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 const player_race *tmp_rp_ptr;
423 if (creature_ptr->mimic_form)
424 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
426 tmp_rp_ptr = &race_info[creature_ptr->prace];
428 if (creature_ptr->special_defense & KAMAE_MASK) {
429 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
430 set_action(creature_ptr, ACTION_NONE);
434 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
435 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
436 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
437 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
438 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
439 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
440 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
441 creature_ptr->ac = calc_base_ac(creature_ptr);
442 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
443 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
444 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
446 for (int i = 0; i < A_MAX; i++) {
447 calc_top_status(creature_ptr, i);
448 calc_use_status(creature_ptr, i);
449 calc_ind_status(creature_ptr, i);
452 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
454 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
455 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
456 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
460 for (int i = 0; i < 2; i++) {
461 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
462 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
463 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
464 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
465 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
468 creature_ptr->pspeed = calc_speed(creature_ptr);
469 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
470 creature_ptr->skill_stl = calc_stealth(creature_ptr);
471 creature_ptr->skill_dis = calc_disarming(creature_ptr);
472 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
473 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
474 creature_ptr->skill_srh = calc_search(creature_ptr);
475 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
476 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
477 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
478 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
479 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
480 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
481 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
482 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
483 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
484 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
485 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
486 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
487 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
488 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
489 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
490 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
491 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
493 if (old_mighty_throw != creature_ptr->mighty_throw) {
494 creature_ptr->window |= PW_INVEN;
497 if (creature_ptr->telepathy != old_telepathy) {
498 creature_ptr->update |= (PU_MONSTERS);
501 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
502 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
503 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
504 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
505 creature_ptr->update |= (PU_MONSTERS);
508 if (creature_ptr->see_inv != old_see_inv) {
509 creature_ptr->update |= (PU_MONSTERS);
512 if (creature_ptr->pspeed != old_speed) {
513 creature_ptr->redraw |= (PR_SPEED);
516 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
517 creature_ptr->redraw |= (PR_ARMOR);
518 creature_ptr->window |= (PW_PLAYER);
521 if (current_world_ptr->character_xtra)
524 put_equipment_warning(creature_ptr);
527 static void calc_alignment(player_type *creature_ptr)
529 creature_ptr->align = 0;
530 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
531 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
534 m_ptr = &floor_ptr->m_list[m_idx];
535 if (!monster_is_valid(m_ptr))
537 r_ptr = &r_info[m_ptr->r_idx];
542 if (r_ptr->flags3 & RF3_GOOD)
543 creature_ptr->align += r_ptr->level;
544 if (r_ptr->flags3 & RF3_EVIL)
545 creature_ptr->align -= r_ptr->level;
548 if (creature_ptr->mimic_form) {
549 switch (creature_ptr->mimic_form) {
551 creature_ptr->align -= 200;
553 case MIMIC_DEMON_LORD:
554 creature_ptr->align -= 200;
558 switch (creature_ptr->prace) {
560 creature_ptr->align += 200;
563 creature_ptr->align -= 200;
568 for (int i = 0; i < 2; i++) {
569 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
571 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
573 creature_ptr->align -= 1000;
578 for (int i = 0; i < 8; i++) {
579 switch (creature_ptr->vir_types[i]) {
581 creature_ptr->align += creature_ptr->virtues[i] * 2;
590 creature_ptr->align -= creature_ptr->virtues[i];
593 creature_ptr->align += creature_ptr->virtues[i];
598 for (int i = 0; i < j; i++) {
599 if (creature_ptr->align > 0) {
600 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
601 if (creature_ptr->align < 0)
602 creature_ptr->align = 0;
603 } else if (creature_ptr->align < 0) {
604 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
605 if (creature_ptr->align > 0)
606 creature_ptr->align = 0;
612 * @brief プレイヤーの最大HPを計算する /
613 * Calculate the players (maximal) hit points
614 * Adjust current hitpoints if necessary
618 static void calc_hitpoints(player_type *creature_ptr)
620 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
621 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
624 if (creature_ptr->mimic_form) {
625 if (creature_ptr->pclass == CLASS_SORCERER)
626 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
628 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
629 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
632 if (creature_ptr->pclass == CLASS_SORCERER) {
633 if (creature_ptr->lev < 30)
634 mhp = (mhp * (45 + creature_ptr->lev) / 100);
636 mhp = (mhp * 75 / 100);
637 bonus = (bonus * 65 / 100);
642 if (creature_ptr->pclass == CLASS_BERSERKER) {
643 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
646 if (mhp < creature_ptr->lev + 1)
647 mhp = creature_ptr->lev + 1;
648 if (is_hero(creature_ptr))
650 if (is_shero(creature_ptr))
652 if (creature_ptr->tsuyoshi)
654 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
656 if (hex_spelling(creature_ptr, HEX_BUILDING))
658 if (creature_ptr->mhp == mhp)
661 if (creature_ptr->chp >= mhp) {
662 creature_ptr->chp = mhp;
663 creature_ptr->chp_frac = 0;
667 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
668 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
671 creature_ptr->mhp = mhp;
673 creature_ptr->redraw |= PR_HP;
674 creature_ptr->window |= PW_PLAYER;
678 * @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。 /
679 * Calculate number of spells player should have, and forget,
680 * or remember, spells until that number is properly reflected.
683 * Note that this function induces various "status" messages,
684 * which must be bypasses until the character is created.
686 static void calc_spells(player_type *creature_ptr)
688 if (!mp_ptr->spell_book)
690 if (!current_world_ptr->character_generated)
692 if (current_world_ptr->character_xtra)
694 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
695 creature_ptr->new_spells = 0;
699 concptr p = spell_category_name(mp_ptr->spell_book);
700 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
704 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
706 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
710 if (creature_ptr->pclass == CLASS_SAMURAI) {
712 } else if (creature_ptr->realm2 == REALM_NONE) {
713 num_allowed = (num_allowed + 1) / 2;
714 if (num_allowed > (32 + bonus))
715 num_allowed = 32 + bonus;
716 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
717 if (num_allowed > (96 + bonus))
718 num_allowed = 96 + bonus;
720 if (num_allowed > (80 + bonus))
721 num_allowed = 80 + bonus;
724 int num_boukyaku = 0;
725 for (int j = 0; j < 64; j++) {
726 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
731 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
732 for (int i = 63; i >= 0; i--) {
733 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
736 int j = creature_ptr->spell_order[i];
740 const magic_type *s_ptr;
741 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
743 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
745 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
747 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
749 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
751 if (s_ptr->slevel <= creature_ptr->lev)
754 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
755 if (!is_spell_learned)
760 creature_ptr->spell_forgotten1 |= (1L << j);
761 which = creature_ptr->realm1;
763 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
764 which = creature_ptr->realm2;
768 creature_ptr->spell_learned1 &= ~(1L << j);
769 which = creature_ptr->realm1;
771 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
772 which = creature_ptr->realm2;
776 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
778 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
780 creature_ptr->new_spells++;
783 /* Forget spells if we know too many spells */
784 for (int i = 63; i >= 0; i--) {
785 if (creature_ptr->new_spells >= 0)
787 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
790 int j = creature_ptr->spell_order[i];
794 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
795 if (!is_spell_learned)
800 creature_ptr->spell_forgotten1 |= (1L << j);
801 which = creature_ptr->realm1;
803 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
804 which = creature_ptr->realm2;
808 creature_ptr->spell_learned1 &= ~(1L << j);
809 which = creature_ptr->realm1;
811 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
812 which = creature_ptr->realm2;
816 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
818 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
820 creature_ptr->new_spells++;
823 /* Check for spells to remember */
824 for (int i = 0; i < 64; i++) {
825 if (creature_ptr->new_spells <= 0)
827 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
829 int j = creature_ptr->spell_order[i];
833 const magic_type *s_ptr;
834 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
836 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
838 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
840 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
842 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
844 if (s_ptr->slevel > creature_ptr->lev)
847 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
848 if (!is_spell_learned)
853 creature_ptr->spell_forgotten1 &= ~(1L << j);
854 which = creature_ptr->realm1;
856 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
857 which = creature_ptr->realm2;
861 creature_ptr->spell_learned1 |= (1L << j);
862 which = creature_ptr->realm1;
864 creature_ptr->spell_learned2 |= (1L << (j - 32));
865 which = creature_ptr->realm2;
869 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
871 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
873 creature_ptr->new_spells--;
876 if (creature_ptr->realm2 == REALM_NONE) {
878 for (int j = 0; j < 32; j++) {
879 const magic_type *s_ptr;
880 if (!is_magic(creature_ptr->realm1))
881 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
883 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
885 if (s_ptr->slevel > creature_ptr->lev)
888 if (creature_ptr->spell_learned1 & (1L << j)) {
897 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
898 creature_ptr->new_spells = (s16b)k;
902 if (creature_ptr->new_spells < 0)
903 creature_ptr->new_spells = 0;
905 if (creature_ptr->old_spells == creature_ptr->new_spells)
908 if (creature_ptr->new_spells) {
910 if (creature_ptr->new_spells < 10) {
911 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
913 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
916 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
920 creature_ptr->old_spells = creature_ptr->new_spells;
921 creature_ptr->redraw |= PR_STUDY;
922 creature_ptr->window |= PW_OBJECT;
926 * @brief プレイヤーの最大MPを計算する /
927 * Calculate maximum mana. You do not need to know any spells.
