1 #include "player/player-status.h"
2 #include "art-definition/art-bow-types.h"
3 #include "art-definition/art-sword-types.h"
4 #include "art-definition/art-weapon-types.h"
5 #include "autopick/autopick-reader-writer.h"
6 #include "autopick/autopick.h"
7 #include "cmd-action/cmd-pet.h"
8 #include "cmd-action/cmd-spell.h"
9 #include "cmd-io/cmd-dump.h"
10 #include "cmd-item/cmd-magiceat.h"
11 #include "combat/attack-power-table.h"
12 #include "core/asking-player.h"
13 #include "core/player-redraw-types.h"
14 #include "core/player-update-types.h"
15 #include "core/stuff-handler.h"
16 #include "core/window-redrawer.h"
17 #include "dungeon/dungeon-flag-types.h"
18 #include "dungeon/dungeon.h"
19 //#include "dungeon/quest.h"
20 #include "effect/effect-characteristics.h"
21 #include "floor/cave.h"
22 #include "floor/floor-events.h"
23 #include "floor/floor-leaver.h"
24 #include "floor/floor-save.h"
25 #include "floor/floor-util.h"
26 #include "game-option/birth-options.h"
27 #include "grid/feature.h"
28 #include "inventory/inventory-object.h"
29 #include "inventory/inventory-slot-types.h"
30 #include "io/input-key-acceptor.h"
31 #include "io/write-diary.h"
32 #include "main/sound-definitions-table.h"
33 #include "main/sound-of-music.h"
34 #include "market/arena-info-table.h"
35 #include "mind/mind-force-trainer.h"
36 #include "mind/mind-ninja.h"
37 #include "monster-floor/monster-lite.h"
38 #include "monster-floor/monster-remover.h"
39 #include "monster-race/monster-race-hook.h"
40 #include "monster-race/monster-race.h"
41 #include "monster-race/race-flags1.h"
42 #include "monster-race/race-flags2.h"
43 #include "monster-race/race-flags3.h"
44 #include "monster-race/race-flags7.h"
45 #include "monster/monster-info.h"
46 #include "monster/monster-status.h"
47 #include "monster/monster-update.h"
48 #include "monster/smart-learn-types.h"
49 #include "mutation/mutation-calculator.h"
50 #include "mutation/mutation-flag-types.h"
51 #include "mutation/mutation-investor-remover.h"
52 #include "object-enchant/object-ego.h"
53 #include "object-enchant/special-object-flags.h"
54 #include "object-enchant/tr-types.h"
55 #include "object-enchant/trc-types.h"
56 #include "object-hook/hook-armor.h"
57 #include "object-hook/hook-checker.h"
58 #include "object-hook/hook-weapon.h"
59 #include "object/object-flags.h"
60 #include "object/object-info.h"
61 #include "object/object-mark-types.h"
62 #include "perception/object-perception.h"
63 #include "pet/pet-util.h"
64 #include "player-info/avatar.h"
65 #include "player/attack-defense-types.h"
66 #include "player/digestion-processor.h"
67 #include "player/mimic-info-table.h"
68 #include "player/patron.h"
69 #include "player/player-class.h"
70 #include "player/player-damage.h"
71 #include "player/player-move.h"
72 #include "player/player-personalities-types.h"
73 #include "player/player-personality.h"
74 #include "player/player-race-types.h"
75 #include "player/player-skill.h"
76 #include "player/player-status-flags.h"
77 #include "player/player-status-table.h"
78 #include "player/player-view.h"
79 #include "player/race-info-table.h"
80 #include "player/special-defense-types.h"
81 #include "realm/realm-hex-numbers.h"
82 #include "realm/realm-names-table.h"
83 #include "realm/realm-song-numbers.h"
84 #include "specific-object/bow.h"
85 #include "specific-object/torch.h"
86 #include "spell-realm/spells-hex.h"
87 #include "spell/range-calc.h"
88 #include "spell/spells-describer.h"
89 #include "spell/spells-execution.h"
90 #include "spell/spells-status.h"
91 #include "spell/technic-info-table.h"
92 #include "status/action-setter.h"
93 #include "status/base-status.h"
94 #include "sv-definition/sv-lite-types.h"
95 #include "sv-definition/sv-weapon-types.h"
96 #include "system/angband.h"
97 #include "system/floor-type-definition.h"
98 #include "term/screen-processor.h"
99 #include "util/bit-flags-calculator.h"
100 #include "util/quarks.h"
101 #include "util/string-processor.h"
102 #include "view/display-messages.h"
103 #include "world/world.h"
105 static bool is_martial_arts_mode(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
115 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
116 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
117 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
118 static s16b calc_num_blow(player_type *creature_ptr, int i);
119 static s16b calc_strength_addition(player_type *creature_ptr);
120 static s16b calc_intelligence_addition(player_type *creature_ptr);
121 static s16b calc_wisdom_addition(player_type *creature_ptr);
122 static s16b calc_dexterity_addition(player_type *creature_ptr);
123 static s16b calc_constitution_addition(player_type *creature_ptr);
124 static s16b calc_charisma_addition(player_type *creature_ptr);
125 static s16b calc_to_magic_chance(player_type *creature_ptr);
126 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
127 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
128 static s16b calc_speed(player_type *creature_ptr);
129 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
130 static void calc_use_status(player_type *creature_ptr, int status);
131 static void calc_top_status(player_type *creature_ptr, int status);
132 static void calc_ind_status(player_type *creature_ptr, int status);
133 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
134 static void put_equipment_warning(player_type *creature_ptr);
136 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
137 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
139 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
141 static s16b calc_to_damage_misc(player_type *creature_ptr);
142 static s16b calc_to_hit_misc(player_type *creature_ptr);
144 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
145 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
147 static int get_default_hand(player_type *creature_ptr);
149 /*** Player information ***/
152 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
157 * @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
159 player_type *p_ptr = &p_body;
162 * @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
163 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
164 * @return アライメントの表記を返す。
166 concptr your_alignment(player_type *creature_ptr)
168 if (creature_ptr->align > 150)
169 return _("大善", "Lawful");
170 else if (creature_ptr->align > 50)
171 return _("中善", "Good");
172 else if (creature_ptr->align > 10)
173 return _("小善", "Neutral Good");
174 else if (creature_ptr->align > -11)
175 return _("中立", "Neutral");
176 else if (creature_ptr->align > -51)
177 return _("小悪", "Neutral Evil");
178 else if (creature_ptr->align > -151)
179 return _("中悪", "Evil");
181 return _("大悪", "Chaotic");
185 * @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)
186 * @param weapon_exp 経験値
189 int weapon_exp_level(int weapon_exp)
191 if (weapon_exp < WEAPON_EXP_BEGINNER)
192 return EXP_LEVEL_UNSKILLED;
193 else if (weapon_exp < WEAPON_EXP_SKILLED)
194 return EXP_LEVEL_BEGINNER;
195 else if (weapon_exp < WEAPON_EXP_EXPERT)
196 return EXP_LEVEL_SKILLED;
197 else if (weapon_exp < WEAPON_EXP_MASTER)
198 return EXP_LEVEL_EXPERT;
200 return EXP_LEVEL_MASTER;
204 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
205 * @param weapon_exp 経験値
208 int riding_exp_level(int riding_exp)
210 if (riding_exp < RIDING_EXP_BEGINNER)
211 return EXP_LEVEL_UNSKILLED;
212 else if (riding_exp < RIDING_EXP_SKILLED)
213 return EXP_LEVEL_BEGINNER;
214 else if (riding_exp < RIDING_EXP_EXPERT)
215 return EXP_LEVEL_SKILLED;
216 else if (riding_exp < RIDING_EXP_MASTER)
217 return EXP_LEVEL_EXPERT;
219 return EXP_LEVEL_MASTER;
223 * @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
224 * @param spell_exp 経験値
227 int spell_exp_level(int spell_exp)
229 if (spell_exp < SPELL_EXP_BEGINNER)
230 return EXP_LEVEL_UNSKILLED;
231 else if (spell_exp < SPELL_EXP_SKILLED)
232 return EXP_LEVEL_BEGINNER;
233 else if (spell_exp < SPELL_EXP_EXPERT)
234 return EXP_LEVEL_SKILLED;
235 else if (spell_exp < SPELL_EXP_MASTER)
236 return EXP_LEVEL_EXPERT;
238 return EXP_LEVEL_MASTER;
242 * @brief 遅延描画更新 / Delayed visual update
243 * @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
244 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
245 * @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?
248 static void delayed_visual_update(player_type *player_ptr)
250 floor_type *floor_ptr = player_ptr->current_floor_ptr;
251 for (int i = 0; i < floor_ptr->redraw_n; i++) {
252 POSITION y = floor_ptr->redraw_y[i];
253 POSITION x = floor_ptr->redraw_x[i];
255 g_ptr = &floor_ptr->grid_array[y][x];
256 if (!(g_ptr->info & CAVE_REDRAW))
259 if (g_ptr->info & CAVE_NOTE)
260 note_spot(player_ptr, y, x);
262 lite_spot(player_ptr, y, x);
264 update_monster(player_ptr, g_ptr->m_idx, FALSE);
266 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
269 floor_ptr->redraw_n = 0;
273 * @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 /
274 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
275 * @return 重すぎるならばTRUE
277 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
279 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
280 return (hold < o_ptr->weight / 10);
285 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
288 WEIGHT calc_inventory_weight(player_type *creature_ptr)
293 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
294 o_ptr = &creature_ptr->inventory_list[i];
297 weight += o_ptr->weight * o_ptr->number;
302 * @brief プレイヤーの全ステータスを更新する /
303 * Calculate the players current "state", taking into account
304 * not only race/class intrinsics, but also objects being worn
305 * and temporary spell effects.
