else return EXP_LEVEL_MASTER;
}
+
/*!
* @brief プレイヤーの全ステータスを更新する /
* Calculate the players current "state", taking into account
* This function induces various "status" messages.
* </pre>
*/
-void calc_bonuses(void)
+void calc_bonuses(player_type *creature_ptr)
{
int i, j, hold;
int new_speed;
int default_hand = 0;
- int empty_hands_status = empty_hands(p_ptr, TRUE);
+ int empty_hands_status = empty_hands(creature_ptr, TRUE);
int extra_blows[2];
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
const player_race *tmp_rp_ptr;
/* Save the old vision stuff */
- bool old_telepathy = p_ptr->telepathy;
- bool old_esp_animal = p_ptr->esp_animal;
- bool old_esp_undead = p_ptr->esp_undead;
- bool old_esp_demon = p_ptr->esp_demon;
- bool old_esp_orc = p_ptr->esp_orc;
- bool old_esp_troll = p_ptr->esp_troll;
- bool old_esp_giant = p_ptr->esp_giant;
- bool old_esp_dragon = p_ptr->esp_dragon;
- bool old_esp_human = p_ptr->esp_human;
- bool old_esp_evil = p_ptr->esp_evil;
- bool old_esp_good = p_ptr->esp_good;
- bool old_esp_nonliving = p_ptr->esp_nonliving;
- bool old_esp_unique = p_ptr->esp_unique;
- bool old_see_inv = p_ptr->see_inv;
- bool old_mighty_throw = p_ptr->mighty_throw;
+ bool old_telepathy = creature_ptr->telepathy;
+ bool old_esp_animal = creature_ptr->esp_animal;
+ bool old_esp_undead = creature_ptr->esp_undead;
+ bool old_esp_demon = creature_ptr->esp_demon;
+ bool old_esp_orc = creature_ptr->esp_orc;
+ bool old_esp_troll = creature_ptr->esp_troll;
+ bool old_esp_giant = creature_ptr->esp_giant;
+ bool old_esp_dragon = creature_ptr->esp_dragon;
+ bool old_esp_human = creature_ptr->esp_human;
+ bool old_esp_evil = creature_ptr->esp_evil;
+ bool old_esp_good = creature_ptr->esp_good;
+ bool old_esp_nonliving = creature_ptr->esp_nonliving;
+ bool old_esp_unique = creature_ptr->esp_unique;
+ bool old_see_inv = creature_ptr->see_inv;
+ bool old_mighty_throw = creature_ptr->mighty_throw;
/* Current feature under player. */
- feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
+ feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
/* Save the old armor class */
- ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
- ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
+ ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
+ ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
/* Clear extra blows/shots */
extra_blows[0] = extra_blows[1] = 0;
/* Clear the stat modifiers */
- for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
+ for (i = 0; i < A_MAX; i++) creature_ptr->stat_add[i] = 0;
/* Clear the Displayed/Real armor class */
- p_ptr->dis_ac = p_ptr->ac = 0;
+ creature_ptr->dis_ac = creature_ptr->ac = 0;
/* Clear the Displayed/Real Bonuses */
- p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
- p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
- p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
- p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
- p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
- p_ptr->dis_to_a = p_ptr->to_a = 0;
- p_ptr->to_h_m = 0;
- p_ptr->to_d_m = 0;
+ creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
+ creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
+ creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
+ creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
+ creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
+ creature_ptr->dis_to_a = creature_ptr->to_a = 0;
+ creature_ptr->to_h_m = 0;
+ creature_ptr->to_d_m = 0;
- p_ptr->to_m_chance = 0;
+ creature_ptr->to_m_chance = 0;
/* Clear the Extra Dice Bonuses */
- p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
- p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
+ creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
+ creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;
/* Start with "normal" speed */
new_speed = 110;
/* Start with a single blow per current_world_ptr->game_turn */
- p_ptr->num_blow[0] = 1;
- p_ptr->num_blow[1] = 1;
+ creature_ptr->num_blow[0] = 1;
+ creature_ptr->num_blow[1] = 1;
/* Start with a single shot per current_world_ptr->game_turn */
- p_ptr->num_fire = 100;
+ creature_ptr->num_fire = 100;
/* Reset the "xtra" tval */
- p_ptr->tval_xtra = 0;
+ creature_ptr->tval_xtra = 0;
/* Reset the "ammo" tval */
- p_ptr->tval_ammo = 0;
+ creature_ptr->tval_ammo = 0;
/* Clear all the flags */
- p_ptr->cursed = 0L;
- p_ptr->bless_blade = FALSE;
- p_ptr->xtra_might = FALSE;
- p_ptr->impact[0] = FALSE;
- p_ptr->impact[1] = FALSE;
- p_ptr->pass_wall = FALSE;
- p_ptr->kill_wall = FALSE;
- p_ptr->dec_mana = FALSE;
- p_ptr->easy_spell = FALSE;
- p_ptr->heavy_spell = FALSE;
- p_ptr->see_inv = FALSE;
- p_ptr->free_act = FALSE;
- p_ptr->slow_digest = FALSE;
- p_ptr->regenerate = FALSE;
- p_ptr->can_swim = FALSE;
- p_ptr->levitation = FALSE;
- p_ptr->hold_exp = FALSE;
- p_ptr->telepathy = FALSE;
- p_ptr->esp_animal = FALSE;
- p_ptr->esp_undead = FALSE;
- p_ptr->esp_demon = FALSE;
- p_ptr->esp_orc = FALSE;
- p_ptr->esp_troll = FALSE;
- p_ptr->esp_giant = FALSE;
- p_ptr->esp_dragon = FALSE;
- p_ptr->esp_human = FALSE;
- p_ptr->esp_evil = FALSE;
- p_ptr->esp_good = FALSE;
- p_ptr->esp_nonliving = FALSE;
- p_ptr->esp_unique = FALSE;
- p_ptr->lite = FALSE;
- p_ptr->sustain_str = FALSE;
- p_ptr->sustain_int = FALSE;
- p_ptr->sustain_wis = FALSE;
- p_ptr->sustain_con = FALSE;
- p_ptr->sustain_dex = FALSE;
- p_ptr->sustain_chr = FALSE;
- p_ptr->resist_acid = FALSE;
- p_ptr->resist_elec = FALSE;
- p_ptr->resist_fire = FALSE;
- p_ptr->resist_cold = FALSE;
- p_ptr->resist_pois = FALSE;
- p_ptr->resist_conf = FALSE;
- p_ptr->resist_sound = FALSE;
- p_ptr->resist_lite = FALSE;
- p_ptr->resist_dark = FALSE;
- p_ptr->resist_chaos = FALSE;
- p_ptr->resist_disen = FALSE;
- p_ptr->resist_shard = FALSE;
- p_ptr->resist_nexus = FALSE;
- p_ptr->resist_blind = FALSE;
- p_ptr->resist_neth = FALSE;
- p_ptr->resist_time = FALSE;
- p_ptr->resist_water = FALSE;
- p_ptr->resist_fear = FALSE;
- p_ptr->reflect = FALSE;
- p_ptr->sh_fire = FALSE;
- p_ptr->sh_elec = FALSE;
- p_ptr->sh_cold = FALSE;
- p_ptr->anti_magic = FALSE;
- p_ptr->anti_tele = FALSE;
- p_ptr->warning = FALSE;
- p_ptr->mighty_throw = FALSE;
- p_ptr->see_nocto = FALSE;
-
- p_ptr->immune_acid = FALSE;
- p_ptr->immune_elec = FALSE;
- p_ptr->immune_fire = FALSE;
- p_ptr->immune_cold = FALSE;
-
- p_ptr->ryoute = FALSE;
- p_ptr->migite = FALSE;
- p_ptr->hidarite = FALSE;
- p_ptr->no_flowed = FALSE;
-
- if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
- else tmp_rp_ptr = &race_info[p_ptr->prace];
+ creature_ptr->cursed = 0L;
+ creature_ptr->bless_blade = FALSE;
+ creature_ptr->xtra_might = FALSE;
+ creature_ptr->impact[0] = FALSE;
+ creature_ptr->impact[1] = FALSE;
+ creature_ptr->pass_wall = FALSE;
+ creature_ptr->kill_wall = FALSE;
+ creature_ptr->dec_mana = FALSE;
+ creature_ptr->easy_spell = FALSE;
+ creature_ptr->heavy_spell = FALSE;
+ creature_ptr->see_inv = FALSE;
+ creature_ptr->free_act = FALSE;
+ creature_ptr->slow_digest = FALSE;
+ creature_ptr->regenerate = FALSE;
+ creature_ptr->can_swim = FALSE;
+ creature_ptr->levitation = FALSE;
+ creature_ptr->hold_exp = FALSE;
+ creature_ptr->telepathy = FALSE;
+ creature_ptr->esp_animal = FALSE;
+ creature_ptr->esp_undead = FALSE;
+ creature_ptr->esp_demon = FALSE;
+ creature_ptr->esp_orc = FALSE;
+ creature_ptr->esp_troll = FALSE;
+ creature_ptr->esp_giant = FALSE;
+ creature_ptr->esp_dragon = FALSE;
+ creature_ptr->esp_human = FALSE;
+ creature_ptr->esp_evil = FALSE;
+ creature_ptr->esp_good = FALSE;
+ creature_ptr->esp_nonliving = FALSE;
+ creature_ptr->esp_unique = FALSE;
+ creature_ptr->lite = FALSE;
+ creature_ptr->sustain_str = FALSE;
+ creature_ptr->sustain_int = FALSE;
+ creature_ptr->sustain_wis = FALSE;
+ creature_ptr->sustain_con = FALSE;
+ creature_ptr->sustain_dex = FALSE;
+ creature_ptr->sustain_chr = FALSE;
+ creature_ptr->resist_acid = FALSE;
+ creature_ptr->resist_elec = FALSE;
+ creature_ptr->resist_fire = FALSE;
+ creature_ptr->resist_cold = FALSE;
+ creature_ptr->resist_pois = FALSE;
+ creature_ptr->resist_conf = FALSE;
+ creature_ptr->resist_sound = FALSE;
+ creature_ptr->resist_lite = FALSE;
+ creature_ptr->resist_dark = FALSE;
+ creature_ptr->resist_chaos = FALSE;
+ creature_ptr->resist_disen = FALSE;
+ creature_ptr->resist_shard = FALSE;
+ creature_ptr->resist_nexus = FALSE;
+ creature_ptr->resist_blind = FALSE;
+ creature_ptr->resist_neth = FALSE;
+ creature_ptr->resist_time = FALSE;
+ creature_ptr->resist_water = FALSE;
+ creature_ptr->resist_fear = FALSE;
+ creature_ptr->reflect = FALSE;
+ creature_ptr->sh_fire = FALSE;
+ creature_ptr->sh_elec = FALSE;
+ creature_ptr->sh_cold = FALSE;
+ creature_ptr->anti_magic = FALSE;
+ creature_ptr->anti_tele = FALSE;
+ creature_ptr->warning = FALSE;
+ creature_ptr->mighty_throw = FALSE;
+ creature_ptr->see_nocto = FALSE;
+
+ creature_ptr->immune_acid = FALSE;
+ creature_ptr->immune_elec = FALSE;
+ creature_ptr->immune_fire = FALSE;
+ creature_ptr->immune_cold = FALSE;
+
+ creature_ptr->ryoute = FALSE;
+ creature_ptr->migite = FALSE;
+ creature_ptr->hidarite = FALSE;
+ creature_ptr->no_flowed = FALSE;
+
+ if (creature_ptr->mimic_form) tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
+ else tmp_rp_ptr = &race_info[creature_ptr->prace];
/* Base infravision (purely racial) */
- p_ptr->see_infra = tmp_rp_ptr->infra;
+ creature_ptr->see_infra = tmp_rp_ptr->infra;
/* Base skill -- disarming */
- p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
+ creature_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
/* Base skill -- magic devices */
- p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
+ creature_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
/* Base skill -- saving throw */
- p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
+ creature_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
/* Base skill -- stealth */
- p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
+ creature_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
/* Base skill -- searching ability */
- p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
+ creature_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
/* Base skill -- searching frequency */
- p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
+ creature_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
/* Base skill -- combat (normal) */
- p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
+ creature_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
/* Base skill -- combat (shooting) */
- p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+ creature_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
/* Base skill -- combat (throwing) */
- p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+ creature_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
/* Base skill -- digging */
- p_ptr->skill_dig = 0;
+ creature_ptr->skill_dig = 0;
- if (has_melee_weapon(p_ptr, INVEN_RARM)) p_ptr->migite = TRUE;
- if (has_melee_weapon(p_ptr, INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM)) creature_ptr->migite = TRUE;
+ if (has_melee_weapon(creature_ptr, INVEN_LARM))
{
- p_ptr->hidarite = TRUE;
- if (!p_ptr->migite) default_hand = 1;
+ creature_ptr->hidarite = TRUE;
+ if (!creature_ptr->migite) default_hand = 1;
}
if (CAN_TWO_HANDS_WIELDING())
{
- if (p_ptr->migite && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_LARM) &&
- object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
+ if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) &&
+ object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM]))
{
- p_ptr->ryoute = TRUE;
+ creature_ptr->ryoute = TRUE;
}
- else if (p_ptr->hidarite && (empty_hands(p_ptr, FALSE) == EMPTY_HAND_RARM) &&
- object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
+ else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) &&
+ object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM]))
{
- p_ptr->ryoute = TRUE;
+ creature_ptr->ryoute = TRUE;
}
else
{
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_MONK:
case CLASS_FORCETRAINER:
case CLASS_BERSERKER:
- if (empty_hands(p_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
+ if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
{
- p_ptr->migite = TRUE;
- p_ptr->ryoute = TRUE;
+ creature_ptr->migite = TRUE;
+ creature_ptr->ryoute = TRUE;
}
break;
}
}
}
- if (!p_ptr->migite && !p_ptr->hidarite)
+ if (!creature_ptr->migite && !creature_ptr->hidarite)
{
- if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
+ if (empty_hands_status & EMPTY_HAND_RARM) creature_ptr->migite = TRUE;
else if (empty_hands_status == EMPTY_HAND_LARM)
{
- p_ptr->hidarite = TRUE;
+ creature_ptr->hidarite = TRUE;
default_hand = 1;
}
}
- if (p_ptr->special_defense & KAMAE_MASK)
+ if (creature_ptr->special_defense & KAMAE_MASK)
{
if (!(empty_hands_status & EMPTY_HAND_RARM))
{
- set_action(p_ptr, ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
}
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
- if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 44) creature_ptr->regenerate = TRUE;
break;
case CLASS_PALADIN:
- if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
break;
case CLASS_CHAOS_WARRIOR:
- if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
- if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_chaos = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
