty for non-blessed edged weapons */
5180 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5181 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5183 /* Reduce the real bonuses */
5184 p_ptr->to_h[i] -= 2;
5185 p_ptr->to_d[i] -= 2;
5187 /* Reduce the mental bonuses */
5188 p_ptr->dis_to_h[i] -= 2;
5189 p_ptr->dis_to_d[i] -= 2;
5192 p_ptr->icky_wield[i] = TRUE;
5194 else if (p_ptr->pclass == CLASS_BERSERKER)
5196 p_ptr->to_h[i] += p_ptr->lev/5;
5197 p_ptr->to_d[i] += p_ptr->lev/6;
5198 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5199 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5200 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5202 p_ptr->to_h[i] += p_ptr->lev/5;
5203 p_ptr->to_d[i] += p_ptr->lev/6;
5204 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5205 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5208 else if (p_ptr->pclass == CLASS_SORCERER)
5210 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5212 /* Reduce the real bonuses */
5213 p_ptr->to_h[i] -= 200;
5214 p_ptr->to_d[i] -= 200;
5216 /* Reduce the mental bonuses */
5217 p_ptr->dis_to_h[i] -= 200;
5218 p_ptr->dis_to_d[i] -= 200;
5221 p_ptr->icky_wield[i] = TRUE;
5225 /* Reduce the real bonuses */
5226 p_ptr->to_h[i] -= 30;
5227 p_ptr->to_d[i] -= 10;
5229 /* Reduce the mental bonuses */
5230 p_ptr->dis_to_h[i] -= 30;
5231 p_ptr->dis_to_d[i] -= 10;
5235 if (p_ptr->realm1 == REALM_HEX)
5237 if (object_is_cursed(o_ptr))
5239 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5240 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5241 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5242 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5243 if (hex_spelling(HEX_RUNESWORD))
5245 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5246 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5247 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5253 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5255 p_ptr->to_h[i] +=15;
5256 p_ptr->dis_to_h[i] +=15;
5257 p_ptr->to_dd[i] += 2;
5259 else if (!(have_flag(flgs, TR_RIDING)))
5262 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5268 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5270 if (penalty < 30) penalty = 30;
5272 p_ptr->to_h[i] -= (s16b)penalty;
5273 p_ptr->dis_to_h[i] -= (s16b)penalty;
5276 p_ptr->riding_wield[i] = TRUE;
5285 p_ptr->riding_ryoute = FALSE;
5287 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5288 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5290 switch (p_ptr->pclass)
5293 case CLASS_FORCETRAINER:
5294 case CLASS_BERSERKER:
5295 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5296 p_ptr->riding_ryoute = TRUE;
5301 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5303 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5307 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5309 if (penalty < 30) penalty = 30;
5311 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5312 p_ptr->to_h_b -= (s16b)penalty;
5313 p_ptr->dis_to_h_b -= (s16b)penalty;
5316 /* Different calculation for monks with empty hands */
5317 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5318 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5320 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5321 p_ptr->num_blow[0] = 0;
5323 if (p_ptr->pclass == CLASS_FORCETRAINER)
5325 if (blow_base > 18) p_ptr->num_blow[0]++;
5326 if (blow_base > 31) p_ptr->num_blow[0]++;
5327 if (blow_base > 44) p_ptr->num_blow[0]++;
5328 if (blow_base > 58) p_ptr->num_blow[0]++;
5331 p_ptr->to_d[0] += P_PTR_KI / 5;
5332 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5337 if (blow_base > 12) p_ptr->num_blow[0]++;
5338 if (blow_base > 22) p_ptr->num_blow[0]++;
5339 if (blow_base > 31) p_ptr->num_blow[0]++;
5340 if (blow_base > 39) p_ptr->num_blow[0]++;
5341 if (blow_base > 46) p_ptr->num_blow[0]++;
5342 if (blow_base > 53) p_ptr->num_blow[0]++;
5343 if (blow_base > 59) p_ptr->num_blow[0]++;
5346 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5347 p_ptr->num_blow[0] /= 2;
5350 p_ptr->to_h[0] += (p_ptr->lev / 3);
5351 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5353 p_ptr->to_d[0] += (p_ptr->lev / 6);
5354 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5357 if (p_ptr->special_defense & KAMAE_BYAKKO)
5360 p_ptr->dis_to_a -= 40;
5363 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5366 p_ptr->dis_to_a -= 50;
5367 p_ptr->resist_acid = TRUE;
5368 p_ptr->resist_fire = TRUE;
5369 p_ptr->resist_elec = TRUE;
5370 p_ptr->resist_cold = TRUE;
5371 p_ptr->resist_pois = TRUE;
5372 p_ptr->sh_fire = TRUE;