309 * See also calc_mana() and calc_hitpoints().
311 * Take note of the new "speed code", in particular, a very strong
312 * player will start slowing down as soon as he reaches 150 pounds,
313 * but not until he reaches 450 pounds will he be half as fast as
314 * a normal kobold. This both hurts and helps the player, hurts
315 * because in the old days a player could just avoid 300 pounds,
316 * and helps because now carrying 300 pounds is not very painful.
318 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
319 * damage, since that would affect non-combat things. These values
320 * are actually added in later, at the appropriate place.
322 * This function induces various "status" messages.
324 * @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。
326 void calc_bonuses(player_type *creature_ptr)
328 int empty_hands_status = empty_hands(creature_ptr, TRUE);
331 /* Save the old vision stuff */
332 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
333 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
334 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
335 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
336 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
337 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
338 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
339 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
340 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
341 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
342 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
343 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
344 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
345 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
346 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
347 s16b old_speed = creature_ptr->pspeed;
349 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
350 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
352 creature_ptr->pass_wall = has_pass_wall(creature_ptr);
353 creature_ptr->kill_wall = has_kill_wall(creature_ptr);
354 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
355 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
356 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
357 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
358 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
359 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
360 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
361 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
362 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
363 creature_ptr->esp_human = has_esp_human(creature_ptr);
364 creature_ptr->esp_good = has_esp_good(creature_ptr);
365 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
366 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
367 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
368 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
369 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
370 creature_ptr->down_saving = has_down_saving(creature_ptr);
371 creature_ptr->yoiyami = has_no_ac(creature_ptr);
372 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
373 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
374 creature_ptr->reflect = has_reflect(creature_ptr);
375 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
376 creature_ptr->warning = has_warning(creature_ptr);
377 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
378 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
379 creature_ptr->sh_fire = has_sh_fire(creature_ptr);
380 creature_ptr->sh_elec = has_sh_elec(creature_ptr);
381 creature_ptr->sh_cold = has_sh_cold(creature_ptr);
382 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
383 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
384 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
385 creature_ptr->see_inv = has_see_inv(creature_ptr);
386 creature_ptr->free_act = has_free_act(creature_ptr);
387 creature_ptr->sustain_str = has_sustain_str(creature_ptr);
388 creature_ptr->sustain_int = has_sustain_int(creature_ptr);
389 creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
390 creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
391 creature_ptr->sustain_con = has_sustain_con(creature_ptr);
392 creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
393 creature_ptr->levitation = has_levitation(creature_ptr);
394 has_can_swim(creature_ptr);
395 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
396 creature_ptr->regenerate = has_regenerate(creature_ptr);
397 has_curses(creature_ptr);
398 creature_ptr->impact = has_impact(creature_ptr);
399 has_extra_blow(creature_ptr);
400 creature_ptr->resist_acid = has_resist_acid(creature_ptr);
401 creature_ptr->resist_elec = has_resist_elec(creature_ptr);
402 creature_ptr->resist_fire = has_resist_fire(creature_ptr);
403 creature_ptr->resist_cold = has_resist_cold(creature_ptr);
404 creature_ptr->resist_pois = has_resist_pois(creature_ptr);
405 creature_ptr->resist_conf = has_resist_conf(creature_ptr);
406 creature_ptr->resist_sound = has_resist_sound(creature_ptr);
407 creature_ptr->resist_lite = has_resist_lite(creature_ptr);
408 creature_ptr->resist_dark = has_resist_dark(creature_ptr);
409 creature_ptr->resist_chaos = has_resist_chaos(creature_ptr);
410 creature_ptr->resist_disen = has_resist_disen(creature_ptr);
411 creature_ptr->resist_shard = has_resist_shard(creature_ptr);
412 creature_ptr->resist_nexus = has_resist_nexus(creature_ptr);
413 creature_ptr->resist_blind = has_resist_blind(creature_ptr);
414 creature_ptr->resist_neth = has_resist_neth(creature_ptr);
415 creature_ptr->resist_time = has_resist_time(creature_ptr);
416 creature_ptr->resist_fear = has_resist_fear(creature_ptr);
417 creature_ptr->resist_time = has_resist_time(creature_ptr);
418 creature_ptr->resist_water = has_resist_water(creature_ptr);
420 creature_ptr->lite = has_lite(creature_ptr);
422 if (creature_ptr->special_defense & KAMAE_MASK) {
423 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
424 set_action(creature_ptr, ACTION_NONE);
428 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
429 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
430 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
431 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
432 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
433 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
434 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
435 creature_ptr->ac = calc_base_ac(creature_ptr);
436 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
437 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
438 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
440 for (int i = 0; i < A_MAX; i++) {
441 calc_top_status(creature_ptr, i);
442 calc_use_status(creature_ptr, i);
443 calc_ind_status(creature_ptr, i);
446 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
448 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
449 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
450 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
454 for (int i = 0; i < 2; i++) {
455 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
456 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
457 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
458 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
459 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
462 creature_ptr->pspeed = calc_speed(creature_ptr);
463 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
464 creature_ptr->skill_stl = calc_stealth(creature_ptr);
465 creature_ptr->skill_dis = calc_disarming(creature_ptr);
466 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
467 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
468 creature_ptr->skill_srh = calc_search(creature_ptr);
469 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
470 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
471 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
472 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
473 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
474 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
475 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
476 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
477 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
478 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
479 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
480 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
481 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
482 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
483 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
484 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
485 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
487 if (old_mighty_throw != creature_ptr->mighty_throw) {
488 creature_ptr->window |= PW_INVEN;
491 if (creature_ptr->telepathy != old_telepathy) {
492 creature_ptr->update |= (PU_MONSTERS);
495 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
496 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
497 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
498 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
499 creature_ptr->update |= (PU_MONSTERS);
502 if (creature_ptr->see_inv != old_see_inv) {
503 creature_ptr->update |= (PU_MONSTERS);
506 if (creature_ptr->pspeed != old_speed) {
507 creature_ptr->redraw |= (PR_SPEED);
510 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
511 creature_ptr->redraw |= (PR_ARMOR);
512 creature_ptr->window |= (PW_PLAYER);
515 if (current_world_ptr->character_xtra)
518 put_equipment_warning(creature_ptr);
521 static void calc_alignment(player_type *creature_ptr)
523 creature_ptr->align = 0;
524 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
525 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
528 m_ptr = &floor_ptr->m_list[m_idx];
529 if (!monster_is_valid(m_ptr))
531 r_ptr = &r_info[m_ptr->r_idx];
536 if (r_ptr->flags3 & RF3_GOOD)
537 creature_ptr->align += r_ptr->level;
538 if (r_ptr->flags3 & RF3_EVIL)
539 creature_ptr->align -= r_ptr->level;
542 if (creature_ptr->mimic_form) {
543 switch (creature_ptr->mimic_form) {
545 creature_ptr->align -= 200;
547 case MIMIC_DEMON_LORD:
548 creature_ptr->align -= 200;
552 switch (creature_ptr->prace) {
554 creature_ptr->align += 200;
557 creature_ptr->align -= 200;
562 for (int i = 0; i < 2; i++) {
563 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
565 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
567 creature_ptr->align -= 1000;
572 for (int i = 0; i < 8; i++) {
573 switch (creature_ptr->vir_types[i]) {
575 creature_ptr->align += creature_ptr->virtues[i] * 2;
584 creature_ptr->align -= creature_ptr->virtues[i];
587 creature_ptr->align += creature_ptr->virtues[i];
592 for (int i = 0; i < j; i++) {
593 if (creature_ptr->align > 0) {
594 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
595 if (creature_ptr->align < 0)
596 creature_ptr->align = 0;
597 } else if (creature_ptr->align < 0) {
598 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
599 if (creature_ptr->align > 0)
600 creature_ptr->align = 0;
606 * @brief プレイヤーの最大HPを計算する /
607 * Calculate the players (maximal) hit points
608 * Adjust current hitpoints if necessary
612 static void calc_hitpoints(player_type *creature_ptr)
614 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
615 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
618 if (creature_ptr->mimic_form) {
619 if (creature_ptr->pclass == CLASS_SORCERER)
620 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
622 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
623 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
626 if (creature_ptr->pclass == CLASS_SORCERER) {
627 if (creature_ptr->lev < 30)
628 mhp = (mhp * (45 + creature_ptr->lev) / 100);
630 mhp = (mhp * 75 / 100);
631 bonus = (bonus * 65 / 100);
636 if (creature_ptr->pclass == CLASS_BERSERKER) {
637 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
640 if (mhp < creature_ptr->lev + 1)
641 mhp = creature_ptr->lev + 1;
642 if (is_hero(creature_ptr))
644 if (is_shero(creature_ptr))
646 if (creature_ptr->tsuyoshi)
648 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
650 if (hex_spelling(creature_ptr, HEX_BUILDING))
652 if (creature_ptr->mhp == mhp)
655 if (creature_ptr->chp >= mhp) {
656 creature_ptr->chp = mhp;
657 creature_ptr->chp_frac = 0;
661 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
662 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
665 creature_ptr->mhp = mhp;
667 creature_ptr->redraw |= PR_HP;
668 creature_ptr->window |= PW_PLAYER;
672 * @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。 /
673 * Calculate number of spells player should have, and forget,
674 * or remember, spells until that number is properly reflected.
677 * Note that this function induces various "status" messages,
678 * which must be bypasses until the character is created.
