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 BIT_FLAGS flgs[TR_FLAG_SIZE];
294 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
295 o_ptr = &creature_ptr->inventory_list[i];
298 weight += o_ptr->weight * o_ptr->number;
303 * @brief プレイヤーの全ステータスを更新する /
304 * Calculate the players current "state", taking into account
305 * not only race/class intrinsics, but also objects being worn
306 * and temporary spell effects.
310 * See also calc_mana() and calc_hitpoints().
312 * Take note of the new "speed code", in particular, a very strong
313 * player will start slowing down as soon as he reaches 150 pounds,
314 * but not until he reaches 450 pounds will he be half as fast as
315 * a normal kobold. This both hurts and helps the player, hurts
316 * because in the old days a player could just avoid 300 pounds,
317 * and helps because now carrying 300 pounds is not very painful.
319 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
320 * damage, since that would affect non-combat things. These values
321 * are actually added in later, at the appropriate place.
323 * This function induces various "status" messages.
325 * @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。
327 void calc_bonuses(player_type *creature_ptr)
329 int empty_hands_status = empty_hands(creature_ptr, TRUE);
332 /* Save the old vision stuff */
333 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
334 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
335 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
336 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
337 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
338 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
339 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
340 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
341 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
342 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
343 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
344 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
345 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
346 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
347 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
348 s16b old_speed = creature_ptr->pspeed;
350 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
351 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
353 creature_ptr->pass_wall = has_pass_wall(creature_ptr);
354 creature_ptr->kill_wall = has_kill_wall(creature_ptr);
355 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
356 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
357 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
358 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
359 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
360 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
361 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
362 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
363 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
364 creature_ptr->esp_human = has_esp_human(creature_ptr);
365 creature_ptr->esp_good = has_esp_good(creature_ptr);
366 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
367 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
368 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
369 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
370 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
371 creature_ptr->down_saving = has_down_saving(creature_ptr);
372 creature_ptr->yoiyami = has_no_ac(creature_ptr);
373 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
374 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
375 creature_ptr->reflect = has_reflect(creature_ptr);
376 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
377 creature_ptr->warning = has_warning(creature_ptr);
378 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
379 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
380 creature_ptr->sh_fire = has_sh_fire(creature_ptr);
381 creature_ptr->sh_elec = has_sh_elec(creature_ptr);
382 creature_ptr->sh_cold = has_sh_cold(creature_ptr);
383 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
384 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
385 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
386 creature_ptr->see_inv = has_see_inv(creature_ptr);
387 creature_ptr->free_act = has_free_act(creature_ptr);
388 creature_ptr->sustain_str = has_sustain_str(creature_ptr);
389 creature_ptr->sustain_int = has_sustain_int(creature_ptr);
390 creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
391 creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
392 creature_ptr->sustain_con = has_sustain_con(creature_ptr);
393 creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
394 creature_ptr->levitation = has_levitation(creature_ptr);
395 has_can_swim(creature_ptr);
396 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
397 creature_ptr->regenerate = has_regenerate(creature_ptr);
398 has_curses(creature_ptr);
399 creature_ptr->impact = has_impact(creature_ptr);
400 has_extra_blow(creature_ptr);
401 creature_ptr->resist_acid = has_resist_acid(creature_ptr);
402 creature_ptr->resist_elec = has_resist_elec(creature_ptr);
403 creature_ptr->resist_fire = has_resist_fire(creature_ptr);
404 creature_ptr->resist_cold = has_resist_cold(creature_ptr);
405 creature_ptr->resist_pois = has_resist_pois(creature_ptr);
406 creature_ptr->resist_conf = has_resist_conf(creature_ptr);
407 creature_ptr->resist_sound = has_resist_sound(creature_ptr);
408 creature_ptr->resist_lite = has_resist_lite(creature_ptr);
409 creature_ptr->resist_dark = has_resist_dark(creature_ptr);
410 creature_ptr->resist_chaos = has_resist_chaos(creature_ptr);
411 creature_ptr->resist_disen = has_resist_disen(creature_ptr);
412 creature_ptr->resist_shard = has_resist_shard(creature_ptr);
413 creature_ptr->resist_nexus = has_resist_nexus(creature_ptr);
414 creature_ptr->resist_blind = has_resist_blind(creature_ptr);
415 creature_ptr->resist_neth = has_resist_neth(creature_ptr);
416 creature_ptr->resist_time = has_resist_time(creature_ptr);
417 creature_ptr->resist_fear = has_resist_fear(creature_ptr);
418 creature_ptr->resist_time = has_resist_time(creature_ptr);
419 creature_ptr->resist_water = has_resist_water(creature_ptr);
421 creature_ptr->lite = has_lite(creature_ptr);
423 const player_race *tmp_rp_ptr;
424 if (creature_ptr->mimic_form)
425 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
427 tmp_rp_ptr = &race_info[creature_ptr->prace];
429 if (creature_ptr->special_defense & KAMAE_MASK) {
430 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
431 set_action(creature_ptr, ACTION_NONE);
435 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
436 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
437 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
438 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
439 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
440 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
441 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
442 creature_ptr->ac = calc_base_ac(creature_ptr);
443 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
444 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
445 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
447 for (int i = 0; i < A_MAX; i++) {
448 calc_top_status(creature_ptr, i);
449 calc_use_status(creature_ptr, i);
450 calc_ind_status(creature_ptr, i);
453 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
455 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
456 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
457 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
461 for (int i = 0; i < 2; i++) {
462 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
463 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
464 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
465 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
466 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
469 creature_ptr->pspeed = calc_speed(creature_ptr);
470 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
471 creature_ptr->skill_stl = calc_stealth(creature_ptr);
472 creature_ptr->skill_dis = calc_disarming(creature_ptr);
473 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
474 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
475 creature_ptr->skill_srh = calc_search(creature_ptr);
476 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
477 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
478 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
479 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
480 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
481 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
482 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
483 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
484 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
485 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
486 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
487 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
488 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
489 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
490 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
491 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
492 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
494 if (old_mighty_throw != creature_ptr->mighty_throw) {
495 creature_ptr->window |= PW_INVEN;
498 if (creature_ptr->telepathy != old_telepathy) {
499 creature_ptr->update |= (PU_MONSTERS);
502 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
503 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
504 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
505 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
506 creature_ptr->update |= (PU_MONSTERS);
509 if (creature_ptr->see_inv != old_see_inv) {
510 creature_ptr->update |= (PU_MONSTERS);
513 if (creature_ptr->pspeed != old_speed) {
514 creature_ptr->redraw |= (PR_SPEED);
517 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
518 creature_ptr->redraw |= (PR_ARMOR);
519 creature_ptr->window |= (PW_PLAYER);
522 if (current_world_ptr->character_xtra)
525 put_equipment_warning(creature_ptr);
528 static void calc_alignment(player_type *creature_ptr)
530 creature_ptr->align = 0;
531 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
532 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
535 m_ptr = &floor_ptr->m_list[m_idx];
536 if (!monster_is_valid(m_ptr))
538 r_ptr = &r_info[m_ptr->r_idx];
543 if (r_ptr->flags3 & RF3_GOOD)
544 creature_ptr->align += r_ptr->level;
545 if (r_ptr->flags3 & RF3_EVIL)
546 creature_ptr->align -= r_ptr->level;
549 if (creature_ptr->mimic_form) {
550 switch (creature_ptr->mimic_form) {
552 creature_ptr->align -= 200;
554 case MIMIC_DEMON_LORD:
555 creature_ptr->align -= 200;
559 switch (creature_ptr->prace) {
561 creature_ptr->align += 200;
564 creature_ptr->align -= 200;
569 for (int i = 0; i < 2; i++) {
570 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
572 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
574 creature_ptr->align -= 1000;
579 for (int i = 0; i < 8; i++) {
580 switch (creature_ptr->vir_types[i]) {
582 creature_ptr->align += creature_ptr->virtues[i] * 2;
591 creature_ptr->align -= creature_ptr->virtues[i];
594 creature_ptr->align += creature_ptr->virtues[i];
599 for (int i = 0; i < j; i++) {
600 if (creature_ptr->align > 0) {
601 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
602 if (creature_ptr->align < 0)
603 creature_ptr->align = 0;
604 } else if (creature_ptr->align < 0) {
605 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
606 if (creature_ptr->align > 0)
607 creature_ptr->align = 0;
613 * @brief プレイヤーの最大HPを計算する /
614 * Calculate the players (maximal) hit points
615 * Adjust current hitpoints if necessary
619 static void calc_hitpoints(player_type *creature_ptr)
621 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
622 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
625 if (creature_ptr->mimic_form) {
626 if (creature_ptr->pclass == CLASS_SORCERER)
627 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
629 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
630 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
633 if (creature_ptr->pclass == CLASS_SORCERER) {
634 if (creature_ptr->lev < 30)
635 mhp = (mhp * (45 + creature_ptr->lev) / 100);
637 mhp = (mhp * 75 / 100);
638 bonus = (bonus * 65 / 100);
643 if (creature_ptr->pclass == CLASS_BERSERKER) {
644 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
647 if (mhp < creature_ptr->lev + 1)
648 mhp = creature_ptr->lev + 1;
649 if (is_hero(creature_ptr))
651 if (is_shero(creature_ptr))
653 if (creature_ptr->tsuyoshi)
655 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
657 if (hex_spelling(creature_ptr, HEX_BUILDING))
659 if (creature_ptr->mhp == mhp)
662 if (creature_ptr->chp >= mhp) {
663 creature_ptr->chp = mhp;
664 creature_ptr->chp_frac = 0;
668 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
669 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
672 creature_ptr->mhp = mhp;
674 creature_ptr->redraw |= PR_HP;
675 creature_ptr->window |= PW_PLAYER;
679 * @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。 /
680 * Calculate number of spells player should have, and forget,
681 * or remember, spells until that number is properly reflected.