break;
case CLASS_MINDCRAFTER:
- if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
- if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
- if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->sustain_wis = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_conf = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->telepathy = TRUE;
break;
case CLASS_MONK:
case CLASS_FORCETRAINER:
/* Unencumbered Monks become faster every 10 levels */
- if (!(heavy_armor(p_ptr)))
+ if (!(heavy_armor(creature_ptr)))
{
- if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
- PRACE_IS_(p_ptr, RACE_SPRITE) ||
- (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
- new_speed += (p_ptr->lev) / 10;
+ if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+ PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+ (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ new_speed += (creature_ptr->lev) / 10;
/* Free action if unencumbered at level 25 */
- if (p_ptr->lev > 24)
- p_ptr->free_act = TRUE;
+ if (creature_ptr->lev > 24)
+ creature_ptr->free_act = TRUE;
}
break;
case CLASS_SORCERER:
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
break;
case CLASS_BARD:
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case CLASS_SAMURAI:
- if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
break;
case CLASS_BERSERKER:
- p_ptr->shero = 1;
- p_ptr->sustain_str = TRUE;
- p_ptr->sustain_dex = TRUE;
- p_ptr->sustain_con = TRUE;
- p_ptr->regenerate = TRUE;
- p_ptr->free_act = TRUE;
+ creature_ptr->shero = 1;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_dex = TRUE;
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->regenerate = TRUE;
+ creature_ptr->free_act = TRUE;
new_speed += 2;
- if (p_ptr->lev > 29) new_speed++;
- if (p_ptr->lev > 39) new_speed++;
- if (p_ptr->lev > 44) new_speed++;
- if (p_ptr->lev > 49) new_speed++;
- p_ptr->to_a += 10 + p_ptr->lev / 2;
- p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
- p_ptr->skill_dig += (100 + p_ptr->lev * 8);
- if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
- p_ptr->redraw |= PR_STATUS;
+ if (creature_ptr->lev > 29) new_speed++;
+ if (creature_ptr->lev > 39) new_speed++;
+ if (creature_ptr->lev > 44) new_speed++;
+ if (creature_ptr->lev > 49) new_speed++;
+ creature_ptr->to_a += 10 + creature_ptr->lev / 2;
+ creature_ptr->dis_to_a += 10 + creature_ptr->lev / 2;
+ creature_ptr->skill_dig += (100 + creature_ptr->lev * 8);
+ if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
+ creature_ptr->redraw |= PR_STATUS;
break;
case CLASS_MIRROR_MASTER:
- if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
+ if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
break;
case CLASS_NINJA:
/* Unencumbered Ninjas become faster every 10 levels */
- if (heavy_armor(p_ptr))
+ if (heavy_armor(creature_ptr))
{
- new_speed -= (p_ptr->lev) / 10;
- p_ptr->skill_stl -= (p_ptr->lev) / 10;
+ new_speed -= (creature_ptr->lev) / 10;
+ creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
}
- else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
- (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
+ else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+ (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
{
new_speed += 3;
- if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
- PRACE_IS_(p_ptr, RACE_SPRITE) ||
- (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
- new_speed += (p_ptr->lev) / 10;
- p_ptr->skill_stl += (p_ptr->lev) / 10;
+ if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+ PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+ (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ new_speed += (creature_ptr->lev) / 10;
+ creature_ptr->skill_stl += (creature_ptr->lev) / 10;
/* Free action if unencumbered at level 25 */
- if (p_ptr->lev > 24)
- p_ptr->free_act = TRUE;
+ if (creature_ptr->lev > 24)
+ creature_ptr->free_act = TRUE;
}
- if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
- (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
+ if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+ (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
{
- p_ptr->to_a += p_ptr->lev / 2 + 5;
- p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
+ creature_ptr->to_a += creature_ptr->lev / 2 + 5;
+ creature_ptr->dis_to_a += creature_ptr->lev / 2 + 5;
}
- p_ptr->slow_digest = TRUE;
- p_ptr->resist_fear = TRUE;
- if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
- if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 44)
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 24) creature_ptr->sustain_dex = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 44)
{
- p_ptr->oppose_pois = 1;
- p_ptr->redraw |= PR_STATUS;
+ creature_ptr->oppose_pois = 1;
+ creature_ptr->redraw |= PR_STATUS;
}
- p_ptr->see_nocto = TRUE;
+ creature_ptr->see_nocto = TRUE;
break;
}
/***** Races ****/
- if (p_ptr->mimic_form)
+ if (creature_ptr->mimic_form)
{
- switch (p_ptr->mimic_form)
+ switch (creature_ptr->mimic_form)
{
case MIMIC_DEMON:
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->oppose_fire = 1;
- p_ptr->see_inv = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->oppose_fire = 1;
+ creature_ptr->see_inv = TRUE;
new_speed += 3;
- p_ptr->redraw |= PR_STATUS;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->redraw |= PR_STATUS;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
break;
case MIMIC_DEMON_LORD:
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->immune_fire = TRUE;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_nexus = TRUE;
- p_ptr->resist_fear = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->telepathy = TRUE;
- p_ptr->levitation = TRUE;
- p_ptr->kill_wall = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->immune_fire = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_nexus = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->telepathy = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->kill_wall = TRUE;
new_speed += 5;
- p_ptr->to_a += 20;
- p_ptr->dis_to_a += 20;
+ creature_ptr->to_a += 20;
+ creature_ptr->dis_to_a += 20;
break;
case MIMIC_VAMPIRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->see_inv = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->see_inv = TRUE;
new_speed += 3;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
break;
}
}
else
{
- switch (p_ptr->prace)
+ switch (creature_ptr->prace)
{
case RACE_ELF:
- p_ptr->resist_lite = TRUE;
+ creature_ptr->resist_lite = TRUE;
break;
case RACE_HOBBIT:
- p_ptr->hold_exp = TRUE;
+ creature_ptr->hold_exp = TRUE;
break;
case RACE_GNOME:
- p_ptr->free_act = TRUE;
+ creature_ptr->free_act = TRUE;
break;
case RACE_DWARF:
- p_ptr->resist_blind = TRUE;
+ creature_ptr->resist_blind = TRUE;
break;
case RACE_HALF_ORC:
- p_ptr->resist_dark = TRUE;
+ creature_ptr->resist_dark = TRUE;
break;
case RACE_HALF_TROLL:
- p_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_str = TRUE;
- if (p_ptr->lev > 14)
+ if (creature_ptr->lev > 14)
{
/* High level trolls heal fast... */
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
- if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
+ if (creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->slow_digest = TRUE;
+ creature_ptr->slow_digest = TRUE;
/* Let's not make Regeneration
* a disadvantage for the poor warriors who can
* never learn a spell that satisfies hunger (actually
}
break;
case RACE_AMBERITE:
- p_ptr->sustain_con = TRUE;
- p_ptr->regenerate = TRUE; /* Amberites heal fast... */
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->regenerate = TRUE; /* Amberites heal fast... */
break;
case RACE_HIGH_ELF:
- p_ptr->resist_lite = TRUE;
- p_ptr->see_inv = TRUE;
+ creature_ptr->resist_lite = TRUE;
+ creature_ptr->see_inv = TRUE;
break;
case RACE_BARBARIAN:
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
break;
case RACE_HALF_OGRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->sustain_str = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->sustain_str = TRUE;
break;
case RACE_HALF_GIANT:
- p_ptr->sustain_str = TRUE;
- p_ptr->resist_shard = TRUE;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->resist_shard = TRUE;
break;
case RACE_HALF_TITAN:
- p_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_chaos = TRUE;
break;
case RACE_CYCLOPS:
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case RACE_YEEK:
- p_ptr->resist_acid = TRUE;
- if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->immune_acid = TRUE;
break;
case RACE_KLACKON:
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_acid = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_acid = TRUE;
/* Klackons become faster */
- new_speed += (p_ptr->lev) / 10;
+ new_speed += (creature_ptr->lev) / 10;
break;
case RACE_KOBOLD:
- p_ptr->resist_pois = TRUE;
+ creature_ptr->resist_pois = TRUE;
break;
case RACE_NIBELUNG:
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_dark = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_dark = TRUE;
break;
case RACE_DARK_ELF:
- p_ptr->resist_dark = TRUE;
- if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->see_inv = TRUE;
break;
case RACE_DRACONIAN:
- p_ptr->levitation = TRUE;
- if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
- if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
- if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
- if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
- if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
+ creature_ptr->levitation = TRUE;
+ if (creature_ptr->lev > 4) creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
+ if (creature_ptr->lev > 14) creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->lev > 19) creature_ptr->resist_elec = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->resist_pois = TRUE;
break;
case RACE_MIND_FLAYER:
- p_ptr->sustain_int = TRUE;
- p_ptr->sustain_wis = TRUE;
- if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
+ creature_ptr->sustain_int = TRUE;
+ creature_ptr->sustain_wis = TRUE;
+ if (creature_ptr->lev > 14) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 29) creature_ptr->telepathy = TRUE;
break;
case RACE_IMP:
- p_ptr->resist_fire = TRUE;
- if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
break;
case RACE_GOLEM:
- p_ptr->slow_digest = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->hold_exp = TRUE;
break;
case RACE_SKELETON:
- p_ptr->resist_shard = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
+ creature_ptr->resist_shard = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
break;
case RACE_ZOMBIE:
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->slow_digest = TRUE;
- if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ if (creature_ptr->lev > 4) creature_ptr->resist_cold = TRUE;
break;
case RACE_VAMPIRE:
- p_ptr->resist_dark = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
break;
case RACE_SPECTRE:
- p_ptr->levitation = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->see_inv = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->slow_digest = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->pass_wall = TRUE;
- if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->pass_wall = TRUE;
+ if (creature_ptr->lev > 34) creature_ptr->telepathy = TRUE;
break;
case RACE_SPRITE:
- p_ptr->levitation = TRUE;
- p_ptr->resist_lite = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->resist_lite = TRUE;
/* Sprites become faster */
- new_speed += (p_ptr->lev) / 10;
+ new_speed += (creature_ptr->lev) / 10;
break;
case RACE_BEASTMAN:
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_sound = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_sound = TRUE;
break;
case RACE_ENT:
/* Ents dig like maniacs, but only with their hands. */
- if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
- p_ptr->skill_dig += p_ptr->lev * 10;
+ if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
+ creature_ptr->skill_dig += creature_ptr->lev * 10;
/* Ents get tougher and stronger as they age, but lose dexterity. */
- if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_STR]++;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_STR]++;
- if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_DEX]--;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_DEX]--;
- if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
- if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
- if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 25) creature_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 40) creature_ptr->stat_add[A_CON]++;
+ if (creature_ptr->lev > 45) creature_ptr->stat_add[A_CON]++;
break;
case RACE_ANGEL:
- p_ptr->levitation = TRUE;
- p_ptr->see_inv = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->see_inv = TRUE;
break;
case RACE_DEMON:
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->hold_exp = TRUE;
- if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
- if (p_ptr->lev > 44)
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
+ if (creature_ptr->lev > 44)
{
- p_ptr->oppose_fire = 1;
- p_ptr->redraw |= PR_STATUS;
+ creature_ptr->oppose_fire = 1;
+ creature_ptr->redraw |= PR_STATUS;
}
break;
case RACE_DUNADAN:
- p_ptr->sustain_con = TRUE;
+ creature_ptr->sustain_con = TRUE;
break;
case RACE_S_FAIRY:
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
break;
case RACE_KUTAR:
- p_ptr->resist_conf = TRUE;
+ creature_ptr->resist_conf = TRUE;
break;
case RACE_ANDROID:
- p_ptr->slow_digest = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->hold_exp = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->hold_exp = TRUE;
break;
case RACE_MERFOLK:
- p_ptr->resist_water = TRUE;
+ creature_ptr->resist_water = TRUE;
break;
default:
/* Do nothing */
}
}
- if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
- {
- p_ptr->see_inv = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->slow_digest = TRUE;
- p_ptr->regenerate = TRUE;
- p_ptr->levitation = TRUE;
- p_ptr->hold_exp = TRUE;
- p_ptr->telepathy = TRUE;
- p_ptr->lite = TRUE;
- p_ptr->sustain_str = TRUE;
- p_ptr->sustain_int = TRUE;
- p_ptr->sustain_wis = TRUE;
- p_ptr->sustain_con = TRUE;
- p_ptr->sustain_dex = TRUE;
- p_ptr->sustain_chr = TRUE;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->resist_sound = TRUE;
- p_ptr->resist_lite = TRUE;
- p_ptr->resist_dark = TRUE;
- p_ptr->resist_chaos = TRUE;
- p_ptr->resist_disen = TRUE;
- p_ptr->resist_shard = TRUE;
- p_ptr->resist_nexus = TRUE;
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_neth = TRUE;
- p_ptr->resist_fear = TRUE;
- p_ptr->reflect = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->sh_elec = TRUE;
- p_ptr->sh_cold = TRUE;
- p_ptr->to_a += 100;
- p_ptr->dis_to_a += 100;
+ if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU))
+ {
+ creature_ptr->see_inv = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->slow_digest = TRUE;
+ creature_ptr->regenerate = TRUE;
+ creature_ptr->levitation = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ creature_ptr->telepathy = TRUE;
+ creature_ptr->lite = TRUE;
+ creature_ptr->sustain_str = TRUE;
+ creature_ptr->sustain_int = TRUE;
+ creature_ptr->sustain_wis = TRUE;
+ creature_ptr->sustain_con = TRUE;
+ creature_ptr->sustain_dex = TRUE;
+ creature_ptr->sustain_chr = TRUE;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->resist_sound = TRUE;
+ creature_ptr->resist_lite = TRUE;
+ creature_ptr->resist_dark = TRUE;
+ creature_ptr->resist_chaos = TRUE;
+ creature_ptr->resist_disen = TRUE;
+ creature_ptr->resist_shard = TRUE;
+ creature_ptr->resist_nexus = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_neth = TRUE;
+ creature_ptr->resist_fear = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->sh_elec = TRUE;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->to_a += 100;
+ creature_ptr->dis_to_a += 100;
}
/* Temporary shield */
- else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
+ else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef)
{
- p_ptr->to_a += 50;
- p_ptr->dis_to_a += 50;
+ creature_ptr->to_a += 50;
+ creature_ptr->dis_to_a += 50;
}
- if (p_ptr->tim_res_nether)
+ if (creature_ptr->tim_res_nether)
{
- p_ptr->resist_neth = TRUE;
+ creature_ptr->resist_neth = TRUE;
}
- if (p_ptr->tim_sh_fire)
+ if (creature_ptr->tim_sh_fire)
{
- p_ptr->sh_fire = TRUE;
+ creature_ptr->sh_fire = TRUE;
}
- if (p_ptr->tim_res_time)
+ if (creature_ptr->tim_res_time)
{
- p_ptr->resist_time = TRUE;
+ creature_ptr->resist_time = TRUE;
}
/* Sexy Gal */
- if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
+ if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
- if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
- if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
+ if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
+ if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
+ if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
- if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
{
- p_ptr->to_m_chance += 5;
- p_ptr->resist_conf = TRUE;
+ creature_ptr->to_m_chance += 5;
+ creature_ptr->resist_conf = TRUE;
}
/* Lucky man */
- if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
+ if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->hold_exp = TRUE;
- if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->hold_exp = TRUE;
+ if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
- if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
+ if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
/* Munchkin become faster */
- new_speed += (p_ptr->lev) / 10 + 5;
+ new_speed += (creature_ptr->lev) / 10 + 5;
}
if (music_singing(MUSIC_WALL))
{
- p_ptr->kill_wall = TRUE;
+ creature_ptr->kill_wall = TRUE;
}
/* Hack -- apply racial/class stat maxes */
for (i = 0; i < A_MAX; i++)
{
/* Modify the stats for "race" */
- p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
+ creature_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
}
/* I'm adding the mutations here for the lack of a better place... */
- if (p_ptr->muta3)
+ if (creature_ptr->muta3)
{
/* Hyper Strength */
- if (p_ptr->muta3 & MUT3_HYPER_STR)
+ if (creature_ptr->muta3 & MUT3_HYPER_STR)
{
- p_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
}
/* Puny */
- if (p_ptr->muta3 & MUT3_PUNY)
+ if (creature_ptr->muta3 & MUT3_PUNY)
{
- p_ptr->stat_add[A_STR] -= 4;
+ creature_ptr->stat_add[A_STR] -= 4;
}
/* Living computer */
- if (p_ptr->muta3 & MUT3_HYPER_INT)
+ if (creature_ptr->muta3 & MUT3_HYPER_INT)
{
- p_ptr->stat_add[A_INT] += 4;
- p_ptr->stat_add[A_WIS] += 4;
+ creature_ptr->stat_add[A_INT] += 4;
+ creature_ptr->stat_add[A_WIS] += 4;
}
/* Moronic */
- if (p_ptr->muta3 & MUT3_MORONIC)
+ if (creature_ptr->muta3 & MUT3_MORONIC)
{
- p_ptr->stat_add[A_INT] -= 4;
- p_ptr->stat_add[A_WIS] -= 4;
+ creature_ptr->stat_add[A_INT] -= 4;
+ creature_ptr->stat_add[A_WIS] -= 4;
}
- if (p_ptr->muta3 & MUT3_RESILIENT)
+ if (creature_ptr->muta3 & MUT3_RESILIENT)
{
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
- if (p_ptr->muta3 & MUT3_XTRA_FAT)
+ if (creature_ptr->muta3 & MUT3_XTRA_FAT)
{
- p_ptr->stat_add[A_CON] += 2;
+ creature_ptr->stat_add[A_CON] += 2;
new_speed -= 2;
}
- if (p_ptr->muta3 & MUT3_ALBINO)
+ if (creature_ptr->muta3 & MUT3_ALBINO)
{
- p_ptr->stat_add[A_CON] -= 4;
+ creature_ptr->stat_add[A_CON] -= 4;
}
- if (p_ptr->muta3 & MUT3_FLESH_ROT)
+ if (creature_ptr->muta3 & MUT3_FLESH_ROT)
{
- p_ptr->stat_add[A_CON] -= 2;
- p_ptr->stat_add[A_CHR] -= 1;
- p_ptr->regenerate = FALSE;
+ creature_ptr->stat_add[A_CON] -= 2;
+ creature_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->regenerate = FALSE;
/* Cancel innate regeneration */
}
- if (p_ptr->muta3 & MUT3_SILLY_VOI)
+ if (creature_ptr->muta3 & MUT3_SILLY_VOI)
{
- p_ptr->stat_add[A_CHR] -= 4;
+ creature_ptr->stat_add[A_CHR] -= 4;
}
- if (p_ptr->muta3 & MUT3_BLANK_FAC)
+ if (creature_ptr->muta3 & MUT3_BLANK_FAC)
{
- p_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->stat_add[A_CHR] -= 1;
}
- if (p_ptr->muta3 & MUT3_XTRA_EYES)
+ if (creature_ptr->muta3 & MUT3_XTRA_EYES)
{
- p_ptr->skill_fos += 15;
- p_ptr->skill_srh += 15;
+ creature_ptr->skill_fos += 15;
+ creature_ptr->skill_srh += 15;
}
- if (p_ptr->muta3 & MUT3_MAGIC_RES)
+ if (creature_ptr->muta3 & MUT3_MAGIC_RES)
{
- p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
+ creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
}
- if (p_ptr->muta3 & MUT3_XTRA_NOIS)
+ if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
{
- p_ptr->skill_stl -= 3;
+ creature_ptr->skill_stl -= 3;
}
- if (p_ptr->muta3 & MUT3_INFRAVIS)
+ if (creature_ptr->muta3 & MUT3_INFRAVIS)
{
- p_ptr->see_infra += 3;
+ creature_ptr->see_infra += 3;
}
- if (p_ptr->muta3 & MUT3_XTRA_LEGS)
+ if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
{
new_speed += 3;
}
- if (p_ptr->muta3 & MUT3_SHORT_LEG)
+ if (creature_ptr->muta3 & MUT3_SHORT_LEG)
{
new_speed -= 3;
}
- if (p_ptr->muta3 & MUT3_ELEC_TOUC)
+ if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
{
- p_ptr->sh_elec = TRUE;
+ creature_ptr->sh_elec = TRUE;
}
- if (p_ptr->muta3 & MUT3_FIRE_BODY)
+ if (creature_ptr->muta3 & MUT3_FIRE_BODY)
{
- p_ptr->sh_fire = TRUE;
- p_ptr->lite = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->lite = TRUE;
}
- if (p_ptr->muta3 & MUT3_WART_SKIN)
+ if (creature_ptr->muta3 & MUT3_WART_SKIN)
{
- p_ptr->stat_add[A_CHR] -= 2;
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
+ creature_ptr->stat_add[A_CHR] -= 2;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
}
- if (p_ptr->muta3 & MUT3_SCALES)
+ if (creature_ptr->muta3 & MUT3_SCALES)
{
- p_ptr->stat_add[A_CHR] -= 1;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->stat_add[A_CHR] -= 1;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
- if (p_ptr->muta3 & MUT3_IRON_SKIN)
+ if (creature_ptr->muta3 & MUT3_IRON_SKIN)
{
- p_ptr->stat_add[A_DEX] -= 1;
- p_ptr->to_a += 25;
- p_ptr->dis_to_a += 25;
+ creature_ptr->stat_add[A_DEX] -= 1;
+ creature_ptr->to_a += 25;
+ creature_ptr->dis_to_a += 25;
}
- if (p_ptr->muta3 & MUT3_WINGS)
+ if (creature_ptr->muta3 & MUT3_WINGS)
{
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
}
- if (p_ptr->muta3 & MUT3_FEARLESS)
+ if (creature_ptr->muta3 & MUT3_FEARLESS)
{
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
}
- if (p_ptr->muta3 & MUT3_REGEN)
+ if (creature_ptr->muta3 & MUT3_REGEN)
{
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
}
- if (p_ptr->muta3 & MUT3_ESP)
+ if (creature_ptr->muta3 & MUT3_ESP)
{
- p_ptr->telepathy = TRUE;
+ creature_ptr->telepathy = TRUE;
}
- if (p_ptr->muta3 & MUT3_LIMBER)
+ if (creature_ptr->muta3 & MUT3_LIMBER)
{
- p_ptr->stat_add[A_DEX] += 3;
+ creature_ptr->stat_add[A_DEX] += 3;
}
- if (p_ptr->muta3 & MUT3_ARTHRITIS)
+ if (creature_ptr->muta3 & MUT3_ARTHRITIS)
{
- p_ptr->stat_add[A_DEX] -= 3;
+ creature_ptr->stat_add[A_DEX] -= 3;
}
- if (p_ptr->muta3 & MUT3_MOTION)
+ if (creature_ptr->muta3 & MUT3_MOTION)
{
- p_ptr->free_act = TRUE;
- p_ptr->skill_stl += 1;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->skill_stl += 1;
}
- if (p_ptr->muta3 & MUT3_ILL_NORM)
+ if (creature_ptr->muta3 & MUT3_ILL_NORM)
{
- p_ptr->stat_add[A_CHR] = 0;
+ creature_ptr->stat_add[A_CHR] = 0;
}
}
- if (p_ptr->tsuyoshi)
+ if (creature_ptr->tsuyoshi)
{
- p_ptr->stat_add[A_STR] += 4;
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
- /* Scan the usable p_ptr->inventory_list */
+ /* Scan the usable creature_ptr->inventory_list */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
int bonus_to_h, bonus_to_d;
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
object_flags(o_ptr, flgs);
- p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
- if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
+ creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
+ if (o_ptr->name1 == ART_CHAINSWORD) creature_ptr->cursed |= TRC_CHAINSWORD;
/* Affect stats */
- if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
- if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
- if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
- if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
- if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
- if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
+ if (have_flag(flgs, TR_STR)) creature_ptr->stat_add[A_STR] += o_ptr->pval;
+ if (have_flag(flgs, TR_INT)) creature_ptr->stat_add[A_INT] += o_ptr->pval;
+ if (have_flag(flgs, TR_WIS)) creature_ptr->stat_add[A_WIS] += o_ptr->pval;
+ if (have_flag(flgs, TR_DEX)) creature_ptr->stat_add[A_DEX] += o_ptr->pval;
+ if (have_flag(flgs, TR_CON)) creature_ptr->stat_add[A_CON] += o_ptr->pval;
+ if (have_flag(flgs, TR_CHR)) creature_ptr->stat_add[A_CHR] += o_ptr->pval;
- if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
+ if (have_flag(flgs, TR_MAGIC_MASTERY)) creature_ptr->skill_dev += 8 * o_ptr->pval;
/* Affect stealth */
- if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
+ if (have_flag(flgs, TR_STEALTH)) creature_ptr->skill_stl += o_ptr->pval;
/* Affect searching ability (factor of five) */
- if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_srh += (o_ptr->pval * 5);
/* Affect searching frequency (factor of five) */
- if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_fos += (o_ptr->pval * 5);
/* Affect infravision */
- if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
+ if (have_flag(flgs, TR_INFRA)) creature_ptr->see_infra += o_ptr->pval;
/* Affect digging (factor of 20) */
- if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
+ if (have_flag(flgs, TR_TUNNEL)) creature_ptr->skill_dig += (o_ptr->pval * 20);
/* Affect speed */
if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
/* Affect blows */
if (have_flag(flgs, TR_BLOWS))
{
- if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
- else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
+ if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute) extra_blows[0] += o_ptr->pval;
+ else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute) extra_blows[1] += o_ptr->pval;
else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
}
/* Hack -- cause earthquakes */
- if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
+ if (have_flag(flgs, TR_IMPACT)) creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
/* Various flags */
- if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
- if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
- if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
- if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
- if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
- if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
- if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
- if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