928 * Note that mana is lowered by heavy (or inappropriate) armor.
931 * This function induces status messages.
933 static void calc_mana(player_type *creature_ptr)
935 if (!mp_ptr->spell_book)
939 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
940 levels = creature_ptr->lev;
942 if (mp_ptr->spell_first > creature_ptr->lev) {
943 creature_ptr->msp = 0;
944 creature_ptr->redraw |= (PR_MANA);
948 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
952 if (creature_ptr->pclass == CLASS_SAMURAI) {
953 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
955 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
957 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
961 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
962 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
964 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
966 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
967 msp += msp * (25 + creature_ptr->lev) / 100;
970 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
971 BIT_FLAGS flgs[TR_FLAG_SIZE];
972 creature_ptr->cumber_glove = FALSE;
974 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
975 object_flags(creature_ptr, o_ptr, flgs);
976 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
977 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
978 creature_ptr->cumber_glove = TRUE;
983 creature_ptr->cumber_armor = FALSE;
986 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
987 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
988 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
989 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
990 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
991 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
992 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
993 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
994 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
996 switch (creature_ptr->pclass) {
998 case CLASS_HIGH_MAGE:
999 case CLASS_BLUE_MAGE:
1001 case CLASS_FORCETRAINER:
1002 case CLASS_SORCERER: {
1003 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1004 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
1005 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1006 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
1011 case CLASS_TOURIST: {
1012 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1013 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
1014 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1015 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
1018 case CLASS_MINDCRAFTER:
1019 case CLASS_BEASTMASTER:
1020 case CLASS_MIRROR_MASTER: {
1021 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1022 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1023 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1024 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1029 case CLASS_RED_MAGE:
1030 case CLASS_WARRIOR_MAGE: {
1031 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1032 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1033 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1034 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1038 case CLASS_CHAOS_WARRIOR: {
1039 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1040 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1041 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1042 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1050 int max_wgt = mp_ptr->spell_weight;
1051 if ((cur_wgt - max_wgt) > 0) {
1052 creature_ptr->cumber_armor = TRUE;
1053 switch (creature_ptr->pclass) {
1055 case CLASS_HIGH_MAGE:
1056 case CLASS_BLUE_MAGE: {
1057 msp -= msp * (cur_wgt - max_wgt) / 600;
1061 case CLASS_MINDCRAFTER:
1062 case CLASS_BEASTMASTER:
1064 case CLASS_FORCETRAINER:
1066 case CLASS_MIRROR_MASTER: {
1067 msp -= msp * (cur_wgt - max_wgt) / 800;
1070 case CLASS_SORCERER: {
1071 msp -= msp * (cur_wgt - max_wgt) / 900;
1077 case CLASS_RED_MAGE: {
1078 msp -= msp * (cur_wgt - max_wgt) / 1000;
1082 case CLASS_CHAOS_WARRIOR:
1083 case CLASS_WARRIOR_MAGE: {
1084 msp -= msp * (cur_wgt - max_wgt) / 1200;
1087 case CLASS_SAMURAI: {
1088 creature_ptr->cumber_armor = FALSE;
1092 msp -= msp * (cur_wgt - max_wgt) / 800;
1101 if (creature_ptr->msp != msp) {
1102 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1103 creature_ptr->csp = msp;
1104 creature_ptr->csp_frac = 0;
1108 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1109 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1112 creature_ptr->msp = msp;
1113 creature_ptr->redraw |= (PR_MANA);
1114 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1117 if (current_world_ptr->character_xtra)
1120 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1121 if (creature_ptr->cumber_glove)
1122 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."));
1124 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."));
1126 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1129 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1132 if (creature_ptr->cumber_armor)
1133 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."));
1135 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."));
1137 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1141 * @brief 装備中の射撃武器の威力倍率を返す /
1142 * calcurate the fire rate of target object
1143 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1144 * @return 射撃倍率の値(100で1.00倍)
1146 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1148 int extra_shots = 0;
1149 BIT_FLAGS flgs[TR_FLAG_SIZE];
1150 creature_ptr->num_fire = 100;
1151 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1153 q_ptr = &creature_ptr->inventory_list[i];
1160 object_flags(creature_ptr, q_ptr, flgs);
1161 if (has_flag(flgs, TR_XTRA_SHOTS))
1165 object_flags(creature_ptr, o_ptr, flgs);
1166 if (has_flag(flgs, TR_XTRA_SHOTS))
1170 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1174 num += (extra_shots * 100);
1176 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1177 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1178 num += (creature_ptr->lev * 4);
1181 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1182 num += (creature_ptr->lev * 3);
1185 if (creature_ptr->pclass == CLASS_ARCHER) {
1186 if (tval_ammo == TV_ARROW)
1187 num += ((creature_ptr->lev * 5) + 50);
1188 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1189 num += (creature_ptr->lev * 4);
1192 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1193 num += (creature_ptr->lev * 2);
1196 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1197 num += (creature_ptr->lev * 4);
1205 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1209 * * 変異MUT3_INFRAVISによる加算(+3)
1210 * * 魔法効果tim_infraによる加算(+3)
1211 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1213 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1215 ACTION_SKILL_POWER pow;
1216 const player_race *tmp_rp_ptr;
1218 if (creature_ptr->mimic_form)
1219 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1221 tmp_rp_ptr = &race_info[creature_ptr->prace];
1223 pow = tmp_rp_ptr->infra;
1225 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1229 if (creature_ptr->tim_infra) {
1233 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1235 BIT_FLAGS flgs[TR_FLAG_SIZE];
1236 o_ptr = &creature_ptr->inventory_list[i];
1239 object_flags(creature_ptr, o_ptr, flgs);
1240 if (has_flag(flgs, TR_INFRA))
1249 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1255 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1256 * * 変異MUT3_XTRA_NOISで減算(-3)
1257 * * 変異MUT3_MOTIONで加算(+1)
1258 * * 呪術を唱えていると減算(-(詠唱数+1))
1259 * * 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)
1261 * * 忍者がheavy_armorならば減算(-レベル/10)
1262 * * 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)
1266 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1268 ACTION_SKILL_POWER pow;
1269 const player_race *tmp_rp_ptr;
1271 if (creature_ptr->mimic_form)
1272 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1274 tmp_rp_ptr = &race_info[creature_ptr->prace];
1275 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1276 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1278 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1279 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1281 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1283 BIT_FLAGS flgs[TR_FLAG_SIZE];
1284 o_ptr = &creature_ptr->inventory_list[i];
1287 object_flags(creature_ptr, o_ptr, flgs);
1288 if (has_flag(flgs, TR_STEALTH))
1292 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1295 if (creature_ptr->muta3 & MUT3_MOTION) {
1298 if (creature_ptr->realm1 == REALM_HEX) {
1299 if (hex_spelling_any(creature_ptr))
1300 pow -= (1 + casting_hex_num(creature_ptr));
1302 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1303 pow = MIN(pow - 3, (pow + 2) / 2);
1306 if (is_shero(creature_ptr)) {
1310 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1311 pow -= (creature_ptr->lev) / 10;
1312 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1313 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1314 pow += (creature_ptr->lev) / 10;
1317 if (is_time_limit_stealth(creature_ptr))
1330 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1334 * * 職業と性格とレベルによる追加加算
1335 * * 器用さに応じたadj_dex_disテーブルによる加算
1336 * * 知力に応じたadj_int_disテーブルによる加算
1338 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1340 ACTION_SKILL_POWER pow;
1341 const player_race *tmp_rp_ptr;
1343 if (creature_ptr->mimic_form)
1344 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1346 tmp_rp_ptr = &race_info[creature_ptr->prace];
1347 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1348 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1350 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1351 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1352 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1353 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1359 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1363 * * 職業と性格とレベルによる追加加算
1364 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1365 * * 知力に応じたadj_int_devテーブルによる加算
1368 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1370 ACTION_SKILL_POWER pow;
1371 const player_race *tmp_rp_ptr;
1373 if (creature_ptr->mimic_form)
1374 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1376 tmp_rp_ptr = &race_info[creature_ptr->prace];
1377 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1378 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1380 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1381 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1383 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1385 BIT_FLAGS flgs[TR_FLAG_SIZE];