680 static void calc_spells(player_type *creature_ptr)
682 if (!mp_ptr->spell_book)
684 if (!current_world_ptr->character_generated)
686 if (current_world_ptr->character_xtra)
688 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
689 creature_ptr->new_spells = 0;
693 concptr p = spell_category_name(mp_ptr->spell_book);
694 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
698 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
700 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
704 if (creature_ptr->pclass == CLASS_SAMURAI) {
706 } else if (creature_ptr->realm2 == REALM_NONE) {
707 num_allowed = (num_allowed + 1) / 2;
708 if (num_allowed > (32 + bonus))
709 num_allowed = 32 + bonus;
710 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
711 if (num_allowed > (96 + bonus))
712 num_allowed = 96 + bonus;
714 if (num_allowed > (80 + bonus))
715 num_allowed = 80 + bonus;
718 int num_boukyaku = 0;
719 for (int j = 0; j < 64; j++) {
720 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
725 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
726 for (int i = 63; i >= 0; i--) {
727 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
730 int j = creature_ptr->spell_order[i];
734 const magic_type *s_ptr;
735 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
737 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
739 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
741 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
743 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
745 if (s_ptr->slevel <= creature_ptr->lev)
748 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
749 if (!is_spell_learned)
754 creature_ptr->spell_forgotten1 |= (1L << j);
755 which = creature_ptr->realm1;
757 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
758 which = creature_ptr->realm2;
762 creature_ptr->spell_learned1 &= ~(1L << j);
763 which = creature_ptr->realm1;
765 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
766 which = creature_ptr->realm2;
770 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
772 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
774 creature_ptr->new_spells++;
777 /* Forget spells if we know too many spells */
778 for (int i = 63; i >= 0; i--) {
779 if (creature_ptr->new_spells >= 0)
781 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
784 int j = creature_ptr->spell_order[i];
788 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
789 if (!is_spell_learned)
794 creature_ptr->spell_forgotten1 |= (1L << j);
795 which = creature_ptr->realm1;
797 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
798 which = creature_ptr->realm2;
802 creature_ptr->spell_learned1 &= ~(1L << j);
803 which = creature_ptr->realm1;
805 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
806 which = creature_ptr->realm2;
810 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
812 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
814 creature_ptr->new_spells++;
817 /* Check for spells to remember */
818 for (int i = 0; i < 64; i++) {
819 if (creature_ptr->new_spells <= 0)
821 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
823 int j = creature_ptr->spell_order[i];
827 const magic_type *s_ptr;
828 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
830 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
832 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
834 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
836 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
838 if (s_ptr->slevel > creature_ptr->lev)
841 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
842 if (!is_spell_learned)
847 creature_ptr->spell_forgotten1 &= ~(1L << j);
848 which = creature_ptr->realm1;
850 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
851 which = creature_ptr->realm2;
855 creature_ptr->spell_learned1 |= (1L << j);
856 which = creature_ptr->realm1;
858 creature_ptr->spell_learned2 |= (1L << (j - 32));
859 which = creature_ptr->realm2;
863 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
865 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
867 creature_ptr->new_spells--;
870 if (creature_ptr->realm2 == REALM_NONE) {
872 for (int j = 0; j < 32; j++) {
873 const magic_type *s_ptr;
874 if (!is_magic(creature_ptr->realm1))
875 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
877 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
879 if (s_ptr->slevel > creature_ptr->lev)
882 if (creature_ptr->spell_learned1 & (1L << j)) {
891 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
892 creature_ptr->new_spells = (s16b)k;
896 if (creature_ptr->new_spells < 0)
897 creature_ptr->new_spells = 0;
899 if (creature_ptr->old_spells == creature_ptr->new_spells)
902 if (creature_ptr->new_spells) {
904 if (creature_ptr->new_spells < 10) {
905 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
907 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
910 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
914 creature_ptr->old_spells = creature_ptr->new_spells;
915 creature_ptr->redraw |= PR_STUDY;
916 creature_ptr->window |= PW_OBJECT;
920 * @brief プレイヤーの最大MPを計算する /
921 * Calculate maximum mana. You do not need to know any spells.
922 * Note that mana is lowered by heavy (or inappropriate) armor.
925 * This function induces status messages.
927 static void calc_mana(player_type *creature_ptr)
929 if (!mp_ptr->spell_book)
933 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
934 levels = creature_ptr->lev;
936 if (mp_ptr->spell_first > creature_ptr->lev) {
937 creature_ptr->msp = 0;
938 creature_ptr->redraw |= (PR_MANA);
942 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
946 if (creature_ptr->pclass == CLASS_SAMURAI) {
947 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
949 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
951 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
955 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
956 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
958 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
960 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
961 msp += msp * (25 + creature_ptr->lev) / 100;
964 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
965 BIT_FLAGS flgs[TR_FLAG_SIZE];
966 creature_ptr->cumber_glove = FALSE;
968 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
969 object_flags(creature_ptr, o_ptr, flgs);
970 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
971 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
972 creature_ptr->cumber_glove = TRUE;
977 creature_ptr->cumber_armor = FALSE;
980 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
981 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
982 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
984 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
985 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
986 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
987 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
988 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
990 switch (creature_ptr->pclass) {
992 case CLASS_HIGH_MAGE:
993 case CLASS_BLUE_MAGE:
995 case CLASS_FORCETRAINER:
996 case CLASS_SORCERER: {
997 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
998 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
999 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1000 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
1005 case CLASS_TOURIST: {
1006 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1007 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
1008 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1009 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
1012 case CLASS_MINDCRAFTER:
1013 case CLASS_BEASTMASTER:
1014 case CLASS_MIRROR_MASTER: {
1015 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1016 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1017 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1018 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1023 case CLASS_RED_MAGE:
1024 case CLASS_WARRIOR_MAGE: {
1025 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1026 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1027 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1028 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1032 case CLASS_CHAOS_WARRIOR: {
1033 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1034 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1035 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1036 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1044 int max_wgt = mp_ptr->spell_weight;
1045 if ((cur_wgt - max_wgt) > 0) {
1046 creature_ptr->cumber_armor = TRUE;
1047 switch (creature_ptr->pclass) {
1049 case CLASS_HIGH_MAGE:
1050 case CLASS_BLUE_MAGE: {
1051 msp -= msp * (cur_wgt - max_wgt) / 600;
1055 case CLASS_MINDCRAFTER:
1056 case CLASS_BEASTMASTER:
1058 case CLASS_FORCETRAINER:
1060 case CLASS_MIRROR_MASTER: {
1061 msp -= msp * (cur_wgt - max_wgt) / 800;
1064 case CLASS_SORCERER: {
1065 msp -= msp * (cur_wgt - max_wgt) / 900;
1071 case CLASS_RED_MAGE: {
1072 msp -= msp * (cur_wgt - max_wgt) / 1000;
1076 case CLASS_CHAOS_WARRIOR:
1077 case CLASS_WARRIOR_MAGE: {
1078 msp -= msp * (cur_wgt - max_wgt) / 1200;
1081 case CLASS_SAMURAI: {
1082 creature_ptr->cumber_armor = FALSE;
1086 msp -= msp * (cur_wgt - max_wgt) / 800;
1095 if (creature_ptr->msp != msp) {
1096 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1097 creature_ptr->csp = msp;
1098 creature_ptr->csp_frac = 0;
1102 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1103 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1106 creature_ptr->msp = msp;
1107 creature_ptr->redraw |= (PR_MANA);
1108 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1111 if (current_world_ptr->character_xtra)
1114 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1115 if (creature_ptr->cumber_glove)
1116 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."));
1118 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."));
1120 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1123 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1126 if (creature_ptr->cumber_armor)
1127 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."));
1129 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."));
1131 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1135 * @brief 装備中の射撃武器の威力倍率を返す /
1136 * calcurate the fire rate of target object
1137 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1138 * @return 射撃倍率の値(100で1.00倍)
1140 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1142 int extra_shots = 0;
1143 BIT_FLAGS flgs[TR_FLAG_SIZE];
1144 creature_ptr->num_fire = 100;
1145 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1147 q_ptr = &creature_ptr->inventory_list[i];
1154 object_flags(creature_ptr, q_ptr, flgs);
1155 if (has_flag(flgs, TR_XTRA_SHOTS))
1159 object_flags(creature_ptr, o_ptr, flgs);
1160 if (has_flag(flgs, TR_XTRA_SHOTS))
1164 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1168 num += (extra_shots * 100);
1170 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1171 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1172 num += (creature_ptr->lev * 4);
1175 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1176 num += (creature_ptr->lev * 3);
1179 if (creature_ptr->pclass == CLASS_ARCHER) {
1180 if (tval_ammo == TV_ARROW)
1181 num += ((creature_ptr->lev * 5) + 50);
1182 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1183 num += (creature_ptr->lev * 4);
1186 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1187 num += (creature_ptr->lev * 2);
1190 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1191 num += (creature_ptr->lev * 4);
1199 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1203 * * 変異MUT3_INFRAVISによる加算(+3)
1204 * * 魔法効果tim_infraによる加算(+3)
1205 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1207 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1209 ACTION_SKILL_POWER pow;
1210 const player_race *tmp_rp_ptr;
1212 if (creature_ptr->mimic_form)
1213 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1215 tmp_rp_ptr = &race_info[creature_ptr->prace];
1217 pow = tmp_rp_ptr->infra;
1219 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1223 if (creature_ptr->tim_infra) {