684 * Note that this function induces various "status" messages,
685 * which must be bypasses until the character is created.
687 static void calc_spells(player_type *creature_ptr)
689 if (!mp_ptr->spell_book)
691 if (!current_world_ptr->character_generated)
693 if (current_world_ptr->character_xtra)
695 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
696 creature_ptr->new_spells = 0;
700 concptr p = spell_category_name(mp_ptr->spell_book);
701 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
705 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
707 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
711 if (creature_ptr->pclass == CLASS_SAMURAI) {
713 } else if (creature_ptr->realm2 == REALM_NONE) {
714 num_allowed = (num_allowed + 1) / 2;
715 if (num_allowed > (32 + bonus))
716 num_allowed = 32 + bonus;
717 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
718 if (num_allowed > (96 + bonus))
719 num_allowed = 96 + bonus;
721 if (num_allowed > (80 + bonus))
722 num_allowed = 80 + bonus;
725 int num_boukyaku = 0;
726 for (int j = 0; j < 64; j++) {
727 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
732 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
733 for (int i = 63; i >= 0; i--) {
734 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
737 int j = creature_ptr->spell_order[i];
741 const magic_type *s_ptr;
742 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
744 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
746 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
748 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
750 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
752 if (s_ptr->slevel <= creature_ptr->lev)
755 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
756 if (!is_spell_learned)
761 creature_ptr->spell_forgotten1 |= (1L << j);
762 which = creature_ptr->realm1;
764 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
765 which = creature_ptr->realm2;
769 creature_ptr->spell_learned1 &= ~(1L << j);
770 which = creature_ptr->realm1;
772 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
773 which = creature_ptr->realm2;
777 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
779 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
781 creature_ptr->new_spells++;
784 /* Forget spells if we know too many spells */
785 for (int i = 63; i >= 0; i--) {
786 if (creature_ptr->new_spells >= 0)
788 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
791 int j = creature_ptr->spell_order[i];
795 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
796 if (!is_spell_learned)
801 creature_ptr->spell_forgotten1 |= (1L << j);
802 which = creature_ptr->realm1;
804 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
805 which = creature_ptr->realm2;
809 creature_ptr->spell_learned1 &= ~(1L << j);
810 which = creature_ptr->realm1;
812 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
813 which = creature_ptr->realm2;
817 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
819 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
821 creature_ptr->new_spells++;
824 /* Check for spells to remember */
825 for (int i = 0; i < 64; i++) {
826 if (creature_ptr->new_spells <= 0)
828 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
830 int j = creature_ptr->spell_order[i];
834 const magic_type *s_ptr;
835 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
837 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
839 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
841 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
843 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
845 if (s_ptr->slevel > creature_ptr->lev)
848 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
849 if (!is_spell_learned)
854 creature_ptr->spell_forgotten1 &= ~(1L << j);
855 which = creature_ptr->realm1;
857 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
858 which = creature_ptr->realm2;
862 creature_ptr->spell_learned1 |= (1L << j);
863 which = creature_ptr->realm1;
865 creature_ptr->spell_learned2 |= (1L << (j - 32));
866 which = creature_ptr->realm2;
870 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
872 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
874 creature_ptr->new_spells--;
877 if (creature_ptr->realm2 == REALM_NONE) {
879 for (int j = 0; j < 32; j++) {
880 const magic_type *s_ptr;
881 if (!is_magic(creature_ptr->realm1))
882 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
884 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
886 if (s_ptr->slevel > creature_ptr->lev)
889 if (creature_ptr->spell_learned1 & (1L << j)) {
898 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
899 creature_ptr->new_spells = (s16b)k;
903 if (creature_ptr->new_spells < 0)
904 creature_ptr->new_spells = 0;
906 if (creature_ptr->old_spells == creature_ptr->new_spells)
909 if (creature_ptr->new_spells) {
911 if (creature_ptr->new_spells < 10) {
912 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
914 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
917 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
921 creature_ptr->old_spells = creature_ptr->new_spells;
922 creature_ptr->redraw |= PR_STUDY;
923 creature_ptr->window |= PW_OBJECT;
927 * @brief プレイヤーの最大MPを計算する /
928 * Calculate maximum mana. You do not need to know any spells.
929 * Note that mana is lowered by heavy (or inappropriate) armor.
932 * This function induces status messages.
934 static void calc_mana(player_type *creature_ptr)
936 if (!mp_ptr->spell_book)
940 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
941 levels = creature_ptr->lev;
943 if (mp_ptr->spell_first > creature_ptr->lev) {
944 creature_ptr->msp = 0;
945 creature_ptr->redraw |= (PR_MANA);
949 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
953 if (creature_ptr->pclass == CLASS_SAMURAI) {
954 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
956 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
958 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
962 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
963 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
965 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
967 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
968 msp += msp * (25 + creature_ptr->lev) / 100;
971 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
972 BIT_FLAGS flgs[TR_FLAG_SIZE];
973 creature_ptr->cumber_glove = FALSE;
975 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
976 object_flags(creature_ptr, o_ptr, flgs);
977 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
978 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
979 creature_ptr->cumber_glove = TRUE;
984 creature_ptr->cumber_armor = FALSE;
987 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
988 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
989 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
990 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
991 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
992 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
993 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
994 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
995 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
997 switch (creature_ptr->pclass) {
999 case CLASS_HIGH_MAGE:
1000 case CLASS_BLUE_MAGE:
1002 case CLASS_FORCETRAINER:
1003 case CLASS_SORCERER: {
1004 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1005 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
1006 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1007 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
1012 case CLASS_TOURIST: {
1013 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1014 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
1015 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1016 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
1019 case CLASS_MINDCRAFTER:
1020 case CLASS_BEASTMASTER:
1021 case CLASS_MIRROR_MASTER: {
1022 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1023 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1024 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1025 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1030 case CLASS_RED_MAGE:
1031 case CLASS_WARRIOR_MAGE: {
1032 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1033 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1034 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1035 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1039 case CLASS_CHAOS_WARRIOR: {
1040 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1041 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1042 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1043 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1051 int max_wgt = mp_ptr->spell_weight;
1052 if ((cur_wgt - max_wgt) > 0) {
1053 creature_ptr->cumber_armor = TRUE;
1054 switch (creature_ptr->pclass) {
1056 case CLASS_HIGH_MAGE:
1057 case CLASS_BLUE_MAGE: {
1058 msp -= msp * (cur_wgt - max_wgt) / 600;
1062 case CLASS_MINDCRAFTER:
1063 case CLASS_BEASTMASTER:
1065 case CLASS_FORCETRAINER:
1067 case CLASS_MIRROR_MASTER: {
1068 msp -= msp * (cur_wgt - max_wgt) / 800;
1071 case CLASS_SORCERER: {
1072 msp -= msp * (cur_wgt - max_wgt) / 900;
1078 case CLASS_RED_MAGE: {
1079 msp -= msp * (cur_wgt - max_wgt) / 1000;
1083 case CLASS_CHAOS_WARRIOR:
1084 case CLASS_WARRIOR_MAGE: {
1085 msp -= msp * (cur_wgt - max_wgt) / 1200;
1088 case CLASS_SAMURAI: {
1089 creature_ptr->cumber_armor = FALSE;
1093 msp -= msp * (cur_wgt - max_wgt) / 800;
1102 if (creature_ptr->msp != msp) {
1103 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1104 creature_ptr->csp = msp;
1105 creature_ptr->csp_frac = 0;
1109 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1110 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1113 creature_ptr->msp = msp;
1114 creature_ptr->redraw |= (PR_MANA);
1115 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1118 if (current_world_ptr->character_xtra)
1121 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1122 if (creature_ptr->cumber_glove)
1123 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."));
1125 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."));
1127 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1130 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1133 if (creature_ptr->cumber_armor)
1134 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."));
