1 #include "birth/birth-stat.h"
2 #include "birth/auto-roller.h"
3 #include "core/player-redraw-types.h"
4 #include "player-info/class-info.h"
5 #include "player-info/race-info.h"
6 #include "player-info/race-types.h"
7 #include "player/player-personality-types.h"
8 #include "player/player-personality.h"
9 #include "player/player-skill.h"
10 #include "spell/spells-status.h"
11 #include "sv-definition/sv-weapon-types.h"
12 #include "system/player-type-definition.h"
14 /*! オートロール能力値の乱数分布 / emulate 5 + 1d3 + 1d4 + 1d5 by randint0(60) */
15 BASE_STATUS rand3_4_5[60] = {
16 8, 9, 9, 9, 10, 10, 10, 10, 10, 10, /*00-09*/
17 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, /*10-19*/
18 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, /*20-29*/
19 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, /*30-49*/
20 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, /*40-49*/
21 15, 15, 15, 15, 15, 15, 16, 16, 16, 17 /*50-59*/
25 * @brief プレイヤーの能力値表現に基づいて加減算を行う。
27 * @param amount 加減算する値
30 int adjust_stat(int value, int amount)
33 for (int i = 0; i < (0 - amount); i++) {
34 if (value >= 18 + 10) {
36 } else if (value > 18) {
38 } else if (value > 3) {
42 } else if (amount > 0) {
43 for (int i = 0; i < amount; i++) {
56 * @brief プレイヤーの能力値を一通りロールする。 / Roll for a characters stats
57 * @param player_ptr プレイヤーへの参照ポインタ
59 * calc_bonuses()による、独立ステータスからの副次ステータス算出も行っている。
60 * For efficiency, we include a chunk of "calc_bonuses()".\n
62 void get_stats(player_type *player_ptr)
66 for (int i = 0; i < 2; i++) {
67 int32_t tmp = randint0(60 * 60 * 60);
70 for (int j = 0; j < 3; j++) {
73 /* Extract 5 + 1d3 + 1d4 + 1d5 */
74 val = rand3_4_5[tmp % 60];
77 player_ptr->stat_cur[stat] = player_ptr->stat_max[stat] = val;
83 if ((sum > 42 + 5 * 6) && (sum < 57 + 5 * 6))
91 uint16_t get_expfact(player_type *player_ptr)
93 uint16_t expfact = rp_ptr->r_exp;
95 if (player_ptr->prace != PlayerRaceType::ANDROID)
96 expfact += cp_ptr->c_exp;
97 if (((player_ptr->pclass == PlayerClassType::MONK) || (player_ptr->pclass == PlayerClassType::FORCETRAINER) || (player_ptr->pclass == PlayerClassType::NINJA))
98 && ((player_ptr->prace == PlayerRaceType::KLACKON) || (player_ptr->prace == PlayerRaceType::SPRITE)))
105 * @brief その他「オートローラ中は算出の対象にしない」副次ステータスを処理する / Roll for some info that the auto-roller ignores
107 void get_extra(player_type *player_ptr, bool roll_hitdie)
109 player_ptr->expfact = get_expfact(player_ptr);
111 /* Reset record of race/realm changes */
112 player_ptr->start_race = player_ptr->prace;
113 player_ptr->old_race1 = 0L;
114 player_ptr->old_race2 = 0L;
115 player_ptr->old_realm = 0;
117 for (int i = 0; i < 64; i++) {
118 if (player_ptr->pclass == PlayerClassType::SORCERER)
119 player_ptr->spell_exp[i] = PlayerSkill::spell_exp_at(PlayerSkillRank::MASTER);
120 else if (player_ptr->pclass == PlayerClassType::RED_MAGE)
121 player_ptr->spell_exp[i] = PlayerSkill::spell_exp_at(PlayerSkillRank::SKILLED);
123 player_ptr->spell_exp[i] = PlayerSkill::spell_exp_at(PlayerSkillRank::UNSKILLED);
126 auto pclass = enum2i(player_ptr->pclass);
127 player_ptr->weapon_exp = s_info[pclass].w_start;
129 if (player_ptr->ppersonality == PERSONALITY_SEXY) {
130 auto &whip_exp = player_ptr->weapon_exp[ItemKindType::HAFTED][SV_WHIP];
131 whip_exp = std::max(whip_exp, PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER));
134 for (auto i : PLAYER_SKILL_KIND_TYPE_RANGE)
135 player_ptr->skill_exp[i] = s_info[pclass].s_start[i];
137 if (player_ptr->pclass == PlayerClassType::SORCERER)
138 player_ptr->hitdie = rp_ptr->r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
140 player_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
143 roll_hitdice(player_ptr, SPOP_NO_UPDATE);
145 player_ptr->mhp = player_ptr->player_hp[0];
149 * @brief プレイヤーの限界ステータスを決める。
150 * @param player_ptr プレイヤーへの参照ポインタ
151 * @details 新生の薬やステータスシャッフルでもこの関数が呼ばれる
153 void get_max_stats(player_type *player_ptr)
158 for (int i = 0; i < A_MAX; i++) {
159 dice[i] = randint1(7);
167 for (int i = 0; i < A_MAX; i++) {
168 BASE_STATUS max_max = 18 + 60 + dice[i] * 10;
169 player_ptr->stat_max_max[i] = max_max;
170 if (player_ptr->stat_max[i] > max_max)
171 player_ptr->stat_max[i] = max_max;
172 if (player_ptr->stat_cur[i] > max_max)
173 player_ptr->stat_cur[i] = max_max;
176 player_ptr->knowledge &= ~(KNOW_STAT);
177 player_ptr->redraw |= (PR_STATS);