1386 o_ptr = &creature_ptr->inventory_list[i];
1389 object_flags(creature_ptr, o_ptr, flgs);
1390 if (has_flag(flgs, TR_MAGIC_MASTERY))
1391 pow += 8 * o_ptr->pval;
1394 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1396 if (is_shero(creature_ptr)) {
1404 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1408 * * 職業と性格とレベルによる追加加算
1409 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1410 * * 賢さによるadj_wis_savテーブル加算
1412 * * 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)
1413 * * クターのつぶれ状態なら(10に上書き)
1414 * * 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)
1415 * * 呪いのdown_savingがかかっているなら半減
1417 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1419 ACTION_SKILL_POWER pow;
1420 const player_race *tmp_rp_ptr;
1422 if (creature_ptr->mimic_form)
1423 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1425 tmp_rp_ptr = &race_info[creature_ptr->prace];
1426 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1427 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1429 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1430 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1432 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1433 pow += (15 + (creature_ptr->lev / 5));
1435 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1437 if (is_shero(creature_ptr))
1440 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1441 pow = 90 + creature_ptr->lev;
1443 if (creature_ptr->tsubureru)
1446 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1447 pow = 95 + creature_ptr->lev;
1449 if (creature_ptr->down_saving)
1457 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1462 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1464 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1466 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1468 ACTION_SKILL_POWER pow;
1469 const player_race *tmp_rp_ptr;
1471 if (creature_ptr->mimic_form)
1472 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1474 tmp_rp_ptr = &race_info[creature_ptr->prace];
1475 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1476 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1478 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1479 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1481 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1483 BIT_FLAGS flgs[TR_FLAG_SIZE];
1484 o_ptr = &creature_ptr->inventory_list[i];
1487 object_flags(creature_ptr, o_ptr, flgs);
1488 if (has_flag(flgs, TR_SEARCH))
1489 pow += (o_ptr->pval * 5);
1492 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1496 if (is_shero(creature_ptr)) {
1505 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1510 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1512 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1514 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1516 ACTION_SKILL_POWER pow;
1517 const player_race *tmp_rp_ptr;
1519 if (creature_ptr->mimic_form)
1520 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1522 tmp_rp_ptr = &race_info[creature_ptr->prace];
1523 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1524 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1526 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1527 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1529 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1531 BIT_FLAGS flgs[TR_FLAG_SIZE];
1532 o_ptr = &creature_ptr->inventory_list[i];
1535 object_flags(creature_ptr, o_ptr, flgs);
1536 if (has_flag(flgs, TR_SEARCH))
1537 pow += (o_ptr->pval * 5);
1540 if (is_shero(creature_ptr)) {
1544 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1553 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1556 * * 種族/職業/性格による加算とレベルによる追加加算
1558 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1560 ACTION_SKILL_POWER pow;
1561 const player_race *tmp_rp_ptr;
1562 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1563 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1565 if (creature_ptr->mimic_form)
1566 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1568 tmp_rp_ptr = &race_info[creature_ptr->prace];
1570 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1571 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1577 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1580 * * 種族/職業/性格による加算とレベルによる追加加算
1582 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1584 ACTION_SKILL_POWER pow;
1585 const player_race *tmp_rp_ptr;
1586 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1587 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1589 if (creature_ptr->mimic_form)
1590 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1592 tmp_rp_ptr = &race_info[creature_ptr->prace];
1594 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1595 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1601 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1604 * * 種族/職業/性格による加算とレベルによる追加加算
1607 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1609 ACTION_SKILL_POWER pow;
1610 const player_race *tmp_rp_ptr;
1611 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1612 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1614 if (creature_ptr->mimic_form)
1615 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1617 tmp_rp_ptr = &race_info[creature_ptr->prace];
1619 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1620 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1622 if (is_shero(creature_ptr)) {
1631 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1642 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1645 BIT_FLAGS flgs[TR_FLAG_SIZE];
1647 ACTION_SKILL_POWER pow;
1651 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1652 pow += creature_ptr->lev * 10;
1655 if (is_shero(creature_ptr))
1658 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1660 if (creature_ptr->pclass == CLASS_BERSERKER)
1661 pow += (100 + creature_ptr->lev * 8);
1663 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1664 o_ptr = &creature_ptr->inventory_list[i];
1667 object_flags(creature_ptr, o_ptr, flgs);
1668 if (has_flag(flgs, TR_TUNNEL))
1669 pow += (o_ptr->pval * 20);
1672 for (int i = 0; i < 2; i++) {
1673 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1674 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1675 pow += (o_ptr->weight / 10);
1679 if (is_shero(creature_ptr)) {
1689 static bool is_martial_arts_mode(player_type *creature_ptr)
1691 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1692 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1695 static s16b calc_num_blow(player_type *creature_ptr, int i)
1698 BIT_FLAGS flgs[TR_FLAG_SIZE];
1701 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1702 object_flags(creature_ptr, o_ptr, flgs);
1703 creature_ptr->heavy_wield[i] = FALSE;
1704 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1707 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1708 creature_ptr->heavy_wield[i] = TRUE;
1711 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1712 int str_index, dex_index;
1713 int num = 0, wgt = 0, mul = 0, div = 0;
1715 num = class_info[creature_ptr->pclass].num;
1716 wgt = class_info[creature_ptr->pclass].wgt;
1717 mul = class_info[creature_ptr->pclass].mul;
1719 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1725 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1731 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1732 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1734 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1736 if (creature_ptr->pclass == CLASS_NINJA)
1737 str_index = MAX(0, str_index - 1);
1741 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1745 num_blow = blows_table[str_index][dex_index];
1747 num_blow = (s16b)num;
1749 num_blow += (s16b)creature_ptr->extra_blows[i];
1750 if (creature_ptr->pclass == CLASS_WARRIOR)
1751 num_blow += (creature_ptr->lev / 40);
1752 else if (creature_ptr->pclass == CLASS_BERSERKER)
1753 num_blow += (creature_ptr->lev / 23);
1754 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1757 if (creature_ptr->special_defense & KATA_FUUJIN)
1760 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1770 /* Different calculation for monks with empty hands */
1771 if (is_martial_arts_mode(creature_ptr)) {
1772 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1775 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1785 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1786 if (current_ki != i) {
1787 creature_ptr->to_d[i] += current_ki / 5;
1788 creature_ptr->dis_to_d[i] += current_ki / 5;
1807 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1810 if (creature_ptr->special_defense & KAMAE_GENBU) {
1811 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1812 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1814 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1818 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1819 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1820 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1822 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1823 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1827 num_blow += 1 + creature_ptr->extra_blows[0];
1830 if (has_not_ninja_weapon(creature_ptr, i)) {
1841 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1845 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1846 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1852 * * 変異MUT3_HYPER_STRで加算(+4)
1853 * * 変異MUT3_PUNYで減算(-4)
1854 * * ネオ・つよしスペシャル中で加算(+4)
1856 static s16b calc_strength_addition(player_type *creature_ptr)
1859 const player_race *tmp_rp_ptr;
1860 if (creature_ptr->mimic_form)
1861 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1863 tmp_rp_ptr = &race_info[creature_ptr->prace];
1864 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1865 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1866 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1868 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1869 if (creature_ptr->lev > 25)
1871 if (creature_ptr->lev > 40)
1873 if (creature_ptr->lev > 45)
1877 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1879 BIT_FLAGS flgs[TR_FLAG_SIZE];
1880 o_ptr = &creature_ptr->inventory_list[i];
1883 object_flags(creature_ptr, o_ptr, flgs);
1884 if (has_flag(flgs, TR_STR)) {
1889 if (creature_ptr->realm1 == REALM_HEX) {