5373 p_ptr->sh_elec = TRUE;
5374 p_ptr->sh_cold = TRUE;
5375 p_ptr->levitation = TRUE;
5377 else if (p_ptr->special_defense & KAMAE_GENBU)
5379 p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5380 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5381 p_ptr->reflect = TRUE;
5382 p_ptr->num_blow[0] -= 2;
5383 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5384 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5386 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5388 p_ptr->to_h[0] -= (p_ptr->lev / 3);
5389 p_ptr->to_d[0] -= (p_ptr->lev / 6);
5391 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5392 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5393 p_ptr->num_blow[0] /= 2;
5394 p_ptr->levitation = TRUE;
5397 p_ptr->num_blow[0] += 1+extra_blows[0];
5400 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5402 monk_armour_aux = FALSE;
5406 monk_armour_aux = TRUE;
5409 for (i = 0; i < 2; i++)
5411 if (buki_motteruka(INVEN_RARM+i))
5413 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5414 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5416 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5417 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5418 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5420 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5422 p_ptr->to_h[i] -= 40;
5423 p_ptr->dis_to_h[i] -= 40;
5424 p_ptr->icky_wield[i] = TRUE;
5427 else if (p_ptr->pclass == CLASS_NINJA)
5429 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5431 p_ptr->to_h[i] -= 40;
5432 p_ptr->dis_to_h[i] -= 40;
5433 p_ptr->icky_wield[i] = TRUE;
5434 p_ptr->num_blow[i] /= 2;
5435 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5439 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5443 /* Maximum speed is (+99). (internally it's 110 + 99) */
5444 /* Temporary lightspeed forces to be maximum speed */
5445 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5450 /* Minimum speed is (-99). (internally it's 110 - 99) */
5451 if (new_speed < 11) new_speed = 11;
5453 /* Display the speed (if needed) */
5454 if (p_ptr->pspeed != (byte)new_speed)
5456 p_ptr->pspeed = (byte)new_speed;
5457 p_ptr->redraw |= (PR_SPEED);
5462 if (p_ptr->to_a > (0 - p_ptr->ac))
5463 p_ptr->to_a = 0 - p_ptr->ac;
5464 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5465 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5468 /* Redraw armor (if needed) */
5469 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5472 p_ptr->redraw |= (PR_ARMOR);
5474 p_ptr->window |= (PW_PLAYER);
5478 if (p_ptr->ryoute && !omoi)
5480 int bonus_to_h=0, bonus_to_d=0;
5481 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5482 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);
5484 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5485 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5486 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5487 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5490 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5492 /* Affect Skill -- stealth (bonus one) */
5493 p_ptr->skill_stl += 1;
5495 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5497 /* Affect Skill -- disarming (DEX and INT) */
5498 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5499 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5501 /* Affect Skill -- magic devices (INT) */
5502 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5504 /* Affect Skill -- saving throw (WIS) */
5505 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5507 /* Affect Skill -- digging (STR) */
5508 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5510 /* Affect Skill -- disarming (Level, by Class) */
5511 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5513 /* Affect Skill -- magic devices (Level, by Class) */
5514 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5516 /* Affect Skill -- saving throw (Level, by Class) */
5517 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5519 /* Affect Skill -- stealth (Level, by Class) */
5520 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5522 /* Affect Skill -- search ability (Level, by Class) */
5523 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5525 /* Affect Skill -- search frequency (Level, by Class) */
5526 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5528 /* Affect Skill -- combat (normal) (Level, by Class) */
5529 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5531 /* Affect Skill -- combat (shooting) (Level, by Class) */