1136 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."));
1138 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1142 * @brief 装備中の射撃武器の威力倍率を返す /
1143 * calcurate the fire rate of target object
1144 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1145 * @return 射撃倍率の値(100で1.00倍)
1147 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1149 int extra_shots = 0;
1150 BIT_FLAGS flgs[TR_FLAG_SIZE];
1151 creature_ptr->num_fire = 100;
1152 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1154 q_ptr = &creature_ptr->inventory_list[i];
1161 object_flags(creature_ptr, q_ptr, flgs);
1162 if (has_flag(flgs, TR_XTRA_SHOTS))
1166 object_flags(creature_ptr, o_ptr, flgs);
1167 if (has_flag(flgs, TR_XTRA_SHOTS))
1171 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1175 num += (extra_shots * 100);
1177 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1178 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1179 num += (creature_ptr->lev * 4);
1182 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1183 num += (creature_ptr->lev * 3);
1186 if (creature_ptr->pclass == CLASS_ARCHER) {
1187 if (tval_ammo == TV_ARROW)
1188 num += ((creature_ptr->lev * 5) + 50);
1189 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1190 num += (creature_ptr->lev * 4);
1193 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1194 num += (creature_ptr->lev * 2);
1197 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1198 num += (creature_ptr->lev * 4);
1206 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1210 * * 変異MUT3_INFRAVISによる加算(+3)
1211 * * 魔法効果tim_infraによる加算(+3)
1212 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1214 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1216 ACTION_SKILL_POWER pow;
1217 const player_race *tmp_rp_ptr;
1219 if (creature_ptr->mimic_form)
1220 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1222 tmp_rp_ptr = &race_info[creature_ptr->prace];
1224 pow = tmp_rp_ptr->infra;
1226 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1230 if (creature_ptr->tim_infra) {
1234 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1236 BIT_FLAGS flgs[TR_FLAG_SIZE];
1237 o_ptr = &creature_ptr->inventory_list[i];
1240 object_flags(creature_ptr, o_ptr, flgs);
1241 if (has_flag(flgs, TR_INFRA))
1250 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1256 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1257 * * 変異MUT3_XTRA_NOISで減算(-3)
1258 * * 変異MUT3_MOTIONで加算(+1)
1259 * * 呪術を唱えていると減算(-(詠唱数+1))
1260 * * 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)
1262 * * 忍者がheavy_armorならば減算(-レベル/10)
1263 * * 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)
1267 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1269 ACTION_SKILL_POWER pow;
1270 const player_race *tmp_rp_ptr;
1272 if (creature_ptr->mimic_form)
1273 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1275 tmp_rp_ptr = &race_info[creature_ptr->prace];
1276 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1277 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1279 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1280 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1282 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1284 BIT_FLAGS flgs[TR_FLAG_SIZE];
1285 o_ptr = &creature_ptr->inventory_list[i];
1288 object_flags(creature_ptr, o_ptr, flgs);
1289 if (has_flag(flgs, TR_STEALTH))
1293 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1296 if (creature_ptr->muta3 & MUT3_MOTION) {
1299 if (creature_ptr->realm1 == REALM_HEX) {
1300 if (hex_spelling_any(creature_ptr))
1301 pow -= (1 + casting_hex_num(creature_ptr));
1303 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1304 pow = MIN(pow - 3, (pow + 2) / 2);
1307 if (is_shero(creature_ptr)) {
1311 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1312 pow -= (creature_ptr->lev) / 10;
1313 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1314 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1315 pow += (creature_ptr->lev) / 10;
1318 if (is_time_limit_stealth(creature_ptr))
1331 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1335 * * 職業と性格とレベルによる追加加算
1336 * * 器用さに応じたadj_dex_disテーブルによる加算
1337 * * 知力に応じたadj_int_disテーブルによる加算
1339 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1341 ACTION_SKILL_POWER pow;
1342 const player_race *tmp_rp_ptr;
1344 if (creature_ptr->mimic_form)
1345 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1347 tmp_rp_ptr = &race_info[creature_ptr->prace];
1348 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1349 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1351 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1352 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1353 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1354 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1360 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1364 * * 職業と性格とレベルによる追加加算
1365 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1366 * * 知力に応じたadj_int_devテーブルによる加算
1369 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1371 ACTION_SKILL_POWER pow;
1372 const player_race *tmp_rp_ptr;
1374 if (creature_ptr->mimic_form)
1375 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1377 tmp_rp_ptr = &race_info[creature_ptr->prace];
1378 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1379 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1381 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1382 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1384 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1386 BIT_FLAGS flgs[TR_FLAG_SIZE];
1387 o_ptr = &creature_ptr->inventory_list[i];
1390 object_flags(creature_ptr, o_ptr, flgs);
1391 if (has_flag(flgs, TR_MAGIC_MASTERY))
1392 pow += 8 * o_ptr->pval;
1395 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1397 if (is_shero(creature_ptr)) {
1405 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1409 * * 職業と性格とレベルによる追加加算
1410 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1411 * * 賢さによるadj_wis_savテーブル加算
1413 * * 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)
1414 * * クターのつぶれ状態なら(10に上書き)
1415 * * 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)
1416 * * 呪いのdown_savingがかかっているなら半減
1418 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1420 ACTION_SKILL_POWER pow;
1421 const player_race *tmp_rp_ptr;
1423 if (creature_ptr->mimic_form)
1424 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1426 tmp_rp_ptr = &race_info[creature_ptr->prace];
1427 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1428 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1430 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1431 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1433 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1434 pow += (15 + (creature_ptr->lev / 5));
1436 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1438 if (is_shero(creature_ptr))
1441 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1442 pow = 90 + creature_ptr->lev;
1444 if (creature_ptr->tsubureru)
1447 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1448 pow = 95 + creature_ptr->lev;
1450 if (creature_ptr->down_saving)
1458 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1463 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1465 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1467 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1469 ACTION_SKILL_POWER pow;
1470 const player_race *tmp_rp_ptr;
1472 if (creature_ptr->mimic_form)
1473 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1475 tmp_rp_ptr = &race_info[creature_ptr->prace];
1476 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1477 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1479 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1480 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1482 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1484 BIT_FLAGS flgs[TR_FLAG_SIZE];
1485 o_ptr = &creature_ptr->inventory_list[i];
1488 object_flags(creature_ptr, o_ptr, flgs);
1489 if (has_flag(flgs, TR_SEARCH))
1490 pow += (o_ptr->pval * 5);
1493 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1497 if (is_shero(creature_ptr)) {
1506 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1511 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1513 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1515 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1517 ACTION_SKILL_POWER pow;
1518 const player_race *tmp_rp_ptr;
1520 if (creature_ptr->mimic_form)
1521 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1523 tmp_rp_ptr = &race_info[creature_ptr->prace];
1524 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1525 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1527 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1528 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1530 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1532 BIT_FLAGS flgs[TR_FLAG_SIZE];
1533 o_ptr = &creature_ptr->inventory_list[i];
1536 object_flags(creature_ptr, o_ptr, flgs);
1537 if (has_flag(flgs, TR_SEARCH))
1538 pow += (o_ptr->pval * 5);
1541 if (is_shero(creature_ptr)) {
1545 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1554 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1557 * * 種族/職業/性格による加算とレベルによる追加加算
1559 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1561 ACTION_SKILL_POWER pow;
1562 const player_race *tmp_rp_ptr;
1563 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1564 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1566 if (creature_ptr->mimic_form)
1567 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1569 tmp_rp_ptr = &race_info[creature_ptr->prace];
1571 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1572 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1578 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1581 * * 種族/職業/性格による加算とレベルによる追加加算
1583 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1585 ACTION_SKILL_POWER pow;
1586 const player_race *tmp_rp_ptr;
1587 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1588 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1590 if (creature_ptr->mimic_form)
1591 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1593 tmp_rp_ptr = &race_info[creature_ptr->prace];
1595 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1596 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1602 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1605 * * 種族/職業/性格による加算とレベルによる追加加算