- if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
- if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
- if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
- if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
- if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
- if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
- if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
- if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
- if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
- if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
- if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
- if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
- if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
- if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
- if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
- if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
- if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
- if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
- if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
- if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
- if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
- if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
- if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
- if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
- if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
- if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
- if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
-
- if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
- if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
- if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
- if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
+ if (have_flag(flgs, TR_AGGRAVATE)) creature_ptr->cursed |= TRC_AGGRAVATE;
+ if (have_flag(flgs, TR_DRAIN_EXP)) creature_ptr->cursed |= TRC_DRAIN_EXP;
+ if (have_flag(flgs, TR_TY_CURSE)) creature_ptr->cursed |= TRC_TY_CURSE;
+ if (have_flag(flgs, TR_ADD_L_CURSE)) creature_ptr->cursed |= TRC_ADD_L_CURSE;
+ if (have_flag(flgs, TR_ADD_H_CURSE)) creature_ptr->cursed |= TRC_ADD_H_CURSE;
+ if (have_flag(flgs, TR_DRAIN_HP)) creature_ptr->cursed |= TRC_DRAIN_HP;
+ if (have_flag(flgs, TR_DRAIN_MANA)) creature_ptr->cursed |= TRC_DRAIN_MANA;
+ if (have_flag(flgs, TR_CALL_ANIMAL)) creature_ptr->cursed |= TRC_CALL_ANIMAL;
+ if (have_flag(flgs, TR_CALL_DEMON)) creature_ptr->cursed |= TRC_CALL_DEMON;
+ if (have_flag(flgs, TR_CALL_DRAGON)) creature_ptr->cursed |= TRC_CALL_DRAGON;
+ if (have_flag(flgs, TR_CALL_UNDEAD)) creature_ptr->cursed |= TRC_CALL_UNDEAD;
+ if (have_flag(flgs, TR_COWARDICE)) creature_ptr->cursed |= TRC_COWARDICE;
+ if (have_flag(flgs, TR_LOW_MELEE)) creature_ptr->cursed |= TRC_LOW_MELEE;
+ if (have_flag(flgs, TR_LOW_AC)) creature_ptr->cursed |= TRC_LOW_AC;
+ if (have_flag(flgs, TR_LOW_MAGIC)) creature_ptr->cursed |= TRC_LOW_MAGIC;
+ if (have_flag(flgs, TR_FAST_DIGEST)) creature_ptr->cursed |= TRC_FAST_DIGEST;
+ if (have_flag(flgs, TR_SLOW_REGEN)) creature_ptr->cursed |= TRC_SLOW_REGEN;
+ if (have_flag(flgs, TR_DEC_MANA)) creature_ptr->dec_mana = TRUE;
+ if (have_flag(flgs, TR_BLESSED)) creature_ptr->bless_blade = TRUE;
+ if (have_flag(flgs, TR_XTRA_MIGHT)) creature_ptr->xtra_might = TRUE;
+ if (have_flag(flgs, TR_SLOW_DIGEST)) creature_ptr->slow_digest = TRUE;
+ if (have_flag(flgs, TR_REGEN)) creature_ptr->regenerate = TRUE;
+ if (have_flag(flgs, TR_TELEPATHY)) creature_ptr->telepathy = TRUE;
+ if (have_flag(flgs, TR_ESP_ANIMAL)) creature_ptr->esp_animal = TRUE;
+ if (have_flag(flgs, TR_ESP_UNDEAD)) creature_ptr->esp_undead = TRUE;
+ if (have_flag(flgs, TR_ESP_DEMON)) creature_ptr->esp_demon = TRUE;
+ if (have_flag(flgs, TR_ESP_ORC)) creature_ptr->esp_orc = TRUE;
+ if (have_flag(flgs, TR_ESP_TROLL)) creature_ptr->esp_troll = TRUE;
+ if (have_flag(flgs, TR_ESP_GIANT)) creature_ptr->esp_giant = TRUE;
+ if (have_flag(flgs, TR_ESP_DRAGON)) creature_ptr->esp_dragon = TRUE;
+ if (have_flag(flgs, TR_ESP_HUMAN)) creature_ptr->esp_human = TRUE;
+ if (have_flag(flgs, TR_ESP_EVIL)) creature_ptr->esp_evil = TRUE;
+ if (have_flag(flgs, TR_ESP_GOOD)) creature_ptr->esp_good = TRUE;
+ if (have_flag(flgs, TR_ESP_NONLIVING)) creature_ptr->esp_nonliving = TRUE;
+ if (have_flag(flgs, TR_ESP_UNIQUE)) creature_ptr->esp_unique = TRUE;
+
+ if (have_flag(flgs, TR_SEE_INVIS)) creature_ptr->see_inv = TRUE;
+ if (have_flag(flgs, TR_LEVITATION)) creature_ptr->levitation = TRUE;
+ if (have_flag(flgs, TR_FREE_ACT)) creature_ptr->free_act = TRUE;
+ if (have_flag(flgs, TR_HOLD_EXP)) creature_ptr->hold_exp = TRUE;
if (have_flag(flgs, TR_WARNING)) {
if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
- p_ptr->warning = TRUE;
+ creature_ptr->warning = TRUE;
}
if (have_flag(flgs, TR_TELEPORT))
{
- if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
+ if (object_is_cursed(o_ptr)) creature_ptr->cursed |= TRC_TELEPORT;
else
{
concptr insc = quark_str(o_ptr->inscription);
else
{
/* Controlled random teleportation */
- p_ptr->cursed |= TRC_TELEPORT_SELF;
+ creature_ptr->cursed |= TRC_TELEPORT_SELF;
}
}
}
/* Immunity flags */
- if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
- if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
- if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
- if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
+ if (have_flag(flgs, TR_IM_FIRE)) creature_ptr->immune_fire = TRUE;
+ if (have_flag(flgs, TR_IM_ACID)) creature_ptr->immune_acid = TRUE;
+ if (have_flag(flgs, TR_IM_COLD)) creature_ptr->immune_cold = TRUE;
+ if (have_flag(flgs, TR_IM_ELEC)) creature_ptr->immune_elec = TRUE;
/* Resistance flags */
- if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
- if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
- if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
- if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
- if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
- if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
- if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
- if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
- if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
- if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
- if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
- if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
- if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
- if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
- if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
- if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
-
- if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
- if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
- if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
- if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
- if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
- if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
+ if (have_flag(flgs, TR_RES_ACID)) creature_ptr->resist_acid = TRUE;
+ if (have_flag(flgs, TR_RES_ELEC)) creature_ptr->resist_elec = TRUE;
+ if (have_flag(flgs, TR_RES_FIRE)) creature_ptr->resist_fire = TRUE;
+ if (have_flag(flgs, TR_RES_COLD)) creature_ptr->resist_cold = TRUE;
+ if (have_flag(flgs, TR_RES_POIS)) creature_ptr->resist_pois = TRUE;
+ if (have_flag(flgs, TR_RES_FEAR)) creature_ptr->resist_fear = TRUE;
+ if (have_flag(flgs, TR_RES_CONF)) creature_ptr->resist_conf = TRUE;
+ if (have_flag(flgs, TR_RES_SOUND)) creature_ptr->resist_sound = TRUE;
+ if (have_flag(flgs, TR_RES_LITE)) creature_ptr->resist_lite = TRUE;
+ if (have_flag(flgs, TR_RES_DARK)) creature_ptr->resist_dark = TRUE;
+ if (have_flag(flgs, TR_RES_CHAOS)) creature_ptr->resist_chaos = TRUE;
+ if (have_flag(flgs, TR_RES_DISEN)) creature_ptr->resist_disen = TRUE;
+ if (have_flag(flgs, TR_RES_SHARDS)) creature_ptr->resist_shard = TRUE;
+ if (have_flag(flgs, TR_RES_NEXUS)) creature_ptr->resist_nexus = TRUE;
+ if (have_flag(flgs, TR_RES_BLIND)) creature_ptr->resist_blind = TRUE;
+ if (have_flag(flgs, TR_RES_NETHER)) creature_ptr->resist_neth = TRUE;
+
+ if (have_flag(flgs, TR_REFLECT)) creature_ptr->reflect = TRUE;
+ if (have_flag(flgs, TR_SH_FIRE)) creature_ptr->sh_fire = TRUE;
+ if (have_flag(flgs, TR_SH_ELEC)) creature_ptr->sh_elec = TRUE;
+ if (have_flag(flgs, TR_SH_COLD)) creature_ptr->sh_cold = TRUE;
+ if (have_flag(flgs, TR_NO_MAGIC)) creature_ptr->anti_magic = TRUE;
+ if (have_flag(flgs, TR_NO_TELE)) creature_ptr->anti_tele = TRUE;
/* Sustain flags */
- if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
- if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
- if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
- if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
- if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
- if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
+ if (have_flag(flgs, TR_SUST_STR)) creature_ptr->sustain_str = TRUE;
+ if (have_flag(flgs, TR_SUST_INT)) creature_ptr->sustain_int = TRUE;
+ if (have_flag(flgs, TR_SUST_WIS)) creature_ptr->sustain_wis = TRUE;
+ if (have_flag(flgs, TR_SUST_DEX)) creature_ptr->sustain_dex = TRUE;
+ if (have_flag(flgs, TR_SUST_CON)) creature_ptr->sustain_con = TRUE;
+ if (have_flag(flgs, TR_SUST_CHR)) creature_ptr->sustain_chr = TRUE;
if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
- if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
- if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
- if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
- if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
+ if (o_ptr->name2 == EGO_RING_RES_TIME) creature_ptr->resist_time = TRUE;
+ if (o_ptr->name2 == EGO_RING_THROW) creature_ptr->mighty_throw = TRUE;
+ if (have_flag(flgs, TR_EASY_SPELL)) creature_ptr->easy_spell = TRUE;
+ if (o_ptr->name2 == EGO_AMU_FOOL) creature_ptr->heavy_spell = TRUE;
if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
if (o_ptr->curse_flags & TRC_LOW_MAGIC)
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_m_chance += 10;
+ creature_ptr->to_m_chance += 10;
}
else
{
- p_ptr->to_m_chance += 3;
+ creature_ptr->to_m_chance += 3;
}
}
if (o_ptr->tval == TV_CAPTURE) continue;
/* Modify the base armor class */
- p_ptr->ac += o_ptr->ac;
+ creature_ptr->ac += o_ptr->ac;
/* The base armor class is always known */
- p_ptr->dis_ac += o_ptr->ac;
+ creature_ptr->dis_ac += o_ptr->ac;
/* Apply the bonuses to armor class */
- p_ptr->to_a += o_ptr->to_a;
+ creature_ptr->to_a += o_ptr->to_a;
/* Apply the mental bonuses to armor class, if known */
- if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
+ if (object_is_known(o_ptr)) creature_ptr->dis_to_a += o_ptr->to_a;
if (o_ptr->curse_flags & TRC_LOW_MELEE)
{
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_h[slot] -= 15;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
+ creature_ptr->to_h[slot] -= 15;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 15;
}
else
{
- p_ptr->to_h[slot] -= 5;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
+ creature_ptr->to_h[slot] -= 5;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 5;
}
}
else
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_h_b -= 15;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
+ creature_ptr->to_h_b -= 15;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 15;
}
else
{
- p_ptr->to_h_b -= 5;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
+ creature_ptr->to_h_b -= 5;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 5;
}
}
}
{
if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
- p_ptr->to_a -= 30;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
+ creature_ptr->to_a -= 30;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 30;
}
else
{
- p_ptr->to_a -= 10;
- if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
+ creature_ptr->to_a -= 10;
+ if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 10;
}
}
/* Hack -- do not apply "weapon" bonuses */
- if (i == INVEN_RARM && has_melee_weapon(p_ptr, i)) continue;
- if (i == INVEN_LARM && has_melee_weapon(p_ptr, i)) continue;
+ if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i)) continue;
+ if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) continue;
/* Hack -- do not apply "bow" bonuses */
if (i == INVEN_BOW) continue;
bonus_to_h = o_ptr->to_h;
bonus_to_d = o_ptr->to_d;
- if (p_ptr->pclass == CLASS_NINJA)
+ if (creature_ptr->pclass == CLASS_NINJA)
{
if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
/* To Bow and Natural attack */
/* Apply the bonuses to hit/damage */
- p_ptr->to_h_b += (s16b)bonus_to_h;
- p_ptr->to_h_m += (s16b)bonus_to_h;
- p_ptr->to_d_m += (s16b)bonus_to_d;
+ creature_ptr->to_h_b += (s16b)bonus_to_h;
+ creature_ptr->to_h_m += (s16b)bonus_to_h;
+ creature_ptr->to_d_m += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
- if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
+ if (object_is_known(o_ptr)) creature_ptr->dis_to_h_b += (s16b)bonus_to_h;
/* To Melee */
- if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
+ if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute)
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
- p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+ creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+ creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