5532 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5534 /* Affect Skill -- combat (throwing) (Level, by Class) */
5535 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5538 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5540 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5541 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5544 /* Limit Skill -- stealth from 0 to 30 */
5545 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5546 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5548 /* Limit Skill -- digging from 1 up */
5549 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5551 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5553 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5555 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;
5557 if (down_saving) p_ptr->skill_sav /= 2;
5559 /* Hack -- Each elemental immunity includes resistance */
5560 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5561 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5562 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5563 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5565 /* Determine player alignment */
5566 for (i = 0, j = 0; i < 8; i++)
5568 switch (p_ptr->vir_types[i])
5571 p_ptr->align += p_ptr->virtues[i] * 2;
5581 p_ptr->align -= p_ptr->virtues[i];
5584 p_ptr->align += p_ptr->virtues[i];
5589 for (i = 0; i < j; i++)
5591 if (p_ptr->align > 0)
5593 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5594 if (p_ptr->align < 0) p_ptr->align = 0;
5596 else if (p_ptr->align < 0)
5598 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5599 if (p_ptr->align > 0) p_ptr->align = 0;
5603 /* Hack -- handle "xtra" mode */
5604 if (character_xtra) return;
5606 /* Take note when "heavy bow" changes */
5607 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5609 if (p_ptr->heavy_shoot)
5611 msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5613 else if (inventory[INVEN_BOW].k_idx)
5615 msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5619 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5623 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5626 for (i = 0 ; i < 2 ; i++)
5628 /* Take note when "heavy weapon" changes */
5629 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5631 if (p_ptr->heavy_wield[i])
5633 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5635 else if (buki_motteruka(INVEN_RARM+i))
5637 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5639 else if (p_ptr->heavy_wield[1-i])
5641 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5645 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5649 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5652 /* Take note when "heavy weapon" changes */
5653 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5655 if (p_ptr->riding_wield[i])
5657 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5659 else if (!p_ptr->riding)
5661 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5663 else if (buki_motteruka(INVEN_RARM+i))
5665 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5668 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5671 /* Take note when "illegal weapon" changes */
5672 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5674 if (p_ptr->icky_wield[i])
5676 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5679 chg_virtue(V_FAITH, -1);
5682 else if (buki_motteruka(INVEN_RARM+i))
5684 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5688 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5692 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5696 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5698 if (p_ptr->riding_ryoute)
5701 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5703 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5709 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5711 msg_print("You began to control riding pet with one hand.");
5715 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5718 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5722 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5725 chg_virtue(V_HARMONY, -1);
5730 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5733 monk_notify_aux = monk_armour_aux;
5736 for (i = 0; i < INVEN_PACK; i++)
5739 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5740 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5742 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5743 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5746 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5748 /* Acquire object */
5749 o_ptr = &o_list[this_o_idx];
5751 /* Acquire next object */