1608 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1610 ACTION_SKILL_POWER pow;
1611 const player_race *tmp_rp_ptr;
1612 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1613 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1615 if (creature_ptr->mimic_form)
1616 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1618 tmp_rp_ptr = &race_info[creature_ptr->prace];
1620 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1621 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1623 if (is_shero(creature_ptr)) {
1632 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1643 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1646 BIT_FLAGS flgs[TR_FLAG_SIZE];
1648 ACTION_SKILL_POWER pow;
1652 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1653 pow += creature_ptr->lev * 10;
1656 if (is_shero(creature_ptr))
1659 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1661 if (creature_ptr->pclass == CLASS_BERSERKER)
1662 pow += (100 + creature_ptr->lev * 8);
1664 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1665 o_ptr = &creature_ptr->inventory_list[i];
1668 object_flags(creature_ptr, o_ptr, flgs);
1669 if (has_flag(flgs, TR_TUNNEL))
1670 pow += (o_ptr->pval * 20);
1673 for (int i = 0; i < 2; i++) {
1674 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1675 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1676 pow += (o_ptr->weight / 10);
1680 if (is_shero(creature_ptr)) {
1690 static bool is_martial_arts_mode(player_type *creature_ptr)
1692 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1693 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1696 static s16b calc_num_blow(player_type *creature_ptr, int i)
1699 BIT_FLAGS flgs[TR_FLAG_SIZE];
1702 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1703 object_flags(creature_ptr, o_ptr, flgs);
1704 creature_ptr->heavy_wield[i] = FALSE;
1705 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1708 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1709 creature_ptr->heavy_wield[i] = TRUE;
1712 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1713 int str_index, dex_index;
1714 int num = 0, wgt = 0, mul = 0, div = 0;
1716 num = class_info[creature_ptr->pclass].num;
1717 wgt = class_info[creature_ptr->pclass].wgt;
1718 mul = class_info[creature_ptr->pclass].mul;
1720 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1726 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1732 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1733 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1735 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1737 if (creature_ptr->pclass == CLASS_NINJA)
1738 str_index = MAX(0, str_index - 1);
1742 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1746 num_blow = blows_table[str_index][dex_index];
1748 num_blow = (s16b)num;
1750 num_blow += (s16b)creature_ptr->extra_blows[i];
1751 if (creature_ptr->pclass == CLASS_WARRIOR)
1752 num_blow += (creature_ptr->lev / 40);
1753 else if (creature_ptr->pclass == CLASS_BERSERKER)
1754 num_blow += (creature_ptr->lev / 23);
1755 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1758 if (creature_ptr->special_defense & KATA_FUUJIN)
1761 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1771 /* Different calculation for monks with empty hands */
1772 if (is_martial_arts_mode(creature_ptr)) {
1773 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1776 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1786 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1787 if (current_ki != i) {
1788 creature_ptr->to_d[i] += current_ki / 5;
1789 creature_ptr->dis_to_d[i] += current_ki / 5;
1808 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1811 if (creature_ptr->special_defense & KAMAE_GENBU) {
1812 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1813 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1815 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1819 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1820 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1821 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1823 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1824 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1828 num_blow += 1 + creature_ptr->extra_blows[0];
1831 if (has_not_ninja_weapon(creature_ptr, i)) {
1842 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1846 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1847 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1853 * * 変異MUT3_HYPER_STRで加算(+4)
1854 * * 変異MUT3_PUNYで減算(-4)
1855 * * ネオ・つよしスペシャル中で加算(+4)
1857 static s16b calc_strength_addition(player_type *creature_ptr)
1860 const player_race *tmp_rp_ptr;
1861 if (creature_ptr->mimic_form)
1862 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1864 tmp_rp_ptr = &race_info[creature_ptr->prace];
1865 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1866 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1867 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1869 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1870 if (creature_ptr->lev > 25)
1872 if (creature_ptr->lev > 40)
1874 if (creature_ptr->lev > 45)
1878 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1880 BIT_FLAGS flgs[TR_FLAG_SIZE];
1881 o_ptr = &creature_ptr->inventory_list[i];
1884 object_flags(creature_ptr, o_ptr, flgs);
1885 if (has_flag(flgs, TR_STR)) {
1890 if (creature_ptr->realm1 == REALM_HEX) {
1891 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1894 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1899 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1903 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1905 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1909 if (creature_ptr->muta3) {
1911 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1915 if (creature_ptr->muta3 & MUT3_PUNY) {
1920 if (creature_ptr->tsuyoshi) {
1928 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1932 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1938 * * 変異MUT3_HYPER_INTで加算(+4)
1939 * * 変異MUT3_MORONICで減算(-4)
1941 s16b calc_intelligence_addition(player_type *creature_ptr)
1944 const player_race *tmp_rp_ptr;
1945 if (creature_ptr->mimic_form)
1946 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1948 tmp_rp_ptr = &race_info[creature_ptr->prace];
1949 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1950 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1951 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1953 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1955 BIT_FLAGS flgs[TR_FLAG_SIZE];
1956 o_ptr = &creature_ptr->inventory_list[i];
1959 object_flags(creature_ptr, o_ptr, flgs);
1960 if (has_flag(flgs, TR_INT)) {
1965 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1969 if (creature_ptr->special_defense & KAMAE_GENBU) {
1971 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1975 if (creature_ptr->muta3) {
1976 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1980 if (creature_ptr->muta3 & MUT3_MORONIC) {
1990 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1994 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
2000 * * 変異MUT3_HYPER_INTで加算(+4)
2001 * * 変異MUT3_MORONICで減算(-4)
2003 static s16b calc_wisdom_addition(player_type *creature_ptr)
2006 const player_race *tmp_rp_ptr;
2007 if (creature_ptr->mimic_form)
2008 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2010 tmp_rp_ptr = &race_info[creature_ptr->prace];
2011 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2012 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2013 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
2015 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2017 BIT_FLAGS flgs[TR_FLAG_SIZE];
2018 o_ptr = &creature_ptr->inventory_list[i];
2021 object_flags(creature_ptr, o_ptr, flgs);
2022 if (has_flag(flgs, TR_WIS)) {
2027 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2031 if (creature_ptr->special_defense & KAMAE_GENBU) {
2033 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2037 if (creature_ptr->muta3) {
2039 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2043 if (creature_ptr->muta3 & MUT3_MORONIC) {
2053 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2057 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2058 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2064 * * 変異MUT3_IRON_SKINで減算(-1)
2065 * * 変異MUT3_LIMBERで加算(+3)
2066 * * 変異MUT3_ARTHRITISで減算(-3)
2068 static s16b calc_dexterity_addition(player_type *creature_ptr)
2071 const player_race *tmp_rp_ptr;
2072 if (creature_ptr->mimic_form)
2073 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2075 tmp_rp_ptr = &race_info[creature_ptr->prace];
2076 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2077 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2078 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2080 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2081 if (creature_ptr->lev > 25)
2083 if (creature_ptr->lev > 40)
2085 if (creature_ptr->lev > 45)
2089 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2091 BIT_FLAGS flgs[TR_FLAG_SIZE];
2092 o_ptr = &creature_ptr->inventory_list[i];
2095 object_flags(creature_ptr, o_ptr, flgs);
2096 if (has_flag(flgs, TR_DEX)) {
2101 if (creature_ptr->realm1 == REALM_HEX) {
2102 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2107 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2111 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2113 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2115 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2119 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2123 if (creature_ptr->muta3 & MUT3_LIMBER) {
2127 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2136 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2140 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2141 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2147 * * 変異MUT3_RESILIENTで加算(+4)
2148 * * 変異MUT3_ALBINOで減算(-4)
2149 * * 変異MUT3_XTRA_FATで加算(+2)
2150 * * 変異MUT3_FLESH_ROTで減算(-2)
2151 * * ネオ・つよしスペシャル中で加算(+4)
2153 static s16b calc_constitution_addition(player_type *creature_ptr)
2156 const player_race *tmp_rp_ptr;
2157 if (creature_ptr->mimic_form)
2158 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2160 tmp_rp_ptr = &race_info[creature_ptr->prace];
2161 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2162 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2163 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2165 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2166 if (creature_ptr->lev > 25)
