1 #include "player/player-status.h"
2 #include "artifact/fixed-art-types.h"
3 #include "autopick/autopick-reader-writer.h"
4 #include "autopick/autopick.h"
5 #include "cmd-action/cmd-pet.h"
6 #include "cmd-action/cmd-spell.h"
7 #include "cmd-io/cmd-dump.h"
8 #include "cmd-item/cmd-magiceat.h"
9 #include "combat/attack-power-table.h"
10 #include "core/asking-player.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "effect/effect-characteristics.h"
18 #include "floor/cave.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-leaver.h"
21 #include "floor/floor-save.h"
22 #include "floor/floor-util.h"
23 #include "game-option/birth-options.h"
24 #include "grid/feature.h"
25 #include "inventory/inventory-object.h"
26 #include "inventory/inventory-slot-types.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/write-diary.h"
29 #include "main/sound-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena-info-table.h"
32 #include "mind/mind-force-trainer.h"
33 #include "mind/mind-ninja.h"
34 #include "monster-floor/monster-lite.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race-hook.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags3.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "mutation/mutation-calculator.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "mutation/mutation-investor-remover.h"
49 #include "object-enchant/object-ego.h"
50 #include "object-enchant/special-object-flags.h"
51 #include "object-enchant/tr-types.h"
52 #include "object-enchant/trc-types.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-checker.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/object-flags.h"
57 #include "object/object-info.h"
58 #include "object/object-mark-types.h"
59 #include "perception/object-perception.h"
60 #include "pet/pet-util.h"
61 #include "player-info/avatar.h"
62 #include "player/attack-defense-types.h"
63 #include "player/digestion-processor.h"
64 #include "player/mimic-info-table.h"
65 #include "player/patron.h"
66 #include "player/player-class.h"
67 #include "player/player-damage.h"
68 #include "player/player-move.h"
69 #include "player/player-personalities-types.h"
70 #include "player/player-personality.h"
71 #include "player/player-race-types.h"
72 #include "player/player-skill.h"
73 #include "player/player-status-flags.h"
74 #include "player/player-status-table.h"
75 #include "player/player-view.h"
76 #include "player/race-info-table.h"
77 #include "player/special-defense-types.h"
78 #include "realm/realm-hex-numbers.h"
79 #include "realm/realm-names-table.h"
80 #include "realm/realm-song-numbers.h"
81 #include "specific-object/bow.h"
82 #include "specific-object/torch.h"
83 #include "spell-realm/spells-hex.h"
84 #include "spell/range-calc.h"
85 #include "spell/spells-describer.h"
86 #include "spell/spells-execution.h"
87 #include "spell/spells-status.h"
88 #include "spell/technic-info-table.h"
89 #include "status/action-setter.h"
90 #include "status/base-status.h"
91 #include "sv-definition/sv-lite-types.h"
92 #include "sv-definition/sv-weapon-types.h"
93 #include "system/angband.h"
94 #include "system/floor-type-definition.h"
95 #include "term/screen-processor.h"
96 #include "util/bit-flags-calculator.h"
97 #include "util/quarks.h"
98 #include "util/string-processor.h"
99 #include "view/display-messages.h"
100 #include "world/world.h"
102 static bool is_martial_arts_mode(player_type *creature_ptr);
104 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
105 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
106 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
115 static s16b calc_num_blow(player_type *creature_ptr, int i);
116 static s16b calc_strength_addition(player_type *creature_ptr);
117 static s16b calc_intelligence_addition(player_type *creature_ptr);
118 static s16b calc_wisdom_addition(player_type *creature_ptr);
119 static s16b calc_dexterity_addition(player_type *creature_ptr);
120 static s16b calc_constitution_addition(player_type *creature_ptr);
121 static s16b calc_charisma_addition(player_type *creature_ptr);
122 static s16b calc_to_magic_chance(player_type *creature_ptr);
123 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
124 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
125 static s16b calc_speed(player_type *creature_ptr);
126 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
127 static void calc_use_status(player_type *creature_ptr, int status);
128 static void calc_top_status(player_type *creature_ptr, int status);
129 static void calc_ind_status(player_type *creature_ptr, int status);
130 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
131 static void put_equipment_warning(player_type *creature_ptr);
133 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
138 static s16b calc_to_damage_misc(player_type *creature_ptr);
139 static s16b calc_to_hit_misc(player_type *creature_ptr);
141 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
142 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
144 static int get_default_hand(player_type *creature_ptr);
146 /*** Player information ***/
149 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
154 * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
156 player_type *p_ptr = &p_body;
159 * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
160 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
161 * @return アライメントの表記を返す。
163 concptr your_alignment(player_type *creature_ptr)
165 if (creature_ptr->align > 150)
166 return _("大善", "Lawful");
167 else if (creature_ptr->align > 50)
168 return _("中善", "Good");
169 else if (creature_ptr->align > 10)
170 return _("小善", "Neutral Good");
171 else if (creature_ptr->align > -11)
172 return _("中立", "Neutral");
173 else if (creature_ptr->align > -51)
174 return _("小悪", "Neutral Evil");
175 else if (creature_ptr->align > -151)
176 return _("中悪", "Evil");
178 return _("大悪", "Chaotic");
182 * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
183 * @param weapon_exp 経験値
186 int weapon_exp_level(int weapon_exp)
188 if (weapon_exp < WEAPON_EXP_BEGINNER)
189 return EXP_LEVEL_UNSKILLED;
190 else if (weapon_exp < WEAPON_EXP_SKILLED)
191 return EXP_LEVEL_BEGINNER;
192 else if (weapon_exp < WEAPON_EXP_EXPERT)
193 return EXP_LEVEL_SKILLED;
194 else if (weapon_exp < WEAPON_EXP_MASTER)
195 return EXP_LEVEL_EXPERT;
197 return EXP_LEVEL_MASTER;
201 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
202 * @param weapon_exp 経験値
205 int riding_exp_level(int riding_exp)
207 if (riding_exp < RIDING_EXP_BEGINNER)
208 return EXP_LEVEL_UNSKILLED;
209 else if (riding_exp < RIDING_EXP_SKILLED)
210 return EXP_LEVEL_BEGINNER;
211 else if (riding_exp < RIDING_EXP_EXPERT)
212 return EXP_LEVEL_SKILLED;
213 else if (riding_exp < RIDING_EXP_MASTER)
214 return EXP_LEVEL_EXPERT;
216 return EXP_LEVEL_MASTER;
220 * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
221 * @param spell_exp 経験値
224 int spell_exp_level(int spell_exp)
226 if (spell_exp < SPELL_EXP_BEGINNER)
227 return EXP_LEVEL_UNSKILLED;
228 else if (spell_exp < SPELL_EXP_SKILLED)
229 return EXP_LEVEL_BEGINNER;
230 else if (spell_exp < SPELL_EXP_EXPERT)
231 return EXP_LEVEL_SKILLED;
232 else if (spell_exp < SPELL_EXP_MASTER)
233 return EXP_LEVEL_EXPERT;
235 return EXP_LEVEL_MASTER;
239 * @brief 遅延描画更新 / Delayed visual update
240 * @details update_view(), update_lite(), update_mon_lite() においてのみ更新すること / Only used if update_view(), update_lite() or update_mon_lite() was called
241 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
242 * @todo 将来独自インターフェース実装にはz-term系に追い出すべきか?
245 static void delayed_visual_update(player_type *player_ptr)
247 floor_type *floor_ptr = player_ptr->current_floor_ptr;
248 for (int i = 0; i < floor_ptr->redraw_n; i++) {
249 POSITION y = floor_ptr->redraw_y[i];
250 POSITION x = floor_ptr->redraw_x[i];
252 g_ptr = &floor_ptr->grid_array[y][x];
253 if (!(g_ptr->info & CAVE_REDRAW))
256 if (g_ptr->info & CAVE_NOTE)
257 note_spot(player_ptr, y, x);
259 lite_spot(player_ptr, y, x);
261 update_monster(player_ptr, g_ptr->m_idx, FALSE);
263 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
266 floor_ptr->redraw_n = 0;
270 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
271 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
272 * @return 重すぎるならばTRUE
274 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
276 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
277 return (hold < o_ptr->weight / 10);
282 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
285 WEIGHT calc_inventory_weight(player_type *creature_ptr)
290 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
291 o_ptr = &creature_ptr->inventory_list[i];
294 weight += o_ptr->weight * o_ptr->number;
299 * @brief プレイヤーの全ステータスを更新する /
300 * Calculate the players current "state", taking into account
301 * not only race/class intrinsics, but also objects being worn
302 * and temporary spell effects.
306 * See also calc_mana() and calc_hitpoints().
308 * Take note of the new "speed code", in particular, a very strong
309 * player will start slowing down as soon as he reaches 150 pounds,
310 * but not until he reaches 450 pounds will he be half as fast as
311 * a normal kobold. This both hurts and helps the player, hurts
312 * because in the old days a player could just avoid 300 pounds,
313 * and helps because now carrying 300 pounds is not very painful.
315 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
316 * damage, since that would affect non-combat things. These values
317 * are actually added in later, at the appropriate place.
319 * This function induces various "status" messages.