- p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+ creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+ creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
}
}
- else if (p_ptr->migite && p_ptr->hidarite)
+ else if (creature_ptr->migite && creature_ptr->hidarite)
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
- p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
- p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
- p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+ creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+ creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+ creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+ creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
- p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
- p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
- p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+ creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+ creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+ creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+ creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
}
}
else
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
- p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
+ creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
+ creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
/* Apply the mental bonuses to hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
- p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
+ creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
+ creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
}
}
}
/* Shield skill bonus */
- if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
+ if (object_is_armour(&creature_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&creature_ptr->inventory_list[INVEN_LARM]))
{
- p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
- p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
+ creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
+ creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
}
- if (old_mighty_throw != p_ptr->mighty_throw)
+ if (old_mighty_throw != creature_ptr->mighty_throw)
{
/* Redraw average damege display of Shuriken */
- p_ptr->window |= PW_INVEN;
+ creature_ptr->window |= PW_INVEN;
}
- if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
+ if (creature_ptr->cursed & TRC_TELEPORT) creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
/* Monks get extra ac for armour _not worn_ */
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(p_ptr))
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr))
{
- if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx))
{
- p_ptr->to_a += (p_ptr->lev * 3) / 2;
- p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
+ creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
+ creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
}
- if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
+ if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15))
{
- p_ptr->to_a += ((p_ptr->lev - 13) / 3);
- p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
+ creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
+ creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
}
- if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
+ if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10))
{
- p_ptr->to_a += ((p_ptr->lev - 8) / 3);
- p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
+ creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
+ creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
}
- if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
+ if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4))
{
- p_ptr->to_a += (p_ptr->lev - 2) / 3;
- p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
+ creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
+ creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
}
- if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx))
{
- p_ptr->to_a += (p_ptr->lev / 2);
- p_ptr->dis_to_a += (p_ptr->lev / 2);
+ creature_ptr->to_a += (creature_ptr->lev / 2);
+ creature_ptr->dis_to_a += (creature_ptr->lev / 2);
}
- if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
+ if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx))
{
- p_ptr->to_a += (p_ptr->lev / 3);
- p_ptr->dis_to_a += (p_ptr->lev / 3);
+ creature_ptr->to_a += (creature_ptr->lev / 3);
+ creature_ptr->dis_to_a += (creature_ptr->lev / 3);
}
- if (p_ptr->special_defense & KAMAE_BYAKKO)
+ if (creature_ptr->special_defense & KAMAE_BYAKKO)
{
- p_ptr->stat_add[A_STR] += 2;
- p_ptr->stat_add[A_DEX] += 2;
- p_ptr->stat_add[A_CON] -= 3;
+ creature_ptr->stat_add[A_STR] += 2;
+ creature_ptr->stat_add[A_DEX] += 2;
+ creature_ptr->stat_add[A_CON] -= 3;
}
- else if (p_ptr->special_defense & KAMAE_SEIRYU)
+ else if (creature_ptr->special_defense & KAMAE_SEIRYU)
{
}
- else if (p_ptr->special_defense & KAMAE_GENBU)
+ else if (creature_ptr->special_defense & KAMAE_GENBU)
{
- p_ptr->stat_add[A_INT] -= 1;
- p_ptr->stat_add[A_WIS] -= 1;
- p_ptr->stat_add[A_DEX] -= 2;
- p_ptr->stat_add[A_CON] += 3;
+ creature_ptr->stat_add[A_INT] -= 1;
+ creature_ptr->stat_add[A_WIS] -= 1;
+ creature_ptr->stat_add[A_DEX] -= 2;
+ creature_ptr->stat_add[A_CON] += 3;
}
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
+ else if (creature_ptr->special_defense & KAMAE_SUZAKU)
{
- p_ptr->stat_add[A_STR] -= 2;
- p_ptr->stat_add[A_INT] += 1;
- p_ptr->stat_add[A_WIS] += 1;
- p_ptr->stat_add[A_DEX] += 2;
- p_ptr->stat_add[A_CON] -= 2;
+ creature_ptr->stat_add[A_STR] -= 2;
+ creature_ptr->stat_add[A_INT] += 1;
+ creature_ptr->stat_add[A_WIS] += 1;
+ creature_ptr->stat_add[A_DEX] += 2;
+ creature_ptr->stat_add[A_CON] -= 2;
}
}
- if (p_ptr->special_defense & KATA_KOUKIJIN)
+ if (creature_ptr->special_defense & KATA_KOUKIJIN)
{
for (i = 0; i < A_MAX; i++)
- p_ptr->stat_add[i] += 5;
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
+ creature_ptr->stat_add[i] += 5;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
}
/* Hack -- aura of fire also provides light */
- if (p_ptr->sh_fire) p_ptr->lite = TRUE;
+ if (creature_ptr->sh_fire) creature_ptr->lite = TRUE;
/* Golems also get an intrinsic AC bonus */
- if (PRACE_IS_(p_ptr, RACE_GOLEM) || PRACE_IS_(p_ptr, RACE_ANDROID))
+ if (PRACE_IS_(creature_ptr, RACE_GOLEM) || PRACE_IS_(creature_ptr, RACE_ANDROID))
{
- p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
- p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
+ creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
+ creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
}
/* Hex bonuses */
- if (p_ptr->realm1 == REALM_HEX)
+ if (creature_ptr->realm1 == REALM_HEX)
{
- if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
- if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
- if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
+ if (hex_spelling_any()) creature_ptr->skill_stl -= (1 + CASTING_HEX_NUM(creature_ptr));
+ if (hex_spelling(HEX_DETECT_EVIL)) creature_ptr->esp_evil = TRUE;
+ if (hex_spelling(HEX_XTRA_MIGHT)) creature_ptr->stat_add[A_STR] += 4;
if (hex_spelling(HEX_BUILDING))
{
- p_ptr->stat_add[A_STR] += 4;
- p_ptr->stat_add[A_DEX] += 4;
- p_ptr->stat_add[A_CON] += 4;
+ creature_ptr->stat_add[A_STR] += 4;
+ creature_ptr->stat_add[A_DEX] += 4;
+ creature_ptr->stat_add[A_CON] += 4;
}
if (hex_spelling(HEX_DEMON_AURA))
{
- p_ptr->sh_fire = TRUE;
- p_ptr->regenerate = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->regenerate = TRUE;
}
if (hex_spelling(HEX_ICE_ARMOR))
{
- p_ptr->sh_cold = TRUE;
- p_ptr->to_a += 30;
- p_ptr->dis_to_a += 30;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->to_a += 30;
+ creature_ptr->dis_to_a += 30;
}
if (hex_spelling(HEX_SHOCK_CLOAK))
{
- p_ptr->sh_elec = TRUE;
+ creature_ptr->sh_elec = TRUE;
new_speed += 3;
}
for (i = INVEN_RARM; i <= INVEN_FEET; i++)
{
ARMOUR_CLASS ac = 0;
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
if (!object_is_armour(o_ptr)) continue;
if (!object_is_cursed(o_ptr)) continue;
ac += 5;
if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
- p_ptr->to_a += (s16b)ac;
- p_ptr->dis_to_a += (s16b)ac;
+ creature_ptr->to_a += (s16b)ac;
+ creature_ptr->dis_to_a += (s16b)ac;
}
}
int top, use, ind;
/* Extract the new "stat_use" value for the stat */
- top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
+ top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);
/* Notice changes */
- if (p_ptr->stat_top[i] != top)
+ if (creature_ptr->stat_top[i] != top)
{
/* Save the new value */
- p_ptr->stat_top[i] = (s16b)top;
- p_ptr->redraw |= (PR_STATS);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->stat_top[i] = (s16b)top;
+ creature_ptr->redraw |= (PR_STATS);
+ creature_ptr->window |= (PW_PLAYER);
}
/* Extract the new "stat_use" value for the stat */
- use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
+ use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);
- if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
+ if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM))
{
/* 10 to 18/90 charisma, guaranteed, based on level */
- if (use < 8 + 2 * p_ptr->lev)
+ if (use < 8 + 2 * creature_ptr->lev)
{
- use = 8 + 2 * p_ptr->lev;
+ use = 8 + 2 * creature_ptr->lev;
}
}
/* Notice changes */
- if (p_ptr->stat_use[i] != use)
+ if (creature_ptr->stat_use[i] != use)
{
/* Save the new value */
- p_ptr->stat_use[i] = (s16b)use;
- p_ptr->redraw |= (PR_STATS);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->stat_use[i] = (s16b)use;
+ creature_ptr->redraw |= (PR_STATS);
+ creature_ptr->window |= (PW_PLAYER);
}
else ind = (37);
/* Notice changes */
- if (p_ptr->stat_ind[i] != ind)
+ if (creature_ptr->stat_ind[i] != ind)
{
/* Save the new index */
- p_ptr->stat_ind[i] = (s16b)ind;
+ creature_ptr->stat_ind[i] = (s16b)ind;
/* Change in CON affects Hitpoints */
if (i == A_CON)
{
- p_ptr->update |= (PU_HP);
+ creature_ptr->update |= (PU_HP);
}
/* Change in INT may affect Mana/Spells */
{
if (mp_ptr->spell_stat == A_INT)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
{
if (mp_ptr->spell_stat == A_WIS)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
{
if (mp_ptr->spell_stat == A_CHR)
{
- p_ptr->update |= (PU_MANA | PU_SPELLS);
+ creature_ptr->update |= (PU_MANA | PU_SPELLS);
}
}
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_PLAYER);
}
}
/* Apply temporary "stun" */
- if (p_ptr->stun > 50)
- {
- p_ptr->to_h[0] -= 20;
- p_ptr->to_h[1] -= 20;
- p_ptr->to_h_b -= 20;
- p_ptr->to_h_m -= 20;
- p_ptr->dis_to_h[0] -= 20;
- p_ptr->dis_to_h[1] -= 20;
- p_ptr->dis_to_h_b -= 20;
- p_ptr->to_d[0] -= 20;
- p_ptr->to_d[1] -= 20;
- p_ptr->to_d_m -= 20;
- p_ptr->dis_to_d[0] -= 20;
- p_ptr->dis_to_d[1] -= 20;
- }
- else if (p_ptr->stun)
- {
- p_ptr->to_h[0] -= 5;
- p_ptr->to_h[1] -= 5;
- p_ptr->to_h_b -= 5;
- p_ptr->to_h_m -= 5;
- p_ptr->dis_to_h[0] -= 5;
- p_ptr->dis_to_h[1] -= 5;
- p_ptr->dis_to_h_b -= 5;
- p_ptr->to_d[0] -= 5;
- p_ptr->to_d[1] -= 5;
- p_ptr->to_d_m -= 5;
- p_ptr->dis_to_d[0] -= 5;
- p_ptr->dis_to_d[1] -= 5;
+ if (creature_ptr->stun > 50)
+ {
+ creature_ptr->to_h[0] -= 20;
+ creature_ptr->to_h[1] -= 20;
+ creature_ptr->to_h_b -= 20;
+ creature_ptr->to_h_m -= 20;
+ creature_ptr->dis_to_h[0] -= 20;
+ creature_ptr->dis_to_h[1] -= 20;
+ creature_ptr->dis_to_h_b -= 20;
+ creature_ptr->to_d[0] -= 20;
+ creature_ptr->to_d[1] -= 20;
+ creature_ptr->to_d_m -= 20;
+ creature_ptr->dis_to_d[0] -= 20;
+ creature_ptr->dis_to_d[1] -= 20;
+ }
+ else if (creature_ptr->stun)
+ {
+ creature_ptr->to_h[0] -= 5;
+ creature_ptr->to_h[1] -= 5;
+ creature_ptr->to_h_b -= 5;
+ creature_ptr->to_h_m -= 5;
+ creature_ptr->dis_to_h[0] -= 5;
+ creature_ptr->dis_to_h[1] -= 5;
+ creature_ptr->dis_to_h_b -= 5;
+ creature_ptr->to_d[0] -= 5;
+ creature_ptr->to_d[1] -= 5;
+ creature_ptr->to_d_m -= 5;
+ creature_ptr->dis_to_d[0] -= 5;
+ creature_ptr->dis_to_d[1] -= 5;
}
/* Wraith form */
- if (p_ptr->wraith_form)
+ if (creature_ptr->wraith_form)
{
- p_ptr->reflect = TRUE;
- p_ptr->pass_wall = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->pass_wall = TRUE;
}
- if (p_ptr->kabenuke)
+ if (creature_ptr->kabenuke)
{
- p_ptr->pass_wall = TRUE;
+ creature_ptr->pass_wall = TRUE;
}
/* Temporary blessing */
if (IS_BLESSED())
{
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
- p_ptr->to_h[0] += 10;
- p_ptr->to_h[1] += 10;
- p_ptr->to_h_b += 10;
- p_ptr->to_h_m += 10;
- p_ptr->dis_to_h[0] += 10;
- p_ptr->dis_to_h[1] += 10;
- p_ptr->dis_to_h_b += 10;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
+ creature_ptr->to_h[0] += 10;
+ creature_ptr->to_h[1] += 10;
+ creature_ptr->to_h_b += 10;
+ creature_ptr->to_h_m += 10;
+ creature_ptr->dis_to_h[0] += 10;
+ creature_ptr->dis_to_h[1] += 10;
+ creature_ptr->dis_to_h_b += 10;
}
- if (p_ptr->magicdef)
+ if (creature_ptr->magicdef)
{
- p_ptr->resist_blind = TRUE;
- p_ptr->resist_conf = TRUE;
- p_ptr->reflect = TRUE;
- p_ptr->free_act = TRUE;
- p_ptr->levitation = TRUE;
+ creature_ptr->resist_blind = TRUE;
+ creature_ptr->resist_conf = TRUE;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->free_act = TRUE;
+ creature_ptr->levitation = TRUE;
}
/* Temporary "Hero" */
if (IS_HERO())
{
- p_ptr->to_h[0] += 12;
- p_ptr->to_h[1] += 12;
- p_ptr->to_h_b += 12;
- p_ptr->to_h_m += 12;
- p_ptr->dis_to_h[0] += 12;
- p_ptr->dis_to_h[1] += 12;