1227 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1229 BIT_FLAGS flgs[TR_FLAG_SIZE];
1230 o_ptr = &creature_ptr->inventory_list[i];
1233 object_flags(creature_ptr, o_ptr, flgs);
1234 if (has_flag(flgs, TR_INFRA))
1243 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1249 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1250 * * 変異MUT3_XTRA_NOISで減算(-3)
1251 * * 変異MUT3_MOTIONで加算(+1)
1252 * * 呪術を唱えていると減算(-(詠唱数+1))
1253 * * 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)
1255 * * 忍者がheavy_armorならば減算(-レベル/10)
1256 * * 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)
1260 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1262 ACTION_SKILL_POWER pow;
1263 const player_race *tmp_rp_ptr;
1265 if (creature_ptr->mimic_form)
1266 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1268 tmp_rp_ptr = &race_info[creature_ptr->prace];
1269 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1270 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1272 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1273 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1275 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1277 BIT_FLAGS flgs[TR_FLAG_SIZE];
1278 o_ptr = &creature_ptr->inventory_list[i];
1281 object_flags(creature_ptr, o_ptr, flgs);
1282 if (has_flag(flgs, TR_STEALTH))
1286 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1289 if (creature_ptr->muta3 & MUT3_MOTION) {
1292 if (creature_ptr->realm1 == REALM_HEX) {
1293 if (hex_spelling_any(creature_ptr))
1294 pow -= (1 + casting_hex_num(creature_ptr));
1296 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1297 pow = MIN(pow - 3, (pow + 2) / 2);
1300 if (is_shero(creature_ptr)) {
1304 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1305 pow -= (creature_ptr->lev) / 10;
1306 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1307 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1308 pow += (creature_ptr->lev) / 10;
1311 if (is_time_limit_stealth(creature_ptr))
1324 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1328 * * 職業と性格とレベルによる追加加算
1329 * * 器用さに応じたadj_dex_disテーブルによる加算
1330 * * 知力に応じたadj_int_disテーブルによる加算
1332 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1334 ACTION_SKILL_POWER pow;
1335 const player_race *tmp_rp_ptr;
1337 if (creature_ptr->mimic_form)
1338 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1340 tmp_rp_ptr = &race_info[creature_ptr->prace];
1341 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1342 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1344 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1345 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1346 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1347 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1353 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1357 * * 職業と性格とレベルによる追加加算
1358 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1359 * * 知力に応じたadj_int_devテーブルによる加算
1362 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1364 ACTION_SKILL_POWER pow;
1365 const player_race *tmp_rp_ptr;
1367 if (creature_ptr->mimic_form)
1368 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1370 tmp_rp_ptr = &race_info[creature_ptr->prace];
1371 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1372 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1374 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1375 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1377 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1379 BIT_FLAGS flgs[TR_FLAG_SIZE];
1380 o_ptr = &creature_ptr->inventory_list[i];
1383 object_flags(creature_ptr, o_ptr, flgs);
1384 if (has_flag(flgs, TR_MAGIC_MASTERY))
1385 pow += 8 * o_ptr->pval;
1388 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1390 if (is_shero(creature_ptr)) {
1398 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1402 * * 職業と性格とレベルによる追加加算
1403 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1404 * * 賢さによるadj_wis_savテーブル加算
1406 * * 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)
1407 * * クターのつぶれ状態なら(10に上書き)
1408 * * 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)
1409 * * 呪いのdown_savingがかかっているなら半減
1411 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1413 ACTION_SKILL_POWER pow;
1414 const player_race *tmp_rp_ptr;
1416 if (creature_ptr->mimic_form)
1417 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1419 tmp_rp_ptr = &race_info[creature_ptr->prace];
1420 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1421 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1423 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1424 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1426 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1427 pow += (15 + (creature_ptr->lev / 5));
1429 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1431 if (is_shero(creature_ptr))
1434 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1435 pow = 90 + creature_ptr->lev;
1437 if (creature_ptr->tsubureru)
1440 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1441 pow = 95 + creature_ptr->lev;
1443 if (creature_ptr->down_saving)
1451 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1456 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1458 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1460 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1462 ACTION_SKILL_POWER pow;
1463 const player_race *tmp_rp_ptr;
1465 if (creature_ptr->mimic_form)
1466 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1468 tmp_rp_ptr = &race_info[creature_ptr->prace];
1469 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1470 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1472 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1473 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1475 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1477 BIT_FLAGS flgs[TR_FLAG_SIZE];
1478 o_ptr = &creature_ptr->inventory_list[i];
1481 object_flags(creature_ptr, o_ptr, flgs);
1482 if (has_flag(flgs, TR_SEARCH))
1483 pow += (o_ptr->pval * 5);
1486 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1490 if (is_shero(creature_ptr)) {
1499 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1504 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1506 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1508 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1510 ACTION_SKILL_POWER pow;
1511 const player_race *tmp_rp_ptr;
1513 if (creature_ptr->mimic_form)
1514 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1516 tmp_rp_ptr = &race_info[creature_ptr->prace];
1517 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1518 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1520 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1521 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1523 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1525 BIT_FLAGS flgs[TR_FLAG_SIZE];
1526 o_ptr = &creature_ptr->inventory_list[i];
1529 object_flags(creature_ptr, o_ptr, flgs);
1530 if (has_flag(flgs, TR_SEARCH))
1531 pow += (o_ptr->pval * 5);
1534 if (is_shero(creature_ptr)) {
1538 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1547 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1550 * * 種族/職業/性格による加算とレベルによる追加加算
1552 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1554 ACTION_SKILL_POWER pow;
1555 const player_race *tmp_rp_ptr;
1556 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1557 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1559 if (creature_ptr->mimic_form)
1560 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1562 tmp_rp_ptr = &race_info[creature_ptr->prace];
1564 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1565 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1571 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1574 * * 種族/職業/性格による加算とレベルによる追加加算
1576 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1578 ACTION_SKILL_POWER pow;
1579 const player_race *tmp_rp_ptr;
1580 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1581 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1583 if (creature_ptr->mimic_form)
1584 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1586 tmp_rp_ptr = &race_info[creature_ptr->prace];
1588 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1589 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1595 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1598 * * 種族/職業/性格による加算とレベルによる追加加算
1601 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1603 ACTION_SKILL_POWER pow;
1604 const player_race *tmp_rp_ptr;
1605 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1606 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1608 if (creature_ptr->mimic_form)
1609 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1611 tmp_rp_ptr = &race_info[creature_ptr->prace];
1613 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1614 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1616 if (is_shero(creature_ptr)) {
1625 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1636 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1639 BIT_FLAGS flgs[TR_FLAG_SIZE];
1641 ACTION_SKILL_POWER pow;
1645 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1646 pow += creature_ptr->lev * 10;
1649 if (is_shero(creature_ptr))
1652 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1654 if (creature_ptr->pclass == CLASS_BERSERKER)
1655 pow += (100 + creature_ptr->lev * 8);
1657 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1658 o_ptr = &creature_ptr->inventory_list[i];
1661 object_flags(creature_ptr, o_ptr, flgs);
1662 if (has_flag(flgs, TR_TUNNEL))
1663 pow += (o_ptr->pval * 20);
1666 for (int i = 0; i < 2; i++) {
1667 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1668 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1669 pow += (o_ptr->weight / 10);
1673 if (is_shero(creature_ptr)) {
1683 static bool is_martial_arts_mode(player_type *creature_ptr)
1685 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1686 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1689 static s16b calc_num_blow(player_type *creature_ptr, int i)
1692 BIT_FLAGS flgs[TR_FLAG_SIZE];
1695 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1696 object_flags(creature_ptr, o_ptr, flgs);
1697 creature_ptr->heavy_wield[i] = FALSE;
1698 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1701 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1702 creature_ptr->heavy_wield[i] = TRUE;
1705 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1706 int str_index, dex_index;
1707 int num = 0, wgt = 0, mul = 0, div = 0;
1709 num = class_info[creature_ptr->pclass].num;
1710 wgt = class_info[creature_ptr->pclass].wgt;
1711 mul = class_info[creature_ptr->pclass].mul;
1713 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1719 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1725 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1726 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1728 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1730 if (creature_ptr->pclass == CLASS_NINJA)
1731 str_index = MAX(0, str_index - 1);
1735 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1739 num_blow = blows_table[str_index][dex_index];
1741 num_blow = (s16b)num;
1743 num_blow += (s16b)creature_ptr->extra_blows[i];
1744 if (creature_ptr->pclass == CLASS_WARRIOR)
1745 num_blow += (creature_ptr->lev / 40);
1746 else if (creature_ptr->pclass == CLASS_BERSERKER)
1747 num_blow += (creature_ptr->lev / 23);
1748 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1751 if (creature_ptr->special_defense & KATA_FUUJIN)
1754 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1764 /* Different calculation for monks with empty hands */
1765 if (is_martial_arts_mode(creature_ptr)) {
1766 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1769 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1779 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1780 if (current_ki != i) {
1781 creature_ptr->to_d[i] += current_ki / 5;
1782 creature_ptr->dis_to_d[i] += current_ki / 5;
1801 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1804 if (creature_ptr->special_defense & KAMAE_GENBU) {