321 * @todo ここで計算していた各値は一部の状態変化メッセージ処理を除き、今後必要な時に適示計算する形に移行するためほぼすべて削られる。
323 void calc_bonuses(player_type *creature_ptr)
325 int empty_hands_status = empty_hands(creature_ptr, TRUE);
328 /* Save the old vision stuff */
329 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
330 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
331 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
332 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
333 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
334 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
335 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
336 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
337 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
338 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
339 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
340 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
341 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
342 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
343 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
344 s16b old_speed = creature_ptr->pspeed;
346 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
347 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
349 creature_ptr->pass_wall = has_pass_wall(creature_ptr);
350 creature_ptr->kill_wall = has_kill_wall(creature_ptr);
351 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
352 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
353 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
354 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
355 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
356 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
357 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
358 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
359 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
360 creature_ptr->esp_human = has_esp_human(creature_ptr);
361 creature_ptr->esp_good = has_esp_good(creature_ptr);
362 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
363 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
364 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
365 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
366 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
367 creature_ptr->down_saving = has_down_saving(creature_ptr);
368 creature_ptr->yoiyami = has_no_ac(creature_ptr);
369 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
370 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
371 creature_ptr->reflect = has_reflect(creature_ptr);
372 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
373 creature_ptr->warning = has_warning(creature_ptr);
374 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
375 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
376 creature_ptr->sh_fire = has_sh_fire(creature_ptr);
377 creature_ptr->sh_elec = has_sh_elec(creature_ptr);
378 creature_ptr->sh_cold = has_sh_cold(creature_ptr);
379 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
380 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
381 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
382 creature_ptr->see_inv = has_see_inv(creature_ptr);
383 creature_ptr->free_act = has_free_act(creature_ptr);
384 creature_ptr->sustain_str = has_sustain_str(creature_ptr);
385 creature_ptr->sustain_int = has_sustain_int(creature_ptr);
386 creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
387 creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
388 creature_ptr->sustain_con = has_sustain_con(creature_ptr);
389 creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
390 creature_ptr->levitation = has_levitation(creature_ptr);
391 has_can_swim(creature_ptr);
392 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
393 creature_ptr->regenerate = has_regenerate(creature_ptr);
394 has_curses(creature_ptr);
395 creature_ptr->impact = has_impact(creature_ptr);
396 has_extra_blow(creature_ptr);
397 creature_ptr->resist_nexus = has_resist_nexus(creature_ptr);
398 creature_ptr->resist_blind = has_resist_blind(creature_ptr);
399 creature_ptr->resist_neth = has_resist_neth(creature_ptr);
400 creature_ptr->resist_time = has_resist_time(creature_ptr);
401 creature_ptr->resist_fear = has_resist_fear(creature_ptr);
402 creature_ptr->resist_time = has_resist_time(creature_ptr);
403 creature_ptr->resist_water = has_resist_water(creature_ptr);
405 creature_ptr->lite = has_lite(creature_ptr);
407 if (creature_ptr->special_defense & KAMAE_MASK) {
408 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
409 set_action(creature_ptr, ACTION_NONE);
413 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
414 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
415 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
416 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
417 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
418 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
419 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
420 creature_ptr->ac = calc_base_ac(creature_ptr);
421 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
422 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
423 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
425 for (int i = 0; i < A_MAX; i++) {
426 calc_top_status(creature_ptr, i);
427 calc_use_status(creature_ptr, i);
428 calc_ind_status(creature_ptr, i);
431 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
433 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
434 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
435 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
439 for (int i = 0; i < 2; i++) {
440 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
441 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
442 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
443 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
444 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
447 creature_ptr->pspeed = calc_speed(creature_ptr);
448 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
449 creature_ptr->skill_stl = calc_stealth(creature_ptr);
450 creature_ptr->skill_dis = calc_disarming(creature_ptr);
451 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
452 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
453 creature_ptr->skill_srh = calc_search(creature_ptr);
454 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
455 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
456 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
457 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
458 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
459 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
460 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
461 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
462 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
463 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
464 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
465 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
466 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
467 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
468 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
469 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
470 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
472 if (old_mighty_throw != creature_ptr->mighty_throw) {
473 creature_ptr->window |= PW_INVEN;
476 if (creature_ptr->telepathy != old_telepathy) {
477 creature_ptr->update |= (PU_MONSTERS);
480 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
481 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
482 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
483 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
484 creature_ptr->update |= (PU_MONSTERS);
487 if (creature_ptr->see_inv != old_see_inv) {
488 creature_ptr->update |= (PU_MONSTERS);
491 if (creature_ptr->pspeed != old_speed) {
492 creature_ptr->redraw |= (PR_SPEED);
495 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
496 creature_ptr->redraw |= (PR_ARMOR);
497 creature_ptr->window |= (PW_PLAYER);
500 if (current_world_ptr->character_xtra)
503 put_equipment_warning(creature_ptr);
506 static void calc_alignment(player_type *creature_ptr)
508 creature_ptr->align = 0;
509 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
510 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
513 m_ptr = &floor_ptr->m_list[m_idx];
514 if (!monster_is_valid(m_ptr))
516 r_ptr = &r_info[m_ptr->r_idx];
521 if (r_ptr->flags3 & RF3_GOOD)
522 creature_ptr->align += r_ptr->level;
523 if (r_ptr->flags3 & RF3_EVIL)
524 creature_ptr->align -= r_ptr->level;
527 if (creature_ptr->mimic_form) {
528 switch (creature_ptr->mimic_form) {
530 creature_ptr->align -= 200;
532 case MIMIC_DEMON_LORD:
533 creature_ptr->align -= 200;
537 switch (creature_ptr->prace) {
539 creature_ptr->align += 200;
542 creature_ptr->align -= 200;
547 for (int i = 0; i < 2; i++) {
548 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
550 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
552 creature_ptr->align -= 1000;
557 for (int i = 0; i < 8; i++) {
558 switch (creature_ptr->vir_types[i]) {
560 creature_ptr->align += creature_ptr->virtues[i] * 2;
569 creature_ptr->align -= creature_ptr->virtues[i];
572 creature_ptr->align += creature_ptr->virtues[i];
577 for (int i = 0; i < j; i++) {
578 if (creature_ptr->align > 0) {
579 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
580 if (creature_ptr->align < 0)
581 creature_ptr->align = 0;
582 } else if (creature_ptr->align < 0) {
583 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
584 if (creature_ptr->align > 0)
585 creature_ptr->align = 0;
591 * @brief プレイヤーの最大HPを計算する /
592 * Calculate the players (maximal) hit points
593 * Adjust current hitpoints if necessary
597 static void calc_hitpoints(player_type *creature_ptr)
599 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
600 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
603 if (creature_ptr->mimic_form) {
604 if (creature_ptr->pclass == CLASS_SORCERER)
605 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
607 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
608 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
611 if (creature_ptr->pclass == CLASS_SORCERER) {
612 if (creature_ptr->lev < 30)
613 mhp = (mhp * (45 + creature_ptr->lev) / 100);
615 mhp = (mhp * 75 / 100);
616 bonus = (bonus * 65 / 100);
621 if (creature_ptr->pclass == CLASS_BERSERKER) {
622 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
625 if (mhp < creature_ptr->lev + 1)
626 mhp = creature_ptr->lev + 1;
627 if (is_hero(creature_ptr))
629 if (is_shero(creature_ptr))
631 if (creature_ptr->tsuyoshi)
633 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
635 if (hex_spelling(creature_ptr, HEX_BUILDING))
637 if (creature_ptr->mhp == mhp)
640 if (creature_ptr->chp >= mhp) {
641 creature_ptr->chp = mhp;
642 creature_ptr->chp_frac = 0;
646 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
647 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
650 creature_ptr->mhp = mhp;
652 creature_ptr->redraw |= PR_HP;
653 creature_ptr->window |= PW_PLAYER;
657 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
658 * Calculate number of spells player should have, and forget,
659 * or remember, spells until that number is properly reflected.
662 * Note that this function induces various "status" messages,
663 * which must be bypasses until the character is created.