- p_ptr->dis_to_h_b += 12;
+ creature_ptr->to_h[0] += 12;
+ creature_ptr->to_h[1] += 12;
+ creature_ptr->to_h_b += 12;
+ creature_ptr->to_h_m += 12;
+ creature_ptr->dis_to_h[0] += 12;
+ creature_ptr->dis_to_h[1] += 12;
+ creature_ptr->dis_to_h_b += 12;
}
/* Temporary "Beserk" */
- if (p_ptr->shero)
- {
- p_ptr->to_h[0] += 12;
- p_ptr->to_h[1] += 12;
- p_ptr->to_h_b -= 12;
- p_ptr->to_h_m += 12;
- p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
- p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
- p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
- p_ptr->dis_to_h[0] += 12;
- p_ptr->dis_to_h[1] += 12;
- p_ptr->dis_to_h_b -= 12;
- p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
- p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
- p_ptr->to_a -= 10;
- p_ptr->dis_to_a -= 10;
- p_ptr->skill_stl -= 7;
- p_ptr->skill_dev -= 20;
- p_ptr->skill_sav -= 30;
- p_ptr->skill_srh -= 15;
- p_ptr->skill_fos -= 15;
- p_ptr->skill_tht -= 20;
- p_ptr->skill_dig += 30;
+ if (creature_ptr->shero)
+ {
+ creature_ptr->to_h[0] += 12;
+ creature_ptr->to_h[1] += 12;
+ creature_ptr->to_h_b -= 12;
+ creature_ptr->to_h_m += 12;
+ creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
+ creature_ptr->dis_to_h[0] += 12;
+ creature_ptr->dis_to_h[1] += 12;
+ creature_ptr->dis_to_h_b -= 12;
+ creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
+ creature_ptr->to_a -= 10;
+ creature_ptr->dis_to_a -= 10;
+ creature_ptr->skill_stl -= 7;
+ creature_ptr->skill_dev -= 20;
+ creature_ptr->skill_sav -= 30;
+ creature_ptr->skill_srh -= 15;
+ creature_ptr->skill_fos -= 15;
+ creature_ptr->skill_tht -= 20;
+ creature_ptr->skill_dig += 30;
}
/* Temporary "fast" */
}
/* Temporary "slow" */
- if (p_ptr->slow)
+ if (creature_ptr->slow)
{
new_speed -= 10;
}
/* Temporary "telepathy" */
if (IS_TIM_ESP())
{
- p_ptr->telepathy = TRUE;
+ creature_ptr->telepathy = TRUE;
}
- if (p_ptr->ele_immune)
+ if (creature_ptr->ele_immune)
{
- if (p_ptr->special_defense & DEFENSE_ACID)
- p_ptr->immune_acid = TRUE;
- else if (p_ptr->special_defense & DEFENSE_ELEC)
- p_ptr->immune_elec = TRUE;
- else if (p_ptr->special_defense & DEFENSE_FIRE)
- p_ptr->immune_fire = TRUE;
- else if (p_ptr->special_defense & DEFENSE_COLD)
- p_ptr->immune_cold = TRUE;
+ if (creature_ptr->special_defense & DEFENSE_ACID)
+ creature_ptr->immune_acid = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_ELEC)
+ creature_ptr->immune_elec = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_FIRE)
+ creature_ptr->immune_fire = TRUE;
+ else if (creature_ptr->special_defense & DEFENSE_COLD)
+ creature_ptr->immune_cold = TRUE;
}
/* Temporary see invisible */
- if (p_ptr->tim_invis)
+ if (creature_ptr->tim_invis)
{
- p_ptr->see_inv = TRUE;
+ creature_ptr->see_inv = TRUE;
}
/* Temporary infravision boost */
- if (p_ptr->tim_infra)
+ if (creature_ptr->tim_infra)
{
- p_ptr->see_infra += 3;
+ creature_ptr->see_infra += 3;
}
/* Temporary regeneration boost */
- if (p_ptr->tim_regen)
+ if (creature_ptr->tim_regen)
{
- p_ptr->regenerate = TRUE;
+ creature_ptr->regenerate = TRUE;
}
/* Temporary levitation */
- if (p_ptr->tim_levitation)
+ if (creature_ptr->tim_levitation)
{
- p_ptr->levitation = TRUE;
+ creature_ptr->levitation = TRUE;
}
/* Temporary reflection */
- if (p_ptr->tim_reflect)
+ if (creature_ptr->tim_reflect)
{
- p_ptr->reflect = TRUE;
+ creature_ptr->reflect = TRUE;
}
/* Hack -- Hero/Shero -> Res fear */
- if (IS_HERO() || p_ptr->shero)
+ if (IS_HERO() || creature_ptr->shero)
{
- p_ptr->resist_fear = TRUE;
+ creature_ptr->resist_fear = TRUE;
}
/* Hack -- Telepathy Change */
- if (p_ptr->telepathy != old_telepathy)
+ if (creature_ptr->telepathy != old_telepathy)
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
- if ((p_ptr->esp_animal != old_esp_animal) ||
- (p_ptr->esp_undead != old_esp_undead) ||
- (p_ptr->esp_demon != old_esp_demon) ||
- (p_ptr->esp_orc != old_esp_orc) ||
- (p_ptr->esp_troll != old_esp_troll) ||
- (p_ptr->esp_giant != old_esp_giant) ||
- (p_ptr->esp_dragon != old_esp_dragon) ||
- (p_ptr->esp_human != old_esp_human) ||
- (p_ptr->esp_evil != old_esp_evil) ||
- (p_ptr->esp_good != old_esp_good) ||
- (p_ptr->esp_nonliving != old_esp_nonliving) ||
- (p_ptr->esp_unique != old_esp_unique))
+ if ((creature_ptr->esp_animal != old_esp_animal) ||
+ (creature_ptr->esp_undead != old_esp_undead) ||
+ (creature_ptr->esp_demon != old_esp_demon) ||
+ (creature_ptr->esp_orc != old_esp_orc) ||
+ (creature_ptr->esp_troll != old_esp_troll) ||
+ (creature_ptr->esp_giant != old_esp_giant) ||
+ (creature_ptr->esp_dragon != old_esp_dragon) ||
+ (creature_ptr->esp_human != old_esp_human) ||
+ (creature_ptr->esp_evil != old_esp_evil) ||
+ (creature_ptr->esp_good != old_esp_good) ||
+ (creature_ptr->esp_nonliving != old_esp_nonliving) ||
+ (creature_ptr->esp_unique != old_esp_unique))
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
/* Hack -- See Invis Change */
- if (p_ptr->see_inv != old_see_inv)
+ if (creature_ptr->see_inv != old_see_inv)
{
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
}
/* Bloating slows the player down (a little) */
- if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
+ if (creature_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
- if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
+ if (creature_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
- if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
- (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
+ if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
+ (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
{
- p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
- p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
}
- if (has_melee_weapon(p_ptr, INVEN_RARM) && has_melee_weapon(p_ptr, INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
{
int penalty1, penalty2;
- penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
- penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
- if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
+ penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
+ penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
{
penalty1 = penalty1 / 2 - 5;
penalty2 = penalty2 / 2 - 5;
new_speed += 7;
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
if (easy_2weapon)
{
if (penalty1 > 0) penalty1 /= 2;
if (penalty2 > 0) penalty2 /= 2;
}
- else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
+ else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
{
penalty1 = MAX(0, penalty1 - 10);
penalty2 = MAX(0, penalty2 - 10);
}
- if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
{
penalty1 = MIN(0, penalty1);
penalty2 = MIN(0, penalty2);
- p_ptr->to_a += 10;
- p_ptr->dis_to_a += 10;
+ creature_ptr->to_a += 10;
+ creature_ptr->dis_to_a += 10;
}
else
{
- if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
+ if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
penalty1 /= 2;
- if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
+ if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
penalty2 /= 2;
}
- if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
- if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
- p_ptr->to_h[0] -= (s16b)penalty1;
- p_ptr->to_h[1] -= (s16b)penalty2;
- p_ptr->dis_to_h[0] -= (s16b)penalty1;
- p_ptr->dis_to_h[1] -= (s16b)penalty2;
+ if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
+ if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
+ creature_ptr->to_h[0] -= (s16b)penalty1;
+ creature_ptr->to_h[1] -= (s16b)penalty2;
+ creature_ptr->dis_to_h[0] -= (s16b)penalty1;
+ creature_ptr->dis_to_h[1] -= (s16b)penalty2;
}
/* Extract the current weight (in tenth pounds) */
- j = p_ptr->total_weight;
+ j = creature_ptr->total_weight;
- if (!p_ptr->riding)
+ if (!creature_ptr->riding)
{
/* Extract the "weight limit" (in tenth pounds) */
- i = (int)weight_limit(p_ptr);
+ i = (int)weight_limit(creature_ptr);
}
else
{
- monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
+ monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
SPEED speed = riding_m_ptr->mspeed;
if (riding_m_ptr->mspeed > 110)
{
- new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
+ new_speed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
if (new_speed < 110) new_speed = 110;
}
else
{
new_speed = speed;
}
- new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
+ new_speed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
if (MON_FAST(riding_m_ptr)) new_speed += 10;
if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
- if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
+ if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) creature_ptr->can_swim = TRUE;
- if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
- if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
+ if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) creature_ptr->pass_wall = FALSE;
+ if (riding_r_ptr->flags2 & RF2_KILL_WALL) creature_ptr->kill_wall = TRUE;
- 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;
+ if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
/* Extract the "weight limit" */
i = 1500 + riding_r_ptr->level * 25;
if (j > i) new_speed -= ((j - i) / (i / 5));
/* Searching slows the player down */
- if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
+ if (creature_ptr->action == ACTION_SEARCH) new_speed -= 10;
/* Feature bonus */
- if (p_ptr->prace == RACE_MERFOLK)
+ if (creature_ptr->prace == RACE_MERFOLK)
{
if (have_flag(f_ptr->flags, FF_WATER))
{
- new_speed += (2 + p_ptr->lev / 10);
+ new_speed += (2 + creature_ptr->lev / 10);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
new_speed -= 2;
}
/* Actual Modifier Bonuses (Un-inflate stat bonuses) */
- p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
/* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
- p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
- p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+ creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+ creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
/* Obtain the "hold" value */
- hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
+ hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
/* Examine the "current bow" */
- o_ptr = &p_ptr->inventory_list[INVEN_BOW];
+ o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
/* It is hard to carholdry a heavy bow */
- p_ptr->heavy_shoot = is_heavy_shoot(p_ptr, o_ptr);
- if (p_ptr->heavy_shoot)
+ creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
+ if (creature_ptr->heavy_shoot)
{
/* Hard to wield a heavy bow */
- p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
- p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
}
/* Compute "extra shots" if needed */
if (o_ptr->k_idx)
{
- p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
+ creature_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
/* Apply special flags */
- if (o_ptr->k_idx && !p_ptr->heavy_shoot)
+ if (o_ptr->k_idx && !creature_ptr->heavy_shoot)
{
/* Extra shots */
- p_ptr->num_fire = calc_num_fire(p_ptr, o_ptr);
+ creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
/* Snipers love Cross bows */
- if ((p_ptr->pclass == CLASS_SNIPER) &&
- (p_ptr->tval_ammo == TV_BOLT))
+ if ((creature_ptr->pclass == CLASS_SNIPER) &&
+ (creature_ptr->tval_ammo == TV_BOLT))
{
- p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
- p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
+ creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
+ creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
}
}
}
- if (p_ptr->ryoute) hold *= 2;
+ if (creature_ptr->ryoute) hold *= 2;
for (i = 0; i < 2; i++)
{
/* Examine the "main weapon" */
- o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
object_flags(o_ptr, flgs);
/* Assume not heavy */
- p_ptr->heavy_wield[i] = FALSE;
- p_ptr->icky_wield[i] = FALSE;
- p_ptr->riding_wield[i] = FALSE;
+ creature_ptr->heavy_wield[i] = FALSE;
+ creature_ptr->icky_wield[i] = FALSE;
+ creature_ptr->riding_wield[i] = FALSE;
- if (!has_melee_weapon(p_ptr, INVEN_RARM + i))
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
- p_ptr->num_blow[i] = 1;
+ creature_ptr->num_blow[i] = 1;
continue;
}
/* It is hard to hold a heavy weapon */
if (hold < o_ptr->weight / 10)
{
/* Hard to wield a heavy weapon */
- p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
- p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
+ creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
/* Heavy weapon */
- p_ptr->heavy_wield[i] = TRUE;
+ creature_ptr->heavy_wield[i] = TRUE;
}
- else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
+ else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
{
- p_ptr->to_a += 5;
- p_ptr->dis_to_a += 5;
+ creature_ptr->to_a += 5;
+ creature_ptr->dis_to_a += 5;
}
/* Normal weapons */
- if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
+ if (o_ptr->k_idx && !creature_ptr->heavy_wield[i])
{
int str_index, dex_index;
int num = 0, wgt = 0, mul = 0, div = 0;
/* Analyze the class */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
num = 6; wgt = 70; mul = 5; break;
num = 5; wgt = 70; mul = 3; break;
case CLASS_CAVALRY:
- if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
+ if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
else { num = 5; wgt = 100; mul = 3; }
break;
div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