1805 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1806 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1808 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1812 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1813 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1814 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1816 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1817 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1821 num_blow += 1 + creature_ptr->extra_blows[0];
1824 if (has_not_ninja_weapon(creature_ptr, i)) {
1835 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1839 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1840 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1846 * * 変異MUT3_HYPER_STRで加算(+4)
1847 * * 変異MUT3_PUNYで減算(-4)
1848 * * ネオ・つよしスペシャル中で加算(+4)
1850 static s16b calc_strength_addition(player_type *creature_ptr)
1853 const player_race *tmp_rp_ptr;
1854 if (creature_ptr->mimic_form)
1855 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1857 tmp_rp_ptr = &race_info[creature_ptr->prace];
1858 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1859 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1860 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1862 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1863 if (creature_ptr->lev > 25)
1865 if (creature_ptr->lev > 40)
1867 if (creature_ptr->lev > 45)
1871 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1873 BIT_FLAGS flgs[TR_FLAG_SIZE];
1874 o_ptr = &creature_ptr->inventory_list[i];
1877 object_flags(creature_ptr, o_ptr, flgs);
1878 if (has_flag(flgs, TR_STR)) {
1883 if (creature_ptr->realm1 == REALM_HEX) {
1884 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1887 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1892 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1896 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1898 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1902 if (creature_ptr->muta3) {
1904 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1908 if (creature_ptr->muta3 & MUT3_PUNY) {
1913 if (creature_ptr->tsuyoshi) {
1921 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1925 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1931 * * 変異MUT3_HYPER_INTで加算(+4)
1932 * * 変異MUT3_MORONICで減算(-4)
1934 s16b calc_intelligence_addition(player_type *creature_ptr)
1937 const player_race *tmp_rp_ptr;
1938 if (creature_ptr->mimic_form)
1939 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1941 tmp_rp_ptr = &race_info[creature_ptr->prace];
1942 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1943 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1944 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1946 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1948 BIT_FLAGS flgs[TR_FLAG_SIZE];
1949 o_ptr = &creature_ptr->inventory_list[i];
1952 object_flags(creature_ptr, o_ptr, flgs);
1953 if (has_flag(flgs, TR_INT)) {
1958 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1962 if (creature_ptr->special_defense & KAMAE_GENBU) {
1964 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1968 if (creature_ptr->muta3) {
1969 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1973 if (creature_ptr->muta3 & MUT3_MORONIC) {
1983 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1987 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1993 * * 変異MUT3_HYPER_INTで加算(+4)
1994 * * 変異MUT3_MORONICで減算(-4)
1996 static s16b calc_wisdom_addition(player_type *creature_ptr)
1999 const player_race *tmp_rp_ptr;
2000 if (creature_ptr->mimic_form)
2001 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2003 tmp_rp_ptr = &race_info[creature_ptr->prace];
2004 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2005 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2006 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
2008 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2010 BIT_FLAGS flgs[TR_FLAG_SIZE];
2011 o_ptr = &creature_ptr->inventory_list[i];
2014 object_flags(creature_ptr, o_ptr, flgs);
2015 if (has_flag(flgs, TR_WIS)) {
2020 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2024 if (creature_ptr->special_defense & KAMAE_GENBU) {
2026 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2030 if (creature_ptr->muta3) {
2032 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2036 if (creature_ptr->muta3 & MUT3_MORONIC) {
2046 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2050 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2051 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2057 * * 変異MUT3_IRON_SKINで減算(-1)
2058 * * 変異MUT3_LIMBERで加算(+3)
2059 * * 変異MUT3_ARTHRITISで減算(-3)
2061 static s16b calc_dexterity_addition(player_type *creature_ptr)
2064 const player_race *tmp_rp_ptr;
2065 if (creature_ptr->mimic_form)
2066 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2068 tmp_rp_ptr = &race_info[creature_ptr->prace];
2069 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2070 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2071 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2073 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2074 if (creature_ptr->lev > 25)
2076 if (creature_ptr->lev > 40)
2078 if (creature_ptr->lev > 45)
2082 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2084 BIT_FLAGS flgs[TR_FLAG_SIZE];
2085 o_ptr = &creature_ptr->inventory_list[i];
2088 object_flags(creature_ptr, o_ptr, flgs);
2089 if (has_flag(flgs, TR_DEX)) {
2094 if (creature_ptr->realm1 == REALM_HEX) {
2095 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2100 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2104 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2106 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2108 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2112 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2116 if (creature_ptr->muta3 & MUT3_LIMBER) {
2120 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2129 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2133 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2134 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2140 * * 変異MUT3_RESILIENTで加算(+4)
2141 * * 変異MUT3_ALBINOで減算(-4)
2142 * * 変異MUT3_XTRA_FATで加算(+2)
2143 * * 変異MUT3_FLESH_ROTで減算(-2)
2144 * * ネオ・つよしスペシャル中で加算(+4)
2146 static s16b calc_constitution_addition(player_type *creature_ptr)
2149 const player_race *tmp_rp_ptr;
2150 if (creature_ptr->mimic_form)
2151 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2153 tmp_rp_ptr = &race_info[creature_ptr->prace];
2154 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2155 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2156 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2158 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2159 if (creature_ptr->lev > 25)
2161 if (creature_ptr->lev > 40)
2163 if (creature_ptr->lev > 45)
2167 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2169 BIT_FLAGS flgs[TR_FLAG_SIZE];
2170 o_ptr = &creature_ptr->inventory_list[i];
2173 object_flags(creature_ptr, o_ptr, flgs);
2174 if (has_flag(flgs, TR_CON))
2178 if (creature_ptr->realm1 == REALM_HEX) {
2179 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2184 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2188 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2190 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2192 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2196 if (creature_ptr->muta3) {
2197 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2201 if (creature_ptr->muta3 & MUT3_ALBINO) {
2205 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2209 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2214 if (creature_ptr->tsuyoshi) {
2223 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2227 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2230 * * 変異MUT3_FLESH_ROTで減算(-1)
2231 * * 変異MUT3_SILLY_VOIで減算(-4)
2232 * * 変異MUT3_BLANK_FACで減算(-1)
2233 * * 変異MUT3_WART_SKINで減算(-2)
2234 * * 変異MUT3_SCALESで減算(-1)
2235 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2237 static s16b calc_charisma_addition(player_type *creature_ptr)
2240 const player_race *tmp_rp_ptr;
2241 if (creature_ptr->mimic_form)
2242 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2244 tmp_rp_ptr = &race_info[creature_ptr->prace];
2245 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2246 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2247 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2249 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2251 BIT_FLAGS flgs[TR_FLAG_SIZE];
2252 o_ptr = &creature_ptr->inventory_list[i];
2255 object_flags(creature_ptr, o_ptr, flgs);
2256 if (has_flag(flgs, TR_CHR))
2260 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2264 if (creature_ptr->muta3) {
2265 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2268 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2271 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2274 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2277 if (creature_ptr->muta3 & MUT3_SCALES) {
2280 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2290 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2293 * * 性格なまけものなら加算(+10)
2295 * * 性格ちからじまんとがまんづよいなら加算(+1)
2296 * * 性格チャージマンなら加算(+5)
2297 * * 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)
2299 static s16b calc_to_magic_chance(player_type *creature_ptr)
2303 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2305 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2307 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2309 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2312 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2314 BIT_FLAGS flgs[TR_FLAG_SIZE];
2315 o_ptr = &creature_ptr->inventory_list[i];
2318 object_flags(creature_ptr, o_ptr, flgs);
2319 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2320 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2330 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2332 ARMOUR_CLASS ac = 0;
2333 if (creature_ptr->yoiyami)
2336 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2338 o_ptr = &creature_ptr->inventory_list[i];
2344 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2345 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2346 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2352 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2354 ARMOUR_CLASS ac = 0;
2355 if (creature_ptr->yoiyami)
2358 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2360 if (creature_ptr->mimic_form) {
2361 switch (creature_ptr->mimic_form) {
2365 case MIMIC_DEMON_LORD:
2373 if (creature_ptr->pclass == CLASS_BERSERKER) {
2374 ac += 10 + creature_ptr->lev / 2;
2376 if (creature_ptr->pclass == CLASS_SORCERER) {
2380 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2382 o_ptr = &creature_ptr->inventory_list[i];
2385 if (is_true_value || object_is_known(o_ptr))
2388 if (o_ptr->curse_flags & TRC_LOW_AC) {
2389 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2390 if (is_true_value || object_is_fully_known(o_ptr))
2393 if (is_true_value || object_is_fully_known(o_ptr))
2398 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2403 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2404 ac += 10 + (creature_ptr->lev * 2 / 5);
2407 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2411 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2415 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2419 if (creature_ptr->muta3 & MUT3_SCALES) {
2423 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2427 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2428 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2429 ac += (creature_ptr->lev * 3) / 2;
2431 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2432 ac += ((creature_ptr->lev - 13) / 3);
2434 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2435 ac += ((creature_ptr->lev - 8) / 3);
2437 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2438 ac += (creature_ptr->lev - 2) / 3;
2440 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2441 ac += (creature_ptr->lev / 2);
2443 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2444 ac += (creature_ptr->lev / 3);
2448 if (creature_ptr->realm1 == REALM_HEX) {