1890 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1893 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1898 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1902 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1904 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1908 if (creature_ptr->muta3) {
1910 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1914 if (creature_ptr->muta3 & MUT3_PUNY) {
1919 if (creature_ptr->tsuyoshi) {
1927 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1931 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1937 * * 変異MUT3_HYPER_INTで加算(+4)
1938 * * 変異MUT3_MORONICで減算(-4)
1940 s16b calc_intelligence_addition(player_type *creature_ptr)
1943 const player_race *tmp_rp_ptr;
1944 if (creature_ptr->mimic_form)
1945 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1947 tmp_rp_ptr = &race_info[creature_ptr->prace];
1948 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1949 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1950 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1952 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1954 BIT_FLAGS flgs[TR_FLAG_SIZE];
1955 o_ptr = &creature_ptr->inventory_list[i];
1958 object_flags(creature_ptr, o_ptr, flgs);
1959 if (has_flag(flgs, TR_INT)) {
1964 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1968 if (creature_ptr->special_defense & KAMAE_GENBU) {
1970 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1974 if (creature_ptr->muta3) {
1975 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1979 if (creature_ptr->muta3 & MUT3_MORONIC) {
1989 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1993 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1999 * * 変異MUT3_HYPER_INTで加算(+4)
2000 * * 変異MUT3_MORONICで減算(-4)
2002 static s16b calc_wisdom_addition(player_type *creature_ptr)
2005 const player_race *tmp_rp_ptr;
2006 if (creature_ptr->mimic_form)
2007 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2009 tmp_rp_ptr = &race_info[creature_ptr->prace];
2010 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2011 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2012 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
2014 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2016 BIT_FLAGS flgs[TR_FLAG_SIZE];
2017 o_ptr = &creature_ptr->inventory_list[i];
2020 object_flags(creature_ptr, o_ptr, flgs);
2021 if (has_flag(flgs, TR_WIS)) {
2026 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2030 if (creature_ptr->special_defense & KAMAE_GENBU) {
2032 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2036 if (creature_ptr->muta3) {
2038 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2042 if (creature_ptr->muta3 & MUT3_MORONIC) {
2052 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2056 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2057 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2063 * * 変異MUT3_IRON_SKINで減算(-1)
2064 * * 変異MUT3_LIMBERで加算(+3)
2065 * * 変異MUT3_ARTHRITISで減算(-3)
2067 static s16b calc_dexterity_addition(player_type *creature_ptr)
2070 const player_race *tmp_rp_ptr;
2071 if (creature_ptr->mimic_form)
2072 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2074 tmp_rp_ptr = &race_info[creature_ptr->prace];
2075 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2076 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2077 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2079 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2080 if (creature_ptr->lev > 25)
2082 if (creature_ptr->lev > 40)
2084 if (creature_ptr->lev > 45)
2088 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2090 BIT_FLAGS flgs[TR_FLAG_SIZE];
2091 o_ptr = &creature_ptr->inventory_list[i];
2094 object_flags(creature_ptr, o_ptr, flgs);
2095 if (has_flag(flgs, TR_DEX)) {
2100 if (creature_ptr->realm1 == REALM_HEX) {
2101 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2106 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2110 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2112 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2114 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2118 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2122 if (creature_ptr->muta3 & MUT3_LIMBER) {
2126 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2135 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2139 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2140 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2146 * * 変異MUT3_RESILIENTで加算(+4)
2147 * * 変異MUT3_ALBINOで減算(-4)
2148 * * 変異MUT3_XTRA_FATで加算(+2)
2149 * * 変異MUT3_FLESH_ROTで減算(-2)
2150 * * ネオ・つよしスペシャル中で加算(+4)
2152 static s16b calc_constitution_addition(player_type *creature_ptr)
2155 const player_race *tmp_rp_ptr;
2156 if (creature_ptr->mimic_form)
2157 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2159 tmp_rp_ptr = &race_info[creature_ptr->prace];
2160 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2161 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2162 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2164 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2165 if (creature_ptr->lev > 25)
2167 if (creature_ptr->lev > 40)
2169 if (creature_ptr->lev > 45)
2173 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2175 BIT_FLAGS flgs[TR_FLAG_SIZE];
2176 o_ptr = &creature_ptr->inventory_list[i];
2179 object_flags(creature_ptr, o_ptr, flgs);
2180 if (has_flag(flgs, TR_CON))
2184 if (creature_ptr->realm1 == REALM_HEX) {
2185 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2190 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2194 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2196 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2198 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2202 if (creature_ptr->muta3) {
2203 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2207 if (creature_ptr->muta3 & MUT3_ALBINO) {
2211 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2215 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2220 if (creature_ptr->tsuyoshi) {
2229 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2233 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2236 * * 変異MUT3_FLESH_ROTで減算(-1)
2237 * * 変異MUT3_SILLY_VOIで減算(-4)
2238 * * 変異MUT3_BLANK_FACで減算(-1)
2239 * * 変異MUT3_WART_SKINで減算(-2)
2240 * * 変異MUT3_SCALESで減算(-1)
2241 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2243 static s16b calc_charisma_addition(player_type *creature_ptr)
2246 const player_race *tmp_rp_ptr;
2247 if (creature_ptr->mimic_form)
2248 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2250 tmp_rp_ptr = &race_info[creature_ptr->prace];
2251 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2252 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2253 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2255 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2257 BIT_FLAGS flgs[TR_FLAG_SIZE];
2258 o_ptr = &creature_ptr->inventory_list[i];
2261 object_flags(creature_ptr, o_ptr, flgs);
2262 if (has_flag(flgs, TR_CHR))
2266 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2270 if (creature_ptr->muta3) {
2271 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2274 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2277 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2280 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2283 if (creature_ptr->muta3 & MUT3_SCALES) {
2286 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2296 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2299 * * 性格なまけものなら加算(+10)
2301 * * 性格ちからじまんとがまんづよいなら加算(+1)
2302 * * 性格チャージマンなら加算(+5)
2303 * * 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)
2305 static s16b calc_to_magic_chance(player_type *creature_ptr)
2309 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2311 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2313 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2315 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2318 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2320 BIT_FLAGS flgs[TR_FLAG_SIZE];
2321 o_ptr = &creature_ptr->inventory_list[i];
2324 object_flags(creature_ptr, o_ptr, flgs);
2325 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2326 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2336 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2338 ARMOUR_CLASS ac = 0;
2339 if (creature_ptr->yoiyami)
2342 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2344 o_ptr = &creature_ptr->inventory_list[i];
2350 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2351 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2352 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2358 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2360 ARMOUR_CLASS ac = 0;
2361 if (creature_ptr->yoiyami)
2364 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2366 if (creature_ptr->mimic_form) {
2367 switch (creature_ptr->mimic_form) {
2371 case MIMIC_DEMON_LORD:
2379 if (creature_ptr->pclass == CLASS_BERSERKER) {
2380 ac += 10 + creature_ptr->lev / 2;
2382 if (creature_ptr->pclass == CLASS_SORCERER) {
2386 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2388 o_ptr = &creature_ptr->inventory_list[i];
2391 if (is_true_value || object_is_known(o_ptr))
2394 if (o_ptr->curse_flags & TRC_LOW_AC) {
2395 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2396 if (is_true_value || object_is_fully_known(o_ptr))
2399 if (is_true_value || object_is_fully_known(o_ptr))
2404 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2409 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2410 ac += 10 + (creature_ptr->lev * 2 / 5);
2413 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2417 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2421 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2425 if (creature_ptr->muta3 & MUT3_SCALES) {
2429 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2433 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2434 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2435 ac += (creature_ptr->lev * 3) / 2;
2437 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2438 ac += ((creature_ptr->lev - 13) / 3);
2440 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2441 ac += ((creature_ptr->lev - 8) / 3);
2443 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2444 ac += (creature_ptr->lev - 2) / 3;
2446 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2447 ac += (creature_ptr->lev / 2);
2449 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2450 ac += (creature_ptr->lev / 3);
2454 if (creature_ptr->realm1 == REALM_HEX) {
2455 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2459 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2460 object_type *o_ptr = &creature_ptr->inventory_list[i];