2168 if (creature_ptr->lev > 40)
2170 if (creature_ptr->lev > 45)
2174 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2176 BIT_FLAGS flgs[TR_FLAG_SIZE];
2177 o_ptr = &creature_ptr->inventory_list[i];
2180 object_flags(creature_ptr, o_ptr, flgs);
2181 if (has_flag(flgs, TR_CON))
2185 if (creature_ptr->realm1 == REALM_HEX) {
2186 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2191 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2195 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2197 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2199 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2203 if (creature_ptr->muta3) {
2204 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2208 if (creature_ptr->muta3 & MUT3_ALBINO) {
2212 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2216 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2221 if (creature_ptr->tsuyoshi) {
2230 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2234 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2237 * * 変異MUT3_FLESH_ROTで減算(-1)
2238 * * 変異MUT3_SILLY_VOIで減算(-4)
2239 * * 変異MUT3_BLANK_FACで減算(-1)
2240 * * 変異MUT3_WART_SKINで減算(-2)
2241 * * 変異MUT3_SCALESで減算(-1)
2242 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2244 static s16b calc_charisma_addition(player_type *creature_ptr)
2247 const player_race *tmp_rp_ptr;
2248 if (creature_ptr->mimic_form)
2249 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2251 tmp_rp_ptr = &race_info[creature_ptr->prace];
2252 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2253 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2254 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2256 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2258 BIT_FLAGS flgs[TR_FLAG_SIZE];
2259 o_ptr = &creature_ptr->inventory_list[i];
2262 object_flags(creature_ptr, o_ptr, flgs);
2263 if (has_flag(flgs, TR_CHR))
2267 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2271 if (creature_ptr->muta3) {
2272 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2275 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2278 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2281 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2284 if (creature_ptr->muta3 & MUT3_SCALES) {
2287 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2297 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2300 * * 性格なまけものなら加算(+10)
2302 * * 性格ちからじまんとがまんづよいなら加算(+1)
2303 * * 性格チャージマンなら加算(+5)
2304 * * 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)
2306 static s16b calc_to_magic_chance(player_type *creature_ptr)
2310 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2312 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2314 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2316 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2319 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2321 BIT_FLAGS flgs[TR_FLAG_SIZE];
2322 o_ptr = &creature_ptr->inventory_list[i];
2325 object_flags(creature_ptr, o_ptr, flgs);
2326 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2327 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2337 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2339 ARMOUR_CLASS ac = 0;
2340 if (creature_ptr->yoiyami)
2343 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2345 o_ptr = &creature_ptr->inventory_list[i];
2351 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2352 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2353 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2359 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2361 ARMOUR_CLASS ac = 0;
2362 if (creature_ptr->yoiyami)
2365 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2367 if (creature_ptr->mimic_form) {
2368 switch (creature_ptr->mimic_form) {
2372 case MIMIC_DEMON_LORD:
2380 if (creature_ptr->pclass == CLASS_BERSERKER) {
2381 ac += 10 + creature_ptr->lev / 2;
2383 if (creature_ptr->pclass == CLASS_SORCERER) {
2387 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2389 o_ptr = &creature_ptr->inventory_list[i];
2392 if (is_true_value || object_is_known(o_ptr))
2395 if (o_ptr->curse_flags & TRC_LOW_AC) {
2396 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2397 if (is_true_value || object_is_fully_known(o_ptr))
2400 if (is_true_value || object_is_fully_known(o_ptr))
2405 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2410 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2411 ac += 10 + (creature_ptr->lev * 2 / 5);
2414 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2418 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2422 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2426 if (creature_ptr->muta3 & MUT3_SCALES) {
2430 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2434 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2435 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2436 ac += (creature_ptr->lev * 3) / 2;
2438 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2439 ac += ((creature_ptr->lev - 13) / 3);
2441 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2442 ac += ((creature_ptr->lev - 8) / 3);
2444 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2445 ac += (creature_ptr->lev - 2) / 3;
2447 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2448 ac += (creature_ptr->lev / 2);
2450 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2451 ac += (creature_ptr->lev / 3);
2455 if (creature_ptr->realm1 == REALM_HEX) {
2456 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2460 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2461 object_type *o_ptr = &creature_ptr->inventory_list[i];
2464 if (!object_is_armour(creature_ptr, o_ptr))
2466 if (!object_is_cursed(o_ptr))
2468 if (o_ptr->curse_flags & TRC_CURSED)
2470 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2472 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2477 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2479 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2481 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2485 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2487 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2491 if (is_blessed(creature_ptr)) {
2495 if (is_shero(creature_ptr)) {
2499 if (creature_ptr->pclass == CLASS_NINJA) {
2500 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2501 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2502 ac += creature_ptr->lev / 2 + 5;
2511 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2516 * ** クラッコンと妖精に加算(+レベル/10)
2517 * ** 悪魔変化/吸血鬼変化で加算(+3)
2519 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2520 * ** 忍者の装備が重ければ減算(-レベル/10)
2521 * ** 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)
2522 * ** 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)
2523 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2524 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2527 * ** 呪術「衝撃のクローク」で加算(+3)
2530 * ** 変異MUT3_XTRA_FATなら減算(-2)
2531 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2532 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2533 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2534 * ** そうでなく浮遊を持っていないなら減算(-2)
2535 * ** 棘セット装備中ならば加算(+7)
2536 * * 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
2538 * * 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
2541 static s16b calc_speed(player_type *creature_ptr)
2543 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2544 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2548 int j = calc_inventory_weight(creature_ptr);
2551 if (!creature_ptr->riding) {
2552 const player_race *tmp_rp_ptr;
2553 if (creature_ptr->mimic_form)
2554 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2556 tmp_rp_ptr = &race_info[creature_ptr->prace];
2558 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2559 pow += (creature_ptr->lev) / 10;
2561 if (creature_ptr->mimic_form) {
2562 switch (creature_ptr->mimic_form) {
2566 case MIMIC_DEMON_LORD:
2575 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2576 object_type *o_ptr = &creature_ptr->inventory_list[i];
2577 BIT_FLAGS flgs[TR_FLAG_SIZE];
2578 object_flags(creature_ptr, o_ptr, flgs);
2582 if (has_flag(flgs, TR_SPEED))
2586 if (creature_ptr->pclass == CLASS_NINJA) {
2587 if (heavy_armor(creature_ptr)) {
2588 pow -= (creature_ptr->lev) / 10;
2589 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2590 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2592 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2593 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2594 pow += (creature_ptr->lev) / 10;
2598 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2599 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2600 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2601 pow += (creature_ptr->lev) / 10;
2604 if (creature_ptr->pclass == CLASS_BERSERKER) {
2606 if (creature_ptr->lev > 29)
2608 if (creature_ptr->lev > 39)
2610 if (creature_ptr->lev > 44)
2612 if (creature_ptr->lev > 49)
2616 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2617 pow += (creature_ptr->lev) / 10 + 5;
2620 if (is_fast(creature_ptr)) {
2624 if (creature_ptr->slow) {
2628 if (creature_ptr->realm1 == REALM_HEX) {
2629 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2634 if (creature_ptr->food >= PY_FOOD_MAX)
2637 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2640 if (creature_ptr->muta3) {
2642 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2646 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2650 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2655 if (creature_ptr->prace == RACE_MERFOLK) {
2656 if (has_flag(f_ptr->flags, FF_WATER)) {
2657 pow += (2 + creature_ptr->lev / 10);
2658 } else if (!creature_ptr->levitation) {
2663 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2664 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2669 count = (int)calc_weight_limit(creature_ptr);
2671 pow -= ((j - count) / (count / 5));
2674 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2675 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2676 SPEED speed = riding_m_ptr->mspeed;
2678 if (riding_m_ptr->mspeed > 110) {
2679 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2686 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2688 if (monster_fast_remaining(riding_m_ptr))
2690 if (monster_slow_remaining(riding_m_ptr))