2449 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2453 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2454 object_type *o_ptr = &creature_ptr->inventory_list[i];
2457 if (!object_is_armour(creature_ptr, o_ptr))
2459 if (!object_is_cursed(o_ptr))
2461 if (o_ptr->curse_flags & TRC_CURSED)
2463 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2465 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2470 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2472 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2474 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2478 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2480 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2484 if (is_blessed(creature_ptr)) {
2488 if (is_shero(creature_ptr)) {
2492 if (creature_ptr->pclass == CLASS_NINJA) {
2493 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2494 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2495 ac += creature_ptr->lev / 2 + 5;
2504 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2509 * ** クラッコンと妖精に加算(+レベル/10)
2510 * ** 悪魔変化/吸血鬼変化で加算(+3)
2512 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2513 * ** 忍者の装備が重ければ減算(-レベル/10)
2514 * ** 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)
2515 * ** 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)
2516 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2517 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2520 * ** 呪術「衝撃のクローク」で加算(+3)
2523 * ** 変異MUT3_XTRA_FATなら減算(-2)
2524 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2525 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2526 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2527 * ** そうでなく浮遊を持っていないなら減算(-2)
2528 * ** 棘セット装備中ならば加算(+7)
2529 * * 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
2531 * * 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
2534 static s16b calc_speed(player_type *creature_ptr)
2536 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2537 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2541 int j = calc_inventory_weight(creature_ptr);
2544 if (!creature_ptr->riding) {
2545 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2546 pow += (creature_ptr->lev) / 10;
2548 if (creature_ptr->mimic_form) {
2549 switch (creature_ptr->mimic_form) {
2553 case MIMIC_DEMON_LORD:
2562 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2563 object_type *o_ptr = &creature_ptr->inventory_list[i];
2564 BIT_FLAGS flgs[TR_FLAG_SIZE];
2565 object_flags(creature_ptr, o_ptr, flgs);
2569 if (has_flag(flgs, TR_SPEED))
2573 if (creature_ptr->pclass == CLASS_NINJA) {
2574 if (heavy_armor(creature_ptr)) {
2575 pow -= (creature_ptr->lev) / 10;
2576 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2577 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2579 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2580 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2581 pow += (creature_ptr->lev) / 10;
2585 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2586 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2587 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2588 pow += (creature_ptr->lev) / 10;
2591 if (creature_ptr->pclass == CLASS_BERSERKER) {
2593 if (creature_ptr->lev > 29)
2595 if (creature_ptr->lev > 39)
2597 if (creature_ptr->lev > 44)
2599 if (creature_ptr->lev > 49)
2603 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2604 pow += (creature_ptr->lev) / 10 + 5;
2607 if (is_fast(creature_ptr)) {
2611 if (creature_ptr->slow) {
2615 if (creature_ptr->realm1 == REALM_HEX) {
2616 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2621 if (creature_ptr->food >= PY_FOOD_MAX)
2624 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2627 if (creature_ptr->muta3) {
2629 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2633 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2637 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2642 if (creature_ptr->prace == RACE_MERFOLK) {
2643 if (has_flag(f_ptr->flags, FF_WATER)) {
2644 pow += (2 + creature_ptr->lev / 10);
2645 } else if (!creature_ptr->levitation) {
2650 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2651 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2656 count = (int)calc_weight_limit(creature_ptr);
2658 pow -= ((j - count) / (count / 5));
2661 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2662 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2663 SPEED speed = riding_m_ptr->mspeed;
2665 if (riding_m_ptr->mspeed > 110) {
2666 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2673 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2675 if (monster_fast_remaining(riding_m_ptr))
2677 if (monster_slow_remaining(riding_m_ptr))
2680 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2681 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2683 count = 1500 + riding_r_ptr->level * 25;
2685 pow -= ((j - count) / (count / 5));
2688 if (creature_ptr->action == ACTION_SEARCH)
2691 /* Maximum speed is (+99). (internally it's 110 + 99) */
2692 /* Temporary lightspeed forces to be maximum speed */
2693 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2697 /* Minimum speed is (-99). (internally it's 110 - 99) */
2705 * @brief 二刀流ペナルティ量計算
2706 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2707 * @param slot ペナルティ量を計算する武器スロット
2713 * * マンゴーシュ/脇差を左に装備した場合の軽減
2717 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2720 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2721 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2722 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2723 penalty = penalty / 2 - 5;
2725 if (creature_ptr->easy_2weapon) {
2728 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2729 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2730 penalty = MAX(0, penalty - 10);
2732 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2733 penalty = MIN(0, penalty);
2735 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2737 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2741 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2744 return (s16b)penalty;
2747 static void calc_ind_status(player_type *creature_ptr, int status)
2750 if (creature_ptr->stat_use[status] <= 18)
2751 ind = (creature_ptr->stat_use[status] - 3);
2752 else if (creature_ptr->stat_use[status] <= 18 + 219)
2753 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2757 if (creature_ptr->stat_ind[status] == ind)
2760 creature_ptr->stat_ind[status] = (s16b)ind;
2761 if (status == A_CON) {
2762 creature_ptr->update |= (PU_HP);
2763 } else if (status == A_INT) {
2764 if (mp_ptr->spell_stat == A_INT) {
2765 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2767 } else if (status == A_WIS) {
2768 if (mp_ptr->spell_stat == A_WIS) {
2769 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2771 } else if (status == A_CHR) {
2772 if (mp_ptr->spell_stat == A_CHR) {
2773 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2777 creature_ptr->window |= (PW_PLAYER);
2780 static void calc_use_status(player_type *creature_ptr, int status)
2782 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2784 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2785 /* 10 to 18/90 charisma, guaranteed, based on level */
2786 if (use < 8 + 2 * creature_ptr->lev) {
2787 use = 8 + 2 * creature_ptr->lev;
2791 if (creature_ptr->stat_use[status] != use) {
2792 creature_ptr->stat_use[status] = (s16b)use;
2793 creature_ptr->redraw |= (PR_STATS);
2794 creature_ptr->window |= (PW_PLAYER);
2798 static void calc_top_status(player_type *creature_ptr, int status)
2800 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2802 if (creature_ptr->stat_top[status] != top) {
2803 creature_ptr->stat_top[status] = (s16b)top;
2804 creature_ptr->redraw |= (PR_STATS);
2805 creature_ptr->window |= (PW_PLAYER);
2809 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2811 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2812 if (!creature_ptr->riding)
2817 creature_ptr->riding_ryoute = FALSE;
2819 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2820 creature_ptr->riding_ryoute = TRUE;
2821 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2822 switch (creature_ptr->pclass) {
2824 case CLASS_FORCETRAINER:
2825 case CLASS_BERSERKER:
2826 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2827 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2828 creature_ptr->riding_ryoute = TRUE;
2833 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2834 if (creature_ptr->tval_ammo != TV_ARROW)
2837 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2843 if (creature_ptr->tval_ammo == TV_BOLT)
2849 void put_equipment_warning(player_type *creature_ptr)
2851 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2852 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2854 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."));
2855 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2856 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."));
2858 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."));
2860 creature_ptr->old_heavy_shoot = heavy_shoot;
2863 for (int i = 0; i < 2; i++) {
2864 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2865 if (creature_ptr->heavy_wield[i]) {
2866 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."));
2867 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2868 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2869 } else if (creature_ptr->heavy_wield[1 - i]) {
2870 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2872 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."));
2875 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2878 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2879 if (creature_ptr->riding_wield[i]) {
2880 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."));
2881 } else if (!creature_ptr->riding) {
2882 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2883 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2884 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2887 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2890 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2893 if (creature_ptr->icky_wield[i]) {
2894 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."));
2895 if (current_world_ptr->is_loading_now) {
2896 chg_virtue(creature_ptr, V_FAITH, -1);
2898 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2899 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."));
2901 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."));
2904 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2907 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2908 if (creature_ptr->riding_ryoute) {
2910 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" : "");
2912 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2916 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" : "");
2918 msg_print("You began to control the pet you're riding with one hand.");
2922 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2925 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2926 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2927 if (heavy_armor(creature_ptr)) {
2928 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."));
2929 if (current_world_ptr->is_loading_now) {
2930 chg_virtue(creature_ptr, V_HARMONY, -1);
2933 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2936 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2940 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2942 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2943 int id = slot - INVEN_RARM;
2944 BIT_FLAGS flgs[TR_FLAG_SIZE];
2945 object_flags(creature_ptr, o_ptr, flgs);
2948 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2950 if (is_shero(creature_ptr)) {
2951 damage += 3 + (creature_ptr->lev / 5);
2954 if (creature_ptr->stun > 50) {
2956 } else if (creature_ptr->stun) {
2960 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2962 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2963 damage += creature_ptr->lev / 6;
2964 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2965 damage += creature_ptr->lev / 6;
2967 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2968 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2975 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2976 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2977 if (o_ptr->curse_flags & (TRC_CURSED)) {