2463 if (!object_is_armour(creature_ptr, o_ptr))
2465 if (!object_is_cursed(o_ptr))
2467 if (o_ptr->curse_flags & TRC_CURSED)
2469 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2471 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2476 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2478 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2480 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2484 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2486 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2490 if (is_blessed(creature_ptr)) {
2494 if (is_shero(creature_ptr)) {
2498 if (creature_ptr->pclass == CLASS_NINJA) {
2499 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2500 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2501 ac += creature_ptr->lev / 2 + 5;
2510 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2515 * ** クラッコンと妖精に加算(+レベル/10)
2516 * ** 悪魔変化/吸血鬼変化で加算(+3)
2518 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2519 * ** 忍者の装備が重ければ減算(-レベル/10)
2520 * ** 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)
2521 * ** 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)
2522 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2523 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2526 * ** 呪術「衝撃のクローク」で加算(+3)
2529 * ** 変異MUT3_XTRA_FATなら減算(-2)
2530 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2531 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2532 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2533 * ** そうでなく浮遊を持っていないなら減算(-2)
2534 * ** 棘セット装備中ならば加算(+7)
2535 * * 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
2537 * * 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
2540 static s16b calc_speed(player_type *creature_ptr)
2542 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2543 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2547 int j = calc_inventory_weight(creature_ptr);
2550 if (!creature_ptr->riding) {
2551 const player_race *tmp_rp_ptr;
2552 if (creature_ptr->mimic_form)
2553 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2555 tmp_rp_ptr = &race_info[creature_ptr->prace];
2557 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2558 pow += (creature_ptr->lev) / 10;
2560 if (creature_ptr->mimic_form) {
2561 switch (creature_ptr->mimic_form) {
2565 case MIMIC_DEMON_LORD:
2574 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2575 object_type *o_ptr = &creature_ptr->inventory_list[i];
2576 BIT_FLAGS flgs[TR_FLAG_SIZE];
2577 object_flags(creature_ptr, o_ptr, flgs);
2581 if (has_flag(flgs, TR_SPEED))
2585 if (creature_ptr->pclass == CLASS_NINJA) {
2586 if (heavy_armor(creature_ptr)) {
2587 pow -= (creature_ptr->lev) / 10;
2588 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2589 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2591 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2592 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2593 pow += (creature_ptr->lev) / 10;
2597 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2598 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2599 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2600 pow += (creature_ptr->lev) / 10;
2603 if (creature_ptr->pclass == CLASS_BERSERKER) {
2605 if (creature_ptr->lev > 29)
2607 if (creature_ptr->lev > 39)
2609 if (creature_ptr->lev > 44)
2611 if (creature_ptr->lev > 49)
2615 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2616 pow += (creature_ptr->lev) / 10 + 5;
2619 if (is_fast(creature_ptr)) {
2623 if (creature_ptr->slow) {
2627 if (creature_ptr->realm1 == REALM_HEX) {
2628 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2633 if (creature_ptr->food >= PY_FOOD_MAX)
2636 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2639 if (creature_ptr->muta3) {
2641 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2645 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2649 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2654 if (creature_ptr->prace == RACE_MERFOLK) {
2655 if (has_flag(f_ptr->flags, FF_WATER)) {
2656 pow += (2 + creature_ptr->lev / 10);
2657 } else if (!creature_ptr->levitation) {
2662 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2663 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2668 count = (int)calc_weight_limit(creature_ptr);
2670 pow -= ((j - count) / (count / 5));
2673 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2674 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2675 SPEED speed = riding_m_ptr->mspeed;
2677 if (riding_m_ptr->mspeed > 110) {
2678 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2685 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2687 if (monster_fast_remaining(riding_m_ptr))
2689 if (monster_slow_remaining(riding_m_ptr))
2692 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2693 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2695 count = 1500 + riding_r_ptr->level * 25;
2697 pow -= ((j - count) / (count / 5));
2700 if (creature_ptr->action == ACTION_SEARCH)
2703 /* Maximum speed is (+99). (internally it's 110 + 99) */
2704 /* Temporary lightspeed forces to be maximum speed */
2705 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2709 /* Minimum speed is (-99). (internally it's 110 - 99) */
2717 * @brief 二刀流ペナルティ量計算
2718 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2719 * @param slot ペナルティ量を計算する武器スロット
2725 * * マンゴーシュ/脇差を左に装備した場合の軽減
2729 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2732 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2733 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2734 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2735 penalty = penalty / 2 - 5;
2737 if (creature_ptr->easy_2weapon) {
2740 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2741 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2742 penalty = MAX(0, penalty - 10);
2744 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2745 penalty = MIN(0, penalty);
2747 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2749 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2753 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2756 return (s16b)penalty;
2759 static void calc_ind_status(player_type *creature_ptr, int status)
2762 if (creature_ptr->stat_use[status] <= 18)
2763 ind = (creature_ptr->stat_use[status] - 3);
2764 else if (creature_ptr->stat_use[status] <= 18 + 219)
2765 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2769 if (creature_ptr->stat_ind[status] == ind)
2772 creature_ptr->stat_ind[status] = (s16b)ind;
2773 if (status == A_CON) {
2774 creature_ptr->update |= (PU_HP);
2775 } else if (status == A_INT) {
2776 if (mp_ptr->spell_stat == A_INT) {
2777 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2779 } else if (status == A_WIS) {
2780 if (mp_ptr->spell_stat == A_WIS) {
2781 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2783 } else if (status == A_CHR) {
2784 if (mp_ptr->spell_stat == A_CHR) {
2785 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2789 creature_ptr->window |= (PW_PLAYER);
2792 static void calc_use_status(player_type *creature_ptr, int status)
2794 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2796 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2797 /* 10 to 18/90 charisma, guaranteed, based on level */
2798 if (use < 8 + 2 * creature_ptr->lev) {
2799 use = 8 + 2 * creature_ptr->lev;
2803 if (creature_ptr->stat_use[status] != use) {
2804 creature_ptr->stat_use[status] = (s16b)use;
2805 creature_ptr->redraw |= (PR_STATS);
2806 creature_ptr->window |= (PW_PLAYER);
2810 static void calc_top_status(player_type *creature_ptr, int status)
2812 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2814 if (creature_ptr->stat_top[status] != top) {
2815 creature_ptr->stat_top[status] = (s16b)top;
2816 creature_ptr->redraw |= (PR_STATS);
2817 creature_ptr->window |= (PW_PLAYER);
2821 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2823 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2824 if (!creature_ptr->riding)
2829 creature_ptr->riding_ryoute = FALSE;
2831 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2832 creature_ptr->riding_ryoute = TRUE;
2833 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2834 switch (creature_ptr->pclass) {
2836 case CLASS_FORCETRAINER:
2837 case CLASS_BERSERKER:
2838 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2839 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2840 creature_ptr->riding_ryoute = TRUE;
2845 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2846 if (creature_ptr->tval_ammo != TV_ARROW)
2849 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2855 if (creature_ptr->tval_ammo == TV_BOLT)
2861 void put_equipment_warning(player_type *creature_ptr)
2863 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2864 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2866 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."));
2867 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2868 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."));
2870 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."));
2872 creature_ptr->old_heavy_shoot = heavy_shoot;
2875 for (int i = 0; i < 2; i++) {
2876 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2877 if (creature_ptr->heavy_wield[i]) {
2878 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."));
2879 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2880 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2881 } else if (creature_ptr->heavy_wield[1 - i]) {
2882 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2884 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."));
2887 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2890 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2891 if (creature_ptr->riding_wield[i]) {
2892 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."));
2893 } else if (!creature_ptr->riding) {
2894 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2895 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2896 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2899 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2902 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2905 if (creature_ptr->icky_wield[i]) {
2906 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."));
2907 if (current_world_ptr->is_loading_now) {
2908 chg_virtue(creature_ptr, V_FAITH, -1);
2910 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2911 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."));
2913 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."));