665 static void calc_spells(player_type *creature_ptr)
667 if (!mp_ptr->spell_book)
669 if (!current_world_ptr->character_generated)
671 if (current_world_ptr->character_xtra)
673 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
674 creature_ptr->new_spells = 0;
678 concptr p = spell_category_name(mp_ptr->spell_book);
679 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
683 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
685 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
689 if (creature_ptr->pclass == CLASS_SAMURAI) {
691 } else if (creature_ptr->realm2 == REALM_NONE) {
692 num_allowed = (num_allowed + 1) / 2;
693 if (num_allowed > (32 + bonus))
694 num_allowed = 32 + bonus;
695 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
696 if (num_allowed > (96 + bonus))
697 num_allowed = 96 + bonus;
699 if (num_allowed > (80 + bonus))
700 num_allowed = 80 + bonus;
703 int num_boukyaku = 0;
704 for (int j = 0; j < 64; j++) {
705 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
710 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
711 for (int i = 63; i >= 0; i--) {
712 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
715 int j = creature_ptr->spell_order[i];
719 const magic_type *s_ptr;
720 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
722 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
724 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
726 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
728 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
730 if (s_ptr->slevel <= creature_ptr->lev)
733 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
734 if (!is_spell_learned)
739 creature_ptr->spell_forgotten1 |= (1L << j);
740 which = creature_ptr->realm1;
742 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
743 which = creature_ptr->realm2;
747 creature_ptr->spell_learned1 &= ~(1L << j);
748 which = creature_ptr->realm1;
750 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
751 which = creature_ptr->realm2;
755 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
757 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
759 creature_ptr->new_spells++;
762 /* Forget spells if we know too many spells */
763 for (int i = 63; i >= 0; i--) {
764 if (creature_ptr->new_spells >= 0)
766 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
769 int j = creature_ptr->spell_order[i];
773 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
774 if (!is_spell_learned)
779 creature_ptr->spell_forgotten1 |= (1L << j);
780 which = creature_ptr->realm1;
782 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
783 which = creature_ptr->realm2;
787 creature_ptr->spell_learned1 &= ~(1L << j);
788 which = creature_ptr->realm1;
790 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
791 which = creature_ptr->realm2;
795 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
797 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
799 creature_ptr->new_spells++;
802 /* Check for spells to remember */
803 for (int i = 0; i < 64; i++) {
804 if (creature_ptr->new_spells <= 0)
806 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
808 int j = creature_ptr->spell_order[i];
812 const magic_type *s_ptr;
813 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
815 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
817 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
819 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
821 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
823 if (s_ptr->slevel > creature_ptr->lev)
826 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
827 if (!is_spell_learned)
832 creature_ptr->spell_forgotten1 &= ~(1L << j);
833 which = creature_ptr->realm1;
835 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
836 which = creature_ptr->realm2;
840 creature_ptr->spell_learned1 |= (1L << j);
841 which = creature_ptr->realm1;
843 creature_ptr->spell_learned2 |= (1L << (j - 32));
844 which = creature_ptr->realm2;
848 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
850 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
852 creature_ptr->new_spells--;
855 if (creature_ptr->realm2 == REALM_NONE) {
857 for (int j = 0; j < 32; j++) {
858 const magic_type *s_ptr;
859 if (!is_magic(creature_ptr->realm1))
860 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
862 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
864 if (s_ptr->slevel > creature_ptr->lev)
867 if (creature_ptr->spell_learned1 & (1L << j)) {
876 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
877 creature_ptr->new_spells = (s16b)k;
881 if (creature_ptr->new_spells < 0)
882 creature_ptr->new_spells = 0;
884 if (creature_ptr->old_spells == creature_ptr->new_spells)
887 if (creature_ptr->new_spells) {
889 if (creature_ptr->new_spells < 10) {
890 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
892 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
895 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
899 creature_ptr->old_spells = creature_ptr->new_spells;
900 creature_ptr->redraw |= PR_STUDY;
901 creature_ptr->window |= PW_OBJECT;
905 * @brief プレイヤーの最大MPを計算する /
906 * Calculate maximum mana. You do not need to know any spells.
907 * Note that mana is lowered by heavy (or inappropriate) armor.
910 * This function induces status messages.
912 static void calc_mana(player_type *creature_ptr)
914 if (!mp_ptr->spell_book)
918 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
919 levels = creature_ptr->lev;
921 if (mp_ptr->spell_first > creature_ptr->lev) {
922 creature_ptr->msp = 0;
923 creature_ptr->redraw |= (PR_MANA);
927 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
931 if (creature_ptr->pclass == CLASS_SAMURAI) {
932 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
934 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
936 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
940 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
941 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
943 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
945 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
946 msp += msp * (25 + creature_ptr->lev) / 100;
949 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
950 BIT_FLAGS flgs[TR_FLAG_SIZE];
951 creature_ptr->cumber_glove = FALSE;
953 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
954 object_flags(creature_ptr, o_ptr, flgs);
955 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
956 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
957 creature_ptr->cumber_glove = TRUE;
962 creature_ptr->cumber_armor = FALSE;
965 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
966 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
967 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
968 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
969 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
970 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
971 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
972 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
973 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
975 switch (creature_ptr->pclass) {
977 case CLASS_HIGH_MAGE:
978 case CLASS_BLUE_MAGE:
980 case CLASS_FORCETRAINER:
981 case CLASS_SORCERER: {
982 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
984 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
985 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
990 case CLASS_TOURIST: {
991 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
992 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
993 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
994 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
997 case CLASS_MINDCRAFTER:
998 case CLASS_BEASTMASTER:
999 case CLASS_MIRROR_MASTER: {
1000 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1001 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1002 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1003 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1008 case CLASS_RED_MAGE:
1009 case CLASS_WARRIOR_MAGE: {
1010 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1011 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1012 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1013 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1017 case CLASS_CHAOS_WARRIOR: {
1018 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1019 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1020 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1021 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1029 int max_wgt = mp_ptr->spell_weight;
1030 if ((cur_wgt - max_wgt) > 0) {
1031 creature_ptr->cumber_armor = TRUE;
1032 switch (creature_ptr->pclass) {
1034 case CLASS_HIGH_MAGE:
1035 case CLASS_BLUE_MAGE: {
1036 msp -= msp * (cur_wgt - max_wgt) / 600;
1040 case CLASS_MINDCRAFTER:
1041 case CLASS_BEASTMASTER:
1043 case CLASS_FORCETRAINER:
1045 case CLASS_MIRROR_MASTER: {
1046 msp -= msp * (cur_wgt - max_wgt) / 800;
1049 case CLASS_SORCERER: {
1050 msp -= msp * (cur_wgt - max_wgt) / 900;
1056 case CLASS_RED_MAGE: {
1057 msp -= msp * (cur_wgt - max_wgt) / 1000;
1061 case CLASS_CHAOS_WARRIOR:
1062 case CLASS_WARRIOR_MAGE: {
1063 msp -= msp * (cur_wgt - max_wgt) / 1200;
1066 case CLASS_SAMURAI: {
1067 creature_ptr->cumber_armor = FALSE;
1071 msp -= msp * (cur_wgt - max_wgt) / 800;
1080 if (creature_ptr->msp != msp) {
1081 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1082 creature_ptr->csp = msp;
1083 creature_ptr->csp_frac = 0;
1087 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1088 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1091 creature_ptr->msp = msp;
1092 creature_ptr->redraw |= (PR_MANA);
1093 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1096 if (current_world_ptr->character_xtra)
1099 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1100 if (creature_ptr->cumber_glove)
1101 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
1103 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
1105 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1108 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1111 if (creature_ptr->cumber_armor)
1112 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
1114 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
1116 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1120 * @brief 装備中の射撃武器の威力倍率を返す /
1121 * calcurate the fire rate of target object
1122 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1123 * @return 射撃倍率の値(100で1.00倍)
1125 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1127 int extra_shots = 0;
1128 BIT_FLAGS flgs[TR_FLAG_SIZE];
1130 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1132 q_ptr = &creature_ptr->inventory_list[i];
1139 object_flags(creature_ptr, q_ptr, flgs);
1140 if (has_flag(flgs, TR_XTRA_SHOTS))
1144 object_flags(creature_ptr, o_ptr, flgs);
1145 if (has_flag(flgs, TR_XTRA_SHOTS))
1149 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1153 num += (extra_shots * 100);
1155 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1156 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1157 num += (creature_ptr->lev * 4);
1160 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1161 num += (creature_ptr->lev * 3);
1164 if (creature_ptr->pclass == CLASS_ARCHER) {
1165 if (tval_ammo == TV_ARROW)
1166 num += ((creature_ptr->lev * 5) + 50);
1167 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1168 num += (creature_ptr->lev * 4);
1171 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1172 num += (creature_ptr->lev * 2);
1175 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1176 num += (creature_ptr->lev * 4);
1184 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1188 * * 変異MUT3_INFRAVISによる加算(+3)
1189 * * 魔法効果tim_infraによる加算(+3)
1190 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1192 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1194 ACTION_SKILL_POWER pow;
1195 const player_race *tmp_rp_ptr;
1197 if (creature_ptr->mimic_form)
1198 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1200 tmp_rp_ptr = &race_info[creature_ptr->prace];
1202 pow = tmp_rp_ptr->infra;
1204 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1208 if (creature_ptr->tim_infra) {