/* Access the strength vs weight */
- str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
+ str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
- if (p_ptr->ryoute && !omoi) str_index++;
- if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
+ if (creature_ptr->ryoute && !omoi) str_index++;
+ if (creature_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
/* Maximal value */
if (str_index > 11) str_index = 11;
/* Index by dexterity */
- dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
+ dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
/* Maximal value */
if (dex_index > 11) dex_index = 11;
/* Use the blows table */
- p_ptr->num_blow[i] = blows_table[str_index][dex_index];
+ creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
/* Maximal value */
- if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
+ if (creature_ptr->num_blow[i] > num) creature_ptr->num_blow[i] = (s16b)num;
/* Add in the "bonus blows" */
- p_ptr->num_blow[i] += (s16b)extra_blows[i];
+ creature_ptr->num_blow[i] += (s16b)extra_blows[i];
- if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
- else if (p_ptr->pclass == CLASS_BERSERKER)
+ if (creature_ptr->pclass == CLASS_WARRIOR) creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
+ else if (creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->num_blow[i] += (p_ptr->lev / 23);
+ creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
}
- else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
+ else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30)) creature_ptr->num_blow[i] ++;
- if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
+ if (creature_ptr->special_defense & KATA_FUUJIN) creature_ptr->num_blow[i] -= 1;
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) creature_ptr->num_blow[i] = 1;
/* Require at least one blow */
- if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
+ if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
/* Boost digging skill by weapon weight */
- p_ptr->skill_dig += (o_ptr->weight / 10);
+ creature_ptr->skill_dig += (o_ptr->weight / 10);
}
/* Assume okay */
/* Priest weapon penalty for non-blessed edged weapons */
- if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
+ if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 2;
- p_ptr->to_d[i] -= 2;
+ creature_ptr->to_h[i] -= 2;
+ creature_ptr->to_d[i] -= 2;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 2;
- p_ptr->dis_to_d[i] -= 2;
+ creature_ptr->dis_to_h[i] -= 2;
+ creature_ptr->dis_to_d[i] -= 2;
/* Icky weapon */
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->icky_wield[i] = TRUE;
}
- else if (p_ptr->pclass == CLASS_BERSERKER)
+ else if (creature_ptr->pclass == CLASS_BERSERKER)
{
- p_ptr->to_h[i] += p_ptr->lev / 5;
- p_ptr->to_d[i] += p_ptr->lev / 6;
- p_ptr->dis_to_h[i] += p_ptr->lev / 5;
- p_ptr->dis_to_d[i] += p_ptr->lev / 6;
- if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
+ creature_ptr->to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->to_d[i] += creature_ptr->lev / 6;
+ creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
+ if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute)
{
- p_ptr->to_h[i] += p_ptr->lev / 5;
- p_ptr->to_d[i] += p_ptr->lev / 6;
- p_ptr->dis_to_h[i] += p_ptr->lev / 5;
- p_ptr->dis_to_d[i] += p_ptr->lev / 6;
+ creature_ptr->to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->to_d[i] += creature_ptr->lev / 6;
+ creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+ creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
}
}
- else if (p_ptr->pclass == CLASS_SORCERER)
+ else if (creature_ptr->pclass == CLASS_SORCERER)
{
if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 200;
- p_ptr->to_d[i] -= 200;
+ creature_ptr->to_h[i] -= 200;
+ creature_ptr->to_d[i] -= 200;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 200;
- p_ptr->dis_to_d[i] -= 200;
+ creature_ptr->dis_to_h[i] -= 200;
+ creature_ptr->dis_to_d[i] -= 200;
/* Icky weapon */
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->icky_wield[i] = TRUE;
}
else
{
/* Reduce the real bonuses */
- p_ptr->to_h[i] -= 30;
- p_ptr->to_d[i] -= 10;
+ creature_ptr->to_h[i] -= 30;
+ creature_ptr->to_d[i] -= 10;
/* Reduce the mental bonuses */
- p_ptr->dis_to_h[i] -= 30;
- p_ptr->dis_to_d[i] -= 10;
+ creature_ptr->dis_to_h[i] -= 30;
+ creature_ptr->dis_to_d[i] -= 10;
}
}
/* Hex bonuses */
- if (p_ptr->realm1 == REALM_HEX)
+ if (creature_ptr->realm1 == REALM_HEX)
{
if (object_is_cursed(o_ptr))
{
- if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
- if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
- if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
- if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_h[i] += 7; creature_ptr->dis_to_h[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_h[i] += 13; creature_ptr->dis_to_h[i] += 13; }
+ if (o_ptr->curse_flags & (TRC_TY_CURSE)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
if (hex_spelling(HEX_RUNESWORD))
{
- if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
- if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
- if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
+ if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_d[i] += 5; creature_ptr->dis_to_d[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_d[i] += 7; creature_ptr->dis_to_d[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_d[i] += 13; creature_ptr->dis_to_d[i] += 13; }
}
}
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
{
- p_ptr->to_h[i] += 15;
- p_ptr->dis_to_h[i] += 15;
- p_ptr->to_dd[i] += 2;
+ creature_ptr->to_h[i] += 15;
+ creature_ptr->dis_to_h[i] += 15;
+ creature_ptr->to_dd[i] += 2;
}
else if (!(have_flag(flgs, TR_RIDING)))
{
int penalty;
- if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
+ if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
{
penalty = 5;
}
else
{
- penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
+ penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
penalty += 30;
if (penalty < 30) penalty = 30;
}
- p_ptr->to_h[i] -= (s16b)penalty;
- p_ptr->dis_to_h[i] -= (s16b)penalty;
+ creature_ptr->to_h[i] -= (s16b)penalty;
+ creature_ptr->dis_to_h[i] -= (s16b)penalty;
/* Riding weapon */
- p_ptr->riding_wield[i] = TRUE;
+ creature_ptr->riding_wield[i] = TRUE;
}
}
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
int penalty = 0;
- p_ptr->riding_ryoute = FALSE;
+ creature_ptr->riding_ryoute = FALSE;
- if (p_ptr->ryoute || (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
- else if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE)) creature_ptr->riding_ryoute = TRUE;
+ else if (creature_ptr->pet_extra_flags & PF_RYOUTE)
{
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_MONK:
case CLASS_FORCETRAINER:
case CLASS_BERSERKER:
- if ((empty_hands(p_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
- p_ptr->riding_ryoute = TRUE;
+ if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
+ creature_ptr->riding_ryoute = TRUE;
break;
}
}
- if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
+ if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
{
- if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
+ if (creature_ptr->tval_ammo != TV_ARROW) penalty = 5;
}
else
{
- penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
+ penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
penalty += 30;
if (penalty < 30) penalty = 30;
}
- if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
- p_ptr->to_h_b -= (s16b)penalty;
- p_ptr->dis_to_h_b -= (s16b)penalty;
+ if (creature_ptr->tval_ammo == TV_BOLT) penalty *= 2;
+ creature_ptr->to_h_b -= (s16b)penalty;
+ creature_ptr->dis_to_h_b -= (s16b)penalty;
}
/* Different calculation for monks with empty hands */
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
- (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) &&
+ (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite)
{
- int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
- p_ptr->num_blow[0] = 0;
+ int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
+ creature_ptr->num_blow[0] = 0;
- if (p_ptr->pclass == CLASS_FORCETRAINER)
+ if (creature_ptr->pclass == CLASS_FORCETRAINER)
{
- if (blow_base > 18) p_ptr->num_blow[0]++;
- if (blow_base > 31) p_ptr->num_blow[0]++;
- if (blow_base > 44) p_ptr->num_blow[0]++;
- if (blow_base > 58) p_ptr->num_blow[0]++;
+ if (blow_base > 18) creature_ptr->num_blow[0]++;
+ if (blow_base > 31) creature_ptr->num_blow[0]++;
+ if (blow_base > 44) creature_ptr->num_blow[0]++;
+ if (blow_base > 58) creature_ptr->num_blow[0]++;
if (P_PTR_KI)
{
- p_ptr->to_d[0] += P_PTR_KI / 5;
- p_ptr->dis_to_d[0] += P_PTR_KI / 5;
+ creature_ptr->to_d[0] += P_PTR_KI / 5;
+ creature_ptr->dis_to_d[0] += P_PTR_KI / 5;
}
}
else
{
- if (blow_base > 12) p_ptr->num_blow[0]++;
- if (blow_base > 22) p_ptr->num_blow[0]++;
- if (blow_base > 31) p_ptr->num_blow[0]++;
- if (blow_base > 39) p_ptr->num_blow[0]++;
- if (blow_base > 46) p_ptr->num_blow[0]++;
- if (blow_base > 53) p_ptr->num_blow[0]++;
- if (blow_base > 59) p_ptr->num_blow[0]++;
+ if (blow_base > 12) creature_ptr->num_blow[0]++;
+ if (blow_base > 22) creature_ptr->num_blow[0]++;
+ if (blow_base > 31) creature_ptr->num_blow[0]++;
+ if (blow_base > 39) creature_ptr->num_blow[0]++;
+ if (blow_base > 46) creature_ptr->num_blow[0]++;
+ if (blow_base > 53) creature_ptr->num_blow[0]++;
+ if (blow_base > 59) creature_ptr->num_blow[0]++;
}
- if (heavy_armor(p_ptr) && (p_ptr->pclass != CLASS_BERSERKER))
- p_ptr->num_blow[0] /= 2;
+ if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
+ creature_ptr->num_blow[0] /= 2;
else
{
- p_ptr->to_h[0] += (p_ptr->lev / 3);
- p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
+ creature_ptr->to_h[0] += (creature_ptr->lev / 3);
+ creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);
- p_ptr->to_d[0] += (p_ptr->lev / 6);
- p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
+ creature_ptr->to_d[0] += (creature_ptr->lev / 6);
+ creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
}
- if (p_ptr->special_defense & KAMAE_BYAKKO)
+ if (creature_ptr->special_defense & KAMAE_BYAKKO)
{
- p_ptr->to_a -= 40;
- p_ptr->dis_to_a -= 40;
+ creature_ptr->to_a -= 40;
+ creature_ptr->dis_to_a -= 40;
}
- else if (p_ptr->special_defense & KAMAE_SEIRYU)
+ else if (creature_ptr->special_defense & KAMAE_SEIRYU)
{
- p_ptr->to_a -= 50;
- p_ptr->dis_to_a -= 50;
- p_ptr->resist_acid = TRUE;
- p_ptr->resist_fire = TRUE;
- p_ptr->resist_elec = TRUE;
- p_ptr->resist_cold = TRUE;
- p_ptr->resist_pois = TRUE;
- p_ptr->sh_fire = TRUE;
- p_ptr->sh_elec = TRUE;
- p_ptr->sh_cold = TRUE;
- p_ptr->levitation = TRUE;
+ creature_ptr->to_a -= 50;
+ creature_ptr->dis_to_a -= 50;
+ creature_ptr->resist_acid = TRUE;
+ creature_ptr->resist_fire = TRUE;
+ creature_ptr->resist_elec = TRUE;
+ creature_ptr->resist_cold = TRUE;
+ creature_ptr->resist_pois = TRUE;
+ creature_ptr->sh_fire = TRUE;
+ creature_ptr->sh_elec = TRUE;
+ creature_ptr->sh_cold = TRUE;
+ creature_ptr->levitation = TRUE;
}
- else if (p_ptr->special_defense & KAMAE_GENBU)
+ else if (creature_ptr->special_defense & KAMAE_GENBU)
{
- p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
- p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
- p_ptr->reflect = TRUE;
- p_ptr->num_blow[0] -= 2;
- if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
- if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
+ creature_ptr->to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+ creature_ptr->dis_to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+ creature_ptr->reflect = TRUE;
+ creature_ptr->num_blow[0] -= 2;
+ if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42)) creature_ptr->num_blow[0]--;
+ if (creature_ptr->num_blow[0] < 0) creature_ptr->num_blow[0] = 0;
}
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
+ else if (creature_ptr->special_defense & KAMAE_SUZAKU)
{
- p_ptr->to_h[0] -= (p_ptr->lev / 3);
- p_ptr->to_d[0] -= (p_ptr->lev / 6);
+ creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
+ creature_ptr->to_d[0] -= (creature_ptr->lev / 6);
- p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
- p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
- p_ptr->num_blow[0] /= 2;
- p_ptr->levitation = TRUE;
+ creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
+ creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
+ creature_ptr->num_blow[0] /= 2;
+ creature_ptr->levitation = TRUE;
}
- p_ptr->num_blow[0] += 1 + extra_blows[0];
+ creature_ptr->num_blow[0] += 1 + extra_blows[0];
}
- if (p_ptr->riding) p_ptr->levitation = riding_levitation;
+ if (creature_ptr->riding) creature_ptr->levitation = riding_levitation;
- p_ptr->monk_armour_aux = FALSE;
+ creature_ptr->monk_armour_aux = FALSE;
- if (heavy_armor(p_ptr))
+ if (heavy_armor(creature_ptr))
{
- p_ptr->monk_armour_aux = TRUE;
+ creature_ptr->monk_armour_aux = TRUE;
}
for (i = 0; i < 2; i++)
{
- if (has_melee_weapon(p_ptr, INVEN_RARM + i))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
- OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
- OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
+ OBJECT_TYPE_VALUE tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
- p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
- p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