2916 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2919 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2920 if (creature_ptr->riding_ryoute) {
2922 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" : "");
2924 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2928 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" : "");
2930 msg_print("You began to control the pet you're riding with one hand.");
2934 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2937 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2938 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2939 if (heavy_armor(creature_ptr)) {
2940 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."));
2941 if (current_world_ptr->is_loading_now) {
2942 chg_virtue(creature_ptr, V_HARMONY, -1);
2945 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2948 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2952 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2954 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2955 int id = slot - INVEN_RARM;
2956 BIT_FLAGS flgs[TR_FLAG_SIZE];
2957 object_flags(creature_ptr, o_ptr, flgs);
2960 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2962 if (is_shero(creature_ptr)) {
2963 damage += 3 + (creature_ptr->lev / 5);
2966 if (creature_ptr->stun > 50) {
2968 } else if (creature_ptr->stun) {
2972 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2974 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2975 damage += creature_ptr->lev / 6;
2976 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2977 damage += creature_ptr->lev / 6;
2979 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2980 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2987 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2988 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2989 if (o_ptr->curse_flags & (TRC_CURSED)) {
2992 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2995 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3001 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3003 o_ptr = &creature_ptr->inventory_list[i];
3004 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3005 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3008 if (!object_is_known(o_ptr) && !is_true_value)
3010 bonus_to_d = o_ptr->to_d;
3012 if (creature_ptr->pclass == CLASS_NINJA) {
3013 if (o_ptr->to_d > 0)
3014 bonus_to_d = (o_ptr->to_d + 1) / 2;
3017 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3018 damage += (s16b)bonus_to_d;
3019 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3021 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
3023 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3024 } else if (id == get_default_hand(creature_ptr)) {
3025 damage += (s16b)bonus_to_d;
3029 if (get_default_hand(creature_ptr) == id) {
3030 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3031 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3033 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3034 damage += MAX(bonus_to_d, 1);
3038 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3039 damage += (creature_ptr->lev / 6);
3046 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3048 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3050 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3055 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3056 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3058 /* Temporary bonuses */
3059 if (is_blessed(creature_ptr)) {
3063 if (is_hero(creature_ptr)) {
3067 if (is_shero(creature_ptr)) {
3071 if (creature_ptr->stun > 50) {
3073 } else if (creature_ptr->stun) {
3077 /* Default hand bonuses */
3078 int id = slot - INVEN_RARM;
3079 int default_hand = get_default_hand(creature_ptr);
3080 if (default_hand == id) {
3081 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3082 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3083 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3084 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3087 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3088 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3090 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);
3091 hit += MAX(bonus_to_h, 1);
3095 /* Bonuses and penalties by weapon */
3096 if (has_melee_weapon(creature_ptr, slot)) {
3097 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3098 BIT_FLAGS flgs[TR_FLAG_SIZE];
3099 object_flags(creature_ptr, o_ptr, flgs);
3101 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3102 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3104 /* Traind bonuses */
3105 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3107 /* Weight penalty */
3108 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3109 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3112 /* Low melee penalty */
3113 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3114 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3121 /* Riding bonus and penalty */
3122 if (creature_ptr->riding) {
3123 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3128 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3129 && !has_flag(flgs, TR_RIDING)) {
3132 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3135 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3140 hit -= (s16b)penalty;
3143 /* Class penalties */
3144 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3146 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3147 hit += creature_ptr->lev / 5;
3148 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3149 hit += creature_ptr->lev / 5;
3151 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3152 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3159 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3163 /* Hex realm bonuses */
3164 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3165 if (o_ptr->curse_flags & (TRC_CURSED)) {
3168 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3171 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3174 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3180 /* Bonuses from inventory */
3181 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3182 object_type *o_ptr = &creature_ptr->inventory_list[i];
3184 /* Ignore empty hands, handed weapons, bows and capture balls */
3186 || o_ptr->tval == TV_CAPTURE
3187 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3188 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3192 /* Fake value does not include unknown objects' value */
3193 if (is_true_value || !object_is_known(o_ptr))
3196 int bonus_to_h = o_ptr->to_h;
3198 /* When wields only a weapon */
3199 if (creature_ptr->pclass == CLASS_NINJA) {
3200 if (o_ptr->to_h > 0)
3201 bonus_to_h = (o_ptr->to_h + 1) / 2;
3204 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3205 hit += (s16b)bonus_to_h;
3209 /* When wields two weapons on each hand */
3210 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3211 if (default_hand == 0)
3212 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3213 if (default_hand == 1)
3214 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3218 if (default_hand == id)
3219 hit += (s16b)bonus_to_h;
3222 /* Martial arts bonus */
3223 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3224 hit += (creature_ptr->lev / 3);
3227 /* Two handed combat penalty */
3228 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3233 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3237 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3238 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3242 BIT_FLAGS flgs[TR_FLAG_SIZE];
3243 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3245 object_flags(creature_ptr, o_ptr, flgs);
3247 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3248 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3257 if (creature_ptr->stun > 50) {
3259 } else if (creature_ptr->stun) {
3263 if (is_blessed(creature_ptr)) {
3267 if (is_hero(creature_ptr)) {
3271 if (is_shero(creature_ptr)) {
3275 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3277 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3278 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3282 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3283 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3284 pow += (10 + (creature_ptr->lev / 5));
3290 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3292 o_ptr = &creature_ptr->inventory_list[i];
3293 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3294 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3297 bonus_to_h = o_ptr->to_h;
3299 if (creature_ptr->pclass == CLASS_NINJA) {
3300 if (o_ptr->to_h > 0)
3301 bonus_to_h = (o_ptr->to_h + 1) / 2;
3304 if (is_true_value || object_is_known(o_ptr))
3305 pow += (s16b)bonus_to_h;
3308 pow -= calc_riding_bow_penalty(creature_ptr);
3313 static s16b calc_to_damage_misc(player_type *creature_ptr)
3316 BIT_FLAGS flgs[TR_FLAG_SIZE];
3320 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3321 o_ptr = &creature_ptr->inventory_list[i];
3325 object_flags(creature_ptr, o_ptr, flgs);
3327 int bonus_to_d = o_ptr->to_d;
3328 if (creature_ptr->pclass == CLASS_NINJA) {
3329 if (o_ptr->to_d > 0)
3330 bonus_to_d = (o_ptr->to_d + 1) / 2;
3332 to_dam += (s16b)bonus_to_d;
3335 if (is_shero(creature_ptr)) {
3336 to_dam += 3 + (creature_ptr->lev / 5);
3339 if (creature_ptr->stun > 50) {
3341 } else if (creature_ptr->stun) {
3345 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3349 static s16b calc_to_hit_misc(player_type *creature_ptr)
3352 BIT_FLAGS flgs[TR_FLAG_SIZE];
3356 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3357 o_ptr = &creature_ptr->inventory_list[i];
3361 object_flags(creature_ptr, o_ptr, flgs);
3363 int bonus_to_h = o_ptr->to_h;
3364 if (creature_ptr->pclass == CLASS_NINJA) {
3365 if (o_ptr->to_h > 0)
3366 bonus_to_h = (o_ptr->to_h + 1) / 2;
3368 to_hit += (s16b)bonus_to_h;
3371 if (is_blessed(creature_ptr)) {
3375 if (is_hero(creature_ptr)) {
3379 if (is_shero(creature_ptr)) {
3383 if (creature_ptr->stun > 50) {
3385 } else if (creature_ptr->stun) {
3389 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3390 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3395 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3397 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3400 if (creature_ptr->riding) {
3402 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3410 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3412 (creature_ptr); // unused
3418 * @brief プレイヤーの所持重量制限を計算する /
3419 * Computes current weight limit.