1212 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1214 BIT_FLAGS flgs[TR_FLAG_SIZE];
1215 o_ptr = &creature_ptr->inventory_list[i];
1218 object_flags(creature_ptr, o_ptr, flgs);
1219 if (has_flag(flgs, TR_INFRA))
1228 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1234 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1235 * * 変異MUT3_XTRA_NOISで減算(-3)
1236 * * 変異MUT3_MOTIONで加算(+1)
1237 * * 呪術を唱えていると減算(-(詠唱数+1))
1238 * * セクシーギャルでない影フェアリーがTRC_AGGRAVATE持ちの時、別処理でTRC_AGGRAVATEを無効にする代わりに減算(-3か3未満なら(現在値+2)/2)
1240 * * 忍者がheavy_armorならば減算(-レベル/10)
1241 * * 忍者がheavy_armorでなく適正な武器を持っていれば加算(+レベル/10)
1245 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1247 ACTION_SKILL_POWER pow;
1248 const player_race *tmp_rp_ptr;
1250 if (creature_ptr->mimic_form)
1251 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1253 tmp_rp_ptr = &race_info[creature_ptr->prace];
1254 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1255 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1257 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1258 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1260 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1262 BIT_FLAGS flgs[TR_FLAG_SIZE];
1263 o_ptr = &creature_ptr->inventory_list[i];
1266 object_flags(creature_ptr, o_ptr, flgs);
1267 if (has_flag(flgs, TR_STEALTH))
1271 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1274 if (creature_ptr->muta3 & MUT3_MOTION) {
1277 if (creature_ptr->realm1 == REALM_HEX) {
1278 if (hex_spelling_any(creature_ptr))
1279 pow -= (1 + casting_hex_num(creature_ptr));
1281 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1282 pow = MIN(pow - 3, (pow + 2) / 2);
1285 if (is_shero(creature_ptr)) {
1289 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1290 pow -= (creature_ptr->lev) / 10;
1291 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1292 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1293 pow += (creature_ptr->lev) / 10;
1296 if (is_time_limit_stealth(creature_ptr))
1309 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1313 * * 職業と性格とレベルによる追加加算
1314 * * 器用さに応じたadj_dex_disテーブルによる加算
1315 * * 知力に応じたadj_int_disテーブルによる加算
1317 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1319 ACTION_SKILL_POWER pow;
1320 const player_race *tmp_rp_ptr;
1322 if (creature_ptr->mimic_form)
1323 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1325 tmp_rp_ptr = &race_info[creature_ptr->prace];
1326 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1327 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1329 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1330 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1331 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1332 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1338 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1342 * * 職業と性格とレベルによる追加加算
1343 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1344 * * 知力に応じたadj_int_devテーブルによる加算
1347 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1349 ACTION_SKILL_POWER pow;
1350 const player_race *tmp_rp_ptr;
1352 if (creature_ptr->mimic_form)
1353 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1355 tmp_rp_ptr = &race_info[creature_ptr->prace];
1356 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1357 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1359 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1360 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1362 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1364 BIT_FLAGS flgs[TR_FLAG_SIZE];
1365 o_ptr = &creature_ptr->inventory_list[i];
1368 object_flags(creature_ptr, o_ptr, flgs);
1369 if (has_flag(flgs, TR_MAGIC_MASTERY))
1370 pow += 8 * o_ptr->pval;
1373 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1375 if (is_shero(creature_ptr)) {
1383 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1387 * * 職業と性格とレベルによる追加加算
1388 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1389 * * 賢さによるadj_wis_savテーブル加算
1391 * * 反魔法持ちで大なり上書き(90+レベル未満ならその値に上書き)
1392 * * クターのつぶれ状態なら(10に上書き)
1393 * * 生命の「究極の耐性」や regist_magic,magicdef持ちなら大なり上書き(95+レベル未満ならその値に上書き)
1394 * * 呪いのdown_savingがかかっているなら半減
1396 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1398 ACTION_SKILL_POWER pow;
1399 const player_race *tmp_rp_ptr;
1401 if (creature_ptr->mimic_form)
1402 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1404 tmp_rp_ptr = &race_info[creature_ptr->prace];
1405 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1406 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1408 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1409 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1411 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1412 pow += (15 + (creature_ptr->lev / 5));
1414 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1416 if (is_shero(creature_ptr))
1419 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1420 pow = 90 + creature_ptr->lev;
1422 if (creature_ptr->tsubureru)
1425 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1426 pow = 95 + creature_ptr->lev;
1428 if (creature_ptr->down_saving)
1436 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1441 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1443 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1445 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1447 ACTION_SKILL_POWER pow;
1448 const player_race *tmp_rp_ptr;
1450 if (creature_ptr->mimic_form)
1451 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1453 tmp_rp_ptr = &race_info[creature_ptr->prace];
1454 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1455 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1457 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1458 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1460 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1462 BIT_FLAGS flgs[TR_FLAG_SIZE];
1463 o_ptr = &creature_ptr->inventory_list[i];
1466 object_flags(creature_ptr, o_ptr, flgs);
1467 if (has_flag(flgs, TR_SEARCH))
1468 pow += (o_ptr->pval * 5);
1471 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1475 if (is_shero(creature_ptr)) {
1484 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1489 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1491 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1493 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1495 ACTION_SKILL_POWER pow;
1496 const player_race *tmp_rp_ptr;
1498 if (creature_ptr->mimic_form)
1499 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1501 tmp_rp_ptr = &race_info[creature_ptr->prace];
1502 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1503 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1505 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1506 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1508 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1510 BIT_FLAGS flgs[TR_FLAG_SIZE];
1511 o_ptr = &creature_ptr->inventory_list[i];
1514 object_flags(creature_ptr, o_ptr, flgs);
1515 if (has_flag(flgs, TR_SEARCH))
1516 pow += (o_ptr->pval * 5);
1519 if (is_shero(creature_ptr)) {
1523 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1532 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1535 * * 種族/職業/性格による加算とレベルによる追加加算
1537 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1539 ACTION_SKILL_POWER pow;
1540 const player_race *tmp_rp_ptr;
1541 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1542 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1544 if (creature_ptr->mimic_form)
1545 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1547 tmp_rp_ptr = &race_info[creature_ptr->prace];
1549 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1550 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1556 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1559 * * 種族/職業/性格による加算とレベルによる追加加算
1561 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1563 ACTION_SKILL_POWER pow;
1564 const player_race *tmp_rp_ptr;
1565 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1566 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1568 if (creature_ptr->mimic_form)
1569 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1571 tmp_rp_ptr = &race_info[creature_ptr->prace];
1573 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1574 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1580 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1583 * * 種族/職業/性格による加算とレベルによる追加加算
1586 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1588 ACTION_SKILL_POWER pow;
1589 const player_race *tmp_rp_ptr;
1590 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1591 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1593 if (creature_ptr->mimic_form)
1594 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1596 tmp_rp_ptr = &race_info[creature_ptr->prace];
1598 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1599 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1601 if (is_shero(creature_ptr)) {
1610 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1621 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1624 BIT_FLAGS flgs[TR_FLAG_SIZE];
1626 ACTION_SKILL_POWER pow;
1630 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1631 pow += creature_ptr->lev * 10;
1634 if (is_shero(creature_ptr))
1637 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1639 if (creature_ptr->pclass == CLASS_BERSERKER)
1640 pow += (100 + creature_ptr->lev * 8);
1642 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1643 o_ptr = &creature_ptr->inventory_list[i];
1646 object_flags(creature_ptr, o_ptr, flgs);
1647 if (has_flag(flgs, TR_TUNNEL))
1648 pow += (o_ptr->pval * 20);
1651 for (int i = 0; i < 2; i++) {
1652 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1653 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1654 pow += (o_ptr->weight / 10);
1658 if (is_shero(creature_ptr)) {
1668 static bool is_martial_arts_mode(player_type *creature_ptr)
1670 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1671 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1674 static s16b calc_num_blow(player_type *creature_ptr, int i)
1677 BIT_FLAGS flgs[TR_FLAG_SIZE];
1680 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1681 object_flags(creature_ptr, o_ptr, flgs);
1682 creature_ptr->heavy_wield[i] = FALSE;
1683 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1686 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1687 creature_ptr->heavy_wield[i] = TRUE;
1690 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1691 int str_index, dex_index;
1692 int num = 0, wgt = 0, mul = 0, div = 0;
1694 num = class_info[creature_ptr->pclass].num;
1695 wgt = class_info[creature_ptr->pclass].wgt;
1696 mul = class_info[creature_ptr->pclass].mul;
1698 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1704 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1710 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1711 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1713 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1715 if (creature_ptr->pclass == CLASS_NINJA)
1716 str_index = MAX(0, str_index - 1);
1720 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1724 num_blow = blows_table[str_index][dex_index];
1726 num_blow = (s16b)num;
1728 num_blow += (s16b)creature_ptr->extra_blows[i];
1729 if (creature_ptr->pclass == CLASS_WARRIOR)
1730 num_blow += (creature_ptr->lev / 40);
1731 else if (creature_ptr->pclass == CLASS_BERSERKER)
1732 num_blow += (creature_ptr->lev / 23);
1733 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1736 if (creature_ptr->special_defense & KATA_FUUJIN)
1739 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1749 /* Different calculation for monks with empty hands */
1750 if (is_martial_arts_mode(creature_ptr)) {
1751 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1754 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1764 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1765 if (current_ki != i) {
1766 creature_ptr->to_d[i] += current_ki / 5;
1767 creature_ptr->dis_to_d[i] += current_ki / 5;
1786 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1789 if (creature_ptr->special_defense & KAMAE_GENBU) {