2980 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2983 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2989 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2991 o_ptr = &creature_ptr->inventory_list[i];
2992 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2993 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2996 if (!object_is_known(o_ptr) && !is_true_value)
2998 bonus_to_d = o_ptr->to_d;
3000 if (creature_ptr->pclass == CLASS_NINJA) {
3001 if (o_ptr->to_d > 0)
3002 bonus_to_d = (o_ptr->to_d + 1) / 2;
3005 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3006 damage += (s16b)bonus_to_d;
3007 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3009 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
3011 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3012 } else if (id == get_default_hand(creature_ptr)) {
3013 damage += (s16b)bonus_to_d;
3017 if (get_default_hand(creature_ptr) == id) {
3018 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3019 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3021 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3022 damage += MAX(bonus_to_d, 1);
3026 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3027 damage += (creature_ptr->lev / 6);
3034 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3036 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3038 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3043 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3044 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3046 /* Temporary bonuses */
3047 if (is_blessed(creature_ptr)) {
3051 if (is_hero(creature_ptr)) {
3055 if (is_shero(creature_ptr)) {
3059 if (creature_ptr->stun > 50) {
3061 } else if (creature_ptr->stun) {
3065 /* Default hand bonuses */
3066 int id = slot - INVEN_RARM;
3067 int default_hand = get_default_hand(creature_ptr);
3068 if (default_hand == id) {
3069 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3070 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3071 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3072 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3075 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3076 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3078 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);
3079 hit += MAX(bonus_to_h, 1);
3083 /* Bonuses and penalties by weapon */
3084 if (has_melee_weapon(creature_ptr, slot)) {
3085 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3086 BIT_FLAGS flgs[TR_FLAG_SIZE];
3087 object_flags(creature_ptr, o_ptr, flgs);
3089 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3090 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3092 /* Traind bonuses */
3093 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3095 /* Weight penalty */
3096 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3097 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3100 /* Low melee penalty */
3101 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3102 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3109 /* Riding bonus and penalty */
3110 if (creature_ptr->riding) {
3111 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3116 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3117 && !has_flag(flgs, TR_RIDING)) {
3120 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3123 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3128 hit -= (s16b)penalty;
3131 /* Class penalties */
3132 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3134 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3135 hit += creature_ptr->lev / 5;
3136 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3137 hit += creature_ptr->lev / 5;
3139 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3140 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3147 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3151 /* Hex realm bonuses */
3152 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3153 if (o_ptr->curse_flags & (TRC_CURSED)) {
3156 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3159 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3162 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3168 /* Bonuses from inventory */
3169 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3170 object_type *o_ptr = &creature_ptr->inventory_list[i];
3172 /* Ignore empty hands, handed weapons, bows and capture balls */
3174 || o_ptr->tval == TV_CAPTURE
3175 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3176 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3180 /* Fake value does not include unknown objects' value */
3181 if (is_true_value || !object_is_known(o_ptr))
3184 int bonus_to_h = o_ptr->to_h;
3186 /* When wields only a weapon */
3187 if (creature_ptr->pclass == CLASS_NINJA) {
3188 if (o_ptr->to_h > 0)
3189 bonus_to_h = (o_ptr->to_h + 1) / 2;
3192 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3193 hit += (s16b)bonus_to_h;
3197 /* When wields two weapons on each hand */
3198 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3199 if (default_hand == 0)
3200 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3201 if (default_hand == 1)
3202 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3206 if (default_hand == id)
3207 hit += (s16b)bonus_to_h;
3210 /* Martial arts bonus */
3211 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3212 hit += (creature_ptr->lev / 3);
3215 /* Two handed combat penalty */
3216 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3221 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3225 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3226 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3230 BIT_FLAGS flgs[TR_FLAG_SIZE];
3231 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3233 object_flags(creature_ptr, o_ptr, flgs);
3235 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3236 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3245 if (creature_ptr->stun > 50) {
3247 } else if (creature_ptr->stun) {
3251 if (is_blessed(creature_ptr)) {
3255 if (is_hero(creature_ptr)) {
3259 if (is_shero(creature_ptr)) {
3263 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3265 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3266 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3270 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3271 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3272 pow += (10 + (creature_ptr->lev / 5));
3278 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3280 o_ptr = &creature_ptr->inventory_list[i];
3281 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3282 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3285 bonus_to_h = o_ptr->to_h;
3287 if (creature_ptr->pclass == CLASS_NINJA) {
3288 if (o_ptr->to_h > 0)
3289 bonus_to_h = (o_ptr->to_h + 1) / 2;
3292 if (is_true_value || object_is_known(o_ptr))
3293 pow += (s16b)bonus_to_h;
3296 pow -= calc_riding_bow_penalty(creature_ptr);
3301 static s16b calc_to_damage_misc(player_type *creature_ptr)
3304 BIT_FLAGS flgs[TR_FLAG_SIZE];
3308 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3309 o_ptr = &creature_ptr->inventory_list[i];
3313 object_flags(creature_ptr, o_ptr, flgs);
3315 int bonus_to_d = o_ptr->to_d;
3316 if (creature_ptr->pclass == CLASS_NINJA) {
3317 if (o_ptr->to_d > 0)
3318 bonus_to_d = (o_ptr->to_d + 1) / 2;
3320 to_dam += (s16b)bonus_to_d;
3323 if (is_shero(creature_ptr)) {
3324 to_dam += 3 + (creature_ptr->lev / 5);
3327 if (creature_ptr->stun > 50) {
3329 } else if (creature_ptr->stun) {
3333 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3337 static s16b calc_to_hit_misc(player_type *creature_ptr)
3340 BIT_FLAGS flgs[TR_FLAG_SIZE];
3344 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3345 o_ptr = &creature_ptr->inventory_list[i];
3349 object_flags(creature_ptr, o_ptr, flgs);
3351 int bonus_to_h = o_ptr->to_h;
3352 if (creature_ptr->pclass == CLASS_NINJA) {
3353 if (o_ptr->to_h > 0)
3354 bonus_to_h = (o_ptr->to_h + 1) / 2;
3356 to_hit += (s16b)bonus_to_h;
3359 if (is_blessed(creature_ptr)) {
3363 if (is_hero(creature_ptr)) {
3367 if (is_shero(creature_ptr)) {
3371 if (creature_ptr->stun > 50) {
3373 } else if (creature_ptr->stun) {
3377 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3378 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3383 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3385 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3388 if (creature_ptr->riding) {
3390 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3398 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3400 (void)creature_ptr; // unused
3401 (void)slot; // unused
3406 * @brief プレイヤーの所持重量制限を計算する /
3407 * Computes current weight limit.
3410 WEIGHT calc_weight_limit(player_type *creature_ptr)
3412 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3413 if (creature_ptr->pclass == CLASS_BERSERKER)
3419 * @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 /
3420 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3421 * @return 持っているならばTRUE
3423 bool has_melee_weapon(player_type *creature_ptr, int slot)
3425 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3429 * @brief プレイヤーの現在開いている手の状態を返す
3430 * @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。
3431 * @return 開いている手のビットフラグ
3433 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3435 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3436 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3437 status |= EMPTY_HAND_RARM;
3438 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3439 status |= EMPTY_HAND_LARM;
3441 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3442 if (status & EMPTY_HAND_LARM)
3443 status &= ~(EMPTY_HAND_LARM);
3444 else if (status & EMPTY_HAND_RARM)
3445 status &= ~(EMPTY_HAND_RARM);
3452 * @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。
3453 * @return ペナルティが適用されるならばTRUE。
3455 bool heavy_armor(player_type *creature_ptr)
3457 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3460 WEIGHT monk_arm_wgt = 0;
3461 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3462 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3463 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3464 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3465 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3466 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3467 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3468 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3469 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3471 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3475 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3477 * @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。
3479 void update_creature(player_type *creature_ptr)
3481 if (!creature_ptr->update)
3484 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3485 if (creature_ptr->update & (PU_AUTODESTROY)) {
3486 creature_ptr->update &= ~(PU_AUTODESTROY);
3487 autopick_delayed_alter(creature_ptr);
3490 if (creature_ptr->update & (PU_COMBINE)) {
3491 creature_ptr->update &= ~(PU_COMBINE);
3492 combine_pack(creature_ptr);
3495 if (creature_ptr->update & (PU_REORDER)) {
3496 creature_ptr->update &= ~(PU_REORDER);
3497 reorder_pack(creature_ptr);
3500 if (creature_ptr->update & (PU_BONUS)) {
3501 creature_ptr->update &= ~(PU_BONUS);
3502 calc_alignment(creature_ptr);
3503 calc_bonuses(creature_ptr);
3506 if (creature_ptr->update & (PU_TORCH)) {
3507 creature_ptr->update &= ~(PU_TORCH);
3508 calc_lite_radius(creature_ptr);
3511 if (creature_ptr->update & (PU_HP)) {
3512 creature_ptr->update &= ~(PU_HP);
3513 calc_hitpoints(creature_ptr);
3516 if (creature_ptr->update & (PU_MANA)) {
3517 creature_ptr->update &= ~(PU_MANA);
3518 calc_mana(creature_ptr);
3521 if (creature_ptr->update & (PU_SPELLS)) {
3522 creature_ptr->update &= ~(PU_SPELLS);
3523 calc_spells(creature_ptr);
3526 if (!current_world_ptr->character_generated)
3528 if (current_world_ptr->character_icky)
3530 if (creature_ptr->update & (PU_UN_LITE)) {
3531 creature_ptr->update &= ~(PU_UN_LITE);
3532 forget_lite(floor_ptr);
3535 if (creature_ptr->update & (PU_UN_VIEW)) {
3536 creature_ptr->update &= ~(PU_UN_VIEW);
3537 forget_view(floor_ptr);