3422 WEIGHT calc_weight_limit(player_type *creature_ptr)
3424 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3425 if (creature_ptr->pclass == CLASS_BERSERKER)
3431 * @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 /
3432 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3433 * @return 持っているならばTRUE
3435 bool has_melee_weapon(player_type *creature_ptr, int slot)
3437 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3441 * @brief プレイヤーの現在開いている手の状態を返す
3442 * @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。
3443 * @return 開いている手のビットフラグ
3445 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3447 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3448 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3449 status |= EMPTY_HAND_RARM;
3450 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3451 status |= EMPTY_HAND_LARM;
3453 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3454 if (status & EMPTY_HAND_LARM)
3455 status &= ~(EMPTY_HAND_LARM);
3456 else if (status & EMPTY_HAND_RARM)
3457 status &= ~(EMPTY_HAND_RARM);
3464 * @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。
3465 * @return ペナルティが適用されるならばTRUE。
3467 bool heavy_armor(player_type *creature_ptr)
3469 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3472 WEIGHT monk_arm_wgt = 0;
3473 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3474 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3475 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3476 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3477 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3478 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3479 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3480 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3481 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3483 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3487 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3489 * @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。
3491 void update_creature(player_type *creature_ptr)
3493 if (!creature_ptr->update)
3496 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3497 if (creature_ptr->update & (PU_AUTODESTROY)) {
3498 creature_ptr->update &= ~(PU_AUTODESTROY);
3499 autopick_delayed_alter(creature_ptr);
3502 if (creature_ptr->update & (PU_COMBINE)) {
3503 creature_ptr->update &= ~(PU_COMBINE);
3504 combine_pack(creature_ptr);
3507 if (creature_ptr->update & (PU_REORDER)) {
3508 creature_ptr->update &= ~(PU_REORDER);
3509 reorder_pack(creature_ptr);
3512 if (creature_ptr->update & (PU_BONUS)) {
3513 creature_ptr->update &= ~(PU_BONUS);
3514 calc_alignment(creature_ptr);
3515 calc_bonuses(creature_ptr);
3518 if (creature_ptr->update & (PU_TORCH)) {
3519 creature_ptr->update &= ~(PU_TORCH);
3520 calc_lite_radius(creature_ptr);
3523 if (creature_ptr->update & (PU_HP)) {
3524 creature_ptr->update &= ~(PU_HP);
3525 calc_hitpoints(creature_ptr);
3528 if (creature_ptr->update & (PU_MANA)) {
3529 creature_ptr->update &= ~(PU_MANA);
3530 calc_mana(creature_ptr);
3533 if (creature_ptr->update & (PU_SPELLS)) {
3534 creature_ptr->update &= ~(PU_SPELLS);
3535 calc_spells(creature_ptr);
3538 if (!current_world_ptr->character_generated)
3540 if (current_world_ptr->character_icky)
3542 if (creature_ptr->update & (PU_UN_LITE)) {
3543 creature_ptr->update &= ~(PU_UN_LITE);
3544 forget_lite(floor_ptr);
3547 if (creature_ptr->update & (PU_UN_VIEW)) {
3548 creature_ptr->update &= ~(PU_UN_VIEW);
3549 forget_view(floor_ptr);
3552 if (creature_ptr->update & (PU_VIEW)) {
3553 creature_ptr->update &= ~(PU_VIEW);
3554 update_view(creature_ptr);
3557 if (creature_ptr->update & (PU_LITE)) {
3558 creature_ptr->update &= ~(PU_LITE);
3559 update_lite(creature_ptr);
3562 if (creature_ptr->update & (PU_FLOW)) {
3563 creature_ptr->update &= ~(PU_FLOW);
3564 update_flow(creature_ptr);
3567 if (creature_ptr->update & (PU_DISTANCE)) {
3568 creature_ptr->update &= ~(PU_DISTANCE);
3570 update_monsters(creature_ptr, TRUE);
3573 if (creature_ptr->update & (PU_MON_LITE)) {
3574 creature_ptr->update &= ~(PU_MON_LITE);
3575 update_mon_lite(creature_ptr);
3578 if (creature_ptr->update & (PU_DELAY_VIS)) {
3579 creature_ptr->update &= ~(PU_DELAY_VIS);
3580 delayed_visual_update(creature_ptr);
3583 if (creature_ptr->update & (PU_MONSTERS)) {
3584 creature_ptr->update &= ~(PU_MONSTERS);
3585 update_monsters(creature_ptr, FALSE);
3590 * @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
3591 * @return 魔道書を一冊も持っていないならTRUEを返す
3593 bool player_has_no_spellbooks(player_type *creature_ptr)
3596 for (int i = 0; i < INVEN_PACK; i++) {
3597 o_ptr = &creature_ptr->inventory_list[i];
3598 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3602 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3603 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3604 o_ptr = &floor_ptr->o_list[i];
3605 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3612 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3614 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3617 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3620 * @return 配置に成功したらTRUE
3622 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3624 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3627 /* Save player location */
3628 creature_ptr->y = y;
3629 creature_ptr->x = x;
3634 * @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
3637 void wreck_the_pattern(player_type *creature_ptr)
3639 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3640 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3641 if (pattern_type == PATTERN_TILE_WRECKED)
3644 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3645 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3647 if (!is_invuln(creature_ptr))
3648 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3650 int to_ruin = randint1(45) + 35;
3653 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3655 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3656 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3660 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3664 * @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 /
3665 * Advance experience levels and print experience
3668 void check_experience(player_type *creature_ptr)
3670 if (creature_ptr->exp < 0)
3671 creature_ptr->exp = 0;
3672 if (creature_ptr->max_exp < 0)
3673 creature_ptr->max_exp = 0;
3674 if (creature_ptr->max_max_exp < 0)
3675 creature_ptr->max_max_exp = 0;
3677 if (creature_ptr->exp > PY_MAX_EXP)
3678 creature_ptr->exp = PY_MAX_EXP;
3679 if (creature_ptr->max_exp > PY_MAX_EXP)
3680 creature_ptr->max_exp = PY_MAX_EXP;
3681 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3682 creature_ptr->max_max_exp = PY_MAX_EXP;
3684 if (creature_ptr->exp > creature_ptr->max_exp)
3685 creature_ptr->max_exp = creature_ptr->exp;
3686 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3687 creature_ptr->max_max_exp = creature_ptr->max_exp;
3689 creature_ptr->redraw |= (PR_EXP);
3690 handle_stuff(creature_ptr);
3692 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3693 PLAYER_LEVEL old_lev = creature_ptr->lev;
3694 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3695 creature_ptr->lev--;
3696 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3697 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3698 creature_ptr->window |= (PW_PLAYER);
3699 handle_stuff(creature_ptr);
3702 bool level_reward = FALSE;
3703 bool level_mutation = FALSE;
3704 bool level_inc_stat = FALSE;
3705 while ((creature_ptr->lev < PY_MAX_LEVEL)
3706 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3707 creature_ptr->lev++;
3708 if (creature_ptr->lev > creature_ptr->max_plv) {
3709 creature_ptr->max_plv = creature_ptr->lev;
3711 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3712 level_reward = TRUE;
3714 if (creature_ptr->prace == RACE_BEASTMAN) {
3716 level_mutation = TRUE;