1790 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1791 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1793 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1797 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1798 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1799 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1801 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1802 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1806 num_blow += 1 + creature_ptr->extra_blows[0];
1809 if (has_not_ninja_weapon(creature_ptr, i)) {
1820 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1824 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1825 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1831 * * 変異MUT3_HYPER_STRで加算(+4)
1832 * * 変異MUT3_PUNYで減算(-4)
1833 * * ネオ・つよしスペシャル中で加算(+4)
1835 static s16b calc_strength_addition(player_type *creature_ptr)
1838 const player_race *tmp_rp_ptr;
1839 if (creature_ptr->mimic_form)
1840 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1842 tmp_rp_ptr = &race_info[creature_ptr->prace];
1843 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1844 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1845 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1847 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1848 if (creature_ptr->lev > 25)
1850 if (creature_ptr->lev > 40)
1852 if (creature_ptr->lev > 45)
1856 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1858 BIT_FLAGS flgs[TR_FLAG_SIZE];
1859 o_ptr = &creature_ptr->inventory_list[i];
1862 object_flags(creature_ptr, o_ptr, flgs);
1863 if (has_flag(flgs, TR_STR)) {
1868 if (creature_ptr->realm1 == REALM_HEX) {
1869 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1872 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1877 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1881 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1883 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1887 if (creature_ptr->muta3) {
1889 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1893 if (creature_ptr->muta3 & MUT3_PUNY) {
1898 if (creature_ptr->tsuyoshi) {
1906 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1910 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1916 * * 変異MUT3_HYPER_INTで加算(+4)
1917 * * 変異MUT3_MORONICで減算(-4)
1919 s16b calc_intelligence_addition(player_type *creature_ptr)
1922 const player_race *tmp_rp_ptr;
1923 if (creature_ptr->mimic_form)
1924 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1926 tmp_rp_ptr = &race_info[creature_ptr->prace];
1927 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1928 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1929 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1931 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1933 BIT_FLAGS flgs[TR_FLAG_SIZE];
1934 o_ptr = &creature_ptr->inventory_list[i];
1937 object_flags(creature_ptr, o_ptr, flgs);
1938 if (has_flag(flgs, TR_INT)) {
1943 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1947 if (creature_ptr->special_defense & KAMAE_GENBU) {
1949 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1953 if (creature_ptr->muta3) {
1954 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1958 if (creature_ptr->muta3 & MUT3_MORONIC) {
1968 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1972 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1978 * * 変異MUT3_HYPER_INTで加算(+4)
1979 * * 変異MUT3_MORONICで減算(-4)
1981 static s16b calc_wisdom_addition(player_type *creature_ptr)
1984 const player_race *tmp_rp_ptr;
1985 if (creature_ptr->mimic_form)
1986 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1988 tmp_rp_ptr = &race_info[creature_ptr->prace];
1989 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1990 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1991 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1993 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1995 BIT_FLAGS flgs[TR_FLAG_SIZE];
1996 o_ptr = &creature_ptr->inventory_list[i];
1999 object_flags(creature_ptr, o_ptr, flgs);
2000 if (has_flag(flgs, TR_WIS)) {
2005 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2009 if (creature_ptr->special_defense & KAMAE_GENBU) {
2011 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2015 if (creature_ptr->muta3) {
2017 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2021 if (creature_ptr->muta3 & MUT3_MORONIC) {
2031 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2035 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2036 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2042 * * 変異MUT3_IRON_SKINで減算(-1)
2043 * * 変異MUT3_LIMBERで加算(+3)
2044 * * 変異MUT3_ARTHRITISで減算(-3)
2046 static s16b calc_dexterity_addition(player_type *creature_ptr)
2049 const player_race *tmp_rp_ptr;
2050 if (creature_ptr->mimic_form)
2051 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2053 tmp_rp_ptr = &race_info[creature_ptr->prace];
2054 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2055 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2056 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2058 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2059 if (creature_ptr->lev > 25)
2061 if (creature_ptr->lev > 40)
2063 if (creature_ptr->lev > 45)
2067 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2069 BIT_FLAGS flgs[TR_FLAG_SIZE];
2070 o_ptr = &creature_ptr->inventory_list[i];
2073 object_flags(creature_ptr, o_ptr, flgs);
2074 if (has_flag(flgs, TR_DEX)) {
2079 if (creature_ptr->realm1 == REALM_HEX) {
2080 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2085 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2089 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2091 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2093 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2097 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2101 if (creature_ptr->muta3 & MUT3_LIMBER) {
2105 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2114 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2118 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2119 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2125 * * 変異MUT3_RESILIENTで加算(+4)
2126 * * 変異MUT3_ALBINOで減算(-4)
2127 * * 変異MUT3_XTRA_FATで加算(+2)
2128 * * 変異MUT3_FLESH_ROTで減算(-2)
2129 * * ネオ・つよしスペシャル中で加算(+4)
2131 static s16b calc_constitution_addition(player_type *creature_ptr)
2134 const player_race *tmp_rp_ptr;
2135 if (creature_ptr->mimic_form)
2136 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2138 tmp_rp_ptr = &race_info[creature_ptr->prace];
2139 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2140 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2141 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2143 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2144 if (creature_ptr->lev > 25)
2146 if (creature_ptr->lev > 40)
2148 if (creature_ptr->lev > 45)
2152 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2154 BIT_FLAGS flgs[TR_FLAG_SIZE];
2155 o_ptr = &creature_ptr->inventory_list[i];
2158 object_flags(creature_ptr, o_ptr, flgs);
2159 if (has_flag(flgs, TR_CON))
2163 if (creature_ptr->realm1 == REALM_HEX) {
2164 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2169 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2173 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2175 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2177 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2181 if (creature_ptr->muta3) {
2182 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2186 if (creature_ptr->muta3 & MUT3_ALBINO) {
2190 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2194 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2199 if (creature_ptr->tsuyoshi) {
2208 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2212 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2215 * * 変異MUT3_FLESH_ROTで減算(-1)
2216 * * 変異MUT3_SILLY_VOIで減算(-4)
2217 * * 変異MUT3_BLANK_FACで減算(-1)
2218 * * 変異MUT3_WART_SKINで減算(-2)
2219 * * 変異MUT3_SCALESで減算(-1)
2220 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2222 static s16b calc_charisma_addition(player_type *creature_ptr)
2225 const player_race *tmp_rp_ptr;
2226 if (creature_ptr->mimic_form)
2227 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2229 tmp_rp_ptr = &race_info[creature_ptr->prace];
2230 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2231 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2232 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2234 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2236 BIT_FLAGS flgs[TR_FLAG_SIZE];
2237 o_ptr = &creature_ptr->inventory_list[i];
2240 object_flags(creature_ptr, o_ptr, flgs);
2241 if (has_flag(flgs, TR_CHR))
2245 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2249 if (creature_ptr->muta3) {
2250 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2253 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2256 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2259 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2262 if (creature_ptr->muta3 & MUT3_SCALES) {
2265 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2275 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2278 * * 性格なまけものなら加算(+10)
2280 * * 性格ちからじまんとがまんづよいなら加算(+1)
2281 * * 性格チャージマンなら加算(+5)
2282 * * 装備品にTRC_LOW_MAGICがあるなら加算(軽い呪いなら+3/重い呪いなら+10)
2284 static s16b calc_to_magic_chance(player_type *creature_ptr)
2288 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2290 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2292 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2294 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2297 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2299 BIT_FLAGS flgs[TR_FLAG_SIZE];
2300 o_ptr = &creature_ptr->inventory_list[i];
2303 object_flags(creature_ptr, o_ptr, flgs);
2304 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2305 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2315 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2317 ARMOUR_CLASS ac = 0;
2318 if (creature_ptr->yoiyami)
2321 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2323 o_ptr = &creature_ptr->inventory_list[i];
2329 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2330 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2331 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2337 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2339 ARMOUR_CLASS ac = 0;
2340 if (creature_ptr->yoiyami)
2343 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2345 if (creature_ptr->mimic_form) {
2346 switch (creature_ptr->mimic_form) {
2350 case MIMIC_DEMON_LORD:
2358 if (creature_ptr->pclass == CLASS_BERSERKER) {
2359 ac += 10 + creature_ptr->lev / 2;
2361 if (creature_ptr->pclass == CLASS_SORCERER) {
2365 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2367 o_ptr = &creature_ptr->inventory_list[i];
2370 if (is_true_value || object_is_known(o_ptr))
2373 if (o_ptr->curse_flags & TRC_LOW_AC) {
2374 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2375 if (is_true_value || object_is_fully_known(o_ptr))
2378 if (is_true_value || object_is_fully_known(o_ptr))
2383 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2388 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2389 ac += 10 + (creature_ptr->lev * 2 / 5);
2392 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2396 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2400 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2404 if (creature_ptr->muta3 & MUT3_SCALES) {
2408 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2412 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2413 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2414 ac += (creature_ptr->lev * 3) / 2;
2416 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2417 ac += ((creature_ptr->lev - 13) / 3);
2419 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2420 ac += ((creature_ptr->lev - 8) / 3);
2422 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2423 ac += (creature_ptr->lev - 2) / 3;
2425 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2426 ac += (creature_ptr->lev / 2);
2428 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2429 ac += (creature_ptr->lev / 3);
2433 if (creature_ptr->realm1 == REALM_HEX) {