5752 next_o_idx = o_ptr->next_o_idx;
5755 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5756 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5758 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5759 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5762 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5764 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5766 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5767 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5770 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)))
5772 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5773 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5776 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5778 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5779 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5782 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5784 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5785 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5792 * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5794 * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5796 void notice_stuff(void)
5799 if (!p_ptr->notice) return;
5802 /* Actually do auto-destroy */
5803 if (p_ptr->notice & (PN_AUTODESTROY))
5805 p_ptr->notice &= ~(PN_AUTODESTROY);
5806 autopick_delayed_alter();
5809 /* Combine the pack */
5810 if (p_ptr->notice & (PN_COMBINE))
5812 p_ptr->notice &= ~(PN_COMBINE);
5816 /* Reorder the pack */
5817 if (p_ptr->notice & (PN_REORDER))
5819 p_ptr->notice &= ~(PN_REORDER);
5826 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5828 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5830 void update_stuff(void)
5832 if (!p_ptr->update) return;
5835 if (p_ptr->update & (PU_BONUS))
5837 p_ptr->update &= ~(PU_BONUS);
5841 if (p_ptr->update & (PU_TORCH))
5843 p_ptr->update &= ~(PU_TORCH);
5847 if (p_ptr->update & (PU_HP))
5849 p_ptr->update &= ~(PU_HP);
5853 if (p_ptr->update & (PU_MANA))
5855 p_ptr->update &= ~(PU_MANA);
5859 if (p_ptr->update & (PU_SPELLS))
5861 p_ptr->update &= ~(PU_SPELLS);
5866 /* Character is not ready yet, no screen updates */
5867 if (!character_generated) return;
5870 /* Character is in "icky" mode, no screen updates */
5871 if (character_icky) return;
5874 if (p_ptr->update & (PU_UN_LITE))
5876 p_ptr->update &= ~(PU_UN_LITE);
5880 if (p_ptr->update & (PU_UN_VIEW))
5882 p_ptr->update &= ~(PU_UN_VIEW);
5886 if (p_ptr->update & (PU_VIEW))
5888 p_ptr->update &= ~(PU_VIEW);
5892 if (p_ptr->update & (PU_LITE))
5894 p_ptr->update &= ~(PU_LITE);
5899 if (p_ptr->update & (PU_FLOW))
5901 p_ptr->update &= ~(PU_FLOW);
5905 if (p_ptr->update & (PU_DISTANCE))
5907 p_ptr->update &= ~(PU_DISTANCE);
5909 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5910 /* p_ptr->update &= ~(PU_MONSTERS); */
5912 update_monsters(TRUE);
5915 if (p_ptr->update & (PU_MON_LITE))
5917 p_ptr->update &= ~(PU_MON_LITE);
5922 * Mega-Hack -- Delayed visual update
5923 * Only used if update_view(), update_lite() or update_mon_lite() was called
5925 if (p_ptr->update & (PU_DELAY_VIS))
5927 p_ptr->update &= ~(PU_DELAY_VIS);
5928 delayed_visual_update();
5931 if (p_ptr->update & (PU_MONSTERS))
5933 p_ptr->update &= ~(PU_MONSTERS);
5934 update_monsters(FALSE);
5940 * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5942 * @details 更新処理の対象はゲーム中の全描画処理
5944 void redraw_stuff(void)
5947 if (!p_ptr->redraw) return;
5950 /* Character is not ready yet, no screen updates */
5951 if (!character_generated) return;
5954 /* Character is in "icky" mode, no screen updates */
5955 if (character_icky) return;
5959 /* Hack -- clear the screen */
5960 if (p_ptr->redraw & (PR_WIPE))
5962 p_ptr->redraw &= ~(PR_WIPE);
5968 if (p_ptr->redraw & (PR_MAP))
5970 p_ptr->redraw &= ~(PR_MAP);
5975 if (p_ptr->redraw & (PR_BASIC))
5977 p_ptr->redraw &= ~(PR_BASIC);
5978 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5979 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5980 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5981 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5987 if (p_ptr->redraw & (PR_EQUIPPY))
5989 p_ptr->redraw &= ~(PR_EQUIPPY);
5990 print_equippy(); /* To draw / delete equippy chars */
5993 if (p_ptr->redraw & (PR_MISC))
5995 p_ptr->redraw &= ~(PR_MISC);
5996 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5997 /* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6001 if (p_ptr->redraw & (PR_TITLE))
6003 p_ptr->redraw &= ~(PR_TITLE);
6007 if (p_ptr->redraw & (PR_LEV))
6009 p_ptr->redraw &= ~(PR_LEV);