3718 level_inc_stat = TRUE;
3720 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3724 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3725 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3726 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3727 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3728 creature_ptr->level_up_message = TRUE;
3729 handle_stuff(creature_ptr);
3731 creature_ptr->level_up_message = FALSE;
3732 if (level_inc_stat) {
3733 if (!(creature_ptr->max_plv % 10)) {
3740 cnv_stat(creature_ptr->stat_max[0], tmp);
3741 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3742 cnv_stat(creature_ptr->stat_max[1], tmp);
3743 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3744 cnv_stat(creature_ptr->stat_max[2], tmp);
3745 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3746 cnv_stat(creature_ptr->stat_max[3], tmp);
3747 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3748 cnv_stat(creature_ptr->stat_max[4], tmp);
3749 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3750 cnv_stat(creature_ptr->stat_max[5], tmp);
3751 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3754 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3758 if ((choice >= 'a') && (choice <= 'f'))
3761 for (n = 0; n < A_MAX; n++)
3762 if (n != choice - 'a')
3764 if (get_check(_("よろしいですか?", "Are you sure? ")))
3767 do_inc_stat(creature_ptr, choice - 'a');
3769 } else if (!(creature_ptr->max_plv % 2))
3770 do_inc_stat(creature_ptr, randint0(6));
3773 if (level_mutation) {
3774 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3775 (void)gain_mutation(creature_ptr, 0);
3776 level_mutation = FALSE;
3780 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3784 gain_level_reward(creature_ptr, 0);
3785 level_reward = FALSE;
3788 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3789 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3790 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3791 handle_stuff(creature_ptr);
3794 if (old_lev != creature_ptr->lev)
3795 autopick_load_pref(creature_ptr, FALSE);
3799 * @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
3801 * @param out_val 出力先文字列ポインタ
3804 void cnv_stat(int val, char *out_val)
3807 sprintf(out_val, " %2d", val);
3811 int bonus = (val - 18);
3813 sprintf(out_val, "18/%3s", "***");
3814 } else if (bonus >= 100) {
3815 sprintf(out_val, "18/%03d", bonus);
3817 sprintf(out_val, " 18/%02d", bonus);
3822 * @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。
3823 * Modify a stat value by a "modifier", return new value
3825 * @param amount 加減算値
3829 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3830 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3831 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3832 * Or even: 18/13, 18/03, 18, 17, ..., 3
3835 s16b modify_stat_value(int value, int amount)
3838 for (int i = 0; i < amount; i++) {
3844 } else if (amount < 0) {
3845 for (int i = 0; i < (0 - amount); i++) {
3846 if (value >= 18 + 10)
3848 else if (value > 18)
3860 * Hack -- Calculates the total number of points earned -JWT-
3864 long calc_score(player_type *creature_ptr)
3866 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3879 if (ironman_small_levels)
3881 if (ironman_empty_levels)
3887 if (ironman_nightmare)
3894 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3895 if (max_dlv[i] > max_dl)
3896 max_dl = max_dlv[i];
3898 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3899 u32b point_h = point_l / 0x10000L;
3900 point_l = point_l % 0x10000L;
3903 point_h += point_l / 0x10000L;
3904 point_l %= 0x10000L;
3906 point_l += ((point_h % 100) << 16);
3910 u32b point = (point_h << 16) + (point_l);
3911 if (creature_ptr->arena_number >= 0)
3912 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3914 if (ironman_downward)
3916 if (creature_ptr->pclass == CLASS_BERSERKER) {
3917 if (creature_ptr->prace == RACE_SPECTRE)
3921 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3923 if (current_world_ptr->total_winner)
3928 point = (0 - point);
3934 * @param creature_ptr プレーヤーへの参照ポインタ
3935 * @return 祝福状態ならばTRUE
3937 bool is_blessed(player_type *creature_ptr)
3939 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3942 bool is_tim_esp(player_type *creature_ptr)
3944 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3947 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3949 bool is_time_limit_esp(player_type *creature_ptr)
3951 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3954 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3956 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3959 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3962 void stop_singing(player_type *creature_ptr)
3964 if (creature_ptr->pclass != CLASS_BARD)
3967 /* Are there interupted song? */
3968 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3969 /* Forget interupted song */
3970 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3974 /* The player is singing? */
3975 if (!SINGING_SONG_EFFECT(creature_ptr))
3978 /* Hack -- if called from set_action(), avoid recursive loop */
3979 if (creature_ptr->action == ACTION_SING)
3980 set_action(creature_ptr, ACTION_NONE);
3982 /* Message text of each song or etc. */
3983 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3985 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3986 SINGING_SONG_ID(creature_ptr) = 0;
3987 creature_ptr->update |= (PU_BONUS);
3988 creature_ptr->redraw |= (PR_STATUS);
3992 * @brief 口を使う継続的な処理を中断する
3993 * @param caster_ptr プレーヤーへの参照ポインタ
3996 void stop_mouth(player_type *caster_ptr)
3998 if (music_singing_any(caster_ptr))
3999 stop_singing(caster_ptr);
4000 if (hex_spelling_any(caster_ptr))
4001 stop_hex_spell_all(caster_ptr);
4005 * @brief ペットの維持コスト計算
4008 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
4011 bool has_a_unique = FALSE;
4012 DEPTH total_friend_levels = 0;
4016 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
4017 monster_type *m_ptr;
4018 monster_race *r_ptr;
4020 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4021 if (!monster_is_valid(m_ptr))
4023 r_ptr = &r_info[m_ptr->r_idx];
4025 if (is_pet(m_ptr)) {
4027 if (r_ptr->flags1 & RF1_UNIQUE) {
4028 if (creature_ptr->pclass == CLASS_CAVALRY) {
4029 if (creature_ptr->riding == m_idx)
4030 total_friend_levels += (r_ptr->level + 5) * 2;
4031 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4032 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4034 total_friend_levels += (r_ptr->level + 5) * 10;
4035 has_a_unique = TRUE;
4037 total_friend_levels += (r_ptr->level + 5) * 10;
4039 total_friend_levels += r_ptr->level;
4043 if (total_friends) {
4045 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4046 if (upkeep_factor < 0)
4048 if (upkeep_factor > 1000)
4049 upkeep_factor = 1000;
4050 return upkeep_factor;
4055 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4057 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4059 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4061 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4063 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4065 bool is_echizen(player_type *creature_ptr)
4067 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4070 int calc_weapon_weight_limit(player_type *creature_ptr)
4072 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4074 if (has_two_handed_weapons(creature_ptr))
4080 static int get_default_hand(player_type *creature_ptr)
4082 int default_hand = 0;
4084 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4085 if (!has_right_hand_weapon(creature_ptr))
4089 if (can_two_hands_wielding(creature_ptr)) {
4090 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4091 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4092 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4093 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4099 return default_hand;