2434 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2438 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2439 object_type *o_ptr = &creature_ptr->inventory_list[i];
2442 if (!object_is_armour(creature_ptr, o_ptr))
2444 if (!object_is_cursed(o_ptr))
2446 if (o_ptr->curse_flags & TRC_CURSED)
2448 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2450 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2455 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2457 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2459 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2463 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2465 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2469 if (is_blessed(creature_ptr)) {
2473 if (is_shero(creature_ptr)) {
2477 if (creature_ptr->pclass == CLASS_NINJA) {
2478 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2479 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2480 ac += creature_ptr->lev / 2 + 5;
2489 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2494 * ** クラッコンと妖精に加算(+レベル/10)
2495 * ** 悪魔変化/吸血鬼変化で加算(+3)
2497 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2498 * ** 忍者の装備が重ければ減算(-レベル/10)
2499 * ** 忍者の装備が適正ならば加算(+3)さらにクラッコン、妖精、いかさま以外なら加算(+レベル/10)
2500 * ** 錬気術師で装備が重くなくクラッコン、妖精、いかさま以外なら加算(+レベル/10)
2501 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2502 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2505 * ** 呪術「衝撃のクローク」で加算(+3)
2508 * ** 変異MUT3_XTRA_FATなら減算(-2)
2509 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2510 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2511 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2512 * ** そうでなく浮遊を持っていないなら減算(-2)
2513 * ** 棘セット装備中ならば加算(+7)
2514 * * 騎乗中ならばモンスターの加速に準拠、ただし騎乗技能値とモンスターレベルによるキャップ処理あり
2516 * * 光速移動中かこの時点で+99を超えていたら+99にキャップ
2519 static s16b calc_speed(player_type *creature_ptr)
2521 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2522 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2526 int j = calc_inventory_weight(creature_ptr);
2529 if (!creature_ptr->riding) {
2530 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2531 pow += (creature_ptr->lev) / 10;
2533 if (creature_ptr->mimic_form) {
2534 switch (creature_ptr->mimic_form) {
2538 case MIMIC_DEMON_LORD:
2547 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2548 object_type *o_ptr = &creature_ptr->inventory_list[i];
2549 BIT_FLAGS flgs[TR_FLAG_SIZE];
2550 object_flags(creature_ptr, o_ptr, flgs);
2554 if (has_flag(flgs, TR_SPEED))
2558 if (creature_ptr->pclass == CLASS_NINJA) {
2559 if (heavy_armor(creature_ptr)) {
2560 pow -= (creature_ptr->lev) / 10;
2561 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2562 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2564 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2565 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2566 pow += (creature_ptr->lev) / 10;
2570 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2571 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2572 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2573 pow += (creature_ptr->lev) / 10;
2576 if (creature_ptr->pclass == CLASS_BERSERKER) {
2578 if (creature_ptr->lev > 29)
2580 if (creature_ptr->lev > 39)
2582 if (creature_ptr->lev > 44)
2584 if (creature_ptr->lev > 49)
2588 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2589 pow += (creature_ptr->lev) / 10 + 5;
2592 if (is_fast(creature_ptr)) {
2596 if (creature_ptr->slow) {
2600 if (creature_ptr->realm1 == REALM_HEX) {
2601 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2606 if (creature_ptr->food >= PY_FOOD_MAX)
2609 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2612 if (creature_ptr->muta3) {
2614 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2618 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2622 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2627 if (creature_ptr->prace == RACE_MERFOLK) {
2628 if (has_flag(f_ptr->flags, FF_WATER)) {
2629 pow += (2 + creature_ptr->lev / 10);
2630 } else if (!creature_ptr->levitation) {
2635 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2636 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2641 count = (int)calc_weight_limit(creature_ptr);
2643 pow -= ((j - count) / (count / 5));
2646 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2647 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2648 SPEED speed = riding_m_ptr->mspeed;
2650 if (riding_m_ptr->mspeed > 110) {
2651 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2658 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2660 if (monster_fast_remaining(riding_m_ptr))
2662 if (monster_slow_remaining(riding_m_ptr))
2665 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2666 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2668 count = 1500 + riding_r_ptr->level * 25;
2670 pow -= ((j - count) / (count / 5));
2673 if (creature_ptr->action == ACTION_SEARCH)
2676 /* Maximum speed is (+99). (internally it's 110 + 99) */
2677 /* Temporary lightspeed forces to be maximum speed */
2678 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2682 /* Minimum speed is (-99). (internally it's 110 - 99) */
2690 * @brief 二刀流ペナルティ量計算
2691 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2692 * @param slot ペナルティ量を計算する武器スロット
2698 * * マンゴーシュ/脇差を左に装備した場合の軽減
2702 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2705 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2706 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2707 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2708 penalty = penalty / 2 - 5;
2710 if (creature_ptr->easy_2weapon) {
2713 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2714 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2715 penalty = MAX(0, penalty - 10);
2717 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2718 penalty = MIN(0, penalty);
2720 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2722 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2726 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2729 return (s16b)penalty;
2732 static void calc_ind_status(player_type *creature_ptr, int status)
2735 if (creature_ptr->stat_use[status] <= 18)
2736 ind = (creature_ptr->stat_use[status] - 3);
2737 else if (creature_ptr->stat_use[status] <= 18 + 219)
2738 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2742 if (creature_ptr->stat_ind[status] == ind)
2745 creature_ptr->stat_ind[status] = (s16b)ind;
2746 if (status == A_CON) {
2747 creature_ptr->update |= (PU_HP);
2748 } else if (status == A_INT) {
2749 if (mp_ptr->spell_stat == A_INT) {
2750 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2752 } else if (status == A_WIS) {
2753 if (mp_ptr->spell_stat == A_WIS) {
2754 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2756 } else if (status == A_CHR) {
2757 if (mp_ptr->spell_stat == A_CHR) {
2758 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2762 creature_ptr->window |= (PW_PLAYER);
2765 static void calc_use_status(player_type *creature_ptr, int status)
2767 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2769 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2770 /* 10 to 18/90 charisma, guaranteed, based on level */
2771 if (use < 8 + 2 * creature_ptr->lev) {
2772 use = 8 + 2 * creature_ptr->lev;
2776 if (creature_ptr->stat_use[status] != use) {
2777 creature_ptr->stat_use[status] = (s16b)use;
2778 creature_ptr->redraw |= (PR_STATS);
2779 creature_ptr->window |= (PW_PLAYER);
2783 static void calc_top_status(player_type *creature_ptr, int status)
2785 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2787 if (creature_ptr->stat_top[status] != top) {
2788 creature_ptr->stat_top[status] = (s16b)top;
2789 creature_ptr->redraw |= (PR_STATS);
2790 creature_ptr->window |= (PW_PLAYER);
2794 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2796 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2797 if (!creature_ptr->riding)
2802 creature_ptr->riding_ryoute = FALSE;
2804 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2805 creature_ptr->riding_ryoute = TRUE;
2806 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2807 switch (creature_ptr->pclass) {
2809 case CLASS_FORCETRAINER:
2810 case CLASS_BERSERKER:
2811 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2812 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2813 creature_ptr->riding_ryoute = TRUE;
2818 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2819 if (creature_ptr->tval_ammo != TV_ARROW)
2822 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2828 if (creature_ptr->tval_ammo == TV_BOLT)
2834 void put_equipment_warning(player_type *creature_ptr)
2836 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2837 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2839 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."));
2840 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2841 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."));
2843 msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
2845 creature_ptr->old_heavy_shoot = heavy_shoot;
2848 for (int i = 0; i < 2; i++) {
2849 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2850 if (creature_ptr->heavy_wield[i]) {
2851 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."));
2852 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2853 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2854 } else if (creature_ptr->heavy_wield[1 - i]) {
2855 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2857 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
2860 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2863 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2864 if (creature_ptr->riding_wield[i]) {
2865 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."));
2866 } else if (!creature_ptr->riding) {
2867 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2868 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2869 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2872 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2875 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2878 if (creature_ptr->icky_wield[i]) {
2879 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."));
2880 if (current_world_ptr->is_loading_now) {
2881 chg_virtue(creature_ptr, V_FAITH, -1);
2883 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2884 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."));
2886 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
2889 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2892 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2893 if (creature_ptr->riding_ryoute) {
2895 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" : "");
2897 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2901 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" : "");
2903 msg_print("You began to control the pet you're riding with one hand.");
2907 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2910 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2911 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2912 if (heavy_armor(creature_ptr)) {
2913 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."));
2914 if (current_world_ptr->is_loading_now) {
2915 chg_virtue(creature_ptr, V_HARMONY, -1);
2918 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2921 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2925 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2927 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2928 int id = slot - INVEN_RARM;
2929 BIT_FLAGS flgs[TR_FLAG_SIZE];
2930 object_flags(creature_ptr, o_ptr, flgs);
2933 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2935 if (is_shero(creature_ptr)) {
2936 damage += 3 + (creature_ptr->lev / 5);
2939 if (creature_ptr->stun > 50) {
2941 } else if (creature_ptr->stun) {
2945 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2947 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2948 damage += creature_ptr->lev / 6;
2949 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2950 damage += creature_ptr->lev / 6;
2952 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2953 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2960 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2961 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2962 if (o_ptr->curse_flags & (TRC_CURSED)) {