- if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
+ creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+ creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+ if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER))
{
- if (!s_info[p_ptr->pclass].w_max[tval][sval])
+ if (!s_info[creature_ptr->pclass].w_max[tval][sval])
{
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
+ creature_ptr->to_h[i] -= 40;
+ creature_ptr->dis_to_h[i] -= 40;
+ creature_ptr->icky_wield[i] = TRUE;
}
}
- else if (p_ptr->pclass == CLASS_NINJA)
+ else if (creature_ptr->pclass == CLASS_NINJA)
{
- if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
+ if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (creature_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
{
- p_ptr->to_h[i] -= 40;
- p_ptr->dis_to_h[i] -= 40;
- p_ptr->icky_wield[i] = TRUE;
- p_ptr->num_blow[i] /= 2;
- if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
+ creature_ptr->to_h[i] -= 40;
+ creature_ptr->dis_to_h[i] -= 40;
+ creature_ptr->icky_wield[i] = TRUE;
+ creature_ptr->num_blow[i] /= 2;
+ if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
}
}
}
/* Maximum speed is (+99). (internally it's 110 + 99) */
/* Temporary lightspeed forces to be maximum speed */
- if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
+ if ((creature_ptr->lightspeed && !creature_ptr->riding) || (new_speed > 209))
{
new_speed = 209;
}
if (new_speed < 11) new_speed = 11;
/* Display the speed (if needed) */
- if (p_ptr->pspeed != (byte)new_speed)
+ if (creature_ptr->pspeed != (byte)new_speed)
{
- p_ptr->pspeed = (byte)new_speed;
- p_ptr->redraw |= (PR_SPEED);
+ creature_ptr->pspeed = (byte)new_speed;
+ creature_ptr->redraw |= (PR_SPEED);
}
if (yoiyami)
{
- if (p_ptr->to_a > (0 - p_ptr->ac))
- p_ptr->to_a = 0 - p_ptr->ac;
- if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
- p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
+ if (creature_ptr->to_a > (0 - creature_ptr->ac))
+ creature_ptr->to_a = 0 - creature_ptr->ac;
+ if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
+ creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
}
/* Redraw armor (if needed) */
- if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
+ if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a))
{
- p_ptr->redraw |= (PR_ARMOR);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->redraw |= (PR_ARMOR);
+ creature_ptr->window |= (PW_PLAYER);
}
- if (p_ptr->ryoute && !omoi)
+ if (creature_ptr->ryoute && !omoi)
{
int bonus_to_h = 0, bonus_to_d = 0;
- bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
- 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);
+ bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
+ bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
- p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
- p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
- p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
- p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
+ creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
+ creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
+ creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
+ creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
}
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(p_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) creature_ptr->ryoute = FALSE;
/* Affect Skill -- stealth (bonus one) */
- p_ptr->skill_stl += 1;
+ creature_ptr->skill_stl += 1;
- if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
+ if (IS_TIM_STEALTH()) creature_ptr->skill_stl += 99;
/* Affect Skill -- disarming (DEX and INT) */
- p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
- p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
+ creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
+ creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
/* Affect Skill -- magic devices (INT) */
- p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
+ creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
/* Affect Skill -- saving throw (WIS) */
- p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
+ creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
/* Affect Skill -- digging (STR) */
- p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
+ creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
/* Affect Skill -- disarming (Level, by Class) */
- p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
+ creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
/* Affect Skill -- magic devices (Level, by Class) */
- p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
+ creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
/* Affect Skill -- saving throw (Level, by Class) */
- p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
+ creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
/* Affect Skill -- stealth (Level, by Class) */
- p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
+ creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
/* Affect Skill -- search ability (Level, by Class) */
- p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
+ creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
/* Affect Skill -- search frequency (Level, by Class) */
- p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
+ creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
/* Affect Skill -- combat (normal) (Level, by Class) */
- p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
+ creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
/* Affect Skill -- combat (shooting) (Level, by Class) */
- p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+ creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
/* Affect Skill -- combat (throwing) (Level, by Class) */
- p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+ creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
- if ((PRACE_IS_(p_ptr, RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
+ if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
{
- p_ptr->cursed &= ~(TRC_AGGRAVATE);
- p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
+ creature_ptr->cursed &= ~(TRC_AGGRAVATE);
+ creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
}
/* Limit Skill -- stealth from 0 to 30 */
- if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
- if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
+ if (creature_ptr->skill_stl > 30) creature_ptr->skill_stl = 30;
+ if (creature_ptr->skill_stl < 0) creature_ptr->skill_stl = 0;
/* Limit Skill -- digging from 1 up */
- if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
+ if (creature_ptr->skill_dig < 1) creature_ptr->skill_dig = 1;
- if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
+ if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev))) creature_ptr->skill_sav = 90 + creature_ptr->lev;
- if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
+ if (creature_ptr->tsubureru) creature_ptr->skill_sav = 10;
- 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;
+ if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev))) creature_ptr->skill_sav = 95 + creature_ptr->lev;
- if (down_saving) p_ptr->skill_sav /= 2;
+ if (down_saving) creature_ptr->skill_sav /= 2;
/* Hack -- Each elemental immunity includes resistance */
- if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
- if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
- if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
- if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
+ if (creature_ptr->immune_acid) creature_ptr->resist_acid = TRUE;
+ if (creature_ptr->immune_elec) creature_ptr->resist_elec = TRUE;
+ if (creature_ptr->immune_fire) creature_ptr->resist_fire = TRUE;
+ if (creature_ptr->immune_cold) creature_ptr->resist_cold = TRUE;
/* Hack -- handle "xtra" mode */
if (current_world_ptr->character_xtra) return;
/* Take note when "heavy bow" changes */
- if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
+ if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot)
{
- if (p_ptr->heavy_shoot)
+ if (creature_ptr->heavy_shoot)
{
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."));
}
- else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
+ else if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
{
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."));
}
}
/* Save it */
- p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
+ creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
}
for (i = 0; i < 2; i++)
{
/* Take note when "heavy weapon" changes */
- if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
+ if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i])
{
- if (p_ptr->heavy_wield[i])
+ if (creature_ptr->heavy_wield[i])
{
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."));
}
- else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
}
- else if (p_ptr->heavy_wield[1 - i])
+ else if (creature_ptr->heavy_wield[1 - i])
{
msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
}
}
/* Save it */
- p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
+ creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
}
/* Take note when "heavy weapon" changes */
- if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
+ if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i])
{
- if (p_ptr->riding_wield[i])
+ if (creature_ptr->riding_wield[i])
{
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."));
}
- else if (!p_ptr->riding)
+ else if (!creature_ptr->riding)
{
msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
}
- else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
}
/* Save it */
- p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
+ creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
}
/* Take note when "illegal weapon" changes */
- if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
+ if (creature_ptr->old_icky_wield[i] != creature_ptr->icky_wield[i])
{
- if (p_ptr->icky_wield[i])
+ if (creature_ptr->icky_wield[i])
{
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."));
if (current_world_ptr->is_loading_now)
{
- chg_virtue(p_ptr, V_FAITH, -1);
+ chg_virtue(creature_ptr, V_FAITH, -1);
}
}
- else if (has_melee_weapon(p_ptr, INVEN_RARM + i))
+ else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
{
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."));
}
}
/* Save it */
- p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
+ creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
}
}
- if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
+ if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute))
{
- if (p_ptr->riding_ryoute)
+ if (creature_ptr->riding_ryoute)
{
#ifdef JP
- msg_format("%s馬を操れない。", (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
+ msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
#else
msg_print("You are using both hand for fighting, and you can't control a riding pet.");
#endif
else
{
#ifdef JP
- msg_format("%s馬を操れるようになった。", (empty_hands(p_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
+ msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
#else
msg_print("You began to control riding pet with one hand.");
#endif
}
- p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
+ creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
}
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
+ if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux))
{
- if (heavy_armor(p_ptr))
+ if (heavy_armor(creature_ptr))
{
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."));
if (current_world_ptr->is_loading_now)
{
- chg_virtue(p_ptr, V_HARMONY, -1);
+ chg_virtue(creature_ptr, V_HARMONY, -1);
}
}
else
msg_print(_("バランスがとれるようになった。", "You regain your balance."));
}
- p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
+ creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
}
for (i = 0; i < INVEN_PACK; i++)
{
#if 0
- if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
- if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (creature_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
#endif
- if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
- if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
+ if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
}
- for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
}
- if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->pass_wall && !creature_ptr->kill_wall) creature_ptr->no_flowed = TRUE;
#if 0
- if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_dd_s && ((creature_ptr->realm1 == REALM_SORCERY) || (creature_ptr->realm2 == REALM_SORCERY) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
- 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)))
+ if (have_dd_t && ((creature_ptr->realm1 == REALM_TRUMP) || (creature_ptr->realm2 == REALM_TRUMP) || (creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
#endif
- if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
- if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_kabe && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER)))
{
const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
- if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+ if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
}
}
{
creature_ptr->update &= ~(PU_BONUS);
calc_alignment();
- calc_bonuses();
+ calc_bonuses(creature_ptr);
}
if (creature_ptr->update & (PU_TORCH))