2693 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2694 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2696 count = 1500 + riding_r_ptr->level * 25;
2698 pow -= ((j - count) / (count / 5));
2701 if (creature_ptr->action == ACTION_SEARCH)
2704 /* Maximum speed is (+99). (internally it's 110 + 99) */
2705 /* Temporary lightspeed forces to be maximum speed */
2706 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2710 /* Minimum speed is (-99). (internally it's 110 - 99) */
2718 * @brief 二刀流ペナルティ量計算
2719 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2720 * @param slot ペナルティ量を計算する武器スロット
2726 * * マンゴーシュ/脇差を左に装備した場合の軽減
2730 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2733 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2734 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2735 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2736 penalty = penalty / 2 - 5;
2738 if (creature_ptr->easy_2weapon) {
2741 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2742 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2743 penalty = MAX(0, penalty - 10);
2745 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2746 penalty = MIN(0, penalty);
2748 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2750 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2754 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2757 return (s16b)penalty;
2760 static void calc_ind_status(player_type *creature_ptr, int status)
2763 if (creature_ptr->stat_use[status] <= 18)
2764 ind = (creature_ptr->stat_use[status] - 3);
2765 else if (creature_ptr->stat_use[status] <= 18 + 219)
2766 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2770 if (creature_ptr->stat_ind[status] == ind)
2773 creature_ptr->stat_ind[status] = (s16b)ind;
2774 if (status == A_CON) {
2775 creature_ptr->update |= (PU_HP);
2776 } else if (status == A_INT) {
2777 if (mp_ptr->spell_stat == A_INT) {
2778 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2780 } else if (status == A_WIS) {
2781 if (mp_ptr->spell_stat == A_WIS) {
2782 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2784 } else if (status == A_CHR) {
2785 if (mp_ptr->spell_stat == A_CHR) {
2786 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2790 creature_ptr->window |= (PW_PLAYER);
2793 static void calc_use_status(player_type *creature_ptr, int status)
2795 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2797 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2798 /* 10 to 18/90 charisma, guaranteed, based on level */
2799 if (use < 8 + 2 * creature_ptr->lev) {
2800 use = 8 + 2 * creature_ptr->lev;
2804 if (creature_ptr->stat_use[status] != use) {
2805 creature_ptr->stat_use[status] = (s16b)use;
2806 creature_ptr->redraw |= (PR_STATS);
2807 creature_ptr->window |= (PW_PLAYER);
2811 static void calc_top_status(player_type *creature_ptr, int status)
2813 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2815 if (creature_ptr->stat_top[status] != top) {
2816 creature_ptr->stat_top[status] = (s16b)top;
2817 creature_ptr->redraw |= (PR_STATS);
2818 creature_ptr->window |= (PW_PLAYER);
2822 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2824 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2825 if (!creature_ptr->riding)
2830 creature_ptr->riding_ryoute = FALSE;
2832 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2833 creature_ptr->riding_ryoute = TRUE;
2834 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2835 switch (creature_ptr->pclass) {
2837 case CLASS_FORCETRAINER:
2838 case CLASS_BERSERKER:
2839 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2840 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2841 creature_ptr->riding_ryoute = TRUE;
2846 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2847 if (creature_ptr->tval_ammo != TV_ARROW)
2850 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2856 if (creature_ptr->tval_ammo == TV_BOLT)
2862 void put_equipment_warning(player_type *creature_ptr)
2864 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2865 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2867 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."));
2868 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2869 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."));
2871 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."));
2873 creature_ptr->old_heavy_shoot = heavy_shoot;
2876 for (int i = 0; i < 2; i++) {
2877 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2878 if (creature_ptr->heavy_wield[i]) {
2879 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."));
2880 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2881 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2882 } else if (creature_ptr->heavy_wield[1 - i]) {
2883 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2885 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."));
2888 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2891 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2892 if (creature_ptr->riding_wield[i]) {
2893 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."));
2894 } else if (!creature_ptr->riding) {
2895 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2896 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2897 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2900 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2903 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2906 if (creature_ptr->icky_wield[i]) {
2907 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."));
2908 if (current_world_ptr->is_loading_now) {
2909 chg_virtue(creature_ptr, V_FAITH, -1);
2911 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2912 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."));
2914 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."));
2917 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2920 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2921 if (creature_ptr->riding_ryoute) {
2923 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" : "");
2925 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2929 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" : "");
2931 msg_print("You began to control the pet you're riding with one hand.");
2935 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2938 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2939 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2940 if (heavy_armor(creature_ptr)) {
2941 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."));
2942 if (current_world_ptr->is_loading_now) {
2943 chg_virtue(creature_ptr, V_HARMONY, -1);
2946 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2949 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2953 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2955 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2956 int id = slot - INVEN_RARM;
2957 BIT_FLAGS flgs[TR_FLAG_SIZE];
2958 object_flags(creature_ptr, o_ptr, flgs);
2961 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2963 if (is_shero(creature_ptr)) {
2964 damage += 3 + (creature_ptr->lev / 5);
2967 if (creature_ptr->stun > 50) {
2969 } else if (creature_ptr->stun) {
2973 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2975 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2976 damage += creature_ptr->lev / 6;
2977 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2978 damage += creature_ptr->lev / 6;
2980 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2981 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2988 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2989 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2990 if (o_ptr->curse_flags & (TRC_CURSED)) {
2993 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2996 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3002 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3004 o_ptr = &creature_ptr->inventory_list[i];
3005 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3006 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3009 if (!object_is_known(o_ptr) && !is_true_value)
3011 bonus_to_d = o_ptr->to_d;
3013 if (creature_ptr->pclass == CLASS_NINJA) {
3014 if (o_ptr->to_d > 0)
3015 bonus_to_d = (o_ptr->to_d + 1) / 2;
3018 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3019 damage += (s16b)bonus_to_d;
3020 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3022 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
3024 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3025 } else if (id == get_default_hand(creature_ptr)) {
3026 damage += (s16b)bonus_to_d;
3030 if (get_default_hand(creature_ptr) == id) {
3031 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3032 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3034 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3035 damage += MAX(bonus_to_d, 1);
3039 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3040 damage += (creature_ptr->lev / 6);
3046 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3048 int id = slot - INVEN_RARM;
3049 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3050 BIT_FLAGS flgs[TR_FLAG_SIZE];
3051 object_flags(creature_ptr, o_ptr, flgs);
3052 tval_type tval = creature_ptr->inventory_list[INVEN_RARM + id].tval - TV_WEAPON_BEGIN;
3053 OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + id].sval;
3057 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3058 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3060 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3062 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3063 hit += creature_ptr->lev / 5;
3064 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3065 hit += creature_ptr->lev / 5;
3067 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3068 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3075 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3076 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3083 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3084 if (o_ptr->curse_flags & (TRC_CURSED)) {
3087 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3090 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3093 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3098 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3099 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3102 if (is_blessed(creature_ptr)) {
3106 if (is_hero(creature_ptr)) {
3110 if (is_shero(creature_ptr)) {