2965 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2968 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2974 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2976 o_ptr = &creature_ptr->inventory_list[i];
2977 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2978 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2981 if (!object_is_known(o_ptr) && !is_true_value)
2983 bonus_to_d = o_ptr->to_d;
2985 if (creature_ptr->pclass == CLASS_NINJA) {
2986 if (o_ptr->to_d > 0)
2987 bonus_to_d = (o_ptr->to_d + 1) / 2;
2990 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
2991 damage += (s16b)bonus_to_d;
2992 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
2994 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2996 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2997 } else if (id == get_default_hand(creature_ptr)) {
2998 damage += (s16b)bonus_to_d;
3002 if (get_default_hand(creature_ptr) == id) {
3003 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3004 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3006 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3007 damage += MAX(bonus_to_d, 1);
3011 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3012 damage += (creature_ptr->lev / 6);
3019 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3021 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3023 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3028 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3029 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3031 /* Temporary bonuses */
3032 if (is_blessed(creature_ptr)) {
3036 if (is_hero(creature_ptr)) {
3040 if (is_shero(creature_ptr)) {
3044 if (creature_ptr->stun > 50) {
3046 } else if (creature_ptr->stun) {
3050 /* Default hand bonuses */
3051 int id = slot - INVEN_RARM;
3052 int default_hand = get_default_hand(creature_ptr);
3053 if (default_hand == id) {
3054 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3055 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3056 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3057 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3060 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3061 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3063 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);
3064 hit += MAX(bonus_to_h, 1);
3068 /* Bonuses and penalties by weapon */
3069 if (has_melee_weapon(creature_ptr, slot)) {
3070 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3071 BIT_FLAGS flgs[TR_FLAG_SIZE];
3072 object_flags(creature_ptr, o_ptr, flgs);
3074 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3075 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3077 /* Traind bonuses */
3078 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3080 /* Weight penalty */
3081 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3082 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3085 /* Low melee penalty */
3086 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3087 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3094 /* Riding bonus and penalty */
3095 if (creature_ptr->riding) {
3096 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3101 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3102 && !has_flag(flgs, TR_RIDING)) {
3105 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3108 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3113 hit -= (s16b)penalty;
3116 /* Class penalties */
3117 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3119 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3120 hit += creature_ptr->lev / 5;
3121 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3122 hit += creature_ptr->lev / 5;
3124 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3125 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3132 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3136 /* Hex realm bonuses */
3137 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3138 if (o_ptr->curse_flags & (TRC_CURSED)) {
3141 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3144 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3147 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3153 /* Bonuses from inventory */
3154 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3155 object_type *o_ptr = &creature_ptr->inventory_list[i];
3157 /* Ignore empty hands, handed weapons, bows and capture balls */
3159 || o_ptr->tval == TV_CAPTURE
3160 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3161 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3165 /* Fake value does not include unknown objects' value */
3166 if (is_true_value || !object_is_known(o_ptr))
3169 int bonus_to_h = o_ptr->to_h;
3171 /* When wields only a weapon */
3172 if (creature_ptr->pclass == CLASS_NINJA) {
3173 if (o_ptr->to_h > 0)
3174 bonus_to_h = (o_ptr->to_h + 1) / 2;
3177 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3178 hit += (s16b)bonus_to_h;
3182 /* When wields two weapons on each hand */
3183 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3184 if (default_hand == 0)
3185 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3186 if (default_hand == 1)
3187 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3191 if (default_hand == id)
3192 hit += (s16b)bonus_to_h;
3195 /* Martial arts bonus */
3196 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3197 hit += (creature_ptr->lev / 3);
3200 /* Two handed combat penalty */
3201 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3206 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3210 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3211 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3215 BIT_FLAGS flgs[TR_FLAG_SIZE];
3216 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3218 object_flags(creature_ptr, o_ptr, flgs);
3220 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3221 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3230 if (creature_ptr->stun > 50) {
3232 } else if (creature_ptr->stun) {
3236 if (is_blessed(creature_ptr)) {
3240 if (is_hero(creature_ptr)) {
3244 if (is_shero(creature_ptr)) {
3248 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3250 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3251 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3255 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3256 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3257 pow += (10 + (creature_ptr->lev / 5));
3263 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3265 o_ptr = &creature_ptr->inventory_list[i];
3266 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3267 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3270 bonus_to_h = o_ptr->to_h;
3272 if (creature_ptr->pclass == CLASS_NINJA) {
3273 if (o_ptr->to_h > 0)
3274 bonus_to_h = (o_ptr->to_h + 1) / 2;
3277 if (is_true_value || object_is_known(o_ptr))
3278 pow += (s16b)bonus_to_h;
3281 pow -= calc_riding_bow_penalty(creature_ptr);
3286 static s16b calc_to_damage_misc(player_type *creature_ptr)
3289 BIT_FLAGS flgs[TR_FLAG_SIZE];
3293 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3294 o_ptr = &creature_ptr->inventory_list[i];
3298 object_flags(creature_ptr, o_ptr, flgs);
3300 int bonus_to_d = o_ptr->to_d;
3301 if (creature_ptr->pclass == CLASS_NINJA) {
3302 if (o_ptr->to_d > 0)
3303 bonus_to_d = (o_ptr->to_d + 1) / 2;
3305 to_dam += (s16b)bonus_to_d;
3308 if (is_shero(creature_ptr)) {
3309 to_dam += 3 + (creature_ptr->lev / 5);
3312 if (creature_ptr->stun > 50) {
3314 } else if (creature_ptr->stun) {
3318 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3322 static s16b calc_to_hit_misc(player_type *creature_ptr)
3325 BIT_FLAGS flgs[TR_FLAG_SIZE];
3329 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3330 o_ptr = &creature_ptr->inventory_list[i];
3334 object_flags(creature_ptr, o_ptr, flgs);
3336 int bonus_to_h = o_ptr->to_h;
3337 if (creature_ptr->pclass == CLASS_NINJA) {
3338 if (o_ptr->to_h > 0)
3339 bonus_to_h = (o_ptr->to_h + 1) / 2;
3341 to_hit += (s16b)bonus_to_h;
3344 if (is_blessed(creature_ptr)) {
3348 if (is_hero(creature_ptr)) {
3352 if (is_shero(creature_ptr)) {
3356 if (creature_ptr->stun > 50) {
3358 } else if (creature_ptr->stun) {
3362 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3363 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3368 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3370 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3373 if (creature_ptr->riding) {
3375 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3383 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3385 (void)creature_ptr; // unused
3386 (void)slot; // unused
3391 * @brief プレイヤーの所持重量制限を計算する /
3392 * Computes current weight limit.
3395 WEIGHT calc_weight_limit(player_type *creature_ptr)
3397 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3398 if (creature_ptr->pclass == CLASS_BERSERKER)
3404 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3405 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3406 * @return 持っているならばTRUE
3408 bool has_melee_weapon(player_type *creature_ptr, int slot)
3410 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3414 * @brief プレイヤーの現在開いている手の状態を返す
3415 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
3416 * @return 開いている手のビットフラグ
3418 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3420 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3421 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3422 status |= EMPTY_HAND_RARM;
3423 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3424 status |= EMPTY_HAND_LARM;
3426 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3427 if (status & EMPTY_HAND_LARM)
3428 status &= ~(EMPTY_HAND_LARM);
3429 else if (status & EMPTY_HAND_RARM)
3430 status &= ~(EMPTY_HAND_RARM);
3437 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
3438 * @return ペナルティが適用されるならばTRUE。
3440 bool heavy_armor(player_type *creature_ptr)
3442 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3445 WEIGHT monk_arm_wgt = 0;
3446 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3447 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3448 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3449 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3450 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3451 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3452 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3453 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3454 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3456 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3460 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3462 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
3464 void update_creature(player_type *creature_ptr)
3466 if (!creature_ptr->update)
3469 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3470 if (creature_ptr->update & (PU_AUTODESTROY)) {
3471 creature_ptr->update &= ~(PU_AUTODESTROY);
3472 autopick_delayed_alter(creature_ptr);
3475 if (creature_ptr->update & (PU_COMBINE)) {
3476 creature_ptr->update &= ~(PU_COMBINE);
3477 combine_pack(creature_ptr);
3480 if (creature_ptr->update & (PU_REORDER)) {
3481 creature_ptr->update &= ~(PU_REORDER);
3482 reorder_pack(creature_ptr);
3485 if (creature_ptr->update & (PU_BONUS)) {
3486 creature_ptr->update &= ~(PU_BONUS);
3487 calc_alignment(creature_ptr);
3488 calc_bonuses(creature_ptr);
3491 if (creature_ptr->update & (PU_TORCH)) {
3492 creature_ptr->update &= ~(PU_TORCH);
3493 calc_lite_radius(creature_ptr);
3496 if (creature_ptr->update & (PU_HP)) {
3497 creature_ptr->update &= ~(PU_HP);
3498 calc_hitpoints(creature_ptr);
3501 if (creature_ptr->update & (PU_MANA)) {
3502 creature_ptr->update &= ~(PU_MANA);
3503 calc_mana(creature_ptr);
3506 if (creature_ptr->update & (PU_SPELLS)) {
3507 creature_ptr->update &= ~(PU_SPELLS);
3508 calc_spells(creature_ptr);
3511 if (!current_world_ptr->character_generated)
3513 if (current_world_ptr->character_icky)
3515 if (creature_ptr->update & (PU_UN_LITE)) {
3516 creature_ptr->update &= ~(PU_UN_LITE);
3517 forget_lite(floor_ptr);
3520 if (creature_ptr->update & (PU_UN_VIEW)) {
3521 creature_ptr->update &= ~(PU_UN_VIEW);
3522 forget_view(floor_ptr);