3540 if (creature_ptr->update & (PU_VIEW)) {
3541 creature_ptr->update &= ~(PU_VIEW);
3542 update_view(creature_ptr);
3545 if (creature_ptr->update & (PU_LITE)) {
3546 creature_ptr->update &= ~(PU_LITE);
3547 update_lite(creature_ptr);
3550 if (creature_ptr->update & (PU_FLOW)) {
3551 creature_ptr->update &= ~(PU_FLOW);
3552 update_flow(creature_ptr);
3555 if (creature_ptr->update & (PU_DISTANCE)) {
3556 creature_ptr->update &= ~(PU_DISTANCE);
3558 update_monsters(creature_ptr, TRUE);
3561 if (creature_ptr->update & (PU_MON_LITE)) {
3562 creature_ptr->update &= ~(PU_MON_LITE);
3563 update_mon_lite(creature_ptr);
3566 if (creature_ptr->update & (PU_DELAY_VIS)) {
3567 creature_ptr->update &= ~(PU_DELAY_VIS);
3568 delayed_visual_update(creature_ptr);
3571 if (creature_ptr->update & (PU_MONSTERS)) {
3572 creature_ptr->update &= ~(PU_MONSTERS);
3573 update_monsters(creature_ptr, FALSE);
3578 * @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
3579 * @return 魔道書を一冊も持っていないならTRUEを返す
3581 bool player_has_no_spellbooks(player_type *creature_ptr)
3584 for (int i = 0; i < INVEN_PACK; i++) {
3585 o_ptr = &creature_ptr->inventory_list[i];
3586 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3590 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3591 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3592 o_ptr = &floor_ptr->o_list[i];
3593 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3600 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3602 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3605 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3608 * @return 配置に成功したらTRUE
3610 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3612 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3615 /* Save player location */
3616 creature_ptr->y = y;
3617 creature_ptr->x = x;
3622 * @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
3625 void wreck_the_pattern(player_type *creature_ptr)
3627 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3628 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3629 if (pattern_type == PATTERN_TILE_WRECKED)
3632 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3633 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3635 if (!is_invuln(creature_ptr))
3636 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3638 int to_ruin = randint1(45) + 35;
3641 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3643 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3644 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3648 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3652 * @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 /
3653 * Advance experience levels and print experience
3656 void check_experience(player_type *creature_ptr)
3658 if (creature_ptr->exp < 0)
3659 creature_ptr->exp = 0;
3660 if (creature_ptr->max_exp < 0)
3661 creature_ptr->max_exp = 0;
3662 if (creature_ptr->max_max_exp < 0)
3663 creature_ptr->max_max_exp = 0;
3665 if (creature_ptr->exp > PY_MAX_EXP)
3666 creature_ptr->exp = PY_MAX_EXP;
3667 if (creature_ptr->max_exp > PY_MAX_EXP)
3668 creature_ptr->max_exp = PY_MAX_EXP;
3669 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3670 creature_ptr->max_max_exp = PY_MAX_EXP;
3672 if (creature_ptr->exp > creature_ptr->max_exp)
3673 creature_ptr->max_exp = creature_ptr->exp;
3674 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3675 creature_ptr->max_max_exp = creature_ptr->max_exp;
3677 creature_ptr->redraw |= (PR_EXP);
3678 handle_stuff(creature_ptr);
3680 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3681 PLAYER_LEVEL old_lev = creature_ptr->lev;
3682 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3683 creature_ptr->lev--;
3684 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3685 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3686 creature_ptr->window |= (PW_PLAYER);
3687 handle_stuff(creature_ptr);
3690 bool level_reward = FALSE;
3691 bool level_mutation = FALSE;
3692 bool level_inc_stat = FALSE;
3693 while ((creature_ptr->lev < PY_MAX_LEVEL)
3694 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3695 creature_ptr->lev++;
3696 if (creature_ptr->lev > creature_ptr->max_plv) {
3697 creature_ptr->max_plv = creature_ptr->lev;
3699 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3700 level_reward = TRUE;
3702 if (creature_ptr->prace == RACE_BEASTMAN) {
3704 level_mutation = TRUE;
3706 level_inc_stat = TRUE;
3708 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3712 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3713 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3714 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3715 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3716 creature_ptr->level_up_message = TRUE;
3717 handle_stuff(creature_ptr);
3719 creature_ptr->level_up_message = FALSE;
3720 if (level_inc_stat) {
3721 if (!(creature_ptr->max_plv % 10)) {
3728 cnv_stat(creature_ptr->stat_max[0], tmp);
3729 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3730 cnv_stat(creature_ptr->stat_max[1], tmp);
3731 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3732 cnv_stat(creature_ptr->stat_max[2], tmp);
3733 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3734 cnv_stat(creature_ptr->stat_max[3], tmp);
3735 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3736 cnv_stat(creature_ptr->stat_max[4], tmp);
3737 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3738 cnv_stat(creature_ptr->stat_max[5], tmp);
3739 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3742 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3746 if ((choice >= 'a') && (choice <= 'f'))
3749 for (n = 0; n < A_MAX; n++)
3750 if (n != choice - 'a')
3752 if (get_check(_("よろしいですか?", "Are you sure? ")))
3755 do_inc_stat(creature_ptr, choice - 'a');
3757 } else if (!(creature_ptr->max_plv % 2))
3758 do_inc_stat(creature_ptr, randint0(6));
3761 if (level_mutation) {
3762 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3763 (void)gain_mutation(creature_ptr, 0);
3764 level_mutation = FALSE;
3768 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3772 gain_level_reward(creature_ptr, 0);
3773 level_reward = FALSE;
3776 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3777 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3778 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3779 handle_stuff(creature_ptr);
3782 if (old_lev != creature_ptr->lev)
3783 autopick_load_pref(creature_ptr, FALSE);
3787 * @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
3789 * @param out_val 出力先文字列ポインタ
3792 void cnv_stat(int val, char *out_val)
3795 sprintf(out_val, " %2d", val);
3799 int bonus = (val - 18);
3801 sprintf(out_val, "18/%3s", "***");
3802 } else if (bonus >= 100) {
3803 sprintf(out_val, "18/%03d", bonus);
3805 sprintf(out_val, " 18/%02d", bonus);
3810 * @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。
3811 * Modify a stat value by a "modifier", return new value
3813 * @param amount 加減算値
3817 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3818 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3819 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3820 * Or even: 18/13, 18/03, 18, 17, ..., 3
3823 s16b modify_stat_value(int value, int amount)
3826 for (int i = 0; i < amount; i++) {
3832 } else if (amount < 0) {
3833 for (int i = 0; i < (0 - amount); i++) {
3834 if (value >= 18 + 10)
3836 else if (value > 18)
3848 * Hack -- Calculates the total number of points earned -JWT-
3852 long calc_score(player_type *creature_ptr)
3854 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3867 if (ironman_small_levels)
3869 if (ironman_empty_levels)
3875 if (ironman_nightmare)
3882 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3883 if (max_dlv[i] > max_dl)
3884 max_dl = max_dlv[i];
3886 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3887 u32b point_h = point_l / 0x10000L;
3888 point_l = point_l % 0x10000L;
3891 point_h += point_l / 0x10000L;
3892 point_l %= 0x10000L;
3894 point_l += ((point_h % 100) << 16);
3898 u32b point = (point_h << 16) + (point_l);
3899 if (creature_ptr->arena_number >= 0)
3900 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3902 if (ironman_downward)
3904 if (creature_ptr->pclass == CLASS_BERSERKER) {
3905 if (creature_ptr->prace == RACE_SPECTRE)
3909 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3911 if (current_world_ptr->total_winner)
3916 point = (0 - point);
3922 * @param creature_ptr プレーヤーへの参照ポインタ
3923 * @return 祝福状態ならばTRUE
3925 bool is_blessed(player_type *creature_ptr)
3927 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3930 bool is_tim_esp(player_type *creature_ptr)
3932 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3935 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3937 bool is_time_limit_esp(player_type *creature_ptr)
3939 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3942 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3944 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3947 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3950 void stop_singing(player_type *creature_ptr)
3952 if (creature_ptr->pclass != CLASS_BARD)
3955 /* Are there interupted song? */
3956 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3957 /* Forget interupted song */
3958 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3962 /* The player is singing? */
3963 if (!SINGING_SONG_EFFECT(creature_ptr))
3966 /* Hack -- if called from set_action(), avoid recursive loop */
3967 if (creature_ptr->action == ACTION_SING)
3968 set_action(creature_ptr, ACTION_NONE);
3970 /* Message text of each song or etc. */
3971 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3973 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3974 SINGING_SONG_ID(creature_ptr) = 0;
3975 creature_ptr->update |= (PU_BONUS);
3976 creature_ptr->redraw |= (PR_STATUS);
3980 * @brief 口を使う継続的な処理を中断する
3981 * @param caster_ptr プレーヤーへの参照ポインタ
3984 void stop_mouth(player_type *caster_ptr)
3986 if (music_singing_any(caster_ptr))
3987 stop_singing(caster_ptr);
3988 if (hex_spelling_any(caster_ptr))
3989 stop_hex_spell_all(caster_ptr);
3993 * @brief ペットの維持コスト計算
3996 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3999 bool has_a_unique = FALSE;
4000 DEPTH total_friend_levels = 0;
4004 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
4005 monster_type *m_ptr;
4006 monster_race *r_ptr;
4008 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4009 if (!monster_is_valid(m_ptr))
4011 r_ptr = &r_info[m_ptr->r_idx];
4013 if (is_pet(m_ptr)) {
4015 if (r_ptr->flags1 & RF1_UNIQUE) {
4016 if (creature_ptr->pclass == CLASS_CAVALRY) {
4017 if (creature_ptr->riding == m_idx)
4018 total_friend_levels += (r_ptr->level + 5) * 2;
4019 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4020 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4022 total_friend_levels += (r_ptr->level + 5) * 10;
4023 has_a_unique = TRUE;
4025 total_friend_levels += (r_ptr->level + 5) * 10;
4027 total_friend_levels += r_ptr->level;
4031 if (total_friends) {
4033 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4034 if (upkeep_factor < 0)
4036 if (upkeep_factor > 1000)
4037 upkeep_factor = 1000;
4038 return upkeep_factor;
4043 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4045 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4047 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4049 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4051 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4053 bool is_echizen(player_type *creature_ptr)
4055 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4058 int calc_weapon_weight_limit(player_type *creature_ptr)
4060 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4062 if (has_two_handed_weapons(creature_ptr))
4068 static int get_default_hand(player_type *creature_ptr)
4070 int default_hand = 0;
4072 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4073 if (!has_right_hand_weapon(creature_ptr))
4077 if (can_two_hands_wielding(creature_ptr)) {
4078 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4079 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4080 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4081 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4087 return default_hand;