3114 if (creature_ptr->stun > 50) {
3116 } else if (creature_ptr->stun) {
3120 if (creature_ptr->riding) {
3121 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3126 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3127 && !has_flag(flgs, TR_RIDING)) {
3130 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3133 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3138 hit -= (s16b)penalty;
3141 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3143 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3147 if (get_default_hand(creature_ptr) == id) {
3148 if ((has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
3149 || (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))) {
3150 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3153 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3154 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3156 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);
3157 hit += MAX(bonus_to_h, 1);
3161 int default_hand = get_default_hand(creature_ptr);
3162 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3164 o_ptr = &creature_ptr->inventory_list[i];
3165 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3166 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3169 if (is_true_value || !object_is_known(o_ptr))
3171 bonus_to_h = o_ptr->to_h;
3173 if (creature_ptr->pclass == CLASS_NINJA) {
3174 if (o_ptr->to_h > 0)
3175 bonus_to_h = (o_ptr->to_h + 1) / 2;
3178 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3179 hit += (s16b)bonus_to_h;
3183 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3184 if (default_hand == 0)
3185 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3186 if (default_hand == 1)
3187 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3191 if (default_hand == id)
3192 hit += (s16b)bonus_to_h;
3194 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3195 hit += (creature_ptr->lev / 3);
3198 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3203 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3207 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3208 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3212 BIT_FLAGS flgs[TR_FLAG_SIZE];
3213 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3215 object_flags(creature_ptr, o_ptr, flgs);
3217 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3218 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3227 if (creature_ptr->stun > 50) {
3229 } else if (creature_ptr->stun) {
3233 if (is_blessed(creature_ptr)) {
3237 if (is_hero(creature_ptr)) {
3241 if (is_shero(creature_ptr)) {
3245 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3247 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3248 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3252 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3253 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3254 pow += (10 + (creature_ptr->lev / 5));
3260 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3262 o_ptr = &creature_ptr->inventory_list[i];
3263 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3264 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3267 bonus_to_h = o_ptr->to_h;
3269 if (creature_ptr->pclass == CLASS_NINJA) {
3270 if (o_ptr->to_h > 0)
3271 bonus_to_h = (o_ptr->to_h + 1) / 2;
3274 if (is_true_value || object_is_known(o_ptr))
3275 pow += (s16b)bonus_to_h;
3278 pow -= calc_riding_bow_penalty(creature_ptr);
3283 static s16b calc_to_damage_misc(player_type *creature_ptr)
3286 BIT_FLAGS flgs[TR_FLAG_SIZE];
3290 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3291 o_ptr = &creature_ptr->inventory_list[i];
3295 object_flags(creature_ptr, o_ptr, flgs);
3297 int bonus_to_d = o_ptr->to_d;
3298 if (creature_ptr->pclass == CLASS_NINJA) {
3299 if (o_ptr->to_d > 0)
3300 bonus_to_d = (o_ptr->to_d + 1) / 2;
3302 to_dam += (s16b)bonus_to_d;
3305 if (is_shero(creature_ptr)) {
3306 to_dam += 3 + (creature_ptr->lev / 5);
3309 if (creature_ptr->stun > 50) {
3311 } else if (creature_ptr->stun) {
3315 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3319 static s16b calc_to_hit_misc(player_type *creature_ptr)
3322 BIT_FLAGS flgs[TR_FLAG_SIZE];
3326 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3327 o_ptr = &creature_ptr->inventory_list[i];
3331 object_flags(creature_ptr, o_ptr, flgs);
3333 int bonus_to_h = o_ptr->to_h;
3334 if (creature_ptr->pclass == CLASS_NINJA) {
3335 if (o_ptr->to_h > 0)
3336 bonus_to_h = (o_ptr->to_h + 1) / 2;
3338 to_hit += (s16b)o_ptr->to_h;
3341 if (is_blessed(creature_ptr)) {
3345 if (is_hero(creature_ptr)) {
3349 if (is_shero(creature_ptr)) {
3353 if (creature_ptr->stun > 50) {
3355 } else if (creature_ptr->stun) {
3359 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3360 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3365 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3367 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3370 if (creature_ptr->riding) {
3372 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3380 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3382 (creature_ptr); // unused
3388 * @brief プレイヤーの所持重量制限を計算する /
3389 * Computes current weight limit.
3392 WEIGHT calc_weight_limit(player_type *creature_ptr)
3394 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3395 if (creature_ptr->pclass == CLASS_BERSERKER)
3401 * @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 /
3402 * @param i 判定する手のID(右手:0 左手:1)
3403 * @return 持っているならばTRUE
3405 bool has_melee_weapon(player_type *creature_ptr, int i)
3407 return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
3411 * @brief プレイヤーの現在開いている手の状態を返す
3412 * @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。
3413 * @return 開いている手のビットフラグ
3415 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3417 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3418 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3419 status |= EMPTY_HAND_RARM;
3420 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3421 status |= EMPTY_HAND_LARM;
3423 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3424 if (status & EMPTY_HAND_LARM)
3425 status &= ~(EMPTY_HAND_LARM);
3426 else if (status & EMPTY_HAND_RARM)
3427 status &= ~(EMPTY_HAND_RARM);
3434 * @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。
3435 * @return ペナルティが適用されるならばTRUE。
3437 bool heavy_armor(player_type *creature_ptr)
3439 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3442 WEIGHT monk_arm_wgt = 0;
3443 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3444 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3445 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3446 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3447 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3448 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3449 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3450 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3451 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3453 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3457 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3459 * @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。
3461 void update_creature(player_type *creature_ptr)
3463 if (!creature_ptr->update)
3466 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3467 if (creature_ptr->update & (PU_AUTODESTROY)) {
3468 creature_ptr->update &= ~(PU_AUTODESTROY);
3469 autopick_delayed_alter(creature_ptr);
3472 if (creature_ptr->update & (PU_COMBINE)) {
3473 creature_ptr->update &= ~(PU_COMBINE);
3474 combine_pack(creature_ptr);
3477 if (creature_ptr->update & (PU_REORDER)) {
3478 creature_ptr->update &= ~(PU_REORDER);
3479 reorder_pack(creature_ptr);
3482 if (creature_ptr->update & (PU_BONUS)) {
3483 creature_ptr->update &= ~(PU_BONUS);
3484 calc_alignment(creature_ptr);
3485 calc_bonuses(creature_ptr);
3488 if (creature_ptr->update & (PU_TORCH)) {
3489 creature_ptr->update &= ~(PU_TORCH);
3490 calc_lite_radius(creature_ptr);
3493 if (creature_ptr->update & (PU_HP)) {
3494 creature_ptr->update &= ~(PU_HP);
3495 calc_hitpoints(creature_ptr);
3498 if (creature_ptr->update & (PU_MANA)) {
3499 creature_ptr->update &= ~(PU_MANA);
3500 calc_mana(creature_ptr);
3503 if (creature_ptr->update & (PU_SPELLS)) {
3504 creature_ptr->update &= ~(PU_SPELLS);
3505 calc_spells(creature_ptr);
3508 if (!current_world_ptr->character_generated)
3510 if (current_world_ptr->character_icky)
3512 if (creature_ptr->update & (PU_UN_LITE)) {
3513 creature_ptr->update &= ~(PU_UN_LITE);
3514 forget_lite(floor_ptr);
3517 if (creature_ptr->update & (PU_UN_VIEW)) {
3518 creature_ptr->update &= ~(PU_UN_VIEW);
3519 forget_view(floor_ptr);
3522 if (creature_ptr->update & (PU_VIEW)) {
3523 creature_ptr->update &= ~(PU_VIEW);
3524 update_view(creature_ptr);
3527 if (creature_ptr->update & (PU_LITE)) {
3528 creature_ptr->update &= ~(PU_LITE);
3529 update_lite(creature_ptr);
3532 if (creature_ptr->update & (PU_FLOW)) {
3533 creature_ptr->update &= ~(PU_FLOW);
3534 update_flow(creature_ptr);
3537 if (creature_ptr->update & (PU_DISTANCE)) {
3538 creature_ptr->update &= ~(PU_DISTANCE);
3540 update_monsters(creature_ptr, TRUE);
3543 if (creature_ptr->update & (PU_MON_LITE)) {
3544 creature_ptr->update &= ~(PU_MON_LITE);
3545 update_mon_lite(creature_ptr);
3548 if (creature_ptr->update & (PU_DELAY_VIS)) {
3549 creature_ptr->update &= ~(PU_DELAY_VIS);
3550 delayed_visual_update(creature_ptr);
3553 if (creature_ptr->update & (PU_MONSTERS)) {
3554 creature_ptr->update &= ~(PU_MONSTERS);
3555 update_monsters(creature_ptr, FALSE);
3560 * @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
3561 * @return 魔道書を一冊も持っていないならTRUEを返す
3563 bool player_has_no_spellbooks(player_type *creature_ptr)
3566 for (int i = 0; i < INVEN_PACK; i++) {
3567 o_ptr = &creature_ptr->inventory_list[i];
3568 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3572 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3573 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3574 o_ptr = &floor_ptr->o_list[i];
3575 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3582 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3584 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3587 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3590 * @return 配置に成功したらTRUE
3592 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3594 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3597 /* Save player location */
3598 creature_ptr->y = y;
3599 creature_ptr->x = x;