3525 if (creature_ptr->update & (PU_VIEW)) {
3526 creature_ptr->update &= ~(PU_VIEW);
3527 update_view(creature_ptr);
3530 if (creature_ptr->update & (PU_LITE)) {
3531 creature_ptr->update &= ~(PU_LITE);
3532 update_lite(creature_ptr);
3535 if (creature_ptr->update & (PU_FLOW)) {
3536 creature_ptr->update &= ~(PU_FLOW);
3537 update_flow(creature_ptr);
3540 if (creature_ptr->update & (PU_DISTANCE)) {
3541 creature_ptr->update &= ~(PU_DISTANCE);
3543 update_monsters(creature_ptr, TRUE);
3546 if (creature_ptr->update & (PU_MON_LITE)) {
3547 creature_ptr->update &= ~(PU_MON_LITE);
3548 update_mon_lite(creature_ptr);
3551 if (creature_ptr->update & (PU_DELAY_VIS)) {
3552 creature_ptr->update &= ~(PU_DELAY_VIS);
3553 delayed_visual_update(creature_ptr);
3556 if (creature_ptr->update & (PU_MONSTERS)) {
3557 creature_ptr->update &= ~(PU_MONSTERS);
3558 update_monsters(creature_ptr, FALSE);
3563 * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
3564 * @return 魔道書を一冊も持っていないならTRUEを返す
3566 bool player_has_no_spellbooks(player_type *creature_ptr)
3569 for (int i = 0; i < INVEN_PACK; i++) {
3570 o_ptr = &creature_ptr->inventory_list[i];
3571 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3575 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3576 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3577 o_ptr = &floor_ptr->o_list[i];
3578 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3585 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3587 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3590 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3593 * @return 配置に成功したらTRUE
3595 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3597 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3600 /* Save player location */
3601 creature_ptr->y = y;
3602 creature_ptr->x = x;
3607 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
3610 void wreck_the_pattern(player_type *creature_ptr)
3612 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3613 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3614 if (pattern_type == PATTERN_TILE_WRECKED)
3617 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3618 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3620 if (!is_invuln(creature_ptr))
3621 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3623 int to_ruin = randint1(45) + 35;
3626 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3628 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3629 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3633 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3637 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
3638 * Advance experience levels and print experience
3641 void check_experience(player_type *creature_ptr)
3643 if (creature_ptr->exp < 0)
3644 creature_ptr->exp = 0;
3645 if (creature_ptr->max_exp < 0)
3646 creature_ptr->max_exp = 0;
3647 if (creature_ptr->max_max_exp < 0)
3648 creature_ptr->max_max_exp = 0;
3650 if (creature_ptr->exp > PY_MAX_EXP)
3651 creature_ptr->exp = PY_MAX_EXP;
3652 if (creature_ptr->max_exp > PY_MAX_EXP)
3653 creature_ptr->max_exp = PY_MAX_EXP;
3654 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3655 creature_ptr->max_max_exp = PY_MAX_EXP;
3657 if (creature_ptr->exp > creature_ptr->max_exp)
3658 creature_ptr->max_exp = creature_ptr->exp;
3659 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3660 creature_ptr->max_max_exp = creature_ptr->max_exp;
3662 creature_ptr->redraw |= (PR_EXP);
3663 handle_stuff(creature_ptr);
3665 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3666 PLAYER_LEVEL old_lev = creature_ptr->lev;
3667 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3668 creature_ptr->lev--;
3669 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3670 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3671 creature_ptr->window |= (PW_PLAYER);
3672 handle_stuff(creature_ptr);
3675 bool level_reward = FALSE;
3676 bool level_mutation = FALSE;
3677 bool level_inc_stat = FALSE;
3678 while ((creature_ptr->lev < PY_MAX_LEVEL)
3679 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3680 creature_ptr->lev++;
3681 if (creature_ptr->lev > creature_ptr->max_plv) {
3682 creature_ptr->max_plv = creature_ptr->lev;
3684 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3685 level_reward = TRUE;
3687 if (creature_ptr->prace == RACE_BEASTMAN) {
3689 level_mutation = TRUE;
3691 level_inc_stat = TRUE;
3693 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3697 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3698 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3699 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3700 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3701 creature_ptr->level_up_message = TRUE;
3702 handle_stuff(creature_ptr);
3704 creature_ptr->level_up_message = FALSE;
3705 if (level_inc_stat) {
3706 if (!(creature_ptr->max_plv % 10)) {
3713 cnv_stat(creature_ptr->stat_max[0], tmp);
3714 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3715 cnv_stat(creature_ptr->stat_max[1], tmp);
3716 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3717 cnv_stat(creature_ptr->stat_max[2], tmp);
3718 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3719 cnv_stat(creature_ptr->stat_max[3], tmp);
3720 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3721 cnv_stat(creature_ptr->stat_max[4], tmp);
3722 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3723 cnv_stat(creature_ptr->stat_max[5], tmp);
3724 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3727 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3731 if ((choice >= 'a') && (choice <= 'f'))
3734 for (n = 0; n < A_MAX; n++)
3735 if (n != choice - 'a')
3737 if (get_check(_("よろしいですか?", "Are you sure? ")))
3740 do_inc_stat(creature_ptr, choice - 'a');
3742 } else if (!(creature_ptr->max_plv % 2))
3743 do_inc_stat(creature_ptr, randint0(6));
3746 if (level_mutation) {
3747 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3748 (void)gain_mutation(creature_ptr, 0);
3749 level_mutation = FALSE;
3753 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3757 gain_level_reward(creature_ptr, 0);
3758 level_reward = FALSE;
3761 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3762 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3763 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3764 handle_stuff(creature_ptr);
3767 if (old_lev != creature_ptr->lev)
3768 autopick_load_pref(creature_ptr, FALSE);
3772 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
3774 * @param out_val 出力先文字列ポインタ
3777 void cnv_stat(int val, char *out_val)
3780 sprintf(out_val, " %2d", val);
3784 int bonus = (val - 18);
3786 sprintf(out_val, "18/%3s", "***");
3787 } else if (bonus >= 100) {
3788 sprintf(out_val, "18/%03d", bonus);
3790 sprintf(out_val, " 18/%02d", bonus);
3795 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
3796 * Modify a stat value by a "modifier", return new value
3798 * @param amount 加減算値
3802 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3803 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3804 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3805 * Or even: 18/13, 18/03, 18, 17, ..., 3
3808 s16b modify_stat_value(int value, int amount)
3811 for (int i = 0; i < amount; i++) {
3817 } else if (amount < 0) {
3818 for (int i = 0; i < (0 - amount); i++) {
3819 if (value >= 18 + 10)
3821 else if (value > 18)
3833 * Hack -- Calculates the total number of points earned -JWT-
3837 long calc_score(player_type *creature_ptr)
3839 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3852 if (ironman_small_levels)
3854 if (ironman_empty_levels)
3860 if (ironman_nightmare)
3867 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3868 if (max_dlv[i] > max_dl)
3869 max_dl = max_dlv[i];
3871 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3872 u32b point_h = point_l / 0x10000L;
3873 point_l = point_l % 0x10000L;
3876 point_h += point_l / 0x10000L;
3877 point_l %= 0x10000L;
3879 point_l += ((point_h % 100) << 16);
3883 u32b point = (point_h << 16) + (point_l);
3884 if (creature_ptr->arena_number >= 0)
3885 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3887 if (ironman_downward)
3889 if (creature_ptr->pclass == CLASS_BERSERKER) {
3890 if (creature_ptr->prace == RACE_SPECTRE)
3894 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3896 if (current_world_ptr->total_winner)
3901 point = (0 - point);
3907 * @param creature_ptr プレーヤーへの参照ポインタ
3908 * @return 祝福状態ならばTRUE
3910 bool is_blessed(player_type *creature_ptr)
3912 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3915 bool is_tim_esp(player_type *creature_ptr)
3917 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3920 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3922 bool is_time_limit_esp(player_type *creature_ptr)
3924 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3927 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3929 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3932 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3935 void stop_singing(player_type *creature_ptr)
3937 if (creature_ptr->pclass != CLASS_BARD)
3940 /* Are there interupted song? */
3941 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3942 /* Forget interupted song */
3943 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3947 /* The player is singing? */
3948 if (!SINGING_SONG_EFFECT(creature_ptr))
3951 /* Hack -- if called from set_action(), avoid recursive loop */
3952 if (creature_ptr->action == ACTION_SING)
3953 set_action(creature_ptr, ACTION_NONE);
3955 /* Message text of each song or etc. */
3956 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3958 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3959 SINGING_SONG_ID(creature_ptr) = 0;
3960 creature_ptr->update |= (PU_BONUS);
3961 creature_ptr->redraw |= (PR_STATUS);
3965 * @brief 口を使う継続的な処理を中断する
3966 * @param caster_ptr プレーヤーへの参照ポインタ
3969 void stop_mouth(player_type *caster_ptr)
3971 if (music_singing_any(caster_ptr))
3972 stop_singing(caster_ptr);
3973 if (hex_spelling_any(caster_ptr))
3974 stop_hex_spell_all(caster_ptr);
3978 * @brief ペットの維持コスト計算
3981 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3984 bool has_a_unique = FALSE;
3985 DEPTH total_friend_levels = 0;
3989 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3990 monster_type *m_ptr;
3991 monster_race *r_ptr;
3993 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3994 if (!monster_is_valid(m_ptr))
3996 r_ptr = &r_info[m_ptr->r_idx];
3998 if (is_pet(m_ptr)) {
4000 if (r_ptr->flags1 & RF1_UNIQUE) {
4001 if (creature_ptr->pclass == CLASS_CAVALRY) {
4002 if (creature_ptr->riding == m_idx)
4003 total_friend_levels += (r_ptr->level + 5) * 2;
4004 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4005 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4007 total_friend_levels += (r_ptr->level + 5) * 10;
4008 has_a_unique = TRUE;
4010 total_friend_levels += (r_ptr->level + 5) * 10;
4012 total_friend_levels += r_ptr->level;
4016 if (total_friends) {
4018 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4019 if (upkeep_factor < 0)
4021 if (upkeep_factor > 1000)
4022 upkeep_factor = 1000;
4023 return upkeep_factor;
4028 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4030 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4032 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4034 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4036 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4038 bool is_echizen(player_type *creature_ptr)
4040 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4043 int calc_weapon_weight_limit(player_type *creature_ptr)
4045 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4047 if (has_two_handed_weapons(creature_ptr))
4053 static int get_default_hand(player_type *creature_ptr)
4055 int default_hand = 0;
4057 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4058 if (!has_right_hand_weapon(creature_ptr))
4062 if (can_two_hands_wielding(creature_ptr)) {
4063 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4064 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4065 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4066 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4072 return default_hand;