6013 if (p_ptr->redraw & (PR_EXP))
6015 p_ptr->redraw &= ~(PR_EXP);
6019 if (p_ptr->redraw & (PR_STATS))
6021 p_ptr->redraw &= ~(PR_STATS);
6030 if (p_ptr->redraw & (PR_STATUS))
6032 p_ptr->redraw &= ~(PR_STATUS);
6036 if (p_ptr->redraw & (PR_ARMOR))
6038 p_ptr->redraw &= ~(PR_ARMOR);
6042 if (p_ptr->redraw & (PR_HP))
6044 p_ptr->redraw &= ~(PR_HP);
6048 if (p_ptr->redraw & (PR_MANA))
6050 p_ptr->redraw &= ~(PR_MANA);
6054 if (p_ptr->redraw & (PR_GOLD))
6056 p_ptr->redraw &= ~(PR_GOLD);
6060 if (p_ptr->redraw & (PR_DEPTH))
6062 p_ptr->redraw &= ~(PR_DEPTH);
6066 if (p_ptr->redraw & (PR_HEALTH))
6068 p_ptr->redraw &= ~(PR_HEALTH);
6069 health_redraw(FALSE);
6072 if (p_ptr->redraw & (PR_UHEALTH))
6074 p_ptr->redraw &= ~(PR_UHEALTH);
6075 health_redraw(TRUE);
6079 if (p_ptr->redraw & (PR_EXTRA))
6081 p_ptr->redraw &= ~(PR_EXTRA);
6082 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6083 p_ptr->redraw &= ~(PR_HUNGER);
6084 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6088 if (p_ptr->redraw & (PR_CUT))
6090 p_ptr->redraw &= ~(PR_CUT);
6094 if (p_ptr->redraw & (PR_STUN))
6096 p_ptr->redraw &= ~(PR_STUN);
6100 if (p_ptr->redraw & (PR_HUNGER))
6102 p_ptr->redraw &= ~(PR_HUNGER);
6106 if (p_ptr->redraw & (PR_STATE))
6108 p_ptr->redraw &= ~(PR_STATE);
6112 if (p_ptr->redraw & (PR_SPEED))
6114 p_ptr->redraw &= ~(PR_SPEED);
6118 if (p_ptr->pclass == CLASS_IMITATOR)
6120 if (p_ptr->redraw & (PR_IMITATION))
6122 p_ptr->redraw &= ~(PR_IMITATION);
6126 else if (p_ptr->redraw & (PR_STUDY))
6128 p_ptr->redraw &= ~(PR_STUDY);
6135 * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6137 * @details 更新処理の対象はサブウィンドウ全般
6139 void window_stuff(void)
6147 if (!p_ptr->window) return;
6150 for (j = 0; j < 8; j++)
6152 /* Save usable flags */
6153 if (angband_term[j]) mask |= window_flag[j];
6156 /* Apply usable flags */
6157 p_ptr->window &= mask;
6160 if (!p_ptr->window) return;
6163 /* Display inventory */
6164 if (p_ptr->window & (PW_INVEN))
6166 p_ptr->window &= ~(PW_INVEN);
6170 /* Display equipment */
6171 if (p_ptr->window & (PW_EQUIP))
6173 p_ptr->window &= ~(PW_EQUIP);
6177 /* Display spell list */
6178 if (p_ptr->window & (PW_SPELL))
6180 p_ptr->window &= ~(PW_SPELL);
6184 /* Display player */
6185 if (p_ptr->window & (PW_PLAYER))
6187 p_ptr->window &= ~(PW_PLAYER);
6191 /* Display monster list */
6192 if (p_ptr->window & (PW_MONSTER_LIST))
6194 p_ptr->window &= ~(PW_MONSTER_LIST);
6198 /* Display overhead view */
6199 if (p_ptr->window & (PW_MESSAGE))
6201 p_ptr->window &= ~(PW_MESSAGE);
6205 /* Display overhead view */
6206 if (p_ptr->window & (PW_OVERHEAD))
6208 p_ptr->window &= ~(PW_OVERHEAD);
6212 /* Display overhead view */
6213 if (p_ptr->window & (PW_DUNGEON))
6215 p_ptr->window &= ~(PW_DUNGEON);
6219 /* Display monster recall */
6220 if (p_ptr->window & (PW_MONSTER))
6222 p_ptr->window &= ~(PW_MONSTER);
6226 /* Display object recall */
6227 if (p_ptr->window & (PW_OBJECT))
6229 p_ptr->window &= ~(PW_OBJECT);
6236 * @brief 全更新処理をチェックして処理していく
6237 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6240 void handle_stuff(void)
6242 if (p_ptr->update) update_stuff();
6245 if (p_ptr->redraw) redraw_stuff();
6247 if (p_ptr->window) window_stuff();
6251 * @brief プレイヤーの現在開いている手の状態を返す
6252 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6253 * @return 開いている手のビットフラグ
6255 s16b empty_hands(bool riding_control)
6257 s16b status = EMPTY_HAND_NONE;
6259 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6260 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6262 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6264 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6265 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6273 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6274 * @return ペナルティが適用されるならばTRUE。
6276 bool heavy_armor(void)
6278 WEIGHT monk_arm_wgt = 0;
6280 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6282 /* Weight the armor */
6283 if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6284 if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6285 monk_arm_wgt += inventory[INVEN_BODY].weight;
6286 monk_arm_wgt += inventory[INVEN_HEAD].weight;
6287 monk_arm_wgt += inventory[INVEN_OUTER].weight;
6288 monk_arm_wgt += inventory[INVEN_HANDS].weight;
6289 monk_arm_wgt += inventory[INVEN_FEET].weight;
6291 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6295 * @brief 実ゲームプレイ時間を更新する
6297 void update_playtime(void)
6299 /* Check if the game has started */
6300 if (start_time != 0)
6302 u32b tmp = (u32b)time(NULL);
6303 playtime += (tmp - start_time);