3604 * @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
3607 void wreck_the_pattern(player_type *creature_ptr)
3609 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3610 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3611 if (pattern_type == PATTERN_TILE_WRECKED)
3614 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3615 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3617 if (!is_invuln(creature_ptr))
3618 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3620 int to_ruin = randint1(45) + 35;
3623 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3625 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3626 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3630 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3634 * @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 /
3635 * Advance experience levels and print experience
3638 void check_experience(player_type *creature_ptr)
3640 if (creature_ptr->exp < 0)
3641 creature_ptr->exp = 0;
3642 if (creature_ptr->max_exp < 0)
3643 creature_ptr->max_exp = 0;
3644 if (creature_ptr->max_max_exp < 0)
3645 creature_ptr->max_max_exp = 0;
3647 if (creature_ptr->exp > PY_MAX_EXP)
3648 creature_ptr->exp = PY_MAX_EXP;
3649 if (creature_ptr->max_exp > PY_MAX_EXP)
3650 creature_ptr->max_exp = PY_MAX_EXP;
3651 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3652 creature_ptr->max_max_exp = PY_MAX_EXP;
3654 if (creature_ptr->exp > creature_ptr->max_exp)
3655 creature_ptr->max_exp = creature_ptr->exp;
3656 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3657 creature_ptr->max_max_exp = creature_ptr->max_exp;
3659 creature_ptr->redraw |= (PR_EXP);
3660 handle_stuff(creature_ptr);
3662 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3663 PLAYER_LEVEL old_lev = creature_ptr->lev;
3664 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3665 creature_ptr->lev--;
3666 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3667 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3668 creature_ptr->window |= (PW_PLAYER);
3669 handle_stuff(creature_ptr);
3672 bool level_reward = FALSE;
3673 bool level_mutation = FALSE;
3674 bool level_inc_stat = FALSE;
3675 while ((creature_ptr->lev < PY_MAX_LEVEL)
3676 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3677 creature_ptr->lev++;
3678 if (creature_ptr->lev > creature_ptr->max_plv) {
3679 creature_ptr->max_plv = creature_ptr->lev;
3681 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3682 level_reward = TRUE;
3684 if (creature_ptr->prace == RACE_BEASTMAN) {
3686 level_mutation = TRUE;
3688 level_inc_stat = TRUE;
3690 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3694 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3695 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3696 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3697 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3698 creature_ptr->level_up_message = TRUE;
3699 handle_stuff(creature_ptr);
3701 creature_ptr->level_up_message = FALSE;
3702 if (level_inc_stat) {
3703 if (!(creature_ptr->max_plv % 10)) {
3710 cnv_stat(creature_ptr->stat_max[0], tmp);
3711 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3712 cnv_stat(creature_ptr->stat_max[1], tmp);
3713 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3714 cnv_stat(creature_ptr->stat_max[2], tmp);
3715 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3716 cnv_stat(creature_ptr->stat_max[3], tmp);
3717 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3718 cnv_stat(creature_ptr->stat_max[4], tmp);
3719 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3720 cnv_stat(creature_ptr->stat_max[5], tmp);
3721 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3724 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3728 if ((choice >= 'a') && (choice <= 'f'))
3731 for (n = 0; n < A_MAX; n++)
3732 if (n != choice - 'a')
3734 if (get_check(_("よろしいですか?", "Are you sure? ")))
3737 do_inc_stat(creature_ptr, choice - 'a');
3739 } else if (!(creature_ptr->max_plv % 2))
3740 do_inc_stat(creature_ptr, randint0(6));
3743 if (level_mutation) {
3744 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3745 (void)gain_mutation(creature_ptr, 0);
3746 level_mutation = FALSE;
3750 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3754 gain_level_reward(creature_ptr, 0);
3755 level_reward = FALSE;
3758 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3759 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3760 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3761 handle_stuff(creature_ptr);
3764 if (old_lev != creature_ptr->lev)
3765 autopick_load_pref(creature_ptr, FALSE);
3769 * @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
3771 * @param out_val 出力先文字列ポインタ
3774 void cnv_stat(int val, char *out_val)
3777 sprintf(out_val, " %2d", val);
3781 int bonus = (val - 18);
3783 sprintf(out_val, "18/%3s", "***");
3784 } else if (bonus >= 100) {
3785 sprintf(out_val, "18/%03d", bonus);
3787 sprintf(out_val, " 18/%02d", bonus);
3792 * @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。
3793 * Modify a stat value by a "modifier", return new value
3795 * @param amount 加減算値
3799 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3800 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3801 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3802 * Or even: 18/13, 18/03, 18, 17, ..., 3
3805 s16b modify_stat_value(int value, int amount)
3808 for (int i = 0; i < amount; i++) {
3814 } else if (amount < 0) {
3815 for (int i = 0; i < (0 - amount); i++) {
3816 if (value >= 18 + 10)
3818 else if (value > 18)
3830 * Hack -- Calculates the total number of points earned -JWT-
3834 long calc_score(player_type *creature_ptr)
3836 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3849 if (ironman_small_levels)
3851 if (ironman_empty_levels)
3857 if (ironman_nightmare)
3864 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3865 if (max_dlv[i] > max_dl)
3866 max_dl = max_dlv[i];
3868 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3869 u32b point_h = point_l / 0x10000L;
3870 point_l = point_l % 0x10000L;
3873 point_h += point_l / 0x10000L;
3874 point_l %= 0x10000L;
3876 point_l += ((point_h % 100) << 16);
3880 u32b point = (point_h << 16) + (point_l);
3881 if (creature_ptr->arena_number >= 0)
3882 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3884 if (ironman_downward)
3886 if (creature_ptr->pclass == CLASS_BERSERKER) {
3887 if (creature_ptr->prace == RACE_SPECTRE)
3891 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3893 if (current_world_ptr->total_winner)
3898 point = (0 - point);
3904 * @param creature_ptr プレーヤーへの参照ポインタ
3905 * @return 祝福状態ならばTRUE
3907 bool is_blessed(player_type *creature_ptr)
3909 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3912 bool is_tim_esp(player_type *creature_ptr)
3914 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3917 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3919 bool is_time_limit_esp(player_type *creature_ptr)
3921 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3924 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3926 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3929 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3932 void stop_singing(player_type *creature_ptr)
3934 if (creature_ptr->pclass != CLASS_BARD)
3937 /* Are there interupted song? */
3938 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3939 /* Forget interupted song */
3940 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3944 /* The player is singing? */
3945 if (!SINGING_SONG_EFFECT(creature_ptr))
3948 /* Hack -- if called from set_action(), avoid recursive loop */
3949 if (creature_ptr->action == ACTION_SING)
3950 set_action(creature_ptr, ACTION_NONE);
3952 /* Message text of each song or etc. */
3953 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3955 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3956 SINGING_SONG_ID(creature_ptr) = 0;
3957 creature_ptr->update |= (PU_BONUS);
3958 creature_ptr->redraw |= (PR_STATUS);
3962 * @brief 口を使う継続的な処理を中断する
3963 * @param caster_ptr プレーヤーへの参照ポインタ
3966 void stop_mouth(player_type *caster_ptr)
3968 if (music_singing_any(caster_ptr))
3969 stop_singing(caster_ptr);
3970 if (hex_spelling_any(caster_ptr))
3971 stop_hex_spell_all(caster_ptr);
3975 * @brief ペットの維持コスト計算
3978 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3981 bool has_a_unique = FALSE;
3982 DEPTH total_friend_levels = 0;
3986 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3987 monster_type *m_ptr;
3988 monster_race *r_ptr;
3990 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3991 if (!monster_is_valid(m_ptr))
3993 r_ptr = &r_info[m_ptr->r_idx];
3995 if (is_pet(m_ptr)) {
3997 if (r_ptr->flags1 & RF1_UNIQUE) {
3998 if (creature_ptr->pclass == CLASS_CAVALRY) {
3999 if (creature_ptr->riding == m_idx)
4000 total_friend_levels += (r_ptr->level + 5) * 2;
4001 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4002 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4004 total_friend_levels += (r_ptr->level + 5) * 10;
4005 has_a_unique = TRUE;
4007 total_friend_levels += (r_ptr->level + 5) * 10;
4009 total_friend_levels += r_ptr->level;
4013 if (total_friends) {
4015 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4016 if (upkeep_factor < 0)
4018 if (upkeep_factor > 1000)
4019 upkeep_factor = 1000;
4020 return upkeep_factor;
4025 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4027 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4029 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4031 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4033 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4035 bool is_echizen(player_type *creature_ptr)
4037 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4040 int calc_weapon_weight_limit(player_type *creature_ptr)
4042 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4044 if (has_two_handed_weapons(creature_ptr))
4050 static int get_default_hand(player_type *creature_ptr)
4052 int default_hand = 0;
4054 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4055 if (!has_right_hand_weapon(creature_ptr))
4059 if (can_two_hands_wielding(creature_ptr)) {
4060 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4061 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4062 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4063 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4069 